I couldn't miss the chance to practice my drawing!
Restores all allies' HP by an amount equal to the caster's current HP.
Final Fantasy VI description
White Wind (ホワイトウィンド, Howaito Windo? or ホワイトウインド, Howaito Uindo?), 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.
Appearances[]
Final Fantasy V[]
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.
White Wind costs 28 MP to cast and is learned from Enchanted Fan, Azulmagia, Dark Elemental, Enkidu, White Flame, and Hellraiser (only when controlled by a Beastmaster).
The player can also use White Wind by catching and releasing a Hellraiser, Parthenope, White Flame, or Necromancer.
Final Fantasy VI[]
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.
Final Fantasy VII[]
White Wind can be learned as an Enemy Skill from Zemzelett by manipulating it. The Wind Wing also uses the skill, but as it can't be manipulated, and the player can only obtain the Enemy Skill by confusing it.
White Wind heals all allies to an amount equal to the caster's current HP, and also cures Sleep, Poison, Confusion, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, 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, damaging them and inflicting them with myriad statuses, often ending the battle right away when the enemy is petrified. 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.
Final Fantasy VIII[]
Quistis can learn White Wind from the Whisper item that can be mugged from Adamantoises (commonly encountered at Long Horn Island north of Dollet). It restores HP to the party equal to Quistis's max HP minus her current HP and does not change depending on Crisis Level. It will damage the party if they have Zombie.
Adamantoises also use the ability on themselves when fought as enemies.
Final Fantasy IX[]
White Wind is used by Quina, healing ⅓ 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 cannot be reflected and would work with Return Magic if enemies were to use it against the player.
Final Fantasy X[]
White Wind is used by Kimahri as a Ronso Rage. It restores HP to all party members and is learned by using Lancet on a Dark Flan or Yenke Ronso; however, it can only be learned from Yenke after he casts it in battle.
White Wind is also an enemy ability that restores half of the target's current HP and removes Berserk, Petrification, Threaten, Poison, Confuse, Zombie, and Provoke.
Final Fantasy X-2[]
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.
Equipping a captured creature with the Gun Mage dressphere will automatically grant them access to White Wind. It is also normally usable by Coeurl, Queen Coeurl, Bully Cap, Mycotoxin, and Big Bully Cap. Kimahri can learn it if he is healed in battle. However, White Wind cannot be learned as a Blue Bullet this way.
White Highwind is an enemy-exclusive ability and restores 3/8 of max HP as well as removing negative status effects.
Final Fantasy XI[]
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.
Final Fantasy XII[]
White Wind is an augment exclusive to certain monsters, such as the Enkelados mark. It immunizes the target to status effects, much like the Paling and Magick Shield augments, which prevent physical and magickal damage respectively.
Final Fantasy XIV[]
White Wind is an ability used by Enkidu during the trial "Battle in the Big Keep", which he uses to heal Gilgamesh to full HP, forcing Enkidu to be dealt with first.
It is also a spell learned by the Blue Mage limited job as of patch 4.5, acquired either as a reward for learning ten Blue Mage spells or from Enkidu in the aforementioned trial. This version heals the user and nearby party members by an amount equal to the user's current HP.
Final Fantasy Tactics Advance[]
Fluttering fairy wings. Restores HP equal to own HP.
Description
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.
Final Fantasy Tactics A2: Grimoire of the Rift[]
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.
Final Fantasy Dimensions[]
Restores all allies' HP based on own HP.
Description
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.
Final Fantasy Dimensions II[]
Dissidia Final Fantasy Opera Omnia[]
Pictlogica Final Fantasy[]
Final Fantasy Record Keeper[]
Final Fantasy Explorers[]
Final Fantasy Brave Exvius[]
Final Fantasy Fables: Chocobo's Dungeon[]
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.
Non-Final Fantasy guest appearances[]
Bravely series[]
In Bravely Default, White Wind is a Genome ability that restores HP of all allies equal to the user's current HP. It is learned from Aero Lantern (must be charmed so it uses White Wind on party). It costs 40 MP to use.
In Bravely Second: End Layer, 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.