Related
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
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.
Page
2
A guide to choosing the four Classes that make up your party, and how to use them.
Princess Sara
Page
1
Find information in Castle Coneria and equip your characters in Coneria in preparation for your first quest.
Type
White Magic
Level
1
Effect
Restores 16-32 HP.
Power
16
Target
One ally
Price
100 gil
Sold In
Cornelia
Cure1 is the staple healing Spell, restoring as much hp as a Potion without costing 60 gil. Early in the game this is your primary source of healing, but as time wears on, the Spell becomes a lot less useful. With a maximum of 9 level 1 Spell slots, you're talking about a little over 200 hp worth of healing, which is unimpressive (especially when you can carry 11 times as many Potions). Still, it is free healing, so if you don't like to use your other level 1 Spell slots, Cure1 still has its uses late into the game.
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