Related
Sprite
Type
White Magic
LV
1
Effect
Increases caster's Evade by 80 points
Target
Caster
The effect of RUSE stacks with the effects of INVS and INV2, as well as itself.
RUSE is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., Wh.MAGE) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your Wh.MAGE alive, but if they're in the last two party slots they only will only be attacked 1/8 of the time. This Spell is more interesting for the KNIGHT, and to a lesser extent a RedWiz willing to forego a level 1 Spell for the first half of the game.
RUSE is a fantastic self buff with the minor problem that the people who can cast it early in the game (i.e., Wh.MAGE) don't gain all that much from it. Yes, it will help them avoid potentially deadly attacks, and you do want your Wh.MAGE alive, but if they're in the last two party slots they only will only be attacked 1/8 of the time. This Spell is more interesting for the KNIGHT, and to a lesser extent a RedWiz willing to forego a level 1 Spell for the first half of the game.
Sprite
Type
White Magic
LV
2
Effect
Increases one ally's Evasion by 40 points
Target
One ally
Sold In
Pravoka (400 G)
The effect of INVS stacks with the effects of RUSE and INV2, as well as itself.
INVS is a great Spell, giving the effect of half a RUSE to any Warrior. This can be used to shore up the low Evade of a heavily-armored FIGHTER, or to make a Bl.BELT or THIEF almost unhittable. This is a good Spell to cast during long battles.
INVS is a great Spell, giving the effect of half a RUSE to any Warrior. This can be used to shore up the low Evade of a heavily-armored FIGHTER, or to make a Bl.BELT or THIEF almost unhittable. This is a good Spell to cast during long battles.
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 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 Fire
Page
4
The ORB of Water
Page
4
Descend to the bottom of the Sunken Shrine to face KRAKEN and restore the light of the ORB of Water.
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
Raises party's Evasion by 40 points.
Target
All allies
Price
20,000 gil
Sold In
Crescent Lake
Cast By Items
White Robe
The effect of Invis2 stacks with the effects of Blink and Invis1, as well as itself.
Invis2 is an effective party buff, giving every member the effects of an Invis1 Spell. The only real downside to buying this Spell is that the White Robe you will find later can cast it for free. As such, it is a good choice of level 6 white magic to skip. Shld2 is often as good as better anyway. Both Spells are good against Monsters who make a lot of attacks, though Invis2 is better if those Monsters have fairly low accuracy to begin with. You can repeatedly cast this Spell with the White Robe to make your party virtually immune to physical attacks, though that would hardly be fighting fair.
Invis2 is an effective party buff, giving every member the effects of an Invis1 Spell. The only real downside to buying this Spell is that the White Robe you will find later can cast it for free. As such, it is a good choice of level 6 white magic to skip. Shld2 is often as good as better anyway. Both Spells are good against Monsters who make a lot of attacks, though Invis2 is better if those Monsters have fairly low accuracy to begin with. You can repeatedly cast this Spell with the White Robe to make your party virtually immune to physical attacks, though that would hardly be fighting fair.