I couldn't miss the chance to practice my drawing!
Restores all allies' HP by an amount equal to the caster's current HP.
White Wind (ホワイトウィンド, Howaitowindo?), also known as WhiteWind and Pearl Wind, is a recurring Blue Magic spell and enemy ability. It restores HP based on the amount the caster has, and in some titles, also heals negative statuses.
Restores each party member's HP by an amount equal to the caster's current HP.
White Wind is a Blue Magic spell, which heals the entire party by an amount equal to the caster's current HP, making it a useful healing spell in some situations, but useless if the caster is low on health. It ignores Reflect and Undead statuses, so it is one of the few ways of healing a party member equipped with the Reflect Ring or Bone Mail.
Strago learns White Wind (Pearl Wind on the SNES) as a Lore that costs 45 MP to cast and restores HP to party equal to Strago's HP. The spell is learned from Curlax, Dark Force, Kamui (only when Controlled), Lady, Marchosias, Peeper, Sprinter, Storm Dragon (only when sketched), Vector Lythos (only when Raged, sketched or controlled) and Venobennu.
Restores HP and status to every ally
White Wind can be learned as an Enemy Skill from Zemzelett by manipulating it. Wind Wing also uses the skill, but as it can't be manipulated, the player can only obtain the Enemy Skill by confusing the enemy.
White Wind heals all allies to an amount equal to the caster's current HP and also cures Sleep, Poison, Confuse, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralysis, Darkness, Death Force and Resist.
The game considers the ability a physical attack and it thus also cures Manipulate. The spell's HP and status healing effects are reversed on undead targets. White Wind costs 34 MP. It bypasses MBarrier and Reflect. Provided the caster has a large HP reservoir, White Wind can be more useful than the Restore Materia.
Although the ability is handy due to healing HP and removing status aliments, it does not mix well with Red XIII's Limit Break Howling Moon, as Red XIII loses his damage boost once he loses his Berserk status.
Quistis can learn White Wind from the Whisper item that can be mugged from Adamantoises (commonly encountered at Long Horn Island). It restores HP to the party equal to Quistis's max HP minus her current HP and does not change depending on Crisis Level. Adamantoises also use the ability on themselves when fought as enemies.
Restores HP of all party members.
White Wind is used by Quina, healing 1/3 of Quina's max HP to all party members. It is learned by eating a Garuda, Griffin, Zemzelett, or Zuu. It costs 14 MP to cast. It can't be reflected and works with Return Magic.
White Wind is used by Kimahri as a Ronso Rage. It heals HP to all party members and learned by using Lancet on Dark Flan or Yenke Ronso; however, it can only be learned from Yenke after he casts it in battle.
White Wind is used by a Gun Mage's Blue Bullet, restoring 1/8 of max HP to the party as well as removing Sleep, Silence, Darkness, Poison, Confusion, and Berserk for the cost of 16 MP. It can be learned from Bully Cap, Coeurl, Queen Coeurl, Mycotoxin and Ms. Goon. The only way to learn White Wind is to confuse an enemy that knows it, and then be hit by the attack.
White Highwind is an enemy-exclusive ability and restores 3/8 of max HP as well as removing statuses.
White Wind is a Blue Magic learned from Puk for the Blue Mage (level 94). It restores HP for allies within area of effect for 145 MP. It costs 5 Blue Mage points to set. When set, it grants HP +15, MP -15, and VIT +3. It takes 7 seconds to cast and can be recast every 20 seconds.
White Wind is also an enemy ability used by the Puk family.
White Wind is an enemy skill used by certain monsters, such as the Enkelados mark. It immunizes the target to status effects, much like the Paling and Magick Shield, which prevent physical and magickal damage respectively.
Fluttering fairy wings. Restores HP equal to own HP.
White Wind is learned as a Blue Magic spell by the Sprite, however, the player will need to either have a Beastmaster to control this enemy, or, much less reliably, surround a damaged Sprite. White Wind is an area-effect magic that heals all in its radius by the amount of HP the caster has at the cost of 12 MP.
White Wind is a Blue Magic spell learned from Sprites, and requires a Beastmaster to learn. It heals for the amount of HP the caster has, but has no effect on the caster, rendering them unable to recover their HP. It costs 20 MP to cast.
White Wind is a Catmancy ability for the Catmancer. It heals all targets by an amount equal to the user's current HP and requires a Cat Feather to use. It can be learned from the Aero Lantern and Aqua Lantern.
Restores all allies' HP based on own HP.
White Wind is a Fusion Ability that heals the party based on the caster's HP. It is exclusive to the Warriors of Light and costs 45 MP to cast. White Wind requires the character to have Monk's Chakra and Dragoon's Healing Breath learned.
White Wind is an ability of the Scholar job, learned for 440 JP at level 4 of the class and costing 3 SP to use. It boosts food and HP by a marginal amount.