White magic draws its power from the spellcaster's Spirit.
Man in Guera
White Magic (しろまほう, Shiro Mahō?) is a group of spells in Final Fantasy: The 4 Heroes of Light that are used by equipping Tomes bought from various shops and found as treasures. White Magic performs three tasks: restores HP, boosts the party's attributes, and removes negative status effects.
When the player obtains the Lux Tome, it becomes a must-use spell in every boss battle. When casting Lux, it has the benefice of Berserk, Magick, Protect, Shell, Regen, and Aura, in addition to a 50% boost to the party's HP. The effects do not stack with those separate spells' effects, so the player should not waste inventory space on those Tomes once they get the Lux Tome. All White Magic spells are incompatible in joint attacks.
List of White Magic spells[]
Name | AP | Acquisition | Cost | Image |
---|---|---|---|---|
Cure | Buy: Guera, Liberte, Urbeth (Night only), Arbor, Spelvia Find: Witch's Mansion |
500 | ||
Effect: Restore some HP to a party member. | ||||
Cura | Buy: Guera (Night only), Spelvia, Urbeth (After Darkness) Find: Tower to the Sky |
1,500 | ||
Effect: Restore some HP to a party member. | ||||
Curaga | Buy: Guera, Urbeth, and Arbor (After Darkness) | 5,000 | ||
Effect: Restore some HP to all party members. | ||||
Raise | Buy: Guera (Night only), Urbeth (Night only), Arbor, Spelvia Find: Tower to the Sky |
1,500 | ||
Effect: Remove KO from a party member, and restore 50% MaxHP upon revival. | ||||
Arise | Buy: Urbeth (After Darkness) | 5,000 | ||
Effect: Remove KO from a party member, and restore all MaxHP upon revival. | ||||
Esuna | Buy: Guera, Urbeth, and Arbor (After Darkness) | 1,500 | ||
Effect: Remove confusion, poison, petrification, silence, paralysis, blind, sleep and curse from a party member. | ||||
Regen | Buy: Urbeth (After Darkness) | 1,000 | ||
Effect: Grant minor Regen to a party member, allowing him/her to automatically regain 10% maxHP at the end of each turn. | ||||
Berserk | Buy: Guera (Night only) | 1,000 | ||
Effect: Grant Berserk to a party member, temporarily increases his/her Physical Attack by 50%. | ||||
Magick | Buy: Guera (Night only), Spelvia (After Darkness) | 1,000 | ||
Effect: Grant Magick to a party member, temporarily increases his/her Magic Attack by 50%. | ||||
Protect | Buy: Guera and Urbeth (Night only), Horne | 1,000 | ||
Effect: Grant Protect to a party member, temporarily increases his/her Physical Defense by 50%. | ||||
Shell | Buy: Guera and Urbeth (Night only), Horne | 1,000 | ||
Effect: Grant Shell to a party member, temporarily increases his/her Magic Defense by 50%. | ||||
Invisible | Buy: Spelvia (After Darkness) | 1,000 | ||
Effect: Grant Invisible to a party member, temporarily increases his/her Evasion, both physical and magical, by 100%.[note 1] | ||||
Aura | Buy: Spelvia (After Darkness) | 2,500 | ||
Effect: Grant Aura to a party member, temporarily increases his/her Strength, Intellect and Spirit by 10%. | ||||
Lux | Find: Arbor (After Darkness) | — | ||
Effect: Temporarily increase MaxHP, Physical Attack, Magic Attack, Physical Defense and Magic Defense by 50%, as well as Strength, Intellect and Spirit by 10%. Also grants minor Regen, and restores additional 1 AP every other turn. |
- ↑ Bugged and grants no Physical Evasion at all. (Unable to verify if Magic Evasion is given any boost, as it requires arduous work to test it out in practice.)
- ↑ This is despite Lux not granting any boost to Physical Evasion at all. Probably a replication of the same bug affecting Invisible.
- ↑ This is despite Lux not granting any boost to Physical Evasion at all. Probably a replication of the same bug affecting Invisible.
Etymology[]
White magic has traditionally referred to the use of supernatural powers or magic for good and selfless purposes. With respect to the philosophy of left-hand path and right-hand path, white magic is the benevolent counterpart of malicious black magic. Because of its ties to traditional pagan nature worship, white magic is often also referred to as "natural magic".