Raise
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Added by TenzaZangetsu- "Return to us."
- —Yuna, Final Fantasy X.
Raise (レイズ, Reizu?), also known as Life or Life1, is a recurring revival ability in the Final Fantasy series. It is used to resurrect characters who have fallen in battle. Raise is an advanced White Magic ability usually obtained midway through the game.
In most Final Fantasy titles, Raise is useful for destroying undead creatures instantly. Even some undead bosses are vulnerable to this method.
- See also: Arise, Reraise (Ability), and Revive (Ability).
Appearances
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Final Fantasy
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Life, also known as LIFE in the NES release and Life1 in the Final Fantasy Origins release, is a level 5 White Magic Ability from which revives a unit from KO and restores 1 HP to them.
The ability can be bought at Melmond and can be learned by the White Mage, White Wizard, and Red Wizard job classes. In the GBA/PSP/iOS releases, it costs 20 MP to cast.
Final Fantasy II
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Added by MurilomanfreLife is a White Magic Ability which revives one or all allies from KO and restores a given amount of HP which increases with the ability's level. Any character can learn Life by having them use the Life Tome (called the Life Scroll in the Origins release).
| Life Tome | |
|---|---|
| Effect | Allows the target to learn Life when used outside of battle. Casts Life VIII on all allies when used in battle. |
| Buy In | Salamand, Mysidia, Machanon |
| Find In | N/A |
| Won From | Tiamat, Yamatano Orochi |
| Cost | 1,500 gil (Origins) |
| 1,000 gil (Dawn of Souls, 20th Anniversary Edition) | |
The 20th Anniversary version introduced another Ability called Revive.
Final Fantasy III
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Raise, also known as Life, is a level 5 White Magic Ability that can be used by White Mages, Devouts, Red Mages, and Sages. It revives one character from KO with very low HP. It can be bought in Northeast Saronia, Doga's Manor, and in Doga's Village for 5,000 gil and has a 15% Accuracy. It is the ability behind the Phoenix Down item.
Final Fantasy IV
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Raise, also known as Life 1 and Life, is a White Magic Ability that can be used by Rosa, Tellah, Porom, and Fusoya. It costs 25 MP in the Nintendo DS version, and 8 MP in all other versions. Cecil Harvey and young Rydia can use it in the DS game. It revives a KOed character with HP equal to Vitality (Stamina * 5).
If the ability is used with a 0 Vitality/Spirit character outside of battle, it can produce a 0 HP living character. In the SNES version, getting into a battle with such a character will revert that character to death and make them unable to be revived during battle, while in the Advance version, the character will be revived with 1 HP.
Final Fantasy IV -Interlude-
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Raise returns as a White Magic spell in the sequel of Final Fantasy IV. Rosa and Porom already known the spell. It revives one KO'd ally into critical HP and costs 8 MP to cast.
Final Fantasy IV: The After Years
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Raise is automatically learned by Rosa, Fusoya, Porom, Leonora, and White Mage, and is learned at level 14 for Ceodore. It costs 8 MP to cast.
Final Fantasy V
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Raise is a level 3 White Magic ability that can be used by White Mages and Red Mages. It costs 29 MP to cast, and can be bought for 700 gil at Karnak and Jachol.
Final Fantasy VI
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Raise, also known as Life, is a White Magic Ability learned from Bismarck at a x2 rate, Seraph at a x5 rate, and Phoenix at a x10 rate, and Terra Branford learns it naturally at level 18. It costs 30 MP to cast and is vulnerable to Runic. When revived through Raise, the character is revived with 1/8th of their max HP.
Final Fantasy VII
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Life is an ability in the Revive Materia. It costs 34 MP to cast and is the first ability on the Materia. It restores 25% of a dead party member and has a chance of 25% killing an undead enemy.
Crisis Core -Final Fantasy VII-
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As there is only one character who dies when they are out of HP, there is no need for a Raise spell. However, a status known as Raise exists in the game which will revive Zack when he is next in the Knocked Out status.
Final Fantasy VIII
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Life is a Holy-based ability, drawn from several enemies, most of them undead. It can also be refined using Siren's L Mag-RF. Junctioning 100 Life spells to Elem-Def-J grants 30% protection from all elements, while to ST-Def-J grants 20% protection from KO. Casting Life in battle increases compatibility with Carbuncle and Alexander by 0.2, but lowers compatibility with Eden by 0.2 as well.
| Life | |||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Draw from | Level 1-29: Fujin*, Tonberry King Level 1-100: Creeps, Edea*, GIM47N, Left Orb, Propagator, Sacred, Seifer*, Torama Level 20-100: Mesmerize, SAM08G Level 30-100: Grand Mantis | ||||||||||||||||||||||||||||||||||
| Draw Points | Galbadia Garden locker rooms, Ragnarok (hidden), Tears' Point entrance | ||||||||||||||||||||||||||||||||||
| Refine | L Mag-RF: 1 Life Ring refines into 20 Lifes | ||||||||||||||||||||||||||||||||||
| HP-J | Str-J | Vit-J | Mag-J | Spr-J | Spd-J | Eva-J | Hit-J | Luk-J | |||||||||||||||||||||||||||
| +12 | +0.08 | +0.50 | +0.10 | +0.50 | +0.04 | +0.02 | +0.03 | +0.04 | |||||||||||||||||||||||||||
| Elem-Atk-J | Elem-Def-J | ST-Atk-J | ST-Def-J | ||||||||||||||||||||||||||||||||
| No effect | All elements: +0.3% | No effect | Instant Death: 0.20% | ||||||||||||||||||||||||||||||||
Final Fantasy IX
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Life can be learned by Garnet and Eiko. It costs 8 MP to cast and 30 AP to learn, and can be learned through the Mythril Racket, Healing Rod, Whale Whisker, Golem's Flute, Rebirth Ring, and Cachusha.
The formula for Life is as follows:
If the ability Concentrate is equipped, the amount of HP restored is doubled.
Final Fantasy X
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Life is a White Magic Ability found in Yuna's section of the Sphere Grid. It costs 18 MP to cast. It recovers one KOed ally with 50% of max HP and can be increased by Magic Booster. It can instantly kill the undead.
Final Fantasy X-2
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Life is a White Magic Ability used by the White Mage that requires 30 AP to master, and costs 18 MP to cast. It can also be used through the Heart Reborn, Healing Light, and Immortal Soul Garment Grids (though the player must pass through the green gate on Healing Light to use it).
Final Fantasy XI
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Dying in Final Fantasy XI comes with an experience loss of 10% of a level, unless they have special equipment like a Noble's Bed to lessen the penalty. Raise will restore a player to low HP and help them recover instantly 50% of their lost experience.
The player will remain in a Weakened status for five minutes. Higher levels of Raise increase the amount of lost Experience recovered and the amount of HP the player has upon being revived. The duration of Weakened remained unchanged.
Final Fantasy XII
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Raise is a White Magick, its License being White Magick 3 which requires 30 License Points to unlock. It revives an ally from KO, and when used against the undead, has 70% chance of inflicting instant death. Surprisingly, Raise is the superior method of inflicting instant death on the undead over Arise (35%) and Renew (0%).
Casting Raise will increase massive amount of Enmity of surrounding enemies, endangering the magic user after reviving an ally. Instead of applying the status Lure, casting Raise on the enemy by tank periodically is a better way to attract enemy fire because the ability Decoy has worse base success rate and short effect duration.
- HP restored with Raise = 0.4 x target's max HP
In the International version, Raise is White Magick 4. It can be used by five job classes, three of which by obtaining other licenses. White Mage and Red Mage can acquire Raise on their License Boards, Time Mage must have the Esper Adrammelech license, Monk must have the Esper Hashmal, and Archer must acquire a preceding Quickening license.
Final Fantasy XII: Revenant Wings
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Raise is learned by Penelo at level 25. Llyud learns a similar ability, Revive, at level 7, although it requires him to sacrifice a portion of his HP to use it.
Final Fantasy XIII
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Raise is learned by advancing in the Medic role in the Crystarium, It can be learned by Lightning and Vanille at Crystarium Stage 6, by Fang at Stage 7, and Hope at Stage 8. Raise uses three ATB segments and revives a KOed character with a small amount of HP.
If a character is knocked out, the computer-controlled Medic will cast Raise only if other characters have greater than 50% HP. However, if the lead character is knocked out, the game ends then and there, no exception. Lightning has a weapon with the Improved Raise ability, which allows Lightning to restore more HP to an ally when using the ability.
The standard HP amount restored by Raise is 18% of max HP, however, the Medic role bonus can boost it.
| Bonus | Raise recovers % of max HP |
|---|---|
| 20% | 21% |
| 23-26% | 22% |
| 29-33% | 23% |
| 35-38% | 24% |
| 39-44% | 25% |
| 45-49% | 26% |
| 52% | 27% |
If Lightning has the weapon skill Improved Raise the restoration percentage is increased by 9. If Lightning has Improved Raise II the recovery amount becomes 36% of max HP regardless of role bonus.
Final Fantasy XIII-2
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Final Fantasy XIV
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- "Resurrects the target."
- —Description
Raise is a level 18 Conjurer spell that can be equipped by all fighting classes. Its MP cost is based on the level of the user. When a player is raised, he can open a small prompt window to accept or refuse the spell.
Normally, Raised characters are are afflicted by the Weakness stat, which reduces his max HP and MP by 25% for 3 minutes. If they are killed and revived again during this period, they are afflicted with the Brink of Death stat, that reduces max HP and MP by 50%.
Once a Conjurer reaches level 48, s/he learns the Enhanced Raise trait, that removes these status effects when using Raise.
Raised players do not lose equipment durability.
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Final Fantasy Tactics
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- "White Magick to fetch a warrior from the brink of death."
- —Description
- "Spirits of life, return us! Raise!"
- —Upon casting in PlayStation version.
Raise is a White Magick Ability learned by White Mages. It costs 10 MP to use, has a speed of 25, and costs 200 JP to learn. It has a slightly better success rate than Arise. When used against Undead units, it will deal damage equal to 50% of that unit's Max HP.
Final Fantasy Tactics Advance
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Raise revives and/or cures any units in an X-shaped area. It is usable by the Sage, who learns it from the Life Crosier. It costs 22 MP to cast, has a Magic Power of 45, and a range of 4 with a vertical reach of 2. It revives a KO'd unit with 25% of Max HP. It is stealable through the ability Steal: Ability.
The ability Life exists separately, as a single-target revival ability usable by White Mages. It costs 10 MP to cast, has a Magic Power of 90, and a range of 4. It revives a KO'd unit with 25% of Max HP. It is stealable through the ability Steal: Ability. Unlike Raise, Life can be reflected.
Note that both abilities are considered Holy elemental.
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Final Fantasy Tactics A2: Grimoire of the Rift
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Raise is a White Magick that revives a KOed character with minimal health. It is also learned by Seers through the Veil of Wiyu.
Final Fantasy Type-0
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Final Fantasy Crystal Chronicles
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Life Magicite can only be found in dungeons. Once a player finds it, they can cast it until they leave that dungeon. When used, it restores up to four hearts.
Final Fantasy Crystal Chronicles: Ring of Fates
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Raise Magicite can be found in dungeons or purchased at the Magic Goods stand in Rebena Te Ra. Raise Magicite can only be used once, so players can carry from 4 to 99 Raise Magicite. Raise Pockets can be found or purchased from the Mog Mart so players can carry more. It restores 20% HP of the revived characters.
Final Fantasy Crystal Chronicles: Echoes of Time
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Raise is one of the six basic abilities any character can cast and is indicated by the orange icon. Raise can stack with Cure to cast Holy.
Final Fantasy Mystic Quest
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Life is a White Magic Ability which has the distinct position of being in every character's repertoire: Benjamin learns Life after finding its book in a chest in Lava Dome, and Kaeli, Tristam, Phoebe, and Reuben all join him in his quest being able to cast Life.
Not only does it bring a character back to life at full health, but it is essentially a combination of the Cure and Heal Abilities when used on a living party member, fully restoring their HP and curing status ailments. When used on an opponent, it instead functions like the ability Death, killing them instantly, aside from some bosses who are immune to it. Due to an error, a flag got mixed up. This bug was corrected for the PAL version. The spell was suppose to cause instant death to undead enemies only.
Final Fantasy Legend II
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The ability is called Life and it has a potion icon before its name. This ability that has 3 uses, it also increases a Robot's HP by 9. It brings all the user's allies back to life. The amount healed for Life is Mana (Caster + Target) x6. This ability can be used by Treant.
Final Fantasy Legend III
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Called Life in the game, this White Magic spell revives one character. It cost 32 MP to use, and it can be bought for 18000 GP in Cirrus (Pureland) and from Shar (Talon).
Final Fantasy: The 4 Heroes of Light
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Raise is a White Magic spell and costs 3 AP to cast. It spell can be given to any character by having a Raise Tome in the character's inventory. The spell can be purchased for 1,500 gil in Arbor, in both Guera and Urbeth at night, and in Spelvia. Rekoteh is automatically equipped with this spell when she joins the party. A Raise Tome can also be found in a chest inside the Tower to the Sky.
Bravely Default: Flying Fairy
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Final Fantasy Dimensions
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Dissidia 012 Final Fantasy
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Raise is a Skill usable on the world map in story modes where the player controls a party. It revives a single KO'd ally with 20% of their HP.
Final Fantasy Fables: Chocobo's Dungeon
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Raise is one of the final abilities for White Mage, costing 5 SP to cast. When used before battles, it will allow Choco to recover from death, similar to the Reraise status.
Gallery
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| Gallery |
|---|
References
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| v · e · dFinal Fantasy XIII Abilities |
|---|
| Commando Abilities |
| Auto-abilities |
| Powerchain - Lifesiphon - Faultsiphon - Launch - Ravage - Smite - Blindside - Scourge - Jeopardize - Deathblow - Adrenaline |
| Command abilities |
| Attack - Blitz - Ruin - Ruinga - Highwind - Sovereign Fist |
| Ravager Abilities |
| Auto-abilities |
| Vigor - Overwhelm - Fearsiphon |
| Command abilities |
| Fire - Fira - Firaga - Blizzard - Blizzara - Blizzaga - Thunder - Thundara - Thundaga - Water - Watera - Waterga - Aero - Aerora - Aeroga - Flamestrike - Froststrike - Sparkstrike - Aquastrike - Army of One - Cold Blood - Last Resort |
| Sentinel Abilities |
| Auto-abilities |
| Evade - Counter - Deathward - Fringeward - Reprieve |
| Command abilities |
| Provoke - Elude - Challenge - Vendetta - Entrench - Steelguard - Mediguard |
| Saboteur Abilities |
| Auto-abilities |
| Jinx |
| Command abilities |
| Deprotect - Deprotega - Deshell - Deshellga - Poison - Poisonga - Imperil - Imperilga - Slow- Slowga - Fog - Fogga - Pain - Painga - Curse - Cursega - Daze - Dazega - Dispel - Death |
| Synergist Abilities |
| Auto-abilities |
| Boon |
| Command abilities |
| Bravery - Bravera - Faith - Faithra - Haste - Vigilance - Enfire - Enfrost- Enthunder - Enwater - Protect - Protectra - Shell - Shellra - Barfire - Barfrost - Barthunder - Barwater - Veil |
| Medic Abilities |
| Command abilities |
| Cure - Cura - Curasa - Curaja - Esuna - Raise |
| Techniques |
| Summon - Libra - Renew - Quake - Dispelga - Stopga |
| Synthesized Abilities |
| High HP - Low HP - Physical Defense - Magic Defense - Damage Reduction - Ultimate Physic - Ultimate Magic - Fire Resistance - Ice Resistance - Lightning Resistance - Water Resistance - Wind Resistance - Earth Resistance - Debrave Resistance - Defaith Resistance - Deprotect Resistance - Deshell Resistance - Slow Resistance - Poison Resistance - Imperil Resistance - Curse Resistance - Pain Resistance - Fog Resistance - Daze Resistance - Boost - Gestalt - Positive Effect - Adamancy - Independent |
| Eidolons: Normal Mode |
| Common Abilities: Arise - Penetration - ATB Charge |
| Shiva: Wheel Rap - Flip Kick - Wheel Grind - Wheel Toss - Pirouette |
| Odin: Flourish of Steel - Skyward Swing - Seismic Strike - Crushing Blow - Ullr's Shield - Valhalla's Call |
| Brynhildr: Slash - Valkyrian Scythe - Gunshot - Pyroshot - Cryoshot - Electroshot - Hydroshot - Pyroburst - Electroburst - Hydroburst |
| Bahamut: Dragon Claws - Whirlwind - Umbral Vise - Inferno - Ignis |
| Alexander: Steelcrusher - Obliterator - Soaring Uppercut - Blast Punch - Explosive Fist - Lofty Challenge |
| Hecatoncheir: Pummel - Aerial Tackle - Hurricane Kick - Force Projection - Counter - Looming Wrath |
| Eidolons: Gestalt Mode |
| Shiva: Wheelie - Spinfreeze - Icicle Drift - Ice Ramp - Diamond Dust |
| Odin: Stormblade - Lightning Strike - Razor Gale - Thunderfall - Zantetsuken |
| Brynhildr: Chopper Spin - Caltrop Bomb - Centrifugal Sweep - Spark Shower - Múspell Flame |
| Bahamut: Hunting Dive - Aerial Loop - Obliterating Breath - Pulsar Burst - Megaflare |
| Alexander: Purification - Earthquake - Brutal Sanction - Retributive Blast - Divine Judgment |
| Hecatoncheir: Chain Cannons - Missile Tetrad - Piercing Ray - Force Blasters - Gaian Salvo |
