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 does 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 Final Fantasy I & II: Dawn of Souls and 20th Anniversary releases change 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 add 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.
The Pixel Remaster release returns to the spell slot system of older releases, while also retaining Ethers, which instead restore consumed spell slots.
Formulas[]
Hit determination[]
Only spells that target opponents make accuracy checks. For non-damaging spells, this check simply determines whether or not the spell hits. Damaging spells always hit, the accuracy check instead determining whether they receive bonus to their damage dealt.
Hit determination is done by the following formula:
- Hit Successful if Random ( 0 ... 200 ) <= [ Base Chance + Spell Accuracy - Target Magic Defense, minimum 0 ]
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 resistant against a given element (eg. a Vampire Lord casting NulBlaze), leaving a final base chance to hit of 40.
In practice, casting a spell with 0 Accuracy on a target with 0 Magic Defense has a hit chance of ~74.13%. Each point of Accuracy or Magic Defense respectively increases or decreases this hit chance by ~0.5%. The target resisting the spell's element reduces this by ~73.63%, while it is increased by ~19.9% if they are weak against it. A spell will always hit on a roll of 0 (~0.5%).
Damage[]
- NES to Origins
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.
- Dawn of Souls onwards
Damage is determined by the caster's Intellect and Luck, the target's elemental affinities, whether the spell passes its accuracy check, and the target's Magic Defense if they are a player character. Damage is capped at 9999.
- Damage = ( [Base Damage x Elemental Affinity] + Hit Bonus ) x Magic Defense Multiplier
- Base Damage = Spell Power Ć Intellect Multiplier + [ Intellect + Luck ] Ć· 2 + Random ( 0 ... Luck Ć· 2 ).
- Elemental Affinity = 1.5 if target is weak to spell element, 0.5 if target resists spell element, 1 otherwise.
- Hit Bonus = Intellect Ć· 5 if spell hits, 0 otherwise.
- Intellect Multiplier
Intellect | Multiplier |
---|---|
ā | 1 |
20 | 2 |
30 | 3 |
40 | 4 |
50 | 5 |
66 | 6 |
82 | 7 |
98 | 8 |
114 | 9 |
130 | 10 |
146 | 11 |
162 | 12 |
- Magic Defense Multiplier
Target | Magic Defense | Multiplier |
---|---|---|
Player character | >200 | 0.5 |
>100 | 0.75 | |
<=100 | 0.875 | |
Enemy | ā | 1 |
Healing[]
- NES to Origins
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, Raise, and Full-Life do not adhere to this formula, instead healing by a fixed amount.
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 |
- Dawn of Souls onwards
The caster's Intelligence and the target's Luck both affect the amount healed. Each healing spell additionally has a multiplier attached, making higher level healing spells significantly stronger than the NES release. Curaja, Raise, and Full-Life do not adhere to this formula, instead healing by a fixed amount.
- Healing Amount = ( Spell Power + Caster Intelligence ) Ć Multiplier + Random( 0 ... Target Luck Ć· 2 )
Spell | Multiplier |
---|---|
Cure, Heal | 1 |
Cura, Healara | 2 |
Curaga, Healaga | 3 |
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 (ćć”ć¤ć¢, Faia?) NES: FIRE; PS: Fire1 |
1 | 5 | 10 | 24 | Fire | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Inflicts light Fire damage on one enemy. | |||||||||||
Deals fire damage to one enemy. | |||||||||||
Thunder (ćµć³ćć¼, SandÄ?) NES: LIT; PS: Bolt1 |
1 | 5 | 10 | 24 | Lightning | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Inflicts light Lightning damage on one enemy. | |||||||||||
Deals lightning damage to one enemy. | |||||||||||
Focus (ć·ć§ć¤ć, Sheipu?) NES: LOCK; PS: Focus1 |
1 | 3 | ā | 64 | ā | One enemy | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Attempts to decrease one enemy's Evasion by 20.[note 1] | |||||||||||
Lowers one enemy's evasion. | |||||||||||
Sleep (ć¹ćŖćć«, Suripuru?) NES: SLEP; PS: Sleep1 |
1 | 3 | ā | 24 | Spirit[note 2] | All enemies | 100 | Cornelia | Ni, RM, RW, BM, BW | ||
Attempts to inflict Sleep on all enemies. | |||||||||||
Puts all enemies to sleep. | |||||||||||
Dark (ććÆćć¹, Dakunesu?) NES: DARK; PS: Fog |
2 | 5 | ā | 24 | Spirit[note 3] | All enemies | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Attempts to inflict Darkness on all enemies. | |||||||||||
Blinds all enemies with darkness. | |||||||||||
Blizzard (ććŖć¶ć, Burizado?) NES: ICE; PS: Ice1 |
2 | 8 | 20 | 24 | Ice | One enemy | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Inflicts light Ice damage to one enemy. | |||||||||||
Deals ice damage to one enemy. | |||||||||||
Slow (ć¹ćć¦, SurÅ?) NES: SLOW; PS: Slow1 |
2 | 5 | ā | 64 | Spirit[note 4] | All enemies | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Attempts to decrease the hit multiplier of all enemies by 1. | |||||||||||
Reduces all enemies' number of attacks. | |||||||||||
Temper (ć¹ćć©ć¤, Sutorai?) NES: TMPR; PS: Steel |
2 | 10 | ā | ā | ā | One ally | 400 | Pravoka | Ni, RM, RW, BM, BW | ||
Increases one ally's Attack by 14.[note 5] | |||||||||||
Raises one ally's attack. | |||||||||||
Fira (ćć”ć¤ć©, Faira?) NES: FIR2; PS: Fire2 |
3 | 15 | 30 | 24 | Fire | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate Fire damage on all enemies. | |||||||||||
Deals fire damage to all enemies. | |||||||||||
Hold (ćć¼ć«ć, HÅrudo?) NES: HOLD; PS: Bind |
3 | 10 | ā | 64 | Spirit[note 6] | One enemy | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Attempts to inflict Paralysis on one enemy. | |||||||||||
Paralyzes one enemy. | |||||||||||
Thundara (ćµć³ćć©, Sandara?) NES: LIT2; PS: Bolt2 |
3 | 15 | 30 | 24 | Lightning | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate Lightning damage on all enemies. | |||||||||||
Deals lightning damage to all enemies. | |||||||||||
Focara (ć·ć§ć¤ć©, Sheira?) NES: LOK2; PS: Focus2 |
3 | 10 | ā | 64[note 7] | ā | All enemies | 1,500 | Elfheim | Ni, RM, RW, BM, BW | ||
Attempts to decrease the Evasion of all enemies by 20.[note 8] | |||||||||||
Lowers evasion of all enemies. | |||||||||||
Confuse (ć³ć³ćć„, Konfyu?) NES: CONF; PS: Muddle |
4 | 15 | ā | 64 | Spirit[note 9] | All enemies | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Attempts to inflict Confuse on all enemies. | |||||||||||
Causes enemies to turn on each other. | |||||||||||
Haste (ćć¤ć¹ć, Heisuto?) NES: FAST |
4 | 15 | ā | ā | ā | One ally | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Increases the hit multiplier of one ally by 1. | |||||||||||
Doubles one ally's number of attacks. | |||||||||||
Blizzara (ććŖć¶ć©, Burizara?) NES: ICE2; PS: Ice2 |
4 | 18 | 40 | 24 | Ice | All enemies | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Inflicts moderate Ice damage on all enemies. | |||||||||||
Deals ice damage to all enemies. | |||||||||||
Sleepra (ć¹ćŖćć©, Suripura?) NES: SLP2; PS: Sleep2 |
4 | 15 | ā | 64 | Spirit[note 10] | One enemy | 4,000 | Elfheim | Ni, RM, RW, BM, BW | ||
Attempts to inflict Sleep on one enemy. | |||||||||||
Puts one enemy to sleep. | |||||||||||
Scourge (ćÆć©ć¦ć, Kurauda?) NES: BANE; PS: Poison |
5 | 28 | ā | 40 | Poison | All enemies | 8,000 | Melmond | RW, BM, BW | ||
Attempts to inflict KO on all enemies. | |||||||||||
Instantly kills all enemies. | |||||||||||
Firaga (ćć”ć¤ć¬, Faiga?) NES: FIR3; PS: Fire3 |
5 | 30 | 50 | 24 | Fire | All enemies | 8,000 | Melmond | RM, RW, BM, BW | ||
Inflicts heavy Fire damage on all enemies. | |||||||||||
Deals fire damage to all enemies. | |||||||||||
Slowra (ć©ć¹ćć¦, RasurÅ?) NES: SLO2; PS: Slow2 |
5 | 18 | ā | 64 | ā | One enemy | 8,000 | Melmond | RM, RW, BM, BW | ||
Attempts to decrease one enemy's hit multiplier by 1. | |||||||||||
Reduces one enemy's number of attacks. | |||||||||||
Teleport (ćć¬ć, Terepo?) NES: WARP; PS: Warp1 |
5 | 5 | 0 | ā | ā | All allies | 8,000 | Melmond | RW, BW | ||
Returns to the previous floor of a dungeon. | |||||||||||
Transports the party to the previous floor. | |||||||||||
Thundaga (ćµć³ć¬ć¼, SangÄ?) NES: LIT3; PS: Bolt3 |
6 | 35 | 60 | 24 | Lightning | All enemies | 20,000 | Crescent Lake | RW, BM, BW | ||
Inflicts heavy Lightning damage on all enemies. | |||||||||||
Deals lightning damage to all enemies. | |||||||||||
Quake (ćÆćØć¤ćÆ, Kueiku?) NES: QAKE |
6 | 32 | ā | 40 | Earth | All enemies | 20,000 | Crescent Lake | BM, BW | ||
Attempts to inflict KO on all enemies. | |||||||||||
Calls an earthquake to swallow enemies. | |||||||||||
Death (ćć¹, Desu?) NES: RUB; PS: Reaper |
6 | 30 | ā | 24 | Instant Death | One enemy | 20,000 | Crescent Lake | BM, BW | ||
Attempts to inflict KO on one enemy. | |||||||||||
Instantly kills one enemy. | |||||||||||
Stun (ć¹ćæć³, Sutan?) NES: STUN |
6 | 20 | ā | ā | Spirit[note 6] | One enemy | 20,000 | Crescent Lake | BM, BW | ||
Attempts to inflict Paralysis on one enemy. Always succeeds if the target has 300 or less HP and is not resistant against the Spirit[note 6] element. Always fails if the target has over 300 HP, or resists the Spirit[note 6] element. | |||||||||||
Paralyzes one enemy. | |||||||||||
Blind (ćć©ć¤ć³, Burain?) NES: BLND |
7 | 25 | ā | ā | Spirit[note 3] | One enemy | 45,000 | Onrac | BM, BW | ||
Attempts to inflict Darkness on one enemy. Always succeeds if the target has 300 or less HP and is not resistant against the Spirit[note 3] element. Always fails if the target has over 300 HP, or resists the Spirit[note 3] element. | |||||||||||
Blinds one enemy with darkness. | |||||||||||
Break (ćć¬ć¤ćÆ, Bureiku?) NES: BRAK |
7 | 30 | ā | 64 | Poison[note 11] | One enemy | 45,000 | Gaia | Black Wizard | ||
Attempts to inflict Stone on one enemy. | |||||||||||
Petrifies one enemy. | |||||||||||
Blizzaga (ććŖć¶ć¬, Burizaga?) NES: ICE3; PS: Ice3 |
7 | 40 | 70 | 24 | Ice | All enemies | 45,000 | Gaia | RW, BM, BW | ||
Inflicts heavy Ice damage on all enemies. | |||||||||||
Deals ice damage to all enemies. | |||||||||||
Saber (ć»ć¼ćć¼, SÄbÄ?) NES: SABR |
7 | 25 | ā | ā | ā | Self | 45,000 | Onrac | Black Wizard | ||
Increases own Attack by 16 and Accuracy by 10.[note 12] | |||||||||||
Raises caster's attack and accuracy. | |||||||||||
Flare (ćć¬ć¢ć¼, FureÄ?) NES: NUKE |
8 | 50 | 100 | 107 | ā | All enemies | 60,000 | Lufenia | Black Wizard | ||
Inflicts massive non-elemental damage on all enemies. | |||||||||||
Blasts all enemies with light and heat. | |||||||||||
Stop (ć¹ććć, Sutoppu?) NES: STOP |
8 | 30 | ā | 48 | Time | All enemies | 60,000 | Gaia | Black Wizard | ||
Attempts to inflict Paralysis on all enemies. | |||||||||||
Stops time and paralyzes all enemies. | |||||||||||
Kill (ćć«, Kiru?) NES: XXXX; PS: Doom |
8 | 40 | ā | ā | Instant Death | One enemy | 60,000 | Gaia | Black Wizard | ||
Attempts to inflict KO 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 enemy. | |||||||||||
Warp (ććøć§ć³, Dejon?) NES: ZAP!; PS: Banish |
8 | 38 | ā | 32 | Time | All enemies | 60,000 | Gaia | Black Wizard | ||
Attempts to inflict KO on all enemies. | |||||||||||
Banishes enemies to another dimension. |
White Magic[]
Name | Level | MP | Power | Accuracy | Element | Target | Price | Buy | Jobs | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Cure (ć±ć¢ć«, Kearu?) NES: CURE; PS: Cure1 |
1 | 3 | 16 | ā | ā | One ally | 100 | Cornelia | Kn, RM, RW, WM, WW | ||
Restores a small amount of HP to one ally. | |||||||||||
Restores a little HP to one ally. | |||||||||||
Protect (ćććć¹, Purotesu?) NES: FOG; PS: Shld1 |
1 | 3 | ā | ā | ā | One ally | 100 | Cornelia | Kn, RM, RW, WM, WW | ||
Increases one ally's Defense by 8. | |||||||||||
Raises one ally's defense. | |||||||||||
Dia (ćć£ć¢, Dia?) NES: HARM; PS: Dia1 |
1 | 5 | 20 | 24 | ā | All enemies | 100 | Cornelia | WM, WW | ||
Inflicts light non-elemental damage on all Undead enemies. | |||||||||||
Deals damage to all undead enemies. | |||||||||||
Blink (ććŖć³ćÆ, Burinku?) NES: RUSE |
1 | 3 | ā | ā | ā | Self | 100 | Cornelia | Kn, RW, WM, WW | ||
Increases own Evasion by 80. | |||||||||||
Raises caster's evasion. | |||||||||||
NulShock (ććµć³ć, Basanda?) NES: ALIT; PS: NulBolt |
2 | 8 | ā | ā | ā | All allies | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Grants resistance to Lightning to all allies. | |||||||||||
Reduces lightning damage by half for the entire party. | |||||||||||
Invis (ć¤ć³ććø, Inbiji?) NES: INVS; PS: Invis1 |
2 | 5 | ā | ā | ā | One ally | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Increases one ally's Evasion by 40. | |||||||||||
Raises one ally's evasion. | |||||||||||
Blindna (ćć©ć, Burana?) NES: LAMP; PS: Lamp |
2 | 3 | ā | ā | ā | One ally | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Removes Darkness from one ally. | |||||||||||
Cures darkness. | |||||||||||
Silence (ćµć¤ć¬ć¹, Sairesu?) NES: MUTE |
2 | 5 | ā | 64 | ā[note 13] | All enemies | 400 | Pravoka | Kn, RM, RW, WM, WW | ||
Attempts to inflict Silence on all enemies. | |||||||||||
Casts silence on all enemies. | |||||||||||
NulBlaze (ććć”ć¤, Bafai?) NES: AFIR; PS: NulFire |
3 | 8 | ā | ā | ā | All allies | 1,500 | Elfheim | Kn, RM, RW, WM, WW | ||
Grants resistance to Fire to all allies. | |||||||||||
Reduces fire damage by half for the entire party. | |||||||||||
Cura (ć±ć¢ć«ć¢, Kearua?) NES: CUR2; PS: Cure2 |
3 | 10 | 33 | ā | ā | One ally | 1,500 | Elfheim | Kn, RM, RW, WM, WW | ||
Restores a moderate amount of HP to one ally. | |||||||||||
Restores HP to one ally. | |||||||||||
Heal (ćć¼ć«, HÄ«ru?) NES: HEAL; PS: Heal1 |
3 | 10 | 12 | ā | ā | All allies | 1,500 | Elfheim | WM, WW | ||
Restores a small amount of HP to all allies. | |||||||||||
Restores a little HP to entire party. | |||||||||||
Diara (ć¢ćć£ć¢, Adia?) NES: HRM2; PS: Dia2 |
3 | 12 | 40 | 24 | ā | All enemies | 1,500 | Elfheim | WM, WW | ||
Inflicts moderate non-elemental damage on all Undead enemies. | |||||||||||
Deals damage to all undead enemies. | |||||||||||
NulFrost (ćć³ć«ć, Bakorudo?) NES: AICE; PS: NulIce |
4 | 8 | ā | ā | ā | All allies | 4,000 | Elfheim | RM, RW, WM, WW | ||
Grants resistance to Ice to all allies. | |||||||||||
Reduces ice damage by half for the entire party. | |||||||||||
Vox (ććć£ć«, Bokyaru?) NES: AMUT |
4 | 3 | ā | ā | ā | One ally | 4,000 | Elfheim | RW, WM, WW | ||
Removes Silence from one ally. | |||||||||||
Cures silence. | |||||||||||
Fear (ćć£ć¢ć¼, FiÄ?) NES: FEAR |
4 | 10 | ā | 24 | Spirit[note 4] | All enemies | 4,000 | Elfheim | WM, WW | ||
Attempts to reduce Morale of all enemies by 40, making them more likely to flee.[note 14] | |||||||||||
Drives all foes away in terror. | |||||||||||
Poisona (ćć¤ć¾ć, Poizona?) NES: PURE; PS: Esuna |
4 | 3 | ā | ā | ā | One ally | 4,000 | Elfheim | RM, RW, WM, WW | ||
Removes Poison from one ally. | |||||||||||
Cures poison. | |||||||||||
Curaga (ć±ć¢ć«ć, Kearuda?) NES: CUR3; PS: Cure3 |
5 | 20 | 66 | ā | ā | One ally | 8,000 | Melmond | RM, RW, WM, WW | ||
Restores a large amount of HP to one ally. | |||||||||||
Restores a lot of HP to one ally. | |||||||||||
Healara (ćć¼ć©, HÄ«ra?) NES: HEL2; PS: Heal2 |
5 | 25 | 24 | ā | ā | All allies | 8,000 | Melmond | WM, WW | ||
Restores a moderate amount of HP to all allies.[note 15] | |||||||||||
Restores HP to entire party. | |||||||||||
Diaga (ććć£ć¢, Dadia?) NES: HRM3; PS: Dia3 |
5 | 25 | 60 | 24 | ā | All enemies | 8,000 | Melmond | WM, WW | ||
Inflicts heavy non-elemental damage on all Undead enemies. | |||||||||||
Deals damage to all undead enemies. | |||||||||||
Life (ć¬ć¤ćŗ, Reizu?) NES: LIFE; PS: Life1 |
5 | 20 | ā | ā | ā | One ally | 8,000 | Melmond | RW, WM, WW | ||
Revives one ally from KO with 1 HP. | |||||||||||
Revives one KO'd ally. | |||||||||||
Exit (ććć¬ć, Daterepo?) NES: EXIT; PS: Warp2 |
6 | 10 | ā | ā | ā | All allies | 20,000 | Crescent Lake | RW, WW | ||
Warp out of dungeon. | |||||||||||
Transports the party out of dungeons. | |||||||||||
Protera (ćććć¢, Purotea?) NES: FOG2; PS: Shld2 |
6 | 20 | ā | ā | ā | All allies | 20,000 | Crescent Lake | RW, WM, WW | ||
Increases Defense of all allies by 12. | |||||||||||
Raises the party's defense. | |||||||||||
Invisira (ć¤ć³ćć¢, Inbia?) NES: INV2; PS: Invis2 |
6 | 25 | ā | ā | ā | All allies | 20,000 | Crescent Lake | RW, WM, WW | ||
Increases Evasion of all allies by 40. | |||||||||||
Raises the party's evasion. | |||||||||||
Stona (ć¹ćć, Sutona?) NES: SOFT |
6 | 10 | ā | ā | ā | One ally | 20,000 | Crescent Lake | WM, WW | ||
Removes Stone from one ally. | |||||||||||
Cures stone. | |||||||||||
NulDeath (ćććøćÆ, Bamajiku?) NES: ARUB; PS: NulMgc |
7 | 28 | ā | ā | ā | All allies | 40,000 | Onrac | RW, WM, WW | ||
Grants immunity to all status effects and resistance to the Earth, Spirit, Poison, Time, and Instant Death elements to all allies.[note 16][note 17] | |||||||||||
Enhances the party's defense against instant death. | |||||||||||
Curaja (ć±ć¢ć«ć¬, Kearuga?) NES: CUR4; PS: Cure4 |
7 | 35 | ā | ā | ā | One ally | 45,000 | Gaia | White Wizard | ||
Restores 999 HP to one ally[note 18] and removes Confuse, Darkness, Paralysis, Poison, Silence, and Sleep. | |||||||||||
Fully restores one ally's HP and cures some status effects. | |||||||||||
Healaga (ć©ćć¼ć©, RahÄ«ra?) NES: HEL3; PS: Heal3 |
7 | 38 | 48 | ā | ā | All allies | 40,000 | Onrac | WM, WW | ||
Restores a large amount of HP to all allies. | |||||||||||
Restores a lot of HP to entire party. | |||||||||||
Diaja (ć¬ćć£ć¢, Gadia?) NES: HRM4; PS: Dia4 |
7 | 35 | 80 | 48 | ā | All enemies | 40,000 | Gaia | White Wizard | ||
Inflicts massive non-elemental damage on all Undead enemies. | |||||||||||
Deals damage to all undead enemies. | |||||||||||
Holy (ćć¼ćŖć¼, HÅrÄ«?) NES: FADE |
8 | 50 | 80 | 107 | ā | All enemies | 60,000 | Gaia | White Wizard | ||
Inflicts massive non-elemental damage on all enemies. | |||||||||||
Damages all enemies with holy light. | |||||||||||
Full-Life (ć¢ć¬ć¤ćŗ, Areizu?) NES: LIF2; PS: Life2 |
8 | 40 | ā | ā | ā | One ally | 60,000 | Lufenia | White Wizard | ||
Removes KO from one ally and restores 999 HP.[note 19] | |||||||||||
Revives one ally and fully restores HP. | |||||||||||
NulAll (ććŖć«, Baoru?) NES: WALL |
8 | 40 | ā | ā | ā | One ally | 60,000 | Gaia | White Wizard | ||
Grants immunity to all status effects and resistance to all elements to one ally.[note 17] | |||||||||||
Reduces damage from spells by half. | |||||||||||
Dispel (ćć¹ćć«, Desuperu?) NES: XFER |
8 | 35 | ā | 107 | ā | One enemy | 60,000 | Gaia | White Wizard | ||
Attempts to remove all elemental resistances and status immunities from one enemy.[note 20][note 21] | |||||||||||
Negates one enemy's magical defenses. |
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
Gallery[]
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.
Notes[]
Annotations[]
- ā Always misses in the NES release.
- ā Sleep in Dawn of Souls and 20th Anniversary.
- ā 3.0 3.1 3.2 3.3 Darkness in Dawn of Souls and 20th Anniversary.
- ā 4.0 4.1 Mind in Dawn of Souls and 20th Anniversary.
- ā Has no effect in the NES release.
- ā 6.0 6.1 6.2 6.3 Paralysis in Dawn of Souls and 20th Anniversary.
- ā 40 in NES release.
- ā Increases Evasion by 20 in the NES release.
- ā Confusion in Dawn of Souls and 20th Anniversary.
- ā Non-elemental prior to Pixel Remaster.
- ā Stone in Dawn of Souls and 20th Anniversary.
- ā In NES release was intended to increase only Attack, but is bugged and does nothing.
- ā Silence in Dawn of Souls and 20th Anniversary; Spirit in NES and Origins.
- ā Has no effect in the Pixel Remaster.
- ā In the NES release, works as intended out of combat, but in combat instead has the same power as Healaga.
- ā In Dawn of Souls and 20th Anniversary, substitute Spirit for Confusion, Darkness, Mind, Paralysis, Silence, Sleep, and Stone.
- ā 17.0 17.1 Does not grant immunity to status effects prior to Pixel Remaster.
- ā Restores 9,999 HP in releases prior to Pixel Remaster. In Pixel Remaster, Chaos uses a unique variant of Curaja that continues to restore 9,999 HP.
- ā Restores 9,999 HP in releases prior to Pixel Remaster.
- ā Only removes elemental resistances prior to Pixel Remaster.
- ā Only works when used by enemies in the NES release.
Citations[]
- ā Oya, K. (Ed.) (2012) Final Fantasy Ultimania Archive Vol. 1, p. 33