Related
Sprite
Power
40
Hit %
96%
Type
White Magic
LV
1
Effect
Deals 40-80 non-elemental damage to all Undead foes
Target
All foes
Sold In
Coneria (100 G)
The HARM Spells all do decent significant to all Undead Monsters, and no damage to anyone else. They make up for this limitation by causing a lot of damage—HARM does as much damage as ICE, a level 2 Black Magic Spell, but dealt to multiple targets. HARM's damage is actually non-elemental, which means no Undead is weak to it, but no Undead resists it, either.
Sprite
Power
80
Hit %
96%
Type
White Magic
LV
3
Effect
Deals 80-160 non-elemental damage to all Undead foes
Target
All foes
HRM2 is a nice Spell against Undead, but it is outclassed by FIR2. HRM2 is most effective against Undead with lower HP totals, including most of those that inflict Paralysis. The problem with HRM2, as with all HARM Spells, is that it shares a Spell level with the CURE Spells, so you may not want to cast it too much. HRM2 is usually worth it, though, especially considering the relatively minor healing of CUR2 and HEAL. As with all the HARM Spells, only a Wh.MAGE can cast it, though late in the game you will find not one but two Light Axes that let anyone cast HRM2 for free.
Sprite
Power
160
Hit %
107%
Type
White Magic
LV
7
Effect
Deals 160-320 non-elemental damage to all Undead foes
Target
All foes
Sold In
Gaia (45,000 G)
HRM4 dishes out a whole lot of damage—just as much as FADE, in fact—but the problem is that there just aren't that many high-HP Undead to use it on. It can be a fun Spell to really put the hurt on Undead, but it's never worth wasting a Spell slot that could be used for CUR4 instead. This is one HARM Spell you can safely pass on.
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
Inflicts 60-240 damage on undead foes.
Power
120
Hit Rate
96%
Target
All foes
Price
8,000 gil
Sold In
Melmond