Related
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
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.
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
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!
Page
1
Learn how combat works in Final Fantasy... and the many mechanics that don't work.
The ORB of Earth
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
Type
White Magic
Level
5
Effect
Restores 24-48 HP to all allies.
Power
24
Target
All allies
Price
8,000 gil
Sold In
Melmond
The choice between Cure and Heal Spells continues to be a problem at Spell level 5. Even though Heal2 still does more overall healing than Cure3, the raw numbers involved are not very spectacular, and you're probably not going to want to waste a potential Life1 healing the party for a moderate amount of HP. It's not a bad Spell by any means, but Cure3 edges it out narrowly.