There are two categories of magic in Final Fantasy: White Magic and Black Magic. White Magic is the specialty of White Mages, but lower-level White Magic spells can also be used by Knights. Black Magic is the specialty of Black Mages, but Black Magic spells up to mid-level can also be used by Ninjas. Red Mages can use most of both Black and White Magic, but are unable to learn the highest-level spells of either school.
Mechanics[]
The original NES version did not use the MP system that would become standard for later games in the series, but instead a variation of the spell slots system from Dungeons & Dragons. Spells are organized into tiers, and a character can learn up to three spells in each tier; learning a new spell requires them to forget one they already know. Each tier of spell has a number of charges, and casting a spell of that tier consumes one charge. Spell charges are replenished by resting at an inn, or by using a Cottage.
The Game Boy Advance Final Fantasy I & II: Dawn of Souls port, and the PlayStation Portable 20th Anniversary port, overhauled the game balance, including changing magic to use an MP system where all spells have a cost and characters have a pool of MP that is consumed. These ports also added Ethers as a means to restore MP. Spells are still divided into tiers with characters only able to learn up to three spells from each tier.
While Final Fantasy distinguishes between White Magic and Black Magic, both are classified under the command "Magic" in the player's menus. The Red Mage groups spells from both schools under this command, and is still limited to only knowing up to three spells in each tier regardless of school.
Formulas[]
Hit determination[]
Base chance to hit starts at 148. If the target resists the spell element, base chance to hit has 148 subtracted from it. If the target is weak to the spell element, base chance to hit is increased by 40. A target can be both weak and resist a given element, which would apply both effects to hit (leaving a final chance to hit of 40).
Hit determination is done by the following formula:
- Hit Successful if Random ( 0 ... 200 ) < [ Base Chance + Spell Accuracy - Target Magic Defence ]
If a status or debuff spell hits, it applies its status effect or debuff on the target. If a damage spell hits, it gains an extra damage bonus that differs between versions. Healing and buffing spells never miss.
Some status spells always hit if the target HP is less than 300 and the target has no resistance to the spell's element. If the target resists the spell's element or has more than 300 HP, the status spell will always miss.
Formulas for NES to Origins[]
Damage spells[]
If the hit was successful:
- Damage = Random( 2ĆSpell Power ... 4ĆSpell Power )
If the hit was unsuccessful:
- Damage = Random ( Spell Power ... 2ĆSpell Power )
If the target resists the element, damage is halved. If the target is weak to the element, damage is multiplied by 1.5.
Healing spells[]
When used in-battle:
- Healing Amount = Random( Spell Power ... 2ĆSpell Power )
The amount healed is capped to 255 though this value can never be reached without hacking. Curaja does not use this formula and sets the target's HP to full.
When used out of battle, the amount healed is a set range tied to the spell in question.
Spell | Amount Healed |
---|---|
Cure | 16 ~ 31 |
Cura | 32 ~ 63 |
Curaga | 64 ~ 127 |
Heal | 16 ~ 23 |
Healara | 32 ~ 47 |
Healaga | 64 ~ 95 |
Formulas for Dawn of Souls and onward[]
Damage spells[]
The caster's stats factors into how much damage is caused.
- Base Damage = Spell Power Ć Multiplier + [ Intelligence + Luck ] Ć· 2 + Random ( 0 ... Luck Ć· 2 )
Multiplier is determined by Intelligence. Multiplier starts at 1, then increases by 1 each time Intelligence surpasses the following numbers:
- 20, 30, 40, 50, 66, 82, 98, 114, 130, 146, 162
For example, 34 Intelligence grants a multiplier of 3. Having 99 Intelligence grants a multiplier of 8. Intelligence values exceeding 99 are impossible for player characters to attain, and only two monsters have these high values: Scarmiglione and Atomos.
When the target resists the element of the spell, damage is halved. If the target is weak to the element of the spell, damage is multiplied by 1.5.
If the spell hits (following the determination from above), an additional damage bonus is applied. The hit bonus is not affected by weakness/resistance:
- Hit Bonus = Intelligence Ć· 5
If the target is a player character, their Magic Defense determines how much damage is reduced by.
- If Magic Defense > 200, reduce damage by half
- If 200 >= Magic Defense > 100, reduce damage by a quarter
- If Magic Defense <= 100, reduce damage by an eighth
Magic damage is capped to 9999. This can never be reached without hacking.
Healing spells[]
The caster's Intelligence and the target's Luck both affect the amount healed.
- Healing Amount = ( Spell Power + Caster Intelligence ) Ć Spell Accuracy + Random( 0 ... Target Luck Ć· 2 )
Job key[]
Knight | Ninja | Red Mage | Red Wizard |
---|---|---|---|
Kn | Ni | RM | RW |
White Mage | White Wizard | Black Mage | Black Wizard |
WM | WW | BM | BW |
Black Magic[]
Name | Level | MP | Power | Accuracy | Element | Target | Price | Buy | Jobs | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Fire (NES: Fire. PS: Fire1: Japan: ćć”ć¤ć¢) |
1 | 5 | 10 | 24 | Fire | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Inflicts light 10-40 in NES/OriginsFire elemental damage. | |||||||||||
Deals fire damage to one foe. | |||||||||||
Thunder (NES: LIT. PS: Bolt1: Japan: ćµć³ćć¼) |
1 | 5 | 10 | 24 | Lightning | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Inflicts light 10-40 in NES/OriginsLightning elemental damage. | |||||||||||
Deals lightning damage to one foe. | |||||||||||
Focus (NES: LOCK. PS: Focus1. Japan: ć·ć§ć¤ć) |
1 | 3 | 20 | 64 | ā | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Chance to lower one enemy's Evasion by 20. | |||||||||||
Lowers one foe's evasion. | |||||||||||
Sleep (NES: SLEP. PS: Sleep1. Japan: ć¹ćŖćć«) |
1 | 3 | 0 | 24 | Spirit Sleep from WSC to 20th Anniversary | All enemies | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Chance to inflict Sleep on each enemy target. | |||||||||||
Puts all foes to sleep. | |||||||||||
Dark (NES: DARK. PS: Fog. Japan: ććÆćć¹) |
2 | 5 | 0 | 24 | Spirit Darkness from WSC to 20th Anniversary | All enemies | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Chance to inflict Blind on each enemy target. | |||||||||||
Blinds all foes with darkness. | |||||||||||
Blizzard (NES: ICE. PS: Ice1. Japan: ććŖć¶ć) |
2 | 8 | 20 | 24 | Ice | One enemy | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Inflicts light 20-80 in NES/OriginsIce elemental damage. | |||||||||||
Deals ice damage to one foe. | |||||||||||
Slow (NES: SLOW. PS: Slow1. Japan: ć¹ćć¦) |
2 | 5 | 0 | 64 | Spirit Mind from WSC to 20th Anniversary | All enemies | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Chance to decrease each enemy's hit multiplier by 1. | |||||||||||
Reduces all foes' number of attacks. | |||||||||||
Temper (NES: TMPR. PS: Steel. Japan: ć¹ćć©ć¤) |
2 | 10 | 14 | 0 | ā | One ally | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Raises ally's attack by +14. | |||||||||||
Raises one ally's attack. | |||||||||||
Fira (NES: FIR2. PS: Fire2. Japan: ćć”ć¤ć©) |
3 | 15 | 30 | 24 | Fire | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate 30-120 in NES/OriginsFire elemental damage to all enemies. | |||||||||||
Deals fire damage to all foes. | |||||||||||
Hold (NES: HOLD. PS: Bind. Japan: ćć¼ć«ć) |
3 | 10 | 0 | 64 | Spirit Paralysis from WSC to 20th Anniversary | One enemy | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Chance to inflict Paralyze on one enemy. | |||||||||||
Paralyzes one foe. | |||||||||||
Thundara (NES: LIT2. PS: Bolt2. Japan: ćµć³ćć©) |
3 | 15 | 30 | 24 | Lightning | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate 30-120 in NES/OriginsLightning elemental damage to all enemies. | |||||||||||
Deals lightning damage to all foes. | |||||||||||
Focara (NES: LOK2. PS: Focus2. Japan: ć·ć§ć¤ć©) |
3 | 10 | 20 | 64 40 in NES | ā | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Chance to lower each enemy's Evasion by -20. | |||||||||||
Lowers evasion of all foes. | |||||||||||
Confuse (NES: CONF. PS: Muddle. Japan: ć³ć³ćć„) |
4 | 15 | 0 | 64 | Spirit Confusion from WSC to 20th Anniversary | All enemies | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Chance to inflict Confuse on each enemy. | |||||||||||
Causes foes to turn on each other. | |||||||||||
Haste (NES: FAST. PS: Haste. Japan: ćć¤ć¹ć) |
4 | 15 | 0 | 0 | ā | One ally | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Increases hit multiplier of an ally by 1. | |||||||||||
Doubles one ally's number of attacks. | |||||||||||
Blizzara (NES: ICE2. PS: Ice2. Japan: ććŖć¶ć©) |
4 | 18 | 40 | 24 | Ice | All enemies | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate 40-160 in NES/OriginsIce elemental damage to all enemies. | |||||||||||
Deals ice damage to all foes. | |||||||||||
Sleepra (NES: SLP2. PS: Sleep2. Japan: ć¹ćŖćć©) |
4 | 15 | 0 | 64 | ā | One enemy | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Chance to inflict Sleep on one enemy. | |||||||||||
Puts one foe to sleep. | |||||||||||
Scourge (NES: BANE. PS: Poison. Japan: ćÆć©ć¦ć) |
5 | 28 | 0 | 40 | Poison | All enemies | 8,000 | Melmond | RW, BM, BW | ||
Chance to inflict Instant Death on each enemy. | |||||||||||
Instantly kills all foes. | |||||||||||
Firaga (NES: FIR3. PS: Fire3. Japan: ćć”ć¤ć¬) |
5 | 30 | 50 | 24 | Fire | All enemies | 8,000 | Melmond | RM, RW, BM, BW | ||
Inflicts heavy 50-200 in NES/OriginsFire elemental damage to all enemies. | |||||||||||
Deals fire damage to all foes. | |||||||||||
Slowra (NES: SLO2. PS: Slow2. Japan: ć©ć¹ćć¦) |
5 | 18 | 0 | 64 | ā | One enemy | 8,000 | Melmond | RM, RW, BM, BW | ||
Chance to decrease one enemy's hit multiplier by 1. | |||||||||||
Reduces one foe's number of attacks. | |||||||||||
Teleport (NES: WARP. PS: Warp1. Japan: ćć¬ć) |
5 | 5 | 0 | 255 | ā | All allies | 8,000 | Melmond | RW, BW | ||
Return to previous floor. | |||||||||||
Transports party to previous floor. | |||||||||||
Thundaga (NES: LIT3. PS: Bolt3. Japan: ćµć³ć¬ć¼) |
6 | 35 | 60 | 24 | Lightning | All enemies | 20,000 | Crescent Lake | RW, BM, BW | ||
Inflicts heavy 60-240 in NES/OriginsLightning elemental damage to all enemies. | |||||||||||
Deals lightning damage to all foes. | |||||||||||
Quake (NES: QAKE. PS: Quake. Japan: ćÆćØć¤ćÆ) |
6 | 32 | 0 | 40 | Earth | All enemies | 20,000 | Crescent Lake | BM, BW | ||
Chance to inflict Instant Death on each enemy. | |||||||||||
Calls an earthquake to swallow foes. | |||||||||||
Death (NES: RUB. PS: Reaper. Japan: ćć¹) |
6 | 30 | 0 | 24 | Instant Death | One enemy | 20,000 | Crescent Lake | BM, BW | ||
Chance to inflict Instant Death on one enemy. | |||||||||||
Instantly kills one foe. | |||||||||||
Stun (NES: STUN. PS: Stun. Japan: ć¹ćæć³) |
6 | 20 | 0 | 0 | Spirit Paralysis from WSC to 20th Anniversary | One enemy | 20,000 | Crescent Lake | BM, BW | ||
Inflicts Paralyze on one enemy. Always succeeds if the target has 300 or less HP and is not resistant against the Spirit property. Always fails if the target has over 300 HP, or resists the Paralysis from WSC to 20th AnniversarySpirit property. Paralysis from WSC to 20th Anniversary | |||||||||||
Paralyzes one foe. | |||||||||||
Blind (NES: BLND. PS: Blind. Japan: ćć©ć¤ć³) |
7 | 25 | 0 | 0 | Spirit Darkness from WSC to 20th Anniversary | One enemy | 45,000 | Onrac | BM, BW | ||
Inflicts Blind on one enemy. Always succeeds if the target has 300 or less HP and is not resistant against the Spirit property. Always fails if the target has over 300 HP, or resists the Darkness from WSC to 20th AnniversarySpirit property. Darkness from WSC to 20th Anniversary | |||||||||||
Blinds one foe with darkness. | |||||||||||
Break (NES: BRAK. PS: Break. Japan: ćć¬ć¤ćÆ) |
7 | 30 | 0 | 64 | Poison Stone from WSC to 20th Anniversary | One enemy | 45,000 | Gaia | Black Wizard | ||
Chance to inflict Petrify on one enemy. | |||||||||||
Petrifies one foe. | |||||||||||
Blizzaga (NES: ICE3. PS: Ice3. Japan: ććŖć¶ć¬) |
7 | 40 | 70 | 24 | Ice | All enemies | 45,000 | Gaia | RW, BM, BW | ||
Inflicts heavy 70-280 in NES/OriginsIce elemental damage to all enemies. | |||||||||||
Deals ice damage to all foes. | |||||||||||
Saber (NES: SABR. PS: Saber. Japan: ć»ć¼ćć¼) |
7 | 25 | 16 | 10 0 in NES | ā | Self | 45,000 | Onrac | Black Wizard | ||
Raises own Attack by +16 and Accuracy by +10. | |||||||||||
Raises caster's attack and accuracy. | |||||||||||
Flare (NES: NUKE. PS: Flare. Japan: ćć¬ć¢ć¼) |
8 | 50 | 100 | 107 | ā | All enemies | 60,000 | Lufenia | Black Wizard | ||
Inflicts massive non-elemental damage to all enemies. 100-400 in NES/Origins | |||||||||||
Blasts all foes with light and heat. | |||||||||||
Stop (NES: STOP. PS: Stop. Japan: ć¹ććć) |
8 | 30 | 0 | 48 | Time | All enemies | 60,000 | Gaia | Black Wizard | ||
Chance to inflict Paralyze on each enemy. | |||||||||||
Stops time and paralyzes all foes. | |||||||||||
Kill (NES: XXXX. PS: Doom. Japan: ćć«) |
8 | 40 | 0 | 0 | Instant Death | One enemy | 60,000 | Gaia | Black Wizard | ||
Chance to inflict Instant Death on one enemy. Always succeeds if the target has 300 or less HP and is not resistant against the instant death element. Always fails if the target has over 300 HP, or resists the instant death element. | |||||||||||
Instantly kills one foe. | |||||||||||
Warp (NES: ZAP!. PS: Banish. Japan: ććøć§ć³) |
8 | 38 | 0 | 32 | Time | All enemies | 60,000 | Gaia | Black Wizard | ||
Chance to inflict Instant Death on each enemy. | |||||||||||
Banishes foes to another dimension. |
Gallery[]
- Nintendo Entertaiment System (NES)
- PlayStation
- PlayStation Portable
White Magic[]
Name | Level | MP | Power | Accuracy | Element | Target | Price | Buy | Jobs | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Cure (NES: CURE. PS: Cure1. Japan: ć±ć¢ć«) |
1 | 3 | 16 | 1 0 in NES | ā | One ally | 100 | Cornelia | Kn, RM, RW, WM, WW | ||
Restores a light amount of HP. 16-32 in NES/Origins | |||||||||||
Restores a little HP to one ally. | |||||||||||
Protect (NES: FOG. PS: Shld1. Japan: ćććć¹) |
1 | 3 | 8 | 0 | ā | One ally | 100 | Cornelia | Kn, RM, RW, WM, WW | ||
Raises Defense by +8. | |||||||||||
Raises one ally's defense. | |||||||||||
Dia (NES: HARM. PS: Dia1. Japan: ćć£ć¢) |
1 | 5 | 20 | 24 | ā | All enemies | 100 | Cornelia | WM, WW | ||
Inflicts light damage on Undead enemies. 20-80 in NES/Origins | |||||||||||
Deals damage to all undead foes. | |||||||||||
Blink (NES: RUSE. PS: Blink. Japan: ććŖć³ćÆ) |
1 | 3 | 80 | 0 | ā | Self | 100 | Cornelia | Kn, RW, WM, WW | ||
Raises own Evasion by +80. | |||||||||||
Raises caster's evasion. | |||||||||||
NulShock (NES: ALIT. PS: NulBolt. Japan: ććµć³ć) |
2 | 8 | 0 | 0 | ā | All allies | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Add resistance to Lightning-elemental damage. | |||||||||||
Reduces lightning damage by half. | |||||||||||
Invis (NES: INVS. PS: Invis1. Japan: ć¤ć³ććø) |
2 | 5 | 40 | 0 | ā | One ally | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Raises Evade by +40. | |||||||||||
Raises one ally's evasion. | |||||||||||
Blindna (NES: LAMP. PS: Lamp. Japan: ćć©ć) |
2 | 3 | 0 | 0 | ā | One ally | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Cures Blind. | |||||||||||
Cures darkness. | |||||||||||
Silence (NES: MUTE. PS: Silence. Japan: ćµć¤ć¬ć¹) |
2 | 5 | 0 | 64 | Spirit Silence from WSC to 20th Anniversary | All enemies | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Inflicts Silence. | |||||||||||
Prevents all foes from casting spells. | |||||||||||
NulBlaze (NES: AFIR. PS: NulFire. Japan: ććć”ć¤) |
3 | 8 | 0 | 0 | ā | All allies | 1,500 | Elfheim | Kn, RM, RW, WM, WW | ||
Add resistance to Fire-elemental damage. | |||||||||||
Reduces fire damage by half. | |||||||||||
Cura (NES: CUR2. PS: Cure2. Japan: ć±ć¢ć«ć¢) |
3 | 10 | 33 | 2 0 in NES/Origins | ā | One ally | 1,500 | Elfheim | Kn, RM, RW, WM, WW | ||
Restores a moderate amount of HP. 33-66 in NES/Origins | |||||||||||
Restores HP to one ally. | |||||||||||
Heal (NES: HEAL. PS: Heal1. Japan: ćć¼ć«) |
3 | 10 | 12 | 1 0 in NES/Origins | ā | All allies | 1,500 | Elfheim | WM, WW | ||
Restores a minor amount of HP to all allies. 12-24 in NES/Origins | |||||||||||
Restores a little HP to entire party. | |||||||||||
Diara (NES: HRM2. PS: Dia2. Japan: ć¢ćć£ć¢) |
3 | 12 | 40 | 24 | ā | All enemies | 1,500 | Elfheim | WM, WW | ||
Inflicts moderate damage to Undead enemies. 40-160 in NES/Origins | |||||||||||
Deals damage to all undead foes. | |||||||||||
NulFrost (NES: AICE. PS: NulIce. Japan: ćć³ć«ć) |
4 | 8 | 0 | 0 | ā | All allies | 4,000 | Elfheim | RM, RW, WM, WW | ||
Add resistance to Ice-elemental damage. | |||||||||||
Reduces ice damage by half. | |||||||||||
Vox (NES: AMUT. PS: Vox. Japan: ććć£ć«) |
4 | 3 | 0 | 0 | ā | One ally | 4,000 | Elfheim | RW, WM, WW | ||
Cures Silence. | |||||||||||
Cures silence. | |||||||||||
Fear (NES: FEAR. PS: Fear. Japan: ćć£ć¢ć¼) |
4 | 10 | 40 | 24 | Spirit | All enemies | 4,000 | Elfheim | WM, WW | ||
Chance to reduce each enemy's morale by 40, making them more likely to flee. | |||||||||||
Drives all foes away in terror. | |||||||||||
Poisona (NES: PURE. PS: Esuna. Japan: ćć¤ć¾ć) |
4 | 3 | 0 | 0 | ā | One ally | 4,000 | Elfheim | RM, RW, WM, WW | ||
Cures Poison. | |||||||||||
Cures poison. | |||||||||||
Curaga (NES: CUR3. PS: Cure3. Japan: ć±ć¢ć«ć) |
5 | 20 | 66 | 3 0 in NES/Origins | ā | One ally | 8,000 | Melmond | RM, RW, WM, WW | ||
Restores a large amount of HP to one ally. 66-132 in NES/Origins | |||||||||||
Restores a lot of HP to one ally. | |||||||||||
Healara (NES: HEL2. PS: Heal2. Japan: ćć¼ć©) |
5 | 25 | 24 | 2 0 in NES/Origins | ā | All allies | 8,000 | Melmond | WM, WW | ||
Restores a light amount of HP to all allies. 24-48 in NES/Origins | |||||||||||
Restores HP to entire party. | |||||||||||
Diaga (NES: HRM3. PS: Dia3. Japan: ććć£ć¢) |
5 | 25 | 60 | 24 | ā | All enemies | 8,000 | Melmond | WM, WW | ||
Inflicts heavy damage to Undead enemies. 60-240 in NES/Origins | |||||||||||
Deals damage to all undead foes. | |||||||||||
Life (NES: LIFE. PS: Life1. Japan: ć¬ć¤ćŗ) |
5 | 20 | 0 | 1 255 in NES | ā | One ally | 8,000 | Melmond | RW, WM, WW | ||
Revives an ally from KO status with 1 HP. | |||||||||||
Revives one KO'd ally. | |||||||||||
Exit (NES: EXIT. PS: Warp2. Japan: ććć¬ć) |
6 | 10 | 0 | 255 | ā | All allies | 20,000 | Crescent Lake | RW, WW | ||
Warp out of dungeon. | |||||||||||
Transports party out of dungeons. | |||||||||||
Protera (NES: FOG2. PS: Shld2. Japan: ćććć¢) |
6 | 20 | 12 | 0 | ā | All allies | 20,000 | Crescent Lake | RW, WM, WW | ||
Raises party's Defense by +12. | |||||||||||
Raises party's defense. | |||||||||||
Invisira (NES: INV2. PS: Invis2. Japan: ć¤ć³ćć¢) |
6 | 25 | 40 | 0 | ā | All allies | 20,000 | Crescent Lake | RW, WM, WW | ||
Raises party's Evasion by +40. | |||||||||||
Raises party's evasion. | |||||||||||
Stona (NES: SOFT. PS: Stona. Japan: ć¹ćć) |
6 | 10 | 0 | 0 255 in NES | ā | One ally | 20,000 | Crescent Lake | WM, WW | ||
Cures Petrify. | |||||||||||
Cures stone. | |||||||||||
NulDeath (NES: ARUB. PS: NulMgc. Japan: ćććøćÆ) |
7 | 28 | 0 | 0 | ā | All allies | 40,000 | Onrac | RW, WM, WW | ||
Add resistance to instant death, earth, and spirit element attacks. paralysis, darkness, sleep, silence, confuse and mind from WSC to 20th Anniversary | |||||||||||
Enhances party's defense against death. | |||||||||||
Curaja (NES: CUR4. PS: Cure4. Japan: ć±ć¢ć«ć¬) |
7 | 35 | 0 | 0 | ā | One ally | 45,000 | Gaia | White Wizard | ||
Fully restores HP. | |||||||||||
Fully restores one ally's HP. | |||||||||||
Healaga (NES: HEL3. PS: Heal3. Japan: ć©ćć¼ć©) |
7 | 38 | 48 | 3 48 in NES | ā | All allies | 40,000 | Onrac | WM, WW | ||
Restores a moderate amount of HP to the party. 48-96 in NES/Origins | |||||||||||
Restores a lot of HP to entire party. | |||||||||||
Diaja (NES: HRM4. PS: Dia4. Japan: ć¬ćć£ć¢) |
7 | 35 | 80 | 48 | ā | All enemies | 40,000 | Gaia | White Wizard | ||
Inflicts major damage to Undead enemies. 80-320 in NES/Origins | |||||||||||
Deals damage to all undead foes. | |||||||||||
Holy (NES: FADE. PS: Holy. Japan: ćć¼ćŖć¼) |
8 | 50 | 80 | 107 | ā | All enemies | 60,000 | Gaia | White Wizard | ||
Inflicts major non-elemental damage. 80-320 in NES/Origins | |||||||||||
Damages all foes with holy light. | |||||||||||
Full-Life (NES: LIF2. PS: Life2. Japan: ć¢ć¬ć¤ćŗ) |
8 | 40 | 1 | 255 | ā | One ally | 60,000 | Lufenia | White Wizard | ||
Revives and restores all HP. | |||||||||||
Revives one ally and fully restores HP. | |||||||||||
NulAll (NES: WALL. PS: NulAll. Japan: ććŖć«) |
8 | 40 | 0 | 0 | ā | One ally | 60,000 | Gaia | White Wizard | ||
Grants resistance to every element. | |||||||||||
Reduces damage from spells by half. | |||||||||||
Dispel (NES: XFER. PS: Dispel. Japan: ćć¹ćć«) |
8 | 35 | 0 | 107 | ā | One enemy | 60,000 | Gaia | White Wizard | ||
Chance to remove elemental resistances. | |||||||||||
Negates one foe's magical defenses. |
Gallery[]
- Nintendo Entertaiment System (NES)
- PlayStation
- PlayStation Portable
Other appearances[]
Final Fantasy Airborne Brigade[]
- Ability Cards
- Legend Cards
Final Fantasy Brave Exvius[]
Behind the scenes[]
Early design documents for Final Fantasy depict magic spells organized into different tiers, some bore slightly different names, and there were only three spells per tier. There were no third-level Fire, Blizzard, or Thunder spells at this point in development. Two spells not present in the final game were planned: a White Magic spell named "Paralyna" that cured both the Sleep and Paralysis ailments, and a Black Magic "Misaira" (ććµć¤ć«, Missile) that "fired a small arrow of flame", likely a reference to the Dungeons & Dragons spell Magic Missile. In the final product many spells were shuffled between tiers and both Paralyna and Misaira were removed. A spell named Paralyna appeared much later in Final Fantasy XI.[1]
- White Magic
- Cure, Dia, Protect
- Pararana, Silence, Bacold
- Cura, Vox, Bafire
- Poisona, Diara, Protera
- Curaga, Raise, Bathunder
- Stona, Exit, Fear
- Curaga, Diaga, Bamagik
- Full-Life, Holy, Baol
- Black Magic
- Misaira, Sleep, Focus
- Thunder, Dark, Temper
- Fire, Hold, Haste
- Blizzard, Slow, Confuse
- Thundara, Clouda, Teleport
- Fira, Death, Quake
- Blizzara, Break, Saber
- Flare, Stop, Warp
Etymology[]
Magic or sorcery is an attempt to understand, experience and influence the world using rituals, symbols, actions, gestures and language that are believed to exploit supernatural forces.
Citations[]
- ā Oya, K. (Ed.) (2012) Final Fantasy Ultimania Archive Vol. 1, p. 33