Related
Sprite
Power
16
Type
White Magic
LV
1
Effect
Restores 16-32 HP to one ally
Target
One ally
Sold In
Coneria (100 G)
CURE is the staple healing Spell, restoring as much HP as a HEAL Potion without costing 60 G. It becomes less useful later in the game, but there's often not much else to do with level 1 Spell slots. Note that CURE is very slightly less effective outside of combat, curing 16–31 HP.
Sprite
Power
33
Type
White Magic
LV
3
Effect
Restores 33-66 HP to one ally
Target
One ally
Sold In
ElfLand (1,500 G)
CUR2 is the second staple white magic CURE Spell, healing around 50 HP to one character on average. It's not a huge amount, but it can help quite a lot in the middle of a fight. HEAL actually heals more HP on average (assuming everyone in the party is hurt), and because HRM2 and AFIR are such good Spells, your Wh.MAGE may have trouble deciding which Spell to forego. Note that, like CURE, CUR2 is slightly less effective outside of combat (33–64 HP).
Sprite
Type
White Magic
LV
7
Effect
Fully restore one ally's HP and remove all status ailments except Stone and KO
Target
One ally
Sold In
Gaia (45,000 G)
CUR4 is the granddaddy of the CURE Spells. Instead of the pitiful curing of its predecessors, CUR4 will heal any living warrior to full HP, and will cure all Status Ailments other than Stone and KO to boot. This secondary effect can be useful, as it's the only way to cure Paralysis without waiting for it to wear off. Don't miss this Spell!
Sprite
Power
12
Type
White Magic
LV
3
Effect
Restores 12-24 HP to all allies
Target
All allies
Sold In
ElfLand (1,500 G)
Cast By Items
Heal Staff, Heal Helmet
HEAL is a good Spell for recovery from attacks that hit everyone, or just gaining back some HP after some time in a dungeon. It has the effect of a little more than half a TENT, which isn't much, but it's still more on average (72 HP divided among 4 characters) than CUR2 (50 HP to one character). With level 3 white magic being such a loaded level, you may have to decide between CUR2 and HEAL. CUR2 is better at saving a life in the middle of combat, while HEAL is a better general recovery Spell. HEAL is a bit more consistent, and slightly better on average, outside of combat, curing 16–23 HP to all allies.
Sprite
Power
48
Type
White Magic
LV
5
Effect
Restores 48-96 HP to all allies
Target
All allies
Sold In
Melmond (8,000 G)
Yes, you read that description right: HEL2 cures double the amount it's supposed to when cast in combat. This makes it the clear choice of level 5 healing Spell for Wh.MAGES. (Unless you consider it cheating, but given how many bugs work against you in this game, it seems perfectly fair to use one that goes in your favor). Just remember not to use this Spell outside of combat, where it heals a measly 32–47 HP per character.
Sprite
Power
48
Type
White Magic
LV
7
Effect
Restores 48-96 HP to all allies
Target
All allies
Sold In
Onrac (45,000 G)
Hey, haven't we seen this Spell before? Not only is HEL3 exactly the same as its predecessor in combat, it's also up against CUR4, the best healing Spell in the game. Due to the Spell slot system, it's not entirely a waste to have both HEL2 and HEL3. Full-party combat healing is useful to have at times.
The ORB of Earth
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
Type
White Magic
Level
5
Effect
Restores 66-132 HP.
Power
66
Target
One ally
Price
8,000 gil
Sold In
Melmond
Once again you're faced with a Spell level full of good Spells and likely have to decide between Cure and Heal. Both Spells are identical to their predecessors, but with double the healing potential. Just to add to the decision-making fun, they also share a Spell level with Life1. Now on the one hand, Cure3's healing is finally getting significant, and can turn the tide in a tough battle. On the other hand, Spells and Special Attacks that damage the entire party are becoming more common, making Heal Spells more useful. In this case I'd favor Cure3, but not by much. (And of course for Red Mages it's a no-brainer.)
Recovers HP
Spell Type
Icon
Healing
Bat.Pwr
66 (Ignores Mag.Def)
Target
One/All Allies
Damage Type
Restore HP
MP Cost
40
Can be absorbed with Runic
Can be reflected with Reflect
Can be used outside of combat
Used By
L.80 Magic, Madam, Magic Urn
Cure 3 is the best healing Spell in the game, allowing you to heal the entire party for heavy damage. It is expensive and difficult to learn, but worth the effort.
Type
Restore
Description
Restore HP
Power
60
HP-J ×100
2,200 hit points (12th)
Str-J ×100
20 strength (18th)
Vit-J ×100
65 vitality (5th)
Mag-J ×100
20 magic (19th)
Spr-J ×100
65 spirit (4th)
Spd-J ×100
10 speed (20th)
Eva-J ×100
4 evade (10th)
Hit-J ×100
10 hit (23rd)
Luck-J ×100
10 luck (25th)
Draw Difficulty
+34
Eidolon
Brynhildr
Type
Healing
Description
Restores a large amount of target's HP.
ATB Cost
1
Chapter
8
Eidolon
Alexander
Type
Healing
Description
Restores a large amount of target's HP.
ATB Cost
1
Chapter
11
Eidolon
Bahamut
Type
Healing
Description
Restores a large amount of target's HP.
ATB Cost
1
Chapter
10
Description
Activated when HP gauge drops below 50%. Restores 40% of the HP gauge. Will only trigger once during a stage.
Type
Reactive
CP
25
Subtype
Magic
Learned With
Curaga Scroll