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                            Final Fantasy 1 (NES)
                                  Magic FAQ
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                               April 23, 2009
                                Version 1.3

                          Written by:  Dan Simpson
                               Email:  [email protected]

    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)


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         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
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         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.

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________
Credits:
¯¯¯¯¯¯¯¯
 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:
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 I am Dan Simpson ([email protected]) 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
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                                                         Creature List
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                                                -- Items List
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             Civilization III (incomplete)
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                          -- the Cheat Guide
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             Icewind Dale & Heart of Winter -- FAQ/Walkthrough
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             Planescape: Torment  -- FAQ/Walkthrough
                                     Items Listing
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             Ultima Underworld -- Keyboard Commands
             Ultima Underworld II -- Keyboard Commands
                                  -- Spell List
 All of my FAQs can be found at:
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________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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:
¯¯¯¯¯¯¯¯

 "Kee... Kee..."

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.