Final fantasy 1 black magic

Final fantasy 1 black magic DEFAULT


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.

See also: Magic (command), or Final Fantasy item magic

Mechanics[]

The original NES version did 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 Game Boy Advance Final Fantasy I & II: Dawn of Souls port, and the PlayStation Portable 20th Anniversary port, overhauled the game balance, including changing magic to use an MP system where all spells have an cost and characters have a pool of MP that is consumed. These ports also added 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.

While Final Fantasy distinguishes between White Magic and Black Magic, both are classified under the command "Magic" in the player's menus. The Red Mage groups spells from both schools under this command, and is still limited to only knowing up to three spells in each tier regardless of school.

Formulas[]

Hit determination[]

Base chance to hit starts at If the target resists the spell element, base chance to hit has subtracted from it. If the target is weak to the spell element, base chance to hit is increased by A target can be both weak and resist a given element, which would apply both effects to hit (leaving a final chance to hit of 40).

Hit determination is done by the following formula:

Hit Successful if Random ( 0 ) < [ Base Chance + Spell Accuracy - Target Magic Defence ]

If a status or debuff spell hits, it applies its status effect or debuff on the target. If a damage spell hits, it gains an extra damage bonus that differs between versions. Healing and buffing spells never miss.

Some status spells always hit if the target HP is less than and the target has no resistance to the spell's element. If the target resists the spell's element or has more than HP, the status spell will always miss.

Formulas for NES to Origins[]

Damage spells[]

If the hit was successful:

Damage = Random( 2×Spell Power 4×Spell Power )

If the hit was unsuccessful:

Damage = Random ( Spell Power 2×Spell Power )

If the target resists the element, damage is halved. If the target is weak to the element, damage is multiplied by

Healing spells[]

When used in-battle:

Healing Amount = Random( Spell Power 2×Spell Power )

The amount healed is capped to though this value can never be reached without hacking. Curaja does not use this formula and sets the target's HP to full.

When used out of battle, the amount healed is instead a set amount of HP plus a random value, both of which are tied to the spell in question.

Spell Amount Healed
Cure 16 + Random ( 0 15 )
Cura 32 + Random ( 0 31 )
Curaga 64 + Random ( 0 63 )
Heal 16 + Random ( 0 7 )
Healara 32 + Random ( 0 15 )
Healaga 64 + Random ( 0 31 )

Formulas for Dawn of Souls and onward[]

Damage spells[]

The caster's stats factors into how much damage is caused.

Base Damage = Spell Power × Multiplier + [ Intelligence + Luck ] ÷ 2 + Random ( 0 Luck ÷ 2 )

Multiplier is determined by Intelligence. Multiplier starts at 1, then increases by 1 each time Intelligence surpasses the following numbers:

20, 30, 40, 50, 66, 82, 98, , , ,

For example, 34 Intelligence grants a multiplier of 3. Having 99 Intelligence grants a multiplier of 8. Intelligence values exceeding 99 are impossible for player characters to attain, and only two monsters have these high values: Scarmiglione and Atomos.

When the target resists the element of the spell, damage is halved. If the target is weak to the element of the spell, damage is multiplied by

If the spell hits (following the determination from above), an additional damage bonus is applied. The hit bonus is not affected by weakness/resistance:

Hit Bonus = Intelligence ÷ 5

If the target is a player character, their Magic Defense determines how much damage is reduced by.

If Magic Defense > , reduce damage by half
If >= Magic Defense > , reduce damage by a quarter
If Magic Defense <= , reduce damage by an eighth

Magic damage is capped to This can never be reached without hacking.

Healing spells[]

The caster's Intelligence and the target's Luck both affect the amount healed.

Healing Amount = ( Spell Power + Caster Intelligence ) × Spell Accuracy + Random( 0 Target Luck ÷ 2 )

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
(NES: Fire. PS: Fire1: Japan: ファイア)
1 5 10 24 FireOne enemy CorneliaNi, RM, RW, BM, BW
Inflicts light( in NES/Origins)Fire elemental damage.
Deals fire damage to one foe.
Thunder
(NES: LIT. PS: Bolt1: Japan: サンダー)
1 5 10 24 LightningOne enemy CorneliaNi, RM, RW, BM, BW
Inflicts light( in NES/Origins)Lightning elemental damage.
Deals lightning damage to one foe.
Focus
(NES: LOCK. PS: Focus1. Japan: シェイプ)
1 3 20 64 One enemy CorneliaNi, RM, RW, BM, BW
Chance to lower one enemy's Evasion by
Lowers one foe's evasion.
Sleep
(NES: SLEP. PS: Sleep1. Japan: スリプル)
1 3 0 24 Sleep(Status in NES)All enemies CorneliaNi, RM, RW, BM, BW
Chance to inflict Sleep on each enemy target.
Puts all foes to sleep.
Dark
(NES: DARK. PS: Fog. Japan: ダクネス)
2 5 0 24
Sours: https://finalfantasy.fandom.com/wiki/Magic_(Final_Fantasy)

Final Fantasy Magic

In Final Fantasy, magic is divided into two categories: White Magic, and Black Magic. Magic in Final Fantasy is somewhat unique. It is the first, last, and only time there is a limit on the amount of spells you can cast, and the amount of spells per level.
Each level of spells has four different spells to choose from. However, you can only choose three spells/level. Red Mages can choose between Black and White magic, but are limited in their choices. Knights can learn white magic up to level 3, and Ninjas can learn Black Magic up to level 4.

White Magic

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Black Magic

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Sours: https://www.finalfantasykingdom.net/finalfantasynesmagic.php
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Little late, but I'll post anyways <_<

Keep in mind, this is just my opinion, so don't take them as pure % truth.

White Magic level 1
Spells available: Blink, Cure, Dia and Protect.
Take Blink and Cure for sure. You have a choice between Dia and Protect, but neither will REALLY prove that useful. I usually take Dia as I find Invis (which you get in the next town) to be more useful.

White Magic level 2
Spells Available: Blindna, Invis, Nulshock, and Silence
Take Blindna, Invis and Nulshock. Nulshock is a great spell, invis will give anyone an evasion boost, and helps against pure hitters. Blindna is well, it's better than Silence <_<

White Magic Level 3
Spells Available: Cura, Diara, NulBlaze, and Heal.
Take Cura, NulBlaze and Heal. Fira is more useful against the undead than Diara. Besides, once you get the items that use Heal, you can discard it and replace it with Diara. (Not that you'll really use it at that point anyways)

White Magic Level 4
Spells Available: Fear, Nulfrost, Poisona, and Vox.
What a bunch of overpriced crap <_<. Take Nulfrost, Fear, and Poisona. Vox cures silence, and I have NEVER been silenced. Hell, in the original one, there were no enemies that could silence you. >_> You can take Vox over Fear if you want, as I prefer to make things dead than make them run away

White Magic Level 5
Spells Available: Curaga, Diaga, Healara, Life.
Take Curaga, Healara and Life. Hands down. Firaga does more than Diaga anyways, and Life is always helpful.

White Magic Level 6
Spells Available: Exit, Protera, Invisira, Stona.
I HATE this level, as I can never decide what I want. I usually take Exit, Protera and Invisira, as gold needs can be used instead of Stona. However, once you get the White Robe (which gives you free unlimited Invisira), then you can discard that and get Stona.

White Magic Level 7
Spells Available: Curaja, Diaja, Healaga, NulDeath.
Take Curaja, Diaja and Healaga. Your entire team should have Protect Rings on anyways (which do the same thing as NulDeath).

White Magic Level 8
Spells Available: Dispel, Full-Life, Holy, NulAll.
Take Full-Life, Holy and NulAll. I've never been a fan of Dispel (It never worked in the original anyways <_<)

Black Magic Level 1
Spells Available: Fire, Focus, Sleep, Thunder
Take Fire, Thunder and Sleep. Nuff said.

Black Magic Level 2
Spells Available: Blizzard, Dark, Slow, Temper.
Take Blizzard, Slow, and Temper. Slow and Dark aren't all that useful, but Temper is one spell you'll use throughout the entire game. So get it now and love it forever.

Black Magic Level 3
Spells Available: Fira, Focara, Thundara, Hold
Get Fira and Thundara. It's your choice between Focara (causes all enemies evasion to decrease) or Hold (paralyzes enemy), but I prefer Hold myself.

Black Magic Level 4
Spells Available: Blizzara, Haste, Confuse, Sleepara
Take Blizzara, Haste, and Confuse. You'll probably never use Confuse, but Sleepara only hits one enemy so yeah. Haste is a godsend, so you'll be using it lots.

Black Magic Level 5
Spells Available: Firaga, Scourge, Slowra, Teleport.
Get Firaga and Teleport. Scourge and Slowra are your choice. Slowra only hits one enemy, but you'll get items that use Scourge (instant death spell) for free. Besides, I'm not a big fan of instant death spells.

Black Magic Level 6
Spells Available: Death, Quake, Stun and Thundaga.
Take Thundaga and Stun. Death and Quake are both instant death. Death hits 1-enemy, Quake hits all. Pick one.

Black Magic Level 7
Spells Available: Blind, Blizzaga, Break, Saber.
Take Blizzaga, Break and Saber. Break is instant death, and Saber makes your Mage stronger

Black Magic Level 8
Spells Available: Flare, Kill, Stop, Warp.
Take Flare and Stop. Kill and Warp are instant death.

Assassins do it from behind.

Sours: https://gamefaqs.gamespot.com/boards/final-fantasy/
Final Fantasy PSP - Magic Exhibition (Exhibición de Magias)

Final Fantasy/Black magic

Black magic is simply great to have, because even if you have strong attackers a physical attack (no matter how strong) can only kill one enemy at a time. Black Magic can debuff enemies, e.g. stun, confuse and weaken them. This buys time for the party, that can attack without suffering too much damage.

Black magic can also be used to augment your attackers, letting them deal hundreds of points in damage to even the strongest bosses.

Finally, Black Magic is the main weapon for Black Mages. A mid or high level spells can hit every thing at once, and once you start finding items capable of casting spells, you don't even need physical attacks for many fights.

Spell types[edit]

Many mid and high levels spells are not unique, but are improved versions of low levels spells. Each "family" of spells usually contains three versions, though some have two or four.

  • Elemental families: Casts Ice, Fire, or Lightning spells, 2nd and 3rd levels can hit all enemies.
  • Death family: Kills enemies instantly. Low chance of success, some target all enemies.
  • Sleep family: Put enemies to sleep until they are hit or wake up
  • Slow family: Reduces the number of hits per attack

There are several other spells that do not belong in a specific family, but cause status ailments, such as darkness, stone, or stop. Black magic also includes the spells Temper and Saber, which raises the targets strength and the spell Haste, which increases the number of hits per attack.

Users[edit]

See also: spell recommendations
  • Black mages: Uses any level 1 - 6 spell (except Teleport) also Level 7 Blizzaga(Ice3) and Blind
  • Black wizards: Uses any spell
  • Red mages: Uses level 1 - 4 spells, Firaga and Slowara
  • Red wizards: Uses most level 1 - 5 spells, Thundaga and Blizzaga
  • Ninjas: Uses level 1 - 4 spells

Spell listings[edit]

Spells are listed under the Dawn of Souls and Anniversary names. These may differ from the original names given to the spells in the NES version, and from the updated names in Origins. Spell MP cost refers to the amount of MP required to cast a spell in the Dawn of Souls and Anniversary editions. All versions prior to that simply require one allocation of spell casting for their respective levels.

Level 1[edit]

All Level 1 spells are sold in Cornelia and cost Gil to purchase (or 50 Gil in the Easy Mode and GBA versions).

Level 2[edit]

All Level 2 spells are sold in Pravoka and cost Gil to purchase (or Gil in the Easy Mode and GBA versions).

Level 3[edit]

All Level 3 spells are sold in Elfheim and cost Gil to purchase (or Gil in the Easy Mode and GBA versions).

Fira can be cast for free by using the Mage staff as an item; it can be equipped by the Ninja, the Black Mage and the Black Wizard.

Thundara can be cast for free by using the Gauntlets or Thor's hammer as an item; the gauntlets can be equipped by the Ninja, the Knight and the Red Wizard, the hammer by the Ninja, the Knight and the White Wizard.

Level 4[edit]

All Level 4 spells are sold in Elfheim and cost Gil to purchase (or Gil in the Easy Mode and GBA versions).

Blizzara can be cast for free by using the Black robe as an item; it can be equipped by the Black Wizard.

Confuse can be cast for free by using the Wizard staff as an item; it can be equipped by the Black Wizard.

Level 5[edit]

All Level 5 spells are sold in Melmond and cost Gil to purchase (or Gil in the Easy Mode and GBA versions).

Scourge can be cast for free by using the Bane sword as an item; it can be equipped by the Ninja, the Knight and the Red Wizard.

Level 6[edit]

All Level 6 spells are sold in Crescent Lake and cost 20, Gil to purchase (or 13, Gil in the Easy Mode and GBA versions).

Level 7[edit]

Blizzaga and Break are sold in Gaia. Saber and Blind are sold in Onrac. These spells cost 45, Gil to purchase (or 30, Gil in the Easy Mode and GBA versions).

Saber can be cast for free by using the Giant's gloves as an item; it can be equipped by the Ninja, the Warrior, the Knight and the Red Wizard.

Level 8[edit]

All Level 8 spells are sold in Gaia, except for Flare, which is sold in Lufenia. These spells cost 60, Gil to purchase (or 40, Gil in the Easy Mode and GBA versions).

Summary table[edit]

The following tables are for quick reference, once you got familiar with the contents above. The class abbreviations are as follows: bB = Black Mage and Black Wizard; rR = Red Mage and Red Wizard; N = Ninja.

LvSpell names
(NES/PSX/GBA)
MPType & TargetEffectbBrRNItem
1Fire/Fire1/Fire5Attacks oneElement: firebBrRN-
1Lit/Bolt1/Thunder5Attacks oneElement: lightningbBrRN-
1Lock/Focus1/Focus3Debuffs oneLowers evasionbBrRN-
1Slep/Sleep1/Sleep3Debuffs allInflicts "sleep" statusbBrRN-
2Ice/Ice1/Blizzard8Attacks oneElement: icebBrRN-
2Slow/Slow/Slow5Debuffs allLowers hit ratebBrRN-
2Dark/Dark/Dark5Debuffs allInflicts "blind" statusbBrRN-
2Tmpr/Steel/Temper10Supports oneIncreases strengthbBrRN-
3Fir2/Fire2/Fira15Attacks allElement: firebBrRNMage staff
3Lit2/Bolt2/Thundara15Attacks allElement: lightningbBrRNThor hammer, Gauntlets
3Hold/Bind/Hold10Debuffs oneInflicts "paralysis" statusbBrRN-
3Lok2/Focus2/Focara10Debuffs allLowers evasionbBrRN-
4Ice2/Ice2/Blizzara18Attacks allElement: icebBrRNBlack robe
4Conf/Muddle/Confuse15Debuffs allEnemies attack each otherbBrRNWizard staff
4Slp2/Sleep2/Sleepara15Debuffs oneInflicts "sleep" statusbBrRN-
4Fast/Haste/Haste15Supports oneIncreases hit ratebBrRN-
5Fir3/Fire3/Firaga30Attacks allElement: firebBrR--
5Slo2/Slow2/Slowara18Debuffs oneLowers hit ratebBrR--
5Bane/Poison/Scourge28Attacks allInstant-kill attackbBR-Venom sword
5Warp/Warp1/Teleport5FieldTeleports one floor up in dungeonsBR--
6Lit3/Bolt3/Thundaga35Attacks allElement: lightningbBR--
6Rub/Reaper/Death30Attacks oneInstant-kill attackbB---
6Qake/Quake/Quake32Attacks allInstant-kill attack (petrify)bB---
6Stun/Stun/Stun20Debuffs oneInflicts "paralysis" statusbB---
7Ice3/Ice3/Blizzaga40Attacks allElement: icebBR--
7Blnd/Blind/Blind25Debuffs oneInflicts "blind" statusbB---
7Sabr/Saber/Saber25Supports selfIncreases strengthB--Giant's gloves
7Brak/Break/Break30Attacks oneInstant-kill attack (petrify)B---
8XXXX/Doom/Kill40Attacks oneInstant-kill attackB---
8Nuke/Flare/Flare50Attacks allNon-elemental attackB---
8Zap!/Banish/Banish38Attacks allInstant-kill attackB---
8Stop/Stop/Stop30Debuffs allInflicts "paralysis" statusB---

The following table shows spell prices and magic shop locations for each level of Black Magic:

Lv.Cost (NES)Cost (remakes)Shop
150Cornelia
2Pravoka
3Elfheim
4Elfheim
5Melmond
6Crescent Lake
7Gaia, Onrac
8Gaia, Lufenia

Recommendations[edit]

* denotes the bare minimum spells to get

Black Mages/Wizards[edit]

Black Wizards can be incredibly powerful, especially later in the game. They can cast spells that do elemental damage (great against the Fiends), cause status aliments, and enhance your characters' physical power. They can also learn a number of instant-death spells (these are not particularly useful since they only work a small percentage of the time). The debuff spells (status ailment) and support spells (allies' enhancement) are very useful throughout the game.

The direct attack spells have the same effect of the direct attack of physical classes (Warrior, Monk, Thief). This is even more true considering elemental swords (for the Warrior/Knight only). Use the Black Mage mostly to debuff the enemies and every now and then to support the allies, but leave the bulk of direct attacks to physical attackers (Warrior, Monk and Thief).

  • Level 1: Sleep*, Focus*; Fire/Thunder (either one)
Sleep affects all the enemies, and it should be the very first Black Spell you purchase. Focus lowers the evasion of the enemies, and is useful too. Fire and Thunder do pretty much the same: choose any one of them.
Temper raises the attack power of a character in your party, which makes it a spell that you should use against every boss you encounter. It is also stackable, so the character's attack can go higher and higher. Note: TMPR is bugged in the NES version, and does nothing. Bizzard is quite a bit more powerful than the Fire and Thunder spells, Blizzard will be very useful before you get Bizzara. Dark inflicts the "Blind" status and reduces the likelihood of an enemy attack, however it has little effect when it works. Blizzard deals more damage than Fire or Thunder, but if you cast instead Temper on two allies the party will deal definitely more damage.
Hold works against Marilith, and should be very useful. Stopping an enemy in their tracks for a few rounds may give you an edge. Fira and Thundara are useful spells since they hit every enemy on the screen at once. Both of these spells are useful throughout the game since you will often be facing large groups of enemies at once. Fire is better against some enemies, while Thunder is better against others.
  • Level 4: Blizzara*, Haste*, Sleepara
Haste doubles the number of hits your character can do per attack, so it is a spell that is useful for every boss fight. Confuse works a surprising amount of the time. Level 1 Sleep works on all enemies while Sleepara works only on one, but Sleepara has a higher success rate and works on stronger enemies. Late in the game there is an item (a staff for Black Wizards) that can cast Confuse for free. When you find it, focus on Sleepara and Haste. Blizzara is just a stronger direct attack spell, but it can be helpful in the Volcano, which is a relatively hard dungeon.
  • Level 5: Teleport*, Scourge*, Slowara
Teleport is nice as it can pull you out of a dungeon, but you cannot get it until after the class change. Like all instant-death spells, Scourge rarely works, but the chance to kill multiple enemies makes it useful against large groups of opponents. Vice versa, against few or single enemies, Slowara provides a significant status ailment on one target. You might want Firaga before going into the Ice Cavern or before going into the Terra Cave, in which you will fight wave after wave of the undead, but the White Magic is more effective against this enemy type.
Stun turns one enemy into a bystander while your physical attackers get rid of the others. Thundaga is the strongest lightning-elemental attack, and it targets all opponents at once. Quake is a petrification spell: it can instantly defeat enemies that are immune to normal instant-death.
Many enemies are immune to Blind by the time you get it, but it's still worth experimenting with it. Blizzaga is the strongest ice-elemental spell. Break works often, and technically isn't an instant-death spell, so more enemies are vulnerable to it. Saber would be potentially useful, except you can only use it on the caster. Better to cast it using the Giant's Gloves from the Item menu.
  • Level 8: Stop*, Flare, Kill/Warp (either one)
Stop is a must, being the only non-attack spell on this level; it's a version of Lv.6 Stun that affects all enemies at once. Flare is the strongest attack spell in the game, and especially useful against Chaos and WarMech. Kill and Warp are both instant-death spells; Warp works against all enemies, while Kill only works on one at a time but has a higher success rate.

Red Mages/Wizards[edit]

main article: Red magic

Since a Red Mage can only equip three spells of each level you have to pick three of eight (well, of six or seven in many cases) spells. This is why it is not recommended that you replace both a Black and White Wizard with a single Red Wizard. Additionally, there are a lot of white spells that are very useful that the Red Wizard cannot cast (Dias, Heals, Curaja, Full-life specifically). Fortunately there aren't too many instances where there are more than three "must have" spells that the Red Wizard can learn.

Generally the magic that the Red Wizard should learn is the same as the other Wizards, however a lot of it depends on if there is another Black, Red, or White Wizard in the party.

Please see the Red Magicians' magic page for recommendations based on party configuration.

Ninjas[edit]

The Ninja can use every weapon in the game, therefore learning direct attack spells would be redundant for him. The best choice for him are the Support spells (like Temper and Haste), especially if cast on himself. Debuff spells can be very useful, too: they do what weapons don't.

Few enemies are vulnerable to Focus and Sleep late in the game. On the other hand, the low-level elementals spells are useless, as the Ninja will always do more damage using weapons.
Get Temper, especially if nobody else knows it. If it is cast on a reasonably powerful Knight, you can double or triple their attack with a few rounds of Temper. Combined with Haste you can take out a boss in two hits.
Hold prevents an enemy from attacking you. Focus2 makes one enemy more vulnerable, thus upgrading Temper. Fira might be useful since you can clear out multiple weak enemies at once. However, by the time you get a Ninja you will have the Gauntlets, which can cast Thundara for free.
Sleepara is similar to Hold. Confuse turns an enemy into an ally. Haste is a must have: it doubles the number of hits per attack a character gets. If "hit & heal" is your game, Haste and Temper will soon be the two black magic spells you use the most. Blizzara can be good to have for minor enemies, since the Ninja is usually faster than the Black and Red Wizards. The aforementioned Gauntlets would do the job, anyway.

Black & Red Mages/Wizards[edit]

If you have both a Black and a Red Mage in your party, you have the opportunity of using every Black Spell in a single game, except one (of your choice).

Thumb rule: for every level, give three Black Spells to the Black Mage, and the last one to the Red Mage. Debuff spells should all be given to the Black Mage, because they can miss often if given to the Red Mage. Vice versa, support spells should be given to the Red Mage, because they always succeed anyway. The Red Wizard can only learn one spell from level 6 and one from level 7. You will have to choose and discard one spell from level 8.

For detailed comments, check the sections above.

The following table shows an example of assignment of the spells. The Red Mage/Wizard will also have to learn some White Spells, especially if you don't have a White Mage/Wizard.

Lv.Red Mage/WizardBlack Mage/Wizard
Support
spells
Attack
spells
Attack
spells
Debuff
spells
1-Bolt1Fire1Sleep
Focus
2Temper-Ice1Dark
Slow
3-Fire2Bolt2Hold
Focus2
4Haste-Ice2Sleep2
Confuse
5Teleport-Fire3
Poison
Slow2
6-Bolt3Quake
Death
Stun
7-Ice3BreakSaber
Blind
8--Flare
Kill/Warp
Stop

Tips[edit]

  • Status aliment inducing spells are generally considered useless by beginners. In fact, debuff spells should be used to reduce damage from small enemies, because although small, the damage they inflict stacks up. Therefore, black debuff spells give great relief to the White Mage's healing duties.
  • Instant-death spells work almost always on weaker enemies, thus speeding up less challenging (and less interesting) fights.
  • Quake and Break, while they instantly kill an enemy, are not members of the death family of spells. As a result many common enemies that cannot be killed by instant-death spells can be killed by one of these. Most bosses are immune to these two spells, unfortunately.
  • Haste and Temper are probably the two most useful Black Magic spells. They increase the number of hits and the strength of each blow on a character. They can also be stacked in some versions of the game, which means that in a few rounds you can make a Knight ridiculously powerful, and able to kill bosses in one or two hits. Always open a boss fight by casting these two spells on your physical attackers. Saber fits into the same category but only affects the caster so it is better used from the spellcasting Power/Giant's gloves.
Sours: https://strategywiki.org/wiki/Final_Fantasy/Black_magic

Fantasy magic final 1 black

Final Fantasy 1 Magic list: all FF1 spells, their effects, & how to get more magic 

Magic is a huge part of the Final Fantasy series, and FF1 defines the parameters of what Magic is in these games with its iconic White and Black mages. There’s a huge magic list that you can learn and use - each with their own unique effects and benefits.

If you’re a long-time Final Fantasy fan, you’ll likely recognize some of these spells. However, that’ll also depend on the version you play - some spells feature different names from the traditional ones in older versions of the game.

Broadly speaking, Magic in FF1 is split into two categories: White Magic and Black Magic. White Magic is focused on healing and buffing, while Black Magic is generally focused on offensive attacks and debuffing enemies - though there are a handful of exceptions.

There’s 64 spells in total - 32 for each side and each type of mage - and each type of magic can also have some of its spells learned by the Red Mage and one other character class.

How Magic works in FF1 & how to get new spells

Exactly how magic works depends greatly on the version of FF1 you’re playing, but this explanation here is based on the original Famicom/NES version that also forms the basis for the PS1 FF Origins version and the new HD Pixel Remaster version of the game.

In this form, the magic spells of FF1 are divided into eight different levels of each type, each with four spells. So there’s four level 1 Black Magic spells, and four level 2 White Magic spells. 

In order to get magic, you’ll have to buy it at a store. We list where you can purchase each spell on this page. Rather than MP, how many times you can cast a spell is limited per spell - and your ‘casts’ are replenished when you rest at an inn.

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There's no MP, and no other way to replenish spell charges - you need to carefully mete out your magic usage between resting. As we suggest in out full FF1 step-by-step walkthrough & guide, this is a strong incentive to rest at inns as regularly as you possibly can.

Additionally, each mage can only hold 3 spells of each magic level. You’ll have to pick and choose which three you’ll take from each level. If you decide to swap your spell load-out, you’ll need to ‘drop’ a spell - which means toa access it again, you’ll need to buy it from a store. This can be a real gold sink  -so plan your team load-out and spell usage accordingly.

FF1 Black Magic List: location, effects, users

Black Magic in FF1 lays the groundwork for much of what offensive magic becomes in later Final Fantasy titles, featuring elemental spells and a range of debuffs that later on are folded into the Time Magic family.

In FF1, Black Mages can use almost any level spell and a handful of level 7 spells - but they can unlock absolutely every spell by getting their class promotion to Black Wizard. Beyond that, Red Mages, Red Wizards, and Ninjas all can use a selection of spells - so you’re not just limited to mages for these powerful attacks.

Level 1 Black Magic

  • Fire (Cornelia, Gil)
    • Causes Fire damage to one enemy.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja 
  • Sleep  (Cornelia, Gil)
    • Put enemies to sleep, stopping them from attacking for a few rounds.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Focus / Lock (Cornelia, Gil)
    • Reduce one enemy’s evade stat by
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Thunder / Bolt1 / Lit (Cornelia, Gil)
    • Causes Thunder damage to one enemy.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja

Level 2 Black Magic

  • Blizzard / Ice (Pravoka, Gil)
    • Causes Ice damage to one enemy.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Dark / Fog (Pravoka, Gil)
    • Inflicts Darkness status effect on all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Temper / Steel / Tmpr (Pravoka, Gil)
    • Attack Power +14 to one ally.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Slow (Pravoka, Gil)
    • Reduce the speed of all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja

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Level 3 Black Magic

  • Fira / Fire2 (Elfheim, Gil)
    • Causes Fire damage to all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Hold / Bind (Elfheim, Gil)
    • Stops one enemy from attacking.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Thundara / Bolt2 / Lit2 (Elfheim, Gil)
    • Causes Lit damage to all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Focara / Focus2 / Lok2 (Elfheim, Gil)
    • Reduces all enemies’ evade by
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja

Level 4 Black Magic

  • Sleepara / Sleep2 (Elfheim, Gil)
    • Stops one enemy from attacking for a few rounds.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Haste / Fast (Elfheim, Gil)
    • Increases ally speed, allowing them to attack more frequently.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Confuse / Muddle / Conf (Elfheim, Gil)
    • Confuses enemies, causing them to start attacking each other.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja
  • Blizzara / Ice2 (Elfheim, Gil)
    • Causes Ice damage to all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard, Ninja

Level 5 Black Magic

  • Firaga / Fire3 (Melmond, Gil)
    • Causes Fire damage to all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard
  • Scourge / Bane / Poison (Melmond, Gil)
    • Has a chance to instantly kill enemies; cast on all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard
  • Teleport / Warp (Melmond, Gil)
    • Teleports the party back one floor in the current dungeon, or makes you exit from the first floor.
    • Usable by Black Wizard, Red Wizard
  • Slow 2 (Melmond, Gil)
    • Decreases the speed of one enemy.
    • Usable by Black Mage/Wizard, Red Mage/Wizard

Level 6 Black Magic

  • Thundaga / Bolt3 / Lit3 (Crescent Lake, 20, Gil)
    • Causes Lit damage to all enemies.
    • Usable by Black Mage/Wizard, Red Mage/Wizard
  • Death / Reaper / Rub (Crescent Lake, 20, Gil)
    • Has a chance to erase/instantly kill an enemy.
    • Usable by Black Mage/Wizard
  • Quake (Crescent Lake, 20, Gil)
    • A chance for enemies to be instantly killed, falling into the earth.
    • Usable by Black Mage/Wizard
  • Stun (Crescent Lake, 20, Gil)
    • Stuns an enemy to disable their ability to act.
    • Usable by Black Mage/Wizard

Level 7 Black Magic

  • Blizzaga / Ice 3 (Gaia, 45, Gil)
    • Causes Ice Damage to all enemies
    • Usable by Black Mage/Wizard, Red Mage/Wizard
  • Break / Brak (Gaia, 45, Gil)
    • A chance to shatter an enemy, causing instant death.
    • Usable by Black Wizard
  • Saber (Onrac, 45, Gil)
    • Attack +16 to the spell caster.
    • Usable by Black Wizard
  • Blind (Onrac, 45, Gil)
    • Inflicts the Darkness status effect, lowering enemy accuracy greatly.
    • Usable by Black Mage/Wizard

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Level 8 Black Magic

  • Stop (Gaia, 60, Gil)
    • Stops enemies in place, preventing attacks for a time.
    • Usable by Black Wizard
  • Banish / Zap! (Gaia, 60, Gil)
    • Transport enemies to another dimension, resulting in instant death.
    • Usable by Black Wizard
  • Kill / Doom / XXXX (Gaia, 60, Gil)
    • Erase an enemy from existence. Instant death.
    • Usable by Black Wizard
  • Flare / Nuke (Lufenia, 60, Gil)
    • Deals massive non-elemental damage to all enemies.
    • Usable by Black Wizard

FF1 White Magic List: location, effects, users

As you’d expect, White Magic is largely focused around protecting and healing your party. They come in a variety of formats, however.

The main White Mage spell classes you need to know about are Cure, which restores HP to one character, Heal, which restores less HP but to the whole party, and Life, which revives downed characters. Beyond this there are also defensive buffs to cast. White Magic also has an offensive role against undead enemies - in fact, there’s a whole category, Dia, dedicated to this.

White Mages can use most Level spells. White Wizards can use any and all white magic. Red Mages, Red Wizards, and Knights get their hands on a selection of White spells, too.

Level 1 White Magic

  • Cure (Cornelia, Gil)
    • Restores HP to one ally.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Dia / Harm (Cornelia, Gil)
    • Causes damage to all Undead.
    • Usable by White Mage/Wizard
  • Protect / Shld1 / Fog (Cornelia, Gil)
    • Defense +8 to one ally.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard
  • Blink / Ruse (Cornelia, Gil)
    • Raises the caster’s evade by +
    • Usable by White Mage/Wizard, Red Wizard, Knight

Level 2 White Magic

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  • Blinda / Lamp (Pravoka, Gil)
    • Cures Darkness status effect.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Silence / Mute (Pravoka, Gil)
    • Stops the targeted enemy from casting spells.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • NulShock / Alit (Pravoka, Gil)
    • Half damage from Lightning/Thunder element attacks, all allies.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Invis (Pravoka, Gil)
    • Evade +40 to one ally.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 

Level 3 White Magic

  • Cura / Cure2 (Pravoka, Gil)
    • Restores HP to one ally.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Diara / Dia2 / Hrm2 (Pravoka, Gil)
    • Causes damage to all Undead.
    • Usable by White Mage/Wizard
  • NulBlaze / Afir (Pravoka, Gil)
    • Half damage from Fire element attacks, all allies.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Heal (Pravoka, Gil)
    • Restores HP, all allies.
    • Usable by White Mage/Wizard

Level 4 White Magic

  • Poisona / Esuna / Pure (Elfheim, Gil)
    • Cures the Poison status effect.
    • Usable by White Mage/Wizard, Red Mage/Wizard
  • Fear (Elfheim, Gil)
    • Makes enemies run away from battle.
    • Usable by White Mage/Wizard
  • NulFrost / NulIce / Aice (Elfheim, Gil)
    • Half damage from Ice/Blizzard element attacks, all allies.
    • Usable by Knight, White Mage/Wizard, Red Mage/Wizard 
  • Vox / Amut (Elfheim, Gil)
    • Cures the Mute status effect.
    • Usable by White Mage/Wizard, Red Wizard

Level 5 White Magic

  • Curaga / Cure3 (Melmond, Gil)
    • Restores HP to one ally.
    • Usable by White Mage/Wizard, Red Mage/Wizard
  • Life (Melmond, Gil)
    • Revives one downed ally with 1 HP. 
    • Usable by White Mage/Wizard, Red Wizard
  • Diaga / Dia3 / Hrm3 (Melmond, Gil)
    • Causes damage to all Undead.
    • Usable by White Mage/Wizard.
  • Healara / Heal2 (Melmond, Gil)
    • Restores HP, all allies.
    • Usable by White Mage/Wizard

Level 6 White Magic

  • Stona / Soft (Crescent Lake, 20, Gil)
    • Cures Petrification status effect.
    • Usable by White Mage/Wizard
  • Exit / Warp2 (Crescent Lake, 20, Gil)
    • Exits immediately from a dungeon or town - use outside battle.
    • Usable by White Wizard, Red Wizard
  • Protera / Shld2 / Fog2 (Crescent Lake, 20, Gil)
    • Defense +12 to all allies.
    • Usable by White Mage/Wizard, Red Wizard
  • Invisira / Inv2 (Crescent Lake, 20, Gil)
    • Evade +40 to all allies.
    • Usable by White Mage/Wizard, Red Wizard

Level 7 White Magic

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  • Curaja / Cur4 (Gaia, 45, Gil)
    • Restores one ally’s total HP.
    • Usable by White Wizard
  • Diaja / Hrm4 (Gaia, 45, Gil)
    • Causes damage to all Undead.
    • Usable by White Wizard
  • NulDeath / NulMgc / Arub (Onrac, 45, Gil)
    • Protects against instant-kill attacks.
    • Usable by White Mage/Wizard, Red Wizard
  • Healaga / Heal3 (Onrac, 45, Gil)
    • Restores HP to all allies.
    • Usable by White Mage/Wizard

Level 8 White Magic

  • Holy / Fade (Gaia, 60, Gil)
    • High damage to all enemies.
    • Usable by White Wizard
  • NulAll / Wall (Gaia, 60, Gil)
    • Reduces all incoming spell damage by half.
    • Usable by White Wizard
  • Dispel / Xfer (Gaia, 60, Gil)
    • Remove any enemy buffs.
    • Usable by White Wizard
  • Full-life / Lif2 (Lufenia, 60, Gil)
    • Resurrects one downed ally with full HP.
    • Usable by White Wizard
Sours: https://www.rpgsite.net/feature/final-fantasy-magic-list-all-ff1-spells-their-effects--how-to-get-more-magic
Final Fantasy 1 - Pixel Remaster Review (NEW 2021 Version)

[Final Fantasy 1 20th Anniversary Edition Spells Guide] [by Ice Queen Zero] [PSP] oo DISCLAIMER oo Final Fantasy I 20th Anniversary Edition and all its characters, monsters and trademarks are the sole properties of Squaresoft (now SquareEnix) and they hold all copyrights to these properties. This Spells FAQ is the sole copyright of Ice Queen Zero and cannot be put on any other websites or posted without given permission nor can it be reproduced without proper consent. oo INTRODUCTION oo There are only a select few characters who can use magic in the game: Red Mage, Red Wizard, White Mage, White Wizard, Black Mage, Black Wizard, Knight, and Ninja. There are also two types of magic: White Magic (which is used to help the party and harm undead foes) and Black Magic which is used to harm all foes. White Mages, White Wizards, and Knights have access to White Magic while Black Mages, Black Wizards, and Ninjas have access to Black Magic. Red Mages and Red Wizards have access to both types of Magic. Only White and Black Wizards get full access to all of thier respective spells that are available in the game. There are a total of eight levels of Magic on each side but each character can only have three kinds of Magic per level. So although Red Mage and Red Wizard can cast both types of spells. They can only hold a total of 3 spells per level at a time. oo SPELLS oo +++++++++++++++++++++ +WHITE MAGIC LEVEL 1+ +++++++++++++++++++++ Spell Name: Blink Accessable to: White Mage, White Wizard, Red Wizard, Knight Magic Points Cost: 3 Cost to buy: 50 Gil What it does: Raises evasion stats for the caster. Town to buy it in: Cornelia Spell Name: Cure Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 3 Cost to buy: 50 Gil What it does: Ally regains some health. Town to buy it in: Cornelia Spell Name: Dia Accessable to: White Mage, White Wizard Magic Points Cost: 5 Cost to buy: 50 Gil What it does: A beam of light will harm all undead enemies. Town to buy it in: Cornelia Spell Name: Protect Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 3 Cost to buy: 50 Gil What it does: Increases an ally's defense stats. Town to buy it in: Cornelia +++++++++++++++++++++ +BLACK MAGIC LEVEL 1+ +++++++++++++++++++++ Spell Name: Fire Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 5 Cost to buy: 50 Gil What it does: Burns one enemy. Town to buy it in: Cornelia Spell Name: Focus Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 3 Cost to buy: 50 Gil What it does: Decreases an enemy's evasion stats. Town to buy it in: Cornelia Spell Name: Sleep Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 3 Cost to buy: 50 Gil What it does: Makes enemies sleep. Town to buy it in: Cornelia Spell Name: Thunder Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 5 Cost to buy: 50 Gil What it does: Shocks one enemy. Town to buy it in: Cornelia +++++++++++++++++++++ +WHITE MAGIC LEVEL 2+ +++++++++++++++++++++ Spell Name: Blindna Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 3 Cost to buy: Gil What it does: Cures darkness. Town to buy it in: Pravoka Spell Name: Invis Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 3 Cost to buy: Gil What it does: Increases an ally's evasion stats. Town to buy it in: Pravoka Spell Name: NulShock Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 8 Cost to buy: Gil What it does: Cuts thunder damage to whole party by half. Town to buy it in: Pravoka Spell Name: Silence Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 5 Cost to buy: Gil What it does: Enemies can't cast spells. Town to buy it in: Pravoka +++++++++++++++++++++ +BLACK MAGIC LEVEL 2+ +++++++++++++++++++++ Spell Name: Blizzard Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 8 Cost to buy: Gil What it does: Chills one enemy. Town to buy it in: Pravoka Spell Name: Dark Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 5 Cost to buy: Gil What it does: Casts Darkness on all enemies. Town to buy it in: Pravoka Spell Name: Slow Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 5 Cost to buy: Gil What it does: Foes don't attack as fast. Town to buy it in: Pravoka Spell Name: Temper Accessable to:Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 10 Cost to buy: Gil What it does: Makes an ally's attack stronger. Town to buy it in: Pravoka +++++++++++++++++++++ +WHITE MAGIC LEVEL 3+ +++++++++++++++++++++ Spell Name: Cura Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 10 Cost to buy: Gil What it does: Ally regains some health. Town to buy it in: Elfheim Spell Name: Diara Accessable to: White Mage, White Wizard Magic Points Cost: 12 Cost to buy: Gil What it does: Beam of light damages all undead enemies. Town to buy it in: Elfheim Spell Name: Heal Accessable to: White Mage, White Wizard Magic Points Cost: 10 Cost to buy: Gil What it does: Whole party regains some health. Town to buy it in: Elfheim Spell Name: NulBlaze Accessable to: White Mage, White Wizard, Red Mage, Red Wizard, Knight Magic Points Cost: 8 Cost to buy: Gil What it does: Cuts fire damage to whole party by half. Town to buy it in: Elfheim +++++++++++++++++++++ +BLACK MAGIC LEVEL 3+ +++++++++++++++++++++ Spell Name: Fira Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 15 Cost to buy: Gill What it does: Burns all enemies Town to buy it in: Elfheim Spell Name: Focara Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 10 Cost to buy: Gil What it does: Decreases all enemies' evasion stats. Town to buy it in: Elfheim Spell Name: Hold Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 10 Cost to buy: Gil What it does: Paralyze one enemy. Town to buy it in: Elfheim Spell Name: Thundara Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 15 Cost to buy: Gil What it does: Shocks all enemies. Town to buy it in: Elfheim +++++++++++++++++++++ +WHITE MAGIC LEVEL 4+ +++++++++++++++++++++ Spell Name: Fear Accessable to: White Mage, White Wizard Magic Points Cost: 10 Cost to buy: Gil What it does: Scares away enemies. Town to buy it in: Elfheim Spell Name: NulFrost Accessable to: White Mage, White Wizard, Red Mage, Red Wizard Magic Points Cost: 8 Cost to buy: What it does: Cuts ice damage to whole party by half. Town to buy it in: Elfheim Spell Name: Poisana Accessable to: White Mage, White Wizard, Red Mage, Red Wizard Magic Points Cost: 3 Cost to buy: Gil What it does: Cures Poison. Town to buy it in: Elfheim Spell Name: Vox Accessable to: White Mage, White Wizard, Red Mage, Red Wizard Magic Points Cost: 3 Cost to buy: What it does: Cures silence. Town to buy it in: Elfheim +++++++++++++++++++++ +BLACK MAGIC LEVEL 4+ +++++++++++++++++++++ Spell Name: Blizzara Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 18 Cost to buy: What it does: Chills all enemies. Town to buy it in: Elfheim Spell Name: Confuse Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 15 Cost to buy: What it does: Enemies attack themselves or each other. Town to buy it in: Elfheim Spell Name: Haste Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 15 Cost to buy: Gives an ally more attacks. What it does: Elfheim Town to buy it in: Spell Name: Sleepara Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Magic Points Cost: 15 Cost to buy: Gil What it does: Makes one enemy sleep. Town to buy it in: Elfheim +++++++++++++++++++++ +WHITE MAGIC LEVEL 5+ +++++++++++++++++++++ Spell Name: Curaga Accessable to: White Mage, White Wizard, Red Mage, Red Wizard Magic Points Cost: 20 Cost to buy: Gil What it does: Ally recovers lots of health. Town to buy it in: Melmond Spell Name: Diaga Accessable to: White Mage, White Wizard Magic Points Cost: 25 Cost to buy: Gil What it does: Beams of light damage all undead enemies. Town to buy it in: Melmond Spell Name: Healara Accessable to: White Mage, White Wizard Magic Points Cost: 25 Cost to buy: Gil What it does: Whole party regains some health. Town to buy it in: Melmond Spell Name: Life Accessable to: White Mage, White Wizard, Red Wizard Magic Points Cost: 20 Cost to buy: Gil What it does: Revive one fallen ally. Town to buy it in: Melmond +++++++++++++++++++++ +BLACK MAGIC LEVEL 5+ +++++++++++++++++++++ Spell Name: Firaga Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard Magic Points Cost: 30 Cost to buy: Gil What it does: Burns all enemies Town to buy it in: Melmond Spell Name: Scourge Accessable to: Black Mage, Black Wizard, Red Wizard Magic Points Cost: 28 Cost to buy: Gil What it does: Kills all foes instantly. Town to buy it in: Melmond Spell Name: Slowra Accessable to: Black Mage, Black Wizard, Red Mage, Red Wizard Magic Points Cost: 18 Cost to buy: Gil What it does: One enemy doesn't attack as fast. Town to buy it in: Melmond Spell Name: Teleport Accessable to: Black Mage, Black Wizard Magic Points Cost: 5 Cost to buy: Gil What it does: Sends party to the previous floor. Town to buy it in: Melmond +++++++++++++++++++++ +WHITE MAGIC LEVEL 6+ +++++++++++++++++++++ Spell Name: Exit Accessable to: White Wizard, Red Wizard Magic Points Cost: 10 Cost to buy: 13, Gil What it does: Get out of the dungeoun. Town to buy it in: Crescent Lake Spell Name: Invisira Accessable to: White Mage, White Wizard, Red Wizard Magic Points Cost: 25 Cost to buy: 13, Gil What it does: Increases whole party's evasion stats. Town to buy it in: Crescent Lake Spell Name: Protera Accessable to: White Mage, White Wizard, Red Wizard Magic Points Cost: 20 Cost to buy: 13, Gil What it does: Raises whole party's defense stats. Town to buy it in: Crescent Lake Spell Name: Stona Accessable to: White Mage, White Wizard Magic Points Cost: 10 Cost to buy: 13, Gil What it does: Cures Stone. Town to buy it in: Crescent Lake +++++++++++++++++++++ +BLACK MAGIC LEVEL 6+ +++++++++++++++++++++ Spell Name: Death Accessable to: Black Mage, Black Wizard Magic Points Cost: 30 Cost to buy: 13, Gil What it does: Kills one enemy on the spot. Town to buy it in: Crescent Lake Spell Name: Quake Accessable to: Black Mage, Black Wizard Magic Points Cost: 32 Cost to buy: 13, Gil What it does: Earthquake that gobbles up enemies. Town to buy it in: Crescent Lake Spell Name: Stun Accessable to: Black Mage, Black Wizard Magic Points Cost: 20 Cost to buy: 13, Gil What it does: Paralyze one enemy. Town to buy it in: Crescent Lake Spell Name: Thundaga Accessable to: Black Mage, Black Wizard, Red Wizard Magic Points Cost: 35 Cost to buy: 13, Gil What it does: Shocks all enemies. Town to buy it in: Crescent Lake +++++++++++++++++++++ +WHITE MAGIC LEVEL 7+ +++++++++++++++++++++ Spell Name: Curaja Accessable to: White Wizard Magic Points Cost: 35 Cost to buy: 30, Gil What it does: Ally recovers all health. Town to buy it in: Gaia Spell Name: Diaja Accessable to: White Wizard Magic Points Cost: 35 Cost to buy: 30, Gil What it does: Huge beam of light damages all undead enemies. Town to buy it in: Gaia Spell Name: Healaga Accessable to: White Mage, White Wizard Magic Points Cost: 38 Cost to buy: 30, Gil What it does: Restores lots of health to the whole party. Town to buy it in: Onrac Spell Name: NulDeath Accessable to: White Mage, White Wizard, Red Wizard Magic Points Cost: 28 Cost to buy: 30, Gil What it does: Better protection against death spells. Town to buy it in: Onrac +++++++++++++++++++++ +BLACK MAGIC LEVEL 7+ +++++++++++++++++++++ Spell Name: Blind Accessable to: Black Mage, Black Wizard Magic Points Cost: 25 Cost to buy: 30, Gil What it does: Casts darkness on one enemy. Town to buy it in: Onrac Spell Name: Blizzaga Accessable to: Black Mage, Black Wizard, Red Wizard Magic Points Cost: 40 Cost to buy: 30, Gil What it does: Chills all enemies. Town to buy it in: Gaia Spell Name: Break Accessable to: Black Wizard Magic Points Cost: 30 Cost to buy: 30, Gil What it does: Turns one enemy to stone. Town to buy it in: Gaia Spell Name: Saber Accessable to: Black Wizard Magic Points Cost: 25 Cost to buy: 30, Gil What it does: Caster has stronger attack and accuracy. Town to buy it in: Onrac +++++++++++++++++++++ +WHITE MAGIC LEVEL 8+ +++++++++++++++++++++ Spell Name: Dispel Accessable to: White Wizard Magic Points Cost: 35 Cost to buy: 40, Gil What it does: Enemy loses magical defense. Town to buy it in: Gaia Spell Name: Full-Life Accessable to: White Wizard Magic Points Cost: 40 Cost to buy: 40, Gil What it does: Revives fallen ally with full strength. Town to buy it in: Lufenia Spell Name: Holy Accessable to: White Wizard Magic Points Cost: 50 Cost to buy: 40, Gil What it does: All enemies damaged by holy light. Town to buy it in: Gaia Spell Name: NulAll Accessable to: White Wizard Magic Points Cost: 40 Cost to buy: 40, Gil What it does: All spells from enemies do half damage. Town to buy it in: Gaia +++++++++++++++++++++ +BLACK MAGIC LEVEL 8+ +++++++++++++++++++++ Spell Name: Flare Accessable to: Black Wizard Magic Points Cost: 50 Cost to buy: 40, Gil What it does: All enemies take light and heat damage. Town to buy it in: Lufenia Spell Name: Kill Accessable to: Black Wizard Magic Points Cost: 40 Cost to buy: 40, Gil What it does: Kills one enemy immediately. Town to buy it in: Gaia Spell Name: Stop Accessable to: Black Wizard Magic Points Cost: 30 Cost to buy: 40, Gil What it does: Paralyze all enemies. Town to buy it in: Gaia Spell Name: Warp Accessable to: Black Wizard Magic Points Cost: 38 Cost to buy: 40, Gil What it does: Warps enemies away. Town to buy it in: Gaia. oo CREDITS oo God - creator of all You -reading this GameFAQs and other sites - for hosting oo CONTACT ME oo azulfria[at]hotmail[dot]com [at] = @ and [dot] = . Don't want any email bots. Thank you for reading -Ice Queen Zero</p>

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