Related
Type
White Magic
Level
3
Effect
Restores 33-66 HP.
Power
33
Target
One ally
Price
1,500 gil
Sold In
Elfheim
Cure2 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. Heal1 actually heals more HP on average (assuming everyone in the party is hurt), and because Dia2 and NulFire are such good Spells, your White Mage may have trouble deciding which Spell to forego. Take whichever Spells seem immediately useful, and remember that you can always change your choices later.
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.)
Cure4 is the granddaddy of the cure Spells. Instead of the pitiful curing of its predecessors, Cure4 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!
Type
White Magic
Level
3
Effect
Restores 12-24 HP to all allies.
Power
12
Target
All allies
Price
1,500 gil
Sold In
Elfheim
Cast By Items
Healing Staff, Healing Helm
Heal1 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 Sleeping Bag, which isn't much, but it's still more on average (72 HP divided among 4 characters) than Cure2 (50 HP to one character). With level 3 white magic being such a loaded level, you may have to decide between Cure2 and Heal1. Cure2 is better at saving a life in the middle of combat, while Heal1 is a better general recovery Spell. Of course, by the end of the game you will have collected three Items that cast Heal1 for free, so there is that to consider.
Type
White Magic
Level
5
Effect
Restores 24-48 HP to all allies.
Power
24
Target
All allies
Price
8,000 gil
Sold In
Melmond
The choice between Cure and Heal Spells continues to be a problem at Spell level 5. Even though Heal2 still does more overall healing than Cure3, the raw numbers involved are not very spectacular, and you're probably not going to want to waste a potential Life1 healing the party for a moderate amount of HP. It's not a bad Spell by any means, but Cure3 edges it out narrowly.
Type
White Magic
Level
7
Effect
Restores 48-96 HP to all allies.
Power
48
Target
All allies
Price
45,000 gil
Sold In
Onlak
In the continual struggle between Cure and Heal Spells, Cure4 beats Heal3 hands down. Cure4 simply restores a character to full HP (and removes Status Ailments), while Heal3 restores a moderate amount of HP to the party. Fortunately, Dia4 and NulMgc aren't the best Spells you'll ever see, so you may still be able to fit Heal3 into your Spell list.
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
20
Accuracy
+50%
Type
White Magic
Effect
Restores HP to the target, or deals damages to undead targets
Tome
Cure Tome
Effect
Cure 8 (All allies)
Value
50 gil
Cure is the most basic white magic Spell, and you shouldn't leave home without it! You'll want to use this Spell a lot so it levels up. It's also a great Spell when staying at an inn, since you can Cure so much HP for your MP and reduce the inn cost significantly.
Because magic penalties don't apply outside of combat, you may want to teach Cure to all of your fighters as an extra support Spell. However, Cure gets no bonus from spirit when used outside of combat (curing 40–80 HP per Spell level).
Cure also functions as a damage Spell against Undead, dealing the same damage to them that it would cure if cast on a living creature.
Because magic penalties don't apply outside of combat, you may want to teach Cure to all of your fighters as an extra support Spell. However, Cure gets no bonus from spirit when used outside of combat (curing 40–80 HP per Spell level).
Cure also functions as a damage Spell against Undead, dealing the same damage to them that it would cure if cast on a living creature.
Base Type
Spell
Attack Type
Magic
Bat.Pwr
10 (Ignores Mag.Def)
Target
One/All Allies
Damage Type
Restore HP
MP Cost
5
Can be absorbed with Runic
Can be reflected with Reflect
Used By
L.80 Magic, Nohrabbit, Number 024, SoulSaver
Recovers HP
Spell Type
Icon
Healing
Bat.Pwr
10 (Ignores Mag.Def)
Target
One/All Allies
Damage Type
Restore HP
MP Cost
5
Can be absorbed with Runic
Can be reflected with Reflect
Can be used outside of combat
Used By
L.80 Magic, Nohrabbit, Number 024, SoulSaver
Cure is your staple healing Spell during the beginning of the game, learned automatically by both Terra and Celes. You won't learn Cure 2 until you first gain access to Espers, and even then it takes a while to learn until you find more in the MagiTek Research Facility. Fortunately, Cure is strong enough to get you by until that point.
Type
Magic
Reflectable
Yes
Description
Restores HP
MP
5
Base Damage
110+M
Attack%
255%
(always hits)
Target
One/all allies
Element
Restorative
Special
Can use in field
Materia
Restore, Master Magic
Type
Restore
Description
Restore HP
Power
18
HP-J ×100
200 hit points (37th)
Str-J ×100
4 strength (49th)
Vit-J ×100
15 vitality (32nd)
Mag-J ×100
4 magic (49th)
Spr-J ×100
15 spirit (31st)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
2 evade (31st)
Hit-J ×100
2 hit (48th)
Luck-J ×100
2 luck (44th)
Draw Difficulty
+0
Description
Restore target's HP.
Type
Magic
Chain Bonus
+1.16
Hits
1
Interrupt Ability
15
Infusible
Yes
ATB Cost
1
Description
Activated when HP gauge drops below 75%. Restores 10% of the HP gauge. Will only trigger once during a stage.
Type
Reactive
CP
8
Subtype
Magic