Related
Type
Black Magic
Level
5
Effect
Warps the party to the previous floor.
Target
Price
8,000 gil
Sold In
Melmond
The party appears on the previously visited floor next to the staircase leading to the floor they warped from. Repeated Warp1 Spells will each lead to the floor previously visited. If the party has not visited any other floors in a dungeon, they appear on the World Map immediately outside the dungeon.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.
Type
White Magic
LV
6
Effect
Transports the party out of a dungeon
Sold In
Crescent Lake (20,000 G)
The party appears on the World Map immediately outside the dungeon.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
Sprite
Power
5
Accuracy
+0%
Type
White Magic
Effect
Returns the party to dungeon entrance at the cost of the caster's HP; inflicts matter-elemental KO in combat
Status
KO
Element
Matter
Tome
Teleport Tome
Effect
Teleport 8 (All enemies)
Value
750 gil
Teleport is a life-saving Spell that transports you out of most dungeons immediately. It doesn't work everywhere, but it's a great Spell to cast when the party is low on resources. The downside is that the caster will lose most of their HP when casting Teleport. Teleport is a KO Spell in battle, but like all KO Spells it's not very reliable.
The exact amount of HP you are left with when casting Teleport outside of combat is equal to 1 / (17 − Spell level). Thus, you will have 1/16 of your current HP after casting Teleport 1, 1/8 after casting Teleport 9, and still only 1/2 after Teleport 15! For this reason, there's very little incentive to level this Spell up.
The exact amount of HP you are left with when casting Teleport outside of combat is equal to 1 / (17 − Spell level). Thus, you will have 1/16 of your current HP after casting Teleport 1, 1/8 after casting Teleport 9, and still only 1/2 after Teleport 15! For this reason, there's very little incentive to level this Spell up.