Related
Type
White Magic
Level
6
Effect
Raises party's Defense by 12 points.
Target
All allies
Price
20,000 gil
Sold In
Crescent Lake
The effect of Shld2 stacks with the effects of Shld1 as well as itself.
Shld2 is an excellent party buff that will reduce the damage of each Monster's attack against the party by 12. As a bonus to Defense, this applies individually to each hit, so this Spell is especially effective against Monsters who make multiple attacks. Because it affects the whole party, you don't have to guess who will be attacked as with Shld1. This Spell is useful in a lot of situations and, unlike Invis2, there is no Item that will cast it for free. A solid investment (even for a Red Wizard, who lacks a large number of learnable level 6 Spells).
Shld2 is an excellent party buff that will reduce the damage of each Monster's attack against the party by 12. As a bonus to Defense, this applies individually to each hit, so this Spell is especially effective against Monsters who make multiple attacks. Because it affects the whole party, you don't have to guess who will be attacked as with Shld1. This Spell is useful in a lot of situations and, unlike Invis2, there is no Item that will cast it for free. A solid investment (even for a Red Wizard, who lacks a large number of learnable level 6 Spells).
Sprite
Type
White Magic
LV
1
Effect
Increases one ally's Absorb by 8 points
Target
One ally
Sold In
Coneria (100 G)
The effect of FOG stacks with the effects of FOG2 as well as itself.
FOG is in the running with RUSE as the most useful level 1 Spell as the game goes on. 8 points of Absorb may not sound like a lot, but the prevented damage adds up quickly, especially if the attacker gets multiple hits. Really the only thing that makes this Spell at all obsolete is FOG2, which affects the whole party and adds even more Absorb. Getting this up on your front-line Warriors should be your first priority against any boss that does multiple hits for significant damage. It can also be helpful for making your mages a bit less squishy in protracted battles.
FOG is in the running with RUSE as the most useful level 1 Spell as the game goes on. 8 points of Absorb may not sound like a lot, but the prevented damage adds up quickly, especially if the attacker gets multiple hits. Really the only thing that makes this Spell at all obsolete is FOG2, which affects the whole party and adds even more Absorb. Getting this up on your front-line Warriors should be your first priority against any boss that does multiple hits for significant damage. It can also be helpful for making your mages a bit less squishy in protracted battles.
Sprite
Accuracy
+50%
Type
White Magic
Effect
Raises the target's defense, but only works on the caster
Tome
Protect Tome
Effect
Protect 8 (All allies)
Value
200 gil
Protect raises the target's defense by 1/4 of the caster's spirit per success. However, due to a bug, this effect only works when used on the caster themself. Therefore, if this Spell is used, it is used best when targeted on the caster alone. Due to its heavy reliance on spirit and accuracy, you probably won't get much mileage out of Protect for a front-line fighter, and it's not useful from the back row, so it's a Spell you can probably ignore safely.
Type
White Magic
Level
5
Effect
Enhance Defense and Magic Defense
Base Power
5
Base Accuracy
75%
Price
5,000 gil
Value
2,500 gil
Reflectable
No
Target
One Enemy
Protect adds directly to the target's Defense and Magic Defense scores. However, be aware that if the target of Protect is using the Defend action, the Defense bonus will be negated at the end of the round. In addition, changing the items in a character's hands (even Weapons) will negate the effects of Protect.
Raises defense
Spell Type
Icon
Effect
Target
One Ally
MP Cost
12
Hit Rate
Always Hits
Can be absorbed with Runic
Can be reflected with Reflect
Status
Safe
Used By
Dadaluma, Face, FlameEater, L.20 Magic, Madam, Sp Forces, Ultros
Type
Indirect
Description
Reduce physical damage temporarily
Status
Protect
HP-J ×100
400 hit points (31st)
Str-J ×100
6 strength (42nd)
Vit-J ×100
40 vitality (8th)
Mag-J ×100
10 magic (40th)
Spr-J ×100
18 spirit (25th)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
1 evade (42nd)
Hit-J ×100
3 hit (40th)
Luck-J ×100
14 luck (10th)
Draw Difficulty
+17
Description
Raise target's physical resistance.
Type
Magic
Status Effects
Protect
Chain Bonus
+5.00
Hits
1
Base Duration
180 seconds
Interrupt resistance
15
Infusible
Yes
ATB Cost
2
Description
Activated when HP gauge drops below 80%. Reduces damage taken by the party by 15%. Effect continues until the end of the stage.
Type
Reactive
CP
7
Subtype
Magic
Description
Activated when HP gauge drops below 65%. Reduces damage taken by the party by 25%. Effect continues until the end of the stage.
Type
Reactive
CP
14
Subtype
Magic
Description
Activated when HP gauge drops below 50%. Reduces damage taken by the party by 40%. Effect continues until the end of the stage.
Type
Reactive
CP
21
Subtype
Magic