Raise (Life 1)



Raise, also known as Life, Life1, and Raise 1, 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.

Final Fantasy
Life (LIFE in the NES release and Life1 in the Final Fantasy Origins release), is a level 5 White Magic Ability 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


Life 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).

The 20th Anniversary version introduced another Ability called Revive.

Final Fantasy III
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
Raise, also known as Life1 and Life, is a White Magic spell that can be used by Rosa, Tellah, Porom, and Fusoya. It has a casting time of 0. In the 2D versions it costs 8 MP, and in the 3D versions it costs 25 MP. Cecil Harvey and young Rydia can learn it in the DS game. It revives a KO'd 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.

On the Easy Type version, the spell was renamed to Raise 1.

Final Fantasy IV -Interlude-
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
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
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. It is one of the spells that can be cast from the Wonder Wand for free.

Final Fantasy VI
Raise, also known as Life, is a Healing spell 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
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-
As there is only one character who dies when he is 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
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.

Final Fantasy IX
Life is a White Magic spell 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:
 * $$[((Target's Spirit + 5) * Target's Max HP) / 100]$$

If the ability Concentrate is equipped, the amount of HP restored is doubled.

Final Fantasy X
Life is a White Magic ability found in Yuna's section of the Sphere Grid. It costs 18 MP to cast. It recovers one KO'd ally with 50% of max HP and can be increased by Magic Booster. It can instantly kill the undead.

Final Fantasy X-2
Life is a White Magic spell 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
Dying in 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
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
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
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 KO'd 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.

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
Raise is learned early on by Noel but last for Serah under the Medic Role. Improved Raise I and II can be learned and performed by monster allies to increase the HP which is restored to a fallen team mate and both are infusible.

Final Fantasy XIV
Raise appeared as an ability in the Legacy version and was a Conjurer spell available for use at Rank 38 and it cost 3 action points to set. The spell revived a KO'd target. When the player is KO'd, they will lose equipment durability. Raised players do not lose equipment durability.

After the release of Patch 1.20, Raise was a Conjurer spell available at level 18. When the ability used, it would revive a single ally. Once raised, players are were afflicted by the Weakness stat, which reduced their max HP and MP by 25% for 3 minutes. If they were killed and revived again during this period, they were afflicted with the Brink of Death stat, that reduced their max HP and MP by 50%. In addition, once the player reached level 48, they would learn the Enhanced Raise trait, which removed the weaken status effect when they used Raise. Raise could be used by all classes for cross class.

Raise appears in the relaunch as a Conjurer ability available at level 12. Like the in the original game, Raise would revive a single ally in a weakened state. When in a weakened state, players have their attributes reduced by 15% and the effect of weakness can be stacked. Players cannot use Raise in battle until they learn the Enhanced Raise trait at level 28. Raise has a casting time of 8 seconds and has a recast time of 2.5 seconds. The spell can be used by all Disciples of War and Magic and the only jobs that can use the spell are White Mage, Scholar, and Paladin.

Final Fantasy Tactics
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
Life appears 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 Steal: Ability. Unlike Raise, Life can be reflected. White Mages can learn Life from the Bless Staff for 200 AP.

In addition, a separate ability called Raise exists. When used, the spell will revive 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. Sages can learn Raise from the Life Crosier for 300 AP.

Note that both abilities are considered Holy elemental.

Final Fantasy Tactics A2: Grimoire of the Rift
Raise is a White Magick that revives a KO'd character with minimal health. It is also learned by Seers through the Veil of Wiyu.

Final Fantasy Crystal Chronicles
Life Magicite can only be found in dungeons. Once found, the player can cast it until they leave that dungeon. When used, it restores up to four hearts.

Final Fantasy Crystal Chronicles: Ring of Fates
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
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
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 during a battle. Just like the main Final Fantasy series, the Life spell should cause Fatal to undead enemies only, but a flag got mixed up in the North American version that causes the Life spell to instantly kill any non-undead enemy instead. This bug was corrected for the Japanese and European version. The spell was suppose to cause Fatal to undead enemies only.

The Final Fantasy Legend
Raise is an ability that has three uses restores a target from death. This ability is used by Ghost, Ki-Rin, Scarab, Anubis, and Athtalot.

Final Fantasy Legend II
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
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
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, both Guera and Urbeth at night, and 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
Raise is a level 3 White Magic. It brings back one target from K.O. and restores HP. It also has a 70% chance to cause death on an undead enemy if used on them. It costs 18 MP.

Dissidia 012 Final Fantasy
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 Record Keeper
Raise is a White Magic Ability with a Rarity of ☆☆☆☆. It revives one KO'd target, it can initially be used two times and it can be honed to Rank 5. It can be created by using Greater White Orb x5 and Greater Holy Orb x8 and 5000 gil.

Final Fantasy Fables: Chocobo's Dungeon
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.