_________________________ ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ Final Fantasy 1 (NES) Magic FAQ _________________________ ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ April 23, 2009 Version 1.3 Written by: Dan Simpson Email: email@example.com If emailing me, use this subject: Final Fantasy Magic v 1.3 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ｯｯｯｯｯｯｯｯｯｯｯｯｯ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- The most recent version of this FAQ can be found at: http://www.gamefaqs.com/ If you are a webmaster and wish to post this on your web page, please email me first. And if you do post this FAQ on your site, please make an attempt to keep it up to date. There is nothing worse than getting emails from people who saw an old version asking about things that are already in the newer versions. Well, maybe there are worse things, but it IS annoying! I am writing this FAQ because in the game Final Fantasy you have to pick not only your character classes, each of which can cast different spells (or not at all), but you also have to choose which spells to get, and which not to get. So, I wanted to organize the spell information in such a way that it was easy to discover which spell you should buy, and which you should avoid. This FAQ looks best in Courier New at about 9 points. This Document is Copyright 2000-2009 by Dan Simpson Final Fantasy is Copyright 1987 by Square I am not affiliated with Square or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. ------------------------------------------------------------------------------- First, the magic spells sorted by level. Classes Key: (pre-Upgraded classes are in lowercase, Upgraded classes are in UPPER case.) K -- Knight bm -- Black Mage rm -- Red Mage BW -- Black Wizard RW -- Red Wizard N -- Ninja wm -- White Mage WW -- White Wizard White Magic: 1: CURE K rm RW wm WW Restores 16-32 HPs to one Char FOG K rm RW wm WW Increases one Char's absorb by +8 HARM wm WW Harms all undead enemies for 20-80 dmg RUSE K RW wm WW Caster's Evade increased +80 2: ALIT K rm RW wm WW Protects whole party from Lit damage INVS K rm RW wm WW Increases one Char's Evade +40 LAMP K rm RW wm WW Cures Dark on one Char MUTE K rm RW wm WW Prevents all enemies from spellcasting 3: AFIR K rm RW wm WW Protects whole party from Fire damage CUR2 K rm RW wm WW Restores 32-64 HPs to one Char HEAL wm WW Restores 12-24 HPs to all Chars HRM2 wm WW "Harm"s all undead for 40-160 damage 4: AICE rm RW wm WW Protects whole party from Ice damage AMUT RW wm WW Cures one Char's mute FEAR wm WW Makes enemies run away PURE rm RW wm WW Cures one Char's poison 5: CUR3 rm RW wm WW Restores 64-128 HPs to one Char HEL2 wm WW Restores 24-48 HPs to all Chars, bugged and if cast in battle will act as HEL3 HRM3 wm WW "Harm"s all undead for 60-240 damage LIFE RW wm WW Resurrects one Char, but with only 1 HP 6: EXIT RW WW Exits the dungeon FOG2 RW wm WW Increases party's Absorb rating by 12 INV2 RW wm WW Increases party's Evade +40 SOFT wm WW Cures one Character's stone 7: ARUB RW wm WW Protects party from RUB,XXXX,SQUINT CUR4 WW Restores all HPs to one Character, and removes all status effects except Stone HEL3 wm WW Restores 48-96 HPs to party HRM4 WW "Harm"s all undead for 80-320 damage 8: FADE WW Damages all enemies for 80-320 LIF2 WW Resurrects one Char with full HPs WALL WW Protects all Chars against all magics XFER WW Removes one enemies special Defenses*** Black Magic: 1: FIRE N rm RW bm BW Hits one enemy for 10-40 dmg (Fire) LIT N rm RW bm BW Hits one enemy for 10-40 dmg (Lit) LOCK N rm RW bm BW Is meant to reduce enemies evade* SLEP N rm RW bm BW Puts all enemies to sleep 2: DARK N rm RW bm BW Blinds all enemies ICE N rm RW bm BW Hits one enemy for 20-80 dmg (Ice) SLOW N rm RW bm BW Cuts all enemies hits in half TMPR N rm RW bm BW Is meant to increase one Char's dmg* 3: FIR2 N rm RW bm BW Hits all enemies for 30-120 dmg (Fire) HOLD N rm RW bm BW Holds one enemy (Paralyze) LIT2 N rm RW bm BW Hits all enemies for 30-120 dmg (Lit) LOK2 N rm RW bm BW Is meant to reduce enemies evade* 4: CONF N rm RW bm BW All enemies attack each other FAST N rm RW bm BW Increases one Char's hits by 2x ICE2 N rm RW bm BW Hits all enemies for 40-160 dmg (Ice) SLP2 N rm RW bm BW Causes 1 enemy to sleep, higher chance for spell to hit than SLEP 5: BANE RW bm BW Chance to kill all enemies FIR3 rm RW bm BW Hits all enemies for 50-200 dmg (Fire) SLO2 rm RW bm BW Same as SLOW, but higher chance to hit WARP RW BW Warp up one level in a dungeon 6: LIT3 RW bm BW Hits all enemies for 60-240 dmg (Lit) QAKE bm BW Kills all enemies RUB bm BW Rubs out (Kills) one enemy STUN bm BW Stuns an enemy (basically a Big HOLD)** 7: BLND bm BW Blinds 1 enemy** BRAK BW Kills one enemy ICE3 RW bm BW Hits all enemies for 70-280 dmg (Ice) SABR BW Is meant to Improve one Char's DMG and Hit* 8: NUKE BW Hits all enemies for 100-400 dmg, non- elemental, can't be resisted STOP BW Holds all enemies XXXX BW Kills one enemy** ZAP! BW Kills all enemies * Indicates the spell is bugged, and doesn't work as described. ** Indicates the spell is guaranteed to succeed if the enemy has 300 hp or less *** Indicates that the spell works for monsters when they cast it on you, but not when you cast it on them. Now to Comment on all the Magics! After each spell is listed will be a number, that number is the Rank of the spell within its spell level. For example, CURE is rated 1 in Level 1, so that spell is the first that you should get. Each level has an Unrated spell, that's the one to avoid. That doesn't mean that it's a bad spell, just that the others are better! Finally, two spells can be unrated, which means that you can take your pick of which useless (well..) spell to buy. Or buy neither. White Magic: 1: CURE 1 | Both Cure and Harm are spells that should not be FOG | passed up, as they keep you alive! Fog and Ruse HARM 2 | both accomplish much the same thing, so take your RUSE | pick. 2: | ALIT 1 | Alit is first here as it will sometimes dramatically INVS 2 | reduce damage taken from lightning, and is very LAMP | useful. Invs helps your people dodge attacks, and MUTE 3 | Mute prevents the enemy from casting magics. 3: | AFIR 3 | Although Heal is a nice spell to have, the Heal CUR2 1 | Staff can do the same thing, so you don't need it. HEAL | Besides, Heal doesn't help out that much in battle, HRM2 2 | and it's completely useless in the field. 4: | AICE 2 | Pure will help you cut back on BUYING Pures, which AMUT 3 | you will need a lot of around the Marsh Cave. I FEAR | avoid Fear as I don't want the Enemy to Run Away! PURE 1 | (and when I do, the spell doesn't work anyway) | | On the other hand... For the same amount of money as | buying PURE once, you can buy 53 PURE potions, more | than you will probably ever use - and have 25 gold | left over! -- Luke Somers 5: | CUR3 2 | Consider picking up Hel2 here as it does pretty much HEL2 | the same thing as Hel3! This bug only works in HRM3 3 | battle. Why skip Hrm3? Well that's the question you LIFE 1 | have to answer yourself! To me, I just didn't need | that many different Harms. 6: | EXIT 1 | Exit is the most useful spell in the game, IMHO. FOG2 | Soft is very necessary if you don't want to shell INV2 | out 800 for the item Soft. It's a tossup between SOFT 2 | Fog2 and Inv2, I chose Inv2. (though it should be | noted that the White Shirt casts Inv2) 7: | ARUB | Skip Arub, and equip everyone with ProRings instead, CUR4 1 | has the same effect, plus it's ALWAYS working! HEL3 3 | HRM4 2 | 8: | FADE | Lif2 and Wall are the only 2 you need here. Unless LIF2 1 | you do some serious leveling up, this level won't WALL 2 | matter too much as you could only cast a spell here XFER | twice before running out. Black Magic: 1: FIRE 1 | Fire and Lit are just too useful to pass up, LIT 2 | especially this early in the game. Sleep can work LOCK | great when you are facing a lot of semi-weak foes. SLEP 3 | Lock is bugged, don't use it. 2: | DARK | Ice is great as it's another attack spell, and it's ICE 1 | not on the same level as Lit or Fire. Slow is also SLOW 2 | nice to use on enemies as they'll be less deadly to TMPR | your party. TMPR is bugged and doesn't work; and | Dark is fairly useless. 3: | FIR2 1 | Again we go with the two elemental spells, Fir2 and HOLD 3 | Lit2. Hold is a surprisingly effective spell as I LIT2 2 | have had it work against some strong enemies, such LOK2 | as Kary the Fire Fiend. LOK2 is even more bugged | than LOCK, don't use it. 4: | CONF | Ice2 and Fast are useful spells to have. Conf is a FAST 2 | good spell as well, but you can cast it for free ICE2 1 | with the Wizard Staff. Slp2 would be more useful, SLP2 | but then by the time you get it, most enemies are | fairly immune to it! 5: | BANE | Continuing on with the Elemental Attack spells, we FIR3 1 | get Fir3. Warp is a useful spell (though not so SLO2 | much as Exit). Bane is a nice spell as it has the WARP 2 | chance to kill all enemies, but the Bane Sword does | the same. Slo2 isn't effective enough to be useful. 6: | LIT3 1 | All the spells here are attack spells, Lit3, Qake, QAKE 3 | and Rub. Nothing much to say. RUB 2 | STUN | 7: | BLND | Ice3 is the only crucial spell to get here, the rest BRAK | is up to you. SABR is bugged and doesn't work. ICE3 1 | SABR | 8: | NUKE 1 | Be sure to get Nuke, the most powerful magical, non- STOP 2 | Elemental Attack, and Stop, which stops the enemies XXXX | from moving. ZAP! | =============================================================================== Final Words... =============================================================================== Some information (Such as specific numbers in Spell Descriptions) from Ben Siron's wonderful FF1 Handbook, which can also be found at GameFAQs. _________________ Online Resources: ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ http://www.gamefaqs.com/ http://www.rpgamer.com/ http://www.rpgfan.com/ ________ Credits: ｯｯｯｯｯｯｯｯ Luke Somers for a change in RUSE, and some additions elsewhere Sixth Flying Man for a correction on SLP2 Diamond_Dragon for sending in corrections, and notes on which spells are bugged _________________________ Shameless Self Promotion: ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ I am Dan Simpson (firstname.lastname@example.org) and have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PS2: Madden NFL 2001 XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough -- Influence Guide PC: AD&D Rules FAQ, 2nd and 3rd Editions Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List Civilization III (incomplete) Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale & Heart of Winter -- FAQ/Walkthrough Items List Kresselack's Tomb Map (JPG) Burial Isle Map (JPG) Shattered Hand Map (JPG) Icewind Dale II -- Items List Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ ________________ Version History: ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ Original Version (3-25-00, 15k) Changes in Version 1.01 (4-26-00, 16k) Small but very important format changes! Changes in Version 1.1 (5-12-00, 17k) Added some information from Luke Somers Other Small Changes Version 1.11 January 17, 2005 17k Changed my email address and some minor format changes. Version 1.12 April 18, 2009 17k Sixth Flying Man corrects that SLP2 only makes 1 enemy sleep longer. Version 1.2 April 22, 2009 18k Diamond_Dragon sent in some corrections, and some notes on various bugged spells. Version 1.3 April 23, 2009 18k Some additional corrections sent in by Diamond_Dragon. ________ Stinger: ｯｯｯｯｯｯｯｯ "Kee... Kee..." _______________________________________________________________________________ ｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯｯ This Document is Copyright 2000-2009 by Dan Simpson Final Fantasy is Copyright 1987 by Square I am not affiliated with Square or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ.