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Many spells and skills exist in Final Fantasy III. The spells are divided into 3 categories: Black Magic, White Magic, and Summon Magic. This section also describes the effects of the Geomancer's Terrain skill and the Bard's Sing skill.

White Magic

These spells are mostly used to heal and protect your allies, though there are some attack spells among them.

Level 1

  • Cure- Restores a little HP.
  • Poisona- Cures poison.
  • Sight- Displays the world map, showing all locations.

Level 2

  • Aero- Deals light wind damage.
  • Toad- Causes or cures the toad status.
  • Mini- Causes or cures the mini status.

Level 3

  • Cura- Restores HP.
  • Teleport- Teleports the party out of a dungeon and onto the World Map.
  • Blindna- Cures blindness.

Level 4

  • Libra- Reveals HP and weaknesses of an enemy (does not show HP for boss monsters).
  • Confuse- Causes an enemy to be confused. Does not always work.
  • Silence- Causes an enemy to be silenced. Does not always work.

Level 5

  • Curaga- Restores a lot of HP.
  • Raise- Revives an ally like a Phoenix Down does.
  • Protect- Raises the defense of an ally.

Level 6

  • Aeroga- Deals heavy wind damage.
  • Stona- Cures petrification.
  • Haste- Increases the attack speed of an ally.

Level 7

  • Curaja- Restores a huge amount of HP.
  • Esuna- Cures all status aliments.
  • Reflect- Creates a barrier that reflects magic on a single target.

Level 8

  • Tornado- Deals wind damage, reducing an enemy's HP to anywhere between 1 and 9. Does not always work
  • Arise- Revives an ally and restores their HP to maximum.
  • Holy- Deals heavy light damage.

Black Magic

These spells are used to deal damage and to cause status effects.

Level 1

  • Fire- Deals light fire damage.
  • Blizzard- Deals light ice damage.
  • Sleep- Lulls an enemy to sleep.

Level 2

  • Thunder- Deals light lightning damage.
  • Poison- Deals damage and poisons an enemy. If the enemy can't be poisoned, does nothing except waste some Level 2 MP and a bit of your time.
  • Blind- Blinds an enemy. Does not always work.

Level 3

  • Fira- Deals medium fire damage.
  • Blizzara- Deals medium ice damage.
  • Thundara- Deals medium lightning damage.

Level 4

  • Break- Petrifies an enemy gradually, eventually knocking it out. Not all enemies can be petrified and Break will not always work.
  • Blizzaga- Deals heavy ice damage.
  • Shade- Paralyzes an enemy. Does not always work.

Level 5

  • Thundaga- Deals heavy lightning damage.
  • Raze- Causes instant knock-out to enemies with a lower level than the caster.
  • Erase- Removes beneficial magic effects (Haste, Protect, Reflect, etc.) from an enemy.

Level 6

  • Firaga- Deals heavy fire damage.
  • Bio- Deals non-elemental damage.
  • Warp- Creates a portal to another dimension.

Level 7

  • Quake- Deals earth damage.
  • Breakga- Petrifies an enemy instantly. Does not always work.
  • Drain- Absorbs HP.

Level 8

  • Flare- Deals very heavy non-elemental damage.
  • Death- knocks out an enemy instantly.
  • Meteor- Rains meteors down on an enemy.

Summon Magic

There are two types of Summon Magic: a type with two effects that occur randomly, and a type with one fixed effect. The former is used by Evokers (and Sages), and the latter is used exclusively by Summoners.

Unless specified otherwise, Evoker attacks target one enemy only, while Summoner attacks target all enemies.

Lv. Summon Evoker: indirect Evoker: attack Summoner
1 Escape / Chocobo Chocobo Dash
Party runs from batte
Stumble
Usually has no effect
Chocobo Kick
Damage proportional to the level difference between caster and enemy
2 Icen / Shiva Mesmerize
Stuns enemy
Icy Stare
Ice damage
Diamond dust
Ice Damage
3 Spark / Ramuh Mind Blast
Stuns all enemies
Thunderstorm
Lightning damage
Judgement Bolt
Lightning damage
4 Heatra / Ifrit Healing Light
Restores HP to all party
Hellfire
Fire damage
Inferno
Fire damage
5 Hyper / Titan n/a Clobber
Stomp
Both deal earth damage
Earthen Fury
Earth damage
6 Catastro / Odin Protective Light
Casts Reflect on all party
Slash
Attacks all enemies
Zantetsuken
Instant kill
7 Leviath / Leviathan Demon Eye
Petrifies all enemies
Cyclone
Wind damage to all enemies
Tidal Wave
Water damage
8 Bahamur / Bahamut Aura
Casts Haste on all party
Rend
Instant kill
Mega Flare
Non-elemental damage

Terrain

The Terrain skill is useable only by Geomancers. It harnesses the power of the earth to cause different elemental damage. The determining factor of what effect is caused is the environment the skill is used in. This skill does not consume MP.

A (+) by the skill name indicates a high chance of being cast. A (-) indicates a low chance of being cast. Note that Wind Slash, Ice Storm, or Ice Pillar occur frequently in all environments.


Environment Effect Element Targets
Desert Cave-in (+) earth one enemy
Desert Earthquake earth all enemies
Forest Wind Slash (+) wind one enemy
Forest Ice Storm (+) ice all enemies
Forest Shadowflare (-) non-elemental one enemy
Lava cave Magma (+) fire all enemies
Cave Whirlpool instant death all enemies
Cave Ice Pillar ice one enemy
Cave Shadowflare (-) non-elemental one enemy
Airship Wind Slash (+) wind one enemy
Airship Ice Storm (+) ice all enemies
Airship Shadowflare (-) non-elemental one enemy
Underwater Whirlpool instant death all enemies
Underwater Ice Pillar ice one enemy
Dungeon Black Hole instant death one enemy
Dungeon Flame Burst fire one enemy

Sing

The Sing skill is useable only by Bards. Using different harps can have different effects on the songs sung. Note that the strength of the effect increases with job level.

Note that the effects of Minne, Minuet, and Elegy only last for 2 rounds of battle.

Harp Song Effect
Madhura Harp Minne Support: increase physical defense power of the party.
Loki Harp Minuet Support: increase physical attack power of the party.
Lamia Harp Requiem Attack: damage all opponents.
Dream Harp Paeon Healing: heals the party a little.
Apollo Harp Elegy Support: decrease the amount of damage the party takes from any attack.