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[[File:FFI PSP Life.png|thumb|250px|Life in the ''20th Anniversary Edition'' of ''Final Fantasy''.]]
 
[[File:FFI PSP Life.png|thumb|250px|Life in the ''20th Anniversary Edition'' of ''Final Fantasy''.]]
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=== ''[[Final Fantasy VII]]'' ===
 
=== ''[[Final Fantasy VII]]'' ===
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{{main|Life (Final Fantasy VII)}}
 
Life is an ability in the [[Magic Materia (Final Fantasy VII)#Revive|Revive]] [[Materia (Final Fantasy VII)|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.
 
Life is an ability in the [[Magic Materia (Final Fantasy VII)#Revive|Revive]] [[Materia (Final Fantasy VII)|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.
   
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=== ''[[Final Fantasy VIII]]'' ===
 
=== ''[[Final Fantasy VIII]]'' ===
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{{main|Life (Final Fantasy VIII)}}
{{Q|Revive from KO|Description}}
 
Life is a [[Holy (element)|Holy]]-based ability, [[Draw (Final Fantasy VIII)|drawn]] from several enemies, most of them undead. It can also be [[refine]]d using [[Siren (summon)|Siren's]] [[Refine#L Mag-RF|L Mag-RF]]. Junctioning 100 Life spells to Elem-Def-J grants 30% protection from all [[Element (term)|elements]], while to ST-Def-J grants 20% protection from KO. Casting Life in battle increases [[Guardian Force#Charge Time and Compatibility|compatibility]] with [[Carbuncle (Final Fantasy VIII)|Carbuncle]] and [[Alexander (Final Fantasy VIII)|Alexander]] by 0.2, but lowers compatibility with [[Eden (summon)|Eden]] by 0.2 as well.
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Life is a [[Holy (element)|Holy]]-based ability, [[Draw (Final Fantasy VIII)|drawn]] from several enemies, most of them undead. It can also be [[refine]]d using [[Siren (Final Fantasy VIII)|Siren's]] [[L Mag-RF]]. [[Junction system|Junctioning]] 100 Life spells to Elem-Def-J grants 30% protection from all [[Final Fantasy VIII elements|elements]], while to ST-Def-J grants 20% protection from KO. Casting Life in battle increases [[Guardian Force#Charge Time and Compatibility|compatibility]] with [[Carbuncle (Final Fantasy VIII)|Carbuncle]] and [[Alexander (Final Fantasy VIII)|Alexander]] by 0.2, but lowers compatibility with [[Eden (summon)|Eden]] by 0.2 as well.
 
{{FFVIII Spell
 
| Name = Life
 
| Draw = Level 1-29: [[Fujin (boss)|Fujin]]{{foot|Second encounter}}, [[Tonberry King (Final Fantasy VIII)|Tonberry King]]<br/>Level 1-100: [[Creeps]], [[Edea (boss)|Edea]]{{foot|First encounter}}, [[GIM47N]], [[Left Orb]], [[Propagator (Final Fantasy VIII)|Propagator]], [[Sacred (Final Fantasy VIII)|Sacred]], [[Seifer (boss)|Seifer]]{{foot|First encounter}}, [[Torama (Final Fantasy VIII)|Torama]]<br/>Level 20-100: [[Mesmerize (Final Fantasy VIII)|Mesmerize]], [[SAM08G]]<br/>Level 30-100: [[Grand Mantis]]
 
| draw points = [[Galbadia Garden]] locker rooms, ''[[Ragnarok (Final Fantasy VIII)|Ragnarok]]'' (hidden), [[Tears' Point]] entrance
 
| Refine = L Mag-RF: Life Ring x1 = Life x20
 
| HP = +12
 
| Str = +0.08
 
| Vit = +0.50
 
| Mag = +0.10
 
| Spr = +0.50
 
| Spd = +0.04
 
| Eva = +0.02
 
| Hit = +0.03
 
| Luk = +0.04
 
| Elem-Atk = No effect
 
| Elem-Def = All elements: +0.3%
 
| ST-Atk = No effect
 
| ST-Def = [[Instant Death]]: 0.20%
 
}}
 
   
 
=== ''[[Final Fantasy IX]]'' ===
 
=== ''[[Final Fantasy IX]]'' ===
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=== ''[[Final Fantasy XIV]]'' ===
 
=== ''[[Final Fantasy XIV]]'' ===
 
[[File:FFXIVL Raise Icon.png|left|Raise icon.]]
 
[[File:FFXIVL Raise Icon.png|left|Raise icon.]]
Raise appeared as an ability in the ''[[Final Fantasy XIV/Legacy|Legacy version]]'' and was a [[Conjurer (Final Fantasy XIV)/Legacy|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.
+
Raise appeared as an ability in the ''[[Final Fantasy XIV/Legacy|Legacy version]]'' and was a [[White Mage (Final Fantasy XIV)/Legacy|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.
 
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.
   
 
[[File:FFXIVARR Raise Icon.png|right|Raise hotkey.]]
 
[[File:FFXIVARR Raise Icon.png|right|Raise hotkey.]]
Raise appears in the relaunch as a [[Conjurer (Final Fantasy XIV)|Conjurer]] ability available at level 12. Raise revives 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 [[Conjurer (Final Fantasy XIV)#White Mage|White Mage]], [[Arcanist (Final Fantasy XIV)#Scholar|Scholar]], and [[Gladiator (Final Fantasy XIV)#Paladin|Paladin]].
+
Raise appears in the relaunch as a [[White Mage (Final Fantasy XIV)|Conjurer]] ability available at level 12. Raise revives 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 (Final Fantasy XIV)#White Mage|White Mage]], [[Summoner (Final Fantasy XIV)#Scholar|Scholar]], and [[Paladin (Final Fantasy XIV)#Paladin|Paladin]].
 
{{See Also|Resurrection}}
 
{{See Also|Resurrection}}
   
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=== ''[[Final Fantasy Crystal Chronicles]]'' ===
 
=== ''[[Final Fantasy Crystal Chronicles]]'' ===
Life [[Magicite]] can only be found in [[dungeon]]s. Once found, the player can cast it until they leave that dungeon. When used, it restores up to four hearts.
+
Life [[Magicite]] can only be found in [[dungeon]]s. Once found, the player can cast it until they leave that dungeon. It revives a KO'd party member with minimum HP.
   
 
==== ''[[Final Fantasy Crystal Chronicles: Ring of Fates]]'' ====
 
==== ''[[Final Fantasy Crystal Chronicles: Ring of Fates]]'' ====
 
[[File:RoF Raise Magicite.png|right]]
 
[[File:RoF Raise Magicite.png|right]]
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.
+
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 revives a KO'd ally to life with 20% of their maximum HP.
   
 
==== ''[[Final Fantasy Crystal Chronicles: Echoes of Time]]'' ====
 
==== ''[[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 (ability)|Cure]] to cast [[Holy (ability)|Holy]].
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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 (ability)|Cure]] to cast [[Holy (ability)|Holy]]. It revives a KO'd ally to life with 20% of their maximum HP.
   
 
=== ''[[Final Fantasy Mystic Quest]]'' ===
 
=== ''[[Final Fantasy Mystic Quest]]'' ===
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{{Q|Revive one ally from being KO'd.|Description}}
 
{{Q|Revive one ally from being KO'd.|Description}}
 
Raise is a Lv. 4 White Magic ability that costs 12 MP to cast. It can be used defensively to revive one KO'd ally to 30% HP, or offensively to instantly KO a "Reaper" enemy. Currently, 11 units have this ability. Of those 11, Garnet is currently the only one who can "awaken" this spell to "Raise +2." This version costs 12 MP, but is drastically more effective, reviving the target up to 90% HP, making it almost equal to Full-Life.
 
Raise is a Lv. 4 White Magic ability that costs 12 MP to cast. It can be used defensively to revive one KO'd ally to 30% HP, or offensively to instantly KO a "Reaper" enemy. Currently, 11 units have this ability. Of those 11, Garnet is currently the only one who can "awaken" this spell to "Raise +2." This version costs 12 MP, but is drastically more effective, reviving the target up to 90% HP, making it almost equal to Full-Life.
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====''[[War of the Visions: Final Fantasy Brave Exvius]]''====
  +
{{Abil-stub|War of the Visions: Final Fantasy Brave Exvius}}
   
 
===''[[World of Final Fantasy]]''===
 
===''[[World of Final Fantasy]]''===
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{{navbox statuses}}
 
{{navbox statuses}}
   
[[Category:Status effects]]
 
[[Category:Final Fantasy IX White Magic]]
 
[[Category:Final Fantasy X White Magic]]
 
[[Category:Final Fantasy X-2 White Magic]]
 
[[Category:Final Fantasy XI Healing Magic]]
 
[[Category:Final Fantasy XII White Magick]]
 
[[Category:Final Fantasy XIII Medic Abilities]]
 
[[Category:Final Fantasy XIV Conjurer Spells]]
 
[[Category:Final Fantasy Tactics White Magick]]
 
[[Category:Final Fantasy Tactics Advance White Magic]]
 
[[Category:Final Fantasy Tactics A2: Grimoire of the Rift High Magick]]
 
[[Category:Final Fantasy Mystic Quest White Magic]]
 
[[Category:Final Fantasy: The 4 Heroes of Light White Magic]]
 
[[Category:Final Fantasy XIII-2 Medic Abilities]]
 
[[Category:Final Fantasy XIV Spells]]
 
[[Category:Bravely Default White Magic]]
 
[[Category:Recurring White Magic]]
 
   
 
[[de:Engel]]
 
[[de:Engel]]
 
[[ja:レイズ]]
 
[[ja:レイズ]]
 
[[pl:Raise]]
 
[[pl:Raise]]
 
[[Category:Positive status effects]]
 
[[Category:Recurring White Magic]]

Revision as of 01:58, 16 December 2019

Template:Sideicon Template:Images

FFI PSP Life

Life in the 20th Anniversary Edition of Final Fantasy.

Return to us.

Raise (レイズ, Reizu?), 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.

Template:See Also

Appearances

Final Fantasy

Revives one KO'd ally.

Description

Life (LIFE on the NES and Life1 in Final Fantasy Origins), 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

FFII Life

Maria casting Life.

Revives a KO'd ally.

Description

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 (Life Scroll in Origins). The 20th Anniversary version introduced another ability called Revive.

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 Salamand, Mysidia, Machanon
Drop Tiamat, Yamatano Orochi
Cost 1,500 gil (Origins)
1,000 gil (Dawn of Souls, 20th Anniversary Edition)

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

Revives one target.

Description

Raise (also known as Life1, Life, and Raise 1) is a White Magic spell that can be used by Rosa, Tellah, Porom, and Fusoya. Cecil Harvey and young Rydia can learn it in the 3D versions. It has a casting time of 0. In the 2D versions it costs 8 MP, and in the 3D versions it costs 25 MP. 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.

Final Fantasy IV -Interlude-

Raise is a White Magic spell learned initially by Rosa and Porom. 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

Revives a KO'd target.

Description

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, 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

Recover from KO.

Description

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:

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 (must pass through the green gate), and Immortal Soul Garment Grids.

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. In the original version, its license is 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 magick 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 Zodiac versions, Raise is White Magick 4. It can be used by five job classes, three of which by obtaining other licenses. White Mage and Red Battlemage can acquire Raise on their License Boards, Time Battlemage must have the Esper Adrammelech license, Monk must have the Esper Hashmal, and Archer must acquire a preceding Quickening license.

In the original version, Raise can be bought from magick shops after the party returns from the Dreadnought Leviathan. In the Zodiac versions, it can be bought from magick shops after the party encounters Ba'Gamnan in the Lhusu Mines. It is also a Diamond Armlet treasure in Trial Mode Stage 36.

Final Fantasy XII: Revenant Wings

Raise is learned by Penelo at level 25. It revives a fallen ally.

Final Fantasy XIII

Revive an ally from KO.

Description

Raise is a Medic ability that removes KO and recovers a small amount of HP. It has an ATB cost of 3. It can be learned by Lightning (stage 6), Vanille (stage 6), Hope (stage 8), and Fang (stage 7).

If a character is knocked out, the computer-controlled Medic will cast Raise only if other characters have more than 50% HP. However, if the lead character is knocked out, it is game over. 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 % of max HP recovered
20% 21%
23-26% 22%
29-33% 23%
35-38% 24%
39-44% 25%
45-49% 26%
52% 27%

[1]

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 a Medic ability that revives an ally from KO. It has an ATB cost of 3. It is learned by Serah (role level 30), Noel (role level 22), Cactrot (6), Cactuarama (6), Cactuarina (6), Cait Sith (51), Caterchipillar (6), Flanitor (40), Green Chocobo (22), PuPu (4), Spiranthes (7), and White Chocobo (99).

Final Fantasy XIV

Raise icon.

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. Raise revives 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. Template:See Also

Final Fantasy Tactics

White Magick to fetch a warrior from the brink of death.

Description

Spirits of life, return us! Raise!

Upon casting (PlayStation)

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

Revives KO'd unit. Deals damage to zombies.

Description

Life is 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 (マレイズ, Mareizu?, lit. Maraise) exists. When used, the spell will revive and/or cures any units in an X-shaped area. It can be learned by Sage from the Life Crosier for 300 AP. 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.

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 Type-0

Raise revives fallen characters who have not yet faded away from the field. It can be learned after completing The Infiltration of Iscah on Agito difficulty and requires a Defense Magic stat of 75.

Final Fantasy Crystal Chronicles

Life Magicite can only be found in dungeons. Once found, the player can cast it until they leave that dungeon. It revives a KO'd party member with minimum HP.

Final Fantasy Crystal Chronicles: Ring of Fates

RoF Raise Magicite

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 revives a KO'd ally to life with 20% of their maximum HP.

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. It revives a KO'd ally to life with 20% of their maximum HP.

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. 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

Life 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

Life is a 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

FF4HoL Raise Slot

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 revives one target from K.O. and restores HP. It has a 70% chance to cause death when used on undead enemies. It requires 18 MP to use. It can be bought in Florem for 800 pg.

Bravely Second: End Layer

Raise is a level 2 White Magic for the White Mage. It revives one target from K.O. and restores HP. It has a 70% chance to cause death when used on undead enemies. It costs 18 MP to use. It can be bought in Ancheim and Chompshire for 800 pg.

Final Fantasy Dimensions

FFII - Magicshop signThis section about a spell in Final Fantasy Dimensions is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Dimensions II

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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.

Dissidia Final Fantasy Opera Omnia

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Final Fantasy Artniks Dive

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Final Fantasy Record Keeper

Raise is a White Magic ability with a Rarity of 4☆. It revives one KO'd target and can initially be used twice and honed to Rank 5. It can be created by using Greater White Orb x5, Greater Holy Orb x8, and 5000 gil.

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Final Fantasy Explorers

Revive KO'd allies a certain range in front of you.

Description
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Final Fantasy Brave Exvius

Revive one ally from being KO'd.

Description

Raise is a Lv. 4 White Magic ability that costs 12 MP to cast. It can be used defensively to revive one KO'd ally to 30% HP, or offensively to instantly KO a "Reaper" enemy. Currently, 11 units have this ability. Of those 11, Garnet is currently the only one who can "awaken" this spell to "Raise +2." This version costs 12 MP, but is drastically more effective, reviving the target up to 90% HP, making it almost equal to Full-Life.

War of the Visions: Final Fantasy Brave Exvius

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World of Final Fantasy

Raise is an active ability that revives all KO'd allies and restores a little HP for 4 AP. It can be used by 2P Tama, Chocobo, Mel, Phoenix, Princess Goblin, Princess Goblin★, Tamamohimé, and White Chocobo.

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.

Non-Final Fantasy guest appearances

Chrono Trigger

Chrono Trigger Raise

Raise (also called Life) is a single tech that Crono learns. It costs 10 MP to cast and revives a KO'd ally with some HP.

Gallery

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References