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The most obvious, and useful, white magic is the cure and heal families. These and the Life spells will probably be used more than all other spells combined. Not only are white mages/wizards fantastic curers, they are very effective against the undead. In addition to the Dia family of spells, the white wizard is the only character than can use holy, a white spell that is one of the most powerful spells in the game, against the living and undead.

Spell types

Spell suffixes

Suffixes that tell you more about a spell's power or ability. As spells get more powerful, suffixes distinguish them from similar spells in the same family.

  • -na: Removes a status ailment
  • -ra: More powerful than the original.
  • -ga: Even more powerful than "-ra".
  • -ja: The highest level of power.

Many mid and high levels spells are not unique, but are improved versions of low levels spells. Each "family" of spells usually contains three versions, though some have two or four.

  • Cure family: Restores a [relatively] large amount of HP to one character
  • Heal family: Restores small amounts of HP to the entire party at once
  • Life family: Revives a dead character
  • Dia family: Damages the undead, ineffective against the living/inanimate
  • Nul family: Reduces damage from (or nullifies) one type of element, death spells, or all elements
  • Protect family: Raises defense and evasion

There are several other spells that do not belong in a specific family, but tend to be focused on boosting the party's stats or removing status ailments. The exception is Holy, which is a powerful offensive spell.

Users

See also: spell recommendations

Spell listings

Spells are listed under the Dawn of Souls and Anniversary names. These may differ from the original names given to the spells in the NES version, and from the updated names in Origins. Spell MP cost refers to the amount of MP required to cast a spell in the Dawn of Souls and Anniversary editions. All versions prior to that simply require one allocation of spell casting for their respective levels.

Level 1

All Level 1 spells are sold in Cornelia and cost 100 Gil to purchase (or 50 Gil in the Easy Mode and GBA versions).

Blink can be cast for free by using the Defense sword as an item.

Spell Cure Dia Protect Blink
Alternate Names NES: CURE
PSX: Cure1
NES: HARM
PSX: Dia1
NES: FOG
PSX:Shld1
NES: RUSE
PSX: Blink
MP Cost 3 5 3 3
Range One ally All enemies One ally Self
Effect Restores 16-32 HP Inflicts 20-80 damage to "undead" type enemies Raises Defence by 8 points Raises Evade by 80 points
Cast by FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gifFFI knight.gif

Level 2

All Level 2 spells are sold in Pravoka and cost 400 Gil to purchase (or 250 Gil in the Easy Mode and GBA versions).

Spell Blindna Silence NulShock Invis
Alternate Names NES: LAMP
PSX: Lamp
NES: MUTE
PSX: Silence
NES: ALIT
PSX:NulBolt
NES: INVS
PSX: Invs1
MP Cost 3 5 8 3
Range One ally All enemies Entire party One ally
Effect Cures Darkness Prevents enemies from casting spells Reduces lightning-based damage by 50% Raises evade by 40 points
Cast by FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif

Level 3

All Level 3 spells are sold in Elfheim and cost 1500 Gil to purchase (or 1000 Gil in the Easy Mode and GBA versions).

Heal can be cast for free by using the Healing staff or the Healing helm as an item. Diara can be cast for free by using the Light axe as an item. The Ice armor and the Ice shield automatically reduce fire damage as if they were embedded with NulBlaze.

Spell Cura Diara NulBlaze Heal
Alternate Names NES: CUR2
PSX: Cure2
NES: HRM2
PSX: Dia2
NES: AFIR
PSX:NulFire
NES: HEAL
PSX: Heal
MP Cost 10 8 8 10
Range One ally All enemies Entire party Entire party
Effect Restores 33-66 HP Inflicts 40-160 damage to "undead" type enemies Reduces fire-based damage by 50% Restores 12-24 HP to entire party
Cast by FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gifFFI knight.gif FFI white mage.gifFFI white wizard.gif

Level 4

All Level 4 spells are sold in Elfheim and cost 4000 Gil to purchase (or 2500 Gil in the Easy Mode and GBA versions).

The Flame armor and the Flame shield automatically reduce ice damage as if they were embedded with NulFrost.

Spell Poisona Fear NulFrost Vox
Alternate Names NES: PURE
PSX: Esuna
NES: FEAR
PSX: Fear
NES: AICE
PSX: NulIce
NES: AMUT
PSX: Vox
MP Cost 3 10 8 3
Range One ally All enemies Entire party One ally
Effect Cures Poison Causes enemies to run away from battle Reduces ice-based damage by 50% Cures Mute
Cast by FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gif FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gif

Level 5

All Level 5 spells are sold in Melmond and cost 8000 Gil to purchase (or 4000 Gil in the Easy Mode and GBA versions).

Spell Curaga Life Diaga Healara
Alternate Names NES: CUR3
PSX: Cure3
NES: LIFE
PSX: Life1
NES: HRM3
PSX: Dia3
NES: HEL2
PSX: Heal2
MP Cost 20 20 25 25
Range One ally Defeated ally All enemies Entire party
Effect Restores 66-132 HP Revives one ally. May not be cast in battle Inflicts 60-240 damage to "undead" type enemies Restores 24-48 HP to entire party
Cast by FFI white mage.gifFFI white wizard.gifFFI red mage.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gif FFI white mage.gifFFI white wizard.gif

Level 6

All Level 6 spells are sold in Crescent Lake and cost 20,000 Gil to purchase (or 13,000 Gil in the Easy Mode and GBA versions).

Invisira can be cast for free by using the White robe as an item.

Spell Stona Exit Protera Invisira
Alternate Names NES: SOFT
PSX: Stona
NES: EXIT
PSX: Warp2
NES: FOG2
PSX: Shld2
NES: INV2
PSX: Invs2
MP Cost 10 20 20 25
Range One ally Entire party Entire party Entire party
Effect Cures Stone Warps party outside of cavern/dungeon Raises Defence by 12 points Raises party's Evade by 40 points
Cast by FFI white mage.gifFFI white wizard.gif FFI white wizard.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gif

Level 7

Curaja & Diaja spells are sold in Gaia, while NulDeath & Healaga are sold in Onrac. These spells cost 45,000 Gil to purchase (or 30,000 Gil in the Easy Mode and GBA versions).

The Protect Ring (equipped on hands) automatically protects the wearer from instant-death as if it was embedded with NulDeath.

Spell Curaja Diaja NulDeath Healaga
Alternate Names NES: CUR4
PSX: Cure4
NES: HRM4
PSX: Dia4
NES: ARUB
PSX: NulMgc
NES: HEL3
PSX: Heal3
MP Cost 35 35 28 38
Range One ally All enemies Entire party Entire party
Effect Fully restores all HP of one ally Inflicts 80-320 damage to "undead" type enemies Protects party from auto-kill attacks/spells Restores 48-96 HP to entire party
Cast by FFI white wizard.gif FFI white wizard.gif FFI white mage.gifFFI white wizard.gifFFI red wizard.gif FFI white mage.gifFFI white wizard.gif

Level 8

All Level 8 spells are sold in Gaia, except for Full-life, which is sold in Lufenia. These spells cost 60,000 Gil to purchase (or 40,000 Gil in the Easy Mode and GBA versions).

The Dragon mail automatically reduces damages from any element as if it was embedded with NulAll.

Spell Holy NulAll Dispel Full-life
Alternate Names NES: FADE
PSX: Holy
NES: WALL
PSX: NulAll
NES: XFER
PSX: Dispel
NES: LIF2
PSX: Life2
MP Cost 50 40 35 50
Range All enemies One ally One enemy Defeated ally
Effect Damages all enemies Reduces all spell damage by 50% Removes an enemy's special defences Revives and fully restores one defeated ally
Cast by FFI white wizard.gif FFI white wizard.gif FFI white wizard.gif FFI white wizard.gif

Summary table

The following tables are for quick reference, once you got familiar with the contents above. The class abbreviations are as follows: wW = White Mage and White Wizard; rR = Red Mage and Red Wizard; K = Knight.

Lv Spell names
(NES/PSX/GBA)
MP Type & Target Effect wW rR K Item
1 Cure/Cure1/Cure 3 Field/supports one Restores HP wW rR K -
1 Fog/Shld1/Protect 3 Supports one Raises Defense wW rR K -
1 Ruse/Blink/Blink 3 Supports caster Raises Evasion wW R K Defender sword
1 Harm/Dia1/Dia 5 Attacks all Damages undead enemies wW - - -
2 Lamp/Lamp/Blindna 3 Supports one Cures "blind" status wW rR K -
2 Invs/Invs1/Invis 3 Supports one Raises Evasion wW rR K -
2 Mute/Silence/Silence 5 Debuffs all Inflicts "mute" status wW rR K -
2 ALit/NulBolt/NulShock 8 Supports all Reduces lightning-elemental damage wW rR K -
3 AFire/NulFire/NulBlaze 8 Supports all Reduces fire-elemental damage wW rR K Ice armor & shield
3 Cur2/Cure2/Cura 10 Field/supports one Restores HP wW rR K -
3 Hrm2/Dia2/Diara 8 Attacks all Damages undead enemies wW - - Light axe
3 Heal/Heal/Heal 10 Field/supports all Restores HP wW - - Healing staff & helm
4 Pure/Esuna/Poisona 3 Field/supports one Cures "poison" status wW rR - -
4 AIce/NulIce/NulFrost 8 Supports all Reduces ice-elemental damage wW rR - Flame armor & shield
4 AMut/Vox/Vox 3 Supports one Cures "mute" status wW R - -
4 Fear/Fear/Fear 10 Debuffs all Enemies flee wW - - -
5 Cur3/Cure3/Curaga 20 Field/supports one Restores HP wW rR - -
5 Life/Life1/Life 20 Field/supports one Revives dead ally wW rR - -
5 Hel2/Heal2/Healara 25 Field/supports all Restores HP wW - - -
5 Hrm3/Dia3/Diaga 25 Attacks all Damages undead enemies wW - - -
6 Exit/Warp2/Exit 20 Field Warps outside dungeon wW R - -
6 Inv2/Invs2/Invisira 25 Supports all Raises Evasion wW R - White robe
6 Fog2/Shld2/Protera 20 Supports all Raises Defense W R - -
6 Soft/Stona/Stona 10 Field/supports one Cures "stone" status wW - - -
7 ARub/NulMgc/NulDeath 28 Supports all Prevents "instant-death" wW R - Protect Ring
7 Hel3/Heal3/Healaga 28 Field/supports all Restores HP wW - - -
7 Cur4/Cure4/Curaja 35 Field/supports one Restores HP W - - -
7 Hrm4/Dia4/Diaja 35 Attacks all Damages undead enemies W - - -
8 Wall/NulAll/NulAll 40 Supports one Reduces any elemental damage W - - Dragon mail
8 Xfer/Dispel/Dispel 35 Debuffs one Removes special defenses W - - -
8 Lif2/Life2/Full-Life 50 Field/supports one Revives and restores HP W - - -
8 Fade/Holy/Holy 50 Attacks all Damages any enemy W - - -

The following table shows spell prices and magic shop locations for each level of White Magic:

Lv. Cost (NES) Cost (remakes) Shop
1 100 50 Cornelia
2 400 250 Pravoka
3 1500 1000 Elfheim
4 4000 2500 Elfheim
5 8000 4000 Melmond
6 20000 13000 Crescent Lake
7 45000 30000 Gaia, Onrac
8 60000 40000 Gaia, Lufenia

Recommendations

* denotes the bare minimum spells to get

White Mages/Wizards

White magic is, for the most part, very useful - even more so than black magic. Your White Mage/Wizard will be your biggest assest since even though a Knight may only lose 1HP per hit, it adds up quickly if you don't have any way of healing, and there are plenty of enemies that can do 100+ damage to even a high level Knight. The Cures, Dias, Nuls, and Lifes are useful for both regular fights and boss fights. Poison and Stone are very, very common status aliments and using spells will save you money on items. For the stronger bosses, you'll find yourself casting Invs2 and Shld2 almost as much as Cure spells.

Protect (Fog) isn't worth buying because it only raises your defense by 8 points. Blink only works on the caster, but it is powerful and there are a lot of times when you need your healer alive more than any other character. Cure is an obvious choice and Dia is good to have as well since you will be fighting a lot of undead for quite a while.
Blindna (Lamp) is a waste of money because the effect wears off after the end of a battle, few enemies cause Dark, and the aliment doesn't actually do much to stop your attacks. Silence doesn't work against too many enemies, but is still preferable over Blindna. Invis is good, but only works on one character, so it should generally be saved for boss fights. NulShock is a must have, and is useful throughout the game.
By the time you get to Elfheim, Cure will do very little, so you'll want to upgrade to Cura as soon as possible. Get Diara as well, since the number of undead monsters that you encounter is only going to increase. Like NulShock, NulBlaze is a must have that will be useful throughout the game. Heal restores very little HP and is generally not worth sacrificing one of the other spells. If you feel you really need it, give up Diara and simply use Fira against the undead (assuming you have a Black Magic caster).
Most will want Poisona eventually for the convenience of dealing with poisoning, but since it costs more than 50 pure potions would, it's not really cost-effective early on. However, although certainly an investment, it will pay itself off eventually, and is a very useful spell. As with the other Nuls, NulFrost is a necessary spell to have. Fear is pretty useless since it only works on really weak enemies which you wouldn't waste spells on anyway. Vox is only useful in a very few battles throughout the game, but it is a better choice than Fear.
  • Level 5: Curaga*, Healara/Life*, Diaga*
Level 5 forces you to make a tough decision. There are a lot of powerful undead monsters throughout the game, including Lich, so Diaga is likely to come in handy, but not required. Curaga is obviously going to be a great asset. In the original version of the game, Life is a necessity. However, in Dawn of Souls, it is less valuable because you can get Phoneix Downs. Healara is a passable spell but rarely superior to Curaga. A bug in the original version of the game, however, causes Healara to behave like the more powerful Healaga, but only in battle.
  • Level 6: Exit*, Protera*, Invisira*
The spells on this level are all somewhat useful so which you choose may depend on your playing style and which version you play. Stona (Soft) is a convenient spell but as with the anti-poision spell above it is not really cost-effective as opposed to buying 25 soft potions with the same money. Protera and Invisira are both useful since they boost the stats of the entire party at once, which makes a world of difference against the Fiends and Chaos. Exit is a must-have; the Black magic Teleport (Warp) is almost as good and cheaper to cast but in the late game you will want to have multiple exit-dungeon options available to you, and the white magic version is the only one that can be truly relied on.
  • Level 7: Curaja*, NulDeath, Healaga
Curaja restores 100% of a characters HP and is really the only spell you need from this level; as the HP of your characters rise it becomes more and more potent. Diaja is good, but not necessary since by this point in the game all of the undead you face can get torn apart by Fire spells and physical attacks from fighters. Healaga is useful at times, as unlike the other heal spells it restores a significant amount of HP, and many of the later enemies can hit all four characters at once. NulDeath may be useful in one or two places; although Protect Rings may protect against instant death, they only provide protection, not full immunity.
Surprisingly enough only Full-life is really necessary; like Curaja, it becomes stronger the higher the HP of your party members and eventually you will find yourself saving all your level8 casts for it. Holy is a fairly strong attack that works against everything. NulAll casts all five of the previous Nul spells, but since it only targets one character it is rarely or never superior to casting the lower-level Nul spells. Disple is surprisingly useless since so few enemies use status enhancements (Chaos uses Haste but he rarely uses physical attacks) so it isn't really worth bothering with.

Red Mages/Wizards

main article: Red magic

Since a Red Mage can only equip three spells of each level, on many levels the Red will have to forego some useful spells; fortunately there are not many instances where there are more than three "must have" spells that the Red Wizard can learn. Additionally, there are a lot of white spells that are very useful that the Red Wizard cannot cast; Curaja and Full-life in particular are irreplaceable. For these reasons it is not recommended that you replace a White Wizard with a Red Wizard unless you know what you're doing.

Generally the magic that the Red Wizard should learn is the same as the other Wizards, however a lot of it depends on if there is another Black, Red, or White Wizard in the party. Please see the Red Magicians' magic page for recomendations based on party configuration.

Knights

The Knight can only learn the first three levels of white magic, and most of them are fairly useless by the time you get the class change. The Knight can't learn Dia or Heal spells either, further limiting his usefulness as a magic user. The Nul spells are good to have throughout the game, and Cure can be used before boss fights so your characters are at full health and you don't use up the Wizards' magic. However, during battles, the Knight should almost always be fighting so you will spend very little time actually casting spells.

These are the only three level1 spells you can get and they're practically free, so grab them. Cure is the only one you'll really use though, outside of combat to heal your characters. Blink might appear to be useful as an extra 80 points of evasion on one of your front-line characters can save some damage, but the knight should rarely ever take a round off from attacking to cast it.
NulShock will come in handy against Chaos, where you want to cast all three protection spells in the first round. You aren't likely to use any of the other three spells in this level.
A knight can only use two of the four level 3 spells, but both are useful, even towards the end of the game. In long dungeons remember to use your Cure and Cura spells and conserve healing potions. NulBlaze, like NulShock, is likely to be used against late-game bosses where you want to get as many protective spells out in the first round as possible.

Tips

  • Nul spells are defensive white magic, three of which (NulBlaze, NulFrost, and NulShock) reduce elemental damage by 50% for the entire party. These three spells are absolutely essential and should be learned by at least one, and preferably two or three characters; against Chaos for instance you will want to cast all three in the first round. NulDeath protects the whole party against instant-death spells, which are fairly uncommon but may come in handy in one or two battles. NulAll protects against all four type of magic, but can only be cast on one person at a time so is not likely ever to be chosen over the other four defensive spells.
  • The Heal family of spells is, in general, inferior to the Cure family. In most fights the goal is to keep each character alive, for which the hp recovery from Heal spells is not sufficient. Eventually, you'll get a Heal Staff/Heal Helms which casts Heal on your party for free.
  • Protect and Invis spells can be stacked, so repeated castings continually raise your stats. During boss fights, if the Mage/Wizard isn't healing, they should be casting Protera or Invisira.
  • Poisona and Stona are nice to have, but not cost-effective until you have excess money to purchase them. At this point you should carry Antidotes and Golden Needles/Soft potions anyway, in case you run out of spell uses or your white caster is disabled.
  • Dia spells are very useful early on, especially when going through the Terra Cave. Just keep in mind that (in the original) every Dia spell cast is one less Cure spell that you can use. After the Cave the number of undead decreases significantly and eventually you get items that can cast Diara.