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FFV iOS White Wind

White Wind in Final Fantasy V.

White Wind (ホワイトウィンド, Howaitowindo?), also known as Pearl Wind, is a recurring Blue Magic spell and enemy ability. It restores HP based on the amount the caster has, and in some titles, also heals all negative statuses.

Appearances

Final Fantasy V

White Wind is a Blue Magic spell, which heals the entire party by an amount equal to the caster's current HP, making it a rather useful healing spell in some situations, but rather useless if the entire party, or just the caster, is low on health. It ignores Reflect and Undead status, so it is one of the few ways of healing a party member equipped with Reflect Ring or Bone Mail.

White Wind costs 28 MP to cast and is learned from Enchanted Fan, Azulmagia, Dark Elemental, Enkidu, White Flame, or Hellraiser (only when Controlled by a Beastmaster).

The player may utilize this ability by catching and releasing a Hellraiser, Parthenope, White Flame, or Necromancer.

Final Fantasy VI

Restores all allies' HP by an amount equal to the caster's current HP.

Strago learns White Wind as a Lore and it costs 45 MP to cast and restores HP to party equal to Strago's HP. It was translated as Pearl Wind in the SNES version. The spell can be learned from Curlax, Dark Force, Kamui (only when Controlled), Lady, Marchosias, Peeper, Sprinter, Storm Dragon (only when sketched), Vector Lythos (only when Raged, sketched or controlled) or Venobennu.

Final Fantasy VII

White Wind can be learned as an Enemy Skill from Zemzelett by manipulating it. It heals all allies to an amount equal to the caster's current HP and also cures Sleep, Poison, Confuse, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralysis, Darkness, Death Force, Resist.

The game considers the ability a physical attack and it thus also cures Manipulate. The spell's HP and status healing effects are opposite on any undead enemy and therefore extremely effective. White Wind costs 34 MP. Wind Wing also uses the skill but as it can't be manipulated, the player can only obtain the Enemy Skill by confusing the enemy.

Although the ability is handy due healing HP and removing status aliments, it does not mix well with Red XIII's Limit Break Howling Moon, as Red XIII loses his damage boost once he loses his Berserk status.

Final Fantasy VIII

Quistis can learn White Wind from the Whisper item which can be mugged from Adamantoise at Long Horn Island. It restores HP to the party equal to Quistis's max HP minus her current HP and does not change depending on Crisis Level.

Final Fantasy IX

Used by Quina, White Wind heals 1/3 of Quina's max HP to all party members and is learned by eating a Garuda, Griffin, Zemzelett, or Zuu. It costs 14 MP to cast. It can't be reflected and works with Return Magic.

Final Fantasy X

Used by Kimahri as an Overdrive, White Wind heals HP equal to 1/2 of Kimahri's current HP and learned by using Lancet on Dark Flan or Yenke Ronso; however, it can only be learned from Yenke after he casts it in battle.

Final Fantasy X-2

Used by a Gun Mage's Blue Bullet, White Wind restores 1/8 of max HP to the entire party as well as removes Sleep, Silence, Darkness, Poison, Confusion, and Berserk for the cost of 16 MP.[1] It can be learned from Bully Cap, Coeurl, Queen Coeurl, Mycotoxin and Ms. Goon.

White Highwind is an enemy-exclusive ability and restores 3/8 of max HP as well as removing statuses. The only way to learn White Wind is to confuse an enemy that knows it, and then be hit by the attack.

Final Fantasy XI

White Wind heals all party members within range. It can be learned from certain types of Puk (mostly Notorious Monsters).

Final Fantasy XII

White Wind is an enemy skill used by certain monsters, such as the Enkelados mark, that makes the target immune to status effects, much like the Paling and Magick Shield, which prevent physical and magickal damage respectively.

Final Fantasy Tactics Advance

Learned as a Blue Magic spell by the Sprite, however, the player will need to either have a Beastmaster to control this enemy, or, much less reliably, surround a damaged Sprite. White Wind is an area-effect magic which heals all in its radius by the amount of HP the caster has at the cost of 12 MP.

Final Fantasy Tactics A2: Grimoire of the Rift

White Wind returns as a Blue Magic spell again learned from Sprites, and still requires a Beastmaster to learn. Like in Tactics Advance, it heals for the amount of HP the caster has, but now has no effect on the caster, rendering them unable to recover their HP with White Wind. It costs 20 MP to cast.

Bravely Default

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Final Fantasy Dimensions

Restores all allies' HP based on own HP.

Description

White Wind is a Fusion Ability the heals the party based on the caster's HP. It is exclusive to Warriors of Light and costs 45 MP to cast. White Wind requires the character to have Monk's Chakra and Dragoon's Healing Breath learned.

Final Fantasy Fables: Chocobo's Dungeon

White Wind is an ability of the Scholar job, learned for 440 JP at level 4 of the class and costing 3 SP to use. It boosts food and HP by a marginal amount.

Gallery

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References

Template:FFVIII Abilities Template:Blue Magic Template:Enemy Abilities

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