Related
Type
Black Magic
LV
5
Effect
Transports the party to the previous floor of a dungeon
Sold In
Melmond (8,000 G)
The party appears on the previously visited floor next to the staircase leading to the floor they warped from. Repeated WARP 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.
WARP is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your Wh.Wiz or RedWiz can just as easily learn EXIT, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with WARP's single-floor teleportation. The main use of this Spell is to escape the Temple of Fiends Past if your EXIT caster happens to die.
WARP is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your Wh.Wiz or RedWiz can just as easily learn EXIT, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with WARP's single-floor teleportation. The main use of this Spell is to escape the Temple of Fiends Past if your EXIT caster happens to die.
The ORB of Wind
Page
4
Climb the five levels of the Floating Castle and face TIAMAT, the Fiend guarding the ORB of Wind.
The ORB of Wind
Page
5
Challenge WarMECH, the toughest enemy in the game, and see who remains standing!
The ORB of Wind
Page
2
Use the CHIME to enter the Mirage Tower, collecting Treasure and learning that you need the CUBE to proceed further.
The ORB of Earth
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
The ORB of Fire
Page
1
Travel to Crescent Lake where the Circle of Sages give you the CANOE so that you can pursue the Fiend of Fire.
The ORB of Water
Page
3
Use the OXYALE to explore the upper floors of the Sunken Shrine to find the SLAB and other Treasures.
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
Type
White Magic
Level
6
Effect
Warps party out of dungeons.
Target
Price
20,000 gil
Sold In
Crescent Lake
The party appears on the World Map immediately outside the dungeon.
Warp2 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 White and Red Wizards who can cast Warp2 are also likely to be your only party members able to cast Life, it is usually important to keep them alive at all times. Warp2 is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class upgrade before learning it. Make sure you do so as soon as you can.
Warp2 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 White and Red Wizards who can cast Warp2 are also likely to be your only party members able to cast Life, it is usually important to keep them alive at all times. Warp2 is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class upgrade 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.