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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)
Email Policy: (read before emailing me!)
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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
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! |
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Final Words...
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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:
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http://www.gamefaqs.com/
http://www.rpgamer.com/
http://www.rpgfan.com/
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Credits:
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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
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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
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
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Version History:
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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:
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"Kee... Kee..."
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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.