Related
Sprite
Type
White Magic
LV
2
Effect
Grants all allies resistance to Lightning
Target
All allies
Sold In
Pravoka (400 G)
All of the A-Spells grant elemental resistances to the entire party; ALIT grants resistance to Lightning. Lightning attacks become common in the Sunken Shrine, but various Monsters such as ASTOS and LICH cast LIT2, and MAGES use LIT3 as early as the Ice Cave. In these cases, ALIT can be a life-saver, reducing Lightning damage by as much as 3/4.
Due to a bug, ALIT will protect you from Status Ailments caused by the attacks of Monsters weak against Lightning. This is an effective use of a level 2 Spell slot against OCHOS or LOBSTERS.
Due to a bug, ALIT will protect you from Status Ailments caused by the attacks of Monsters weak against Lightning. This is an effective use of a level 2 Spell slot against OCHOS or LOBSTERS.
Sprite
Type
White Magic
LV
3
Effect
Grants all allies resistance to Fire
Target
All allies
Sold In
ElfLand (1,500 G)
Prior to Gurgu Volcano, you will encounter Fire-elemental attacks in the form of FIR2 Spells cast by ASTOS and LICH, and FIR3 Spells cast by MAGES in the Ice Cave. In these cases and later, AFIR will reduce the damage of many dangerous Fire attacks by as much as 3/4.
Due to a bug, AFIR will also protect you against the Status Ailments caused by the attacks of Fire-vulnerable Monsters; this includes many Undead. Of course, you're usually better off using that Spell slot to cast HRM2 or FIR2 instead.
Due to a bug, AFIR will also protect you against the Status Ailments caused by the attacks of Fire-vulnerable Monsters; this includes many Undead. Of course, you're usually better off using that Spell slot to cast HRM2 or FIR2 instead.
Sprite
Type
White Magic
LV
4
Effect
Grants all allies resistance to Cold
Target
All allies
Sold In
ElfLand (4,000 G)
The only level 4 white magic Spell that is unquestionably good, AICE is hardly a Spell you ever want to call the best of its level. It's great against Frost Ds and FrWOLVES in the Ice Cave, and is useful to use against LICH since his first Spell will always be ICE2. Those uses are important, but beyond that you're not likely to be casting AICE much.
Sprite
Type
White Magic
LV
7
Effect
Grants all allies resistance to Status, Death, and Earth
Target
All allies
Sold In
Onrac (45,000 G)
ARUB grants resistance to Death, but this isn't the whole story: it also grants Earth and Status resistance, though it does nothing to stop the Time- or Poison-elemental KO Spells you will run into late in the game. Still, it's the only way to gain resistance to Earth or Status short of a Ribbon or the WALL Spell. It is one of only two level 7 Spells RedWizzes can learn.
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 Final Battle
Page
3
On the lowest level of the Temple of Fiends Past, face CHAOS and break the time loop that has trapped the world in a cycle of destruction.
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
8
Effect
Reduces all spell damage by 50%.
Target
One ally
Price
60,000 gil
Sold In
Gaia
NulAll is one of those Spells that sounds far better in description than it is in practice. Sure, it grants resistance to all eight Elements, but so do Ribbons, and you get three of those. Assuming you use them, this Spell can only enhance defense one party member, who may very well be a Knight that already resists the main attack Elements and Poison anyway. On the upside, at least being a single-target Spell doesn't make it any less useful in this case.
Sprite
Accuracy
+50%
Type
White Magic
Effect
Increases the target's magic defense level, giving them more chances to block magic
Tome
Shell Tome
Effect
Shell 8 (All allies)
Value
200 gil
Shell is similar to Blink, but for magic defense rather than evasion: it increases the target's magic defense level, allowing them more chances to block magic. Each level of the Spell allows for another potential level increase. Also like Blink, Shell does not increase the target's actual magic resistance rate. This Spell can go a long way towards helping avoid nasty status Spells, and reducing damage Spells somewhat.
Raises magic degense
Spell Type
Icon
Effect
Learned
Alexandr ×10, ZoneSeek ×5, Carbunkl ×2, Unicorn ×1, Force Shld ×5
Target
One Ally
MP Cost
15
Hit Rate
Always Hits
Can be absorbed with Runic
Can be reflected with Reflect
Status
Shell
Used By
Commando, L.70 Magic, Madam, Moe
Shell grants a temporary 1/3 reduction in damage taken from magic attacks. Rflect is often a superior choice for magic protection, but the Shell Status is useful against even non-Reflectable Abilities.
Type
Indirect
Description
Reduce magic damage temporarily
Status
Shell
HP-J ×100
400 hit points (31st)
Str-J ×100
6 strength (42nd)
Vit-J ×100
18 vitality (24th)
Mag-J ×100
10 magic (40th)
Spr-J ×100
40 spirit (11th)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
1 evade (42nd)
Hit-J ×100
3 hit (40th)
Luck-J ×100
14 luck (10th)
Elem-Def-J ×100
Fire 20%, Ice 20%, Thunder 20%, Earth 20%, Poison 20%, Wind 20%, Water 20%, Holy 20%
Draw Difficulty
+17