When Magic Booster is used in the 2013 PC re-release, the player's inventory gains 100 Cure spells, among other basic spells.
Cure is a basic and common spell that can be drawn from many low-level enemies and a large variety of draw points. The Guardian Force Siren allows Cure magic to be refined from M-Stone Pieces using L Mag-RF.
At later levels, Cura replaces Cure in its availability.
Cure has a spell power of 18 when cast, meaning its restorative power is calculated as:
- $ HealingAmount = (18 + HealerMag) * 18 / 2 $
Early on, Cure is the best spell to junction to HP-J, and is relatively easy to obtain by drawing from the Glacial Eyes and Caterchipillars around Balamb. This means that maxing it to boost a character's HP is the best use early on, and that it is better to stock Cure rather than cast it.
Cure is quickly outclassed, and should later be refined into Cura using Mid Mag-RF.
- The one instance of the party using magic outside of battle, is when Selphie tries to cure Zell at the D-District Prison under its anti-magic field.