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
Power
66
Type
White Magic
LV
5
Effect
Restores 66-132 HP to one ally
Target
One ally
Sold In
Melmond (8,000 G)
Once again you're faced with a Spell level full of good Spells and likely have to decide between CURE and HEAL. However, due to a bug, HEL2 is almost as good on a per-character basis as CUR3 is in general. With the rest of the level so loaded, Wh.MAGES may be well-advised to skip on CUR3. RedMAGES, on the other hand, should definitely grab this Spell. As with its predecessors, CUR3 is a bit less effective outside of combat, curing 64–127 HP.
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 Final Battle
Page
3
On the lowest level of the Temple of Fiends Past, face CHAOS and break the time loop that has trapped the world in a cycle of destruction.
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!
Sprite
Power
2
Accuracy
+50%
Type
White Magic
Effect
Cures the target of venom and sleep (cures more temporary status ailments at higher levels)
Tome
Basuna Tome
Effect
Basuna 8 (All allies)
Value
400 gil
Esuna's obscure brother, Basuna is a cool concept for a Spell that, sadly, is kind of lame in practice. Since it is limited to curing Status Ailments that wear off after (or during) combat, it's rarely a "must-have" Spell. Not only that, but Venom and Sleep, the ailments Basuna cures at level 1, are not common enough to level this Spell much naturally. It's worth forcing its level to be able to cure Confuse in the late game.
Sprite
Power
1
Accuracy
+50%
Type
White Magic
Effect
Cures the target of darkness (cures more permanent status ailments at higher levels)
Tome
Esuna Tome
Effect
Esuna 8 (All allies)
Value
400 gil
The first true Esuna Spell in the Final Fantasy series has to be leveled to be useful. To start with, you can only cure Darkness and Poison (though the latter only outside of combat) with Esuna. Because there are Items that cure each permanent Status Ailment, it's not strictly necessary to level this Spell, but it certainly saves money and inventory space.
Used outside of combat, Esuna has the effect of its Spell level when used on the whole party, or its level + 1 on a single Character.
Used outside of combat, Esuna has the effect of its Spell level when used on the whole party, or its level + 1 on a single Character.
Type
White Magic
Level
7
Effect
Cure all status ailments
Status Ailments
Blind, Confusion, Mini, Paralysis, Partial Petrification, Petrification, Poison, Silence, Sleep, Toad
Base Power
0
Base Accuracy
60%
Price
20,000 gil
Value
10,000 gil
Reflectable
No
Target
One Enemy
Type
Special Magic
Effect
Cure temporary status ailments
Base Accuracy
75%
Reflectable
No
Target
One
Cures status ailments except for "Zonbie" and "Imp"
Spell Type
Icon
Healing
Target
One Ally
MP Cost
15
Can be absorbed with Runic
Can be used outside of combat
Used By
Kiwok, L.50 Magic, L.80 Magic, Madam, Magic Urn, Maliga, Nohrabbit
Recover fully restores the target's HP.
Type
Restore
Description
Remove abnormal status
Status
Poison, Petrify, Darkness, Silence, Berserk, Zombie, Sleep, Slow, Stop, Curse, Petrifying, Confuse, Vit 0
HP-J ×100
500 hit points (27th)
Str-J ×100
6 strength (42nd)
Vit-J ×100
36 vitality (11th)
Mag-J ×100
12 magic (36th)
Spr-J ×100
36 spirit (12th)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
1 evade (42nd)
Hit-J ×100
3 hit (40th)
Luck-J ×100
10 luck (25th)
ST-Def-J ×100
Poison 20%, Petrify 20%, Darkness 20%, Silence 20%, Berserk 20%, Sleep 20%, Slow 20%, Stop 20%, Curse 20%, Confuse 20%
Draw Difficulty
+16
Type
Healing
Description
Remove target's most recently inflicted status ailment.
ATB Cost
2
Role
Medic
Chapter
6
Eidolon
Shiva
Type
Healing
Description
Remove target's most recently inflicted status ailment.
ATB Cost
1
Chapter
3