Related
Page
1
Master FFII's leveling system to create a party that can overcome any challenge with ease.
Page
2
The mechanics and bugs of FFII are laid bare.
The Rebellion
Page
1
After a brutal battle, three youths awaken in Altair and join the rebellion.
The Dragoons of Deist
Page
2
The party may explore the Tropical Island where they find the mysterious Black Mask.
The Ultima Tome
Page
2
The Rebellion
Page
2
The party sneaks into Fynn and makes contact with Scott.
Mythril
Page
3
The party frees the prisoners held at Semitt Falls and recovers the Mythril.
The Dreadnought
Page
4
The Dragoons of Deist
Page
4
Fulfilling a dying wish, the party brings the Wyvern Egg deep into the Deist Cavern.
The Ultima Tome
Page
4
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.
Type
White Magic
Level
1
Effect
Restores 16-32 HP.
Power
16
Target
One ally
Price
100 gil
Sold In
Cornelia
Cure1 is the staple healing spell, restoring as much hp as a Potion without costing 60 gil. Early in the game this is your primary source of healing, but as time wears on, the spell becomes a lot less useful. With a maximum of 9 level 1 spell slots, you're talking about a little over 200 hp worth of healing, which is unimpressive (especially when you can carry 11 times as many Potions). Still, it is free healing, so if you don't like to use your other level 1 spell slots, Cure1 still has its uses late into the game.
Base Type
Spell
Attack Type
Magic
Bat.Pwr
10 (Ignores Mag.Def)
Target
One/All Allies
Damage Type
Restore HP
MP Cost
5
Can be absorbed with Runic
Can be reflected with Reflect
Used By
L.80 Magic, Nohrabbit, Number 024, SoulSaver
Recovers HP
Spell Type
Icon
Healing
Bat.Pwr
10 (Ignores Mag.Def)
Target
One/All Allies
Damage Type
Restore HP
MP Cost
5
Can be absorbed with Runic
Can be reflected with Reflect
Can be used outside of combat
Used By
L.80 Magic, Nohrabbit, Number 024, SoulSaver
Cure is your staple healing spell during the beginning of the game, learned automatically by both Terra and Celes. You won't learn Cure 2 until you first gain access to Espers, and even then it takes a while to learn until you find more in the MagiTek Research Facility. Fortunately, Cure is strong enough to get you by until that point.
Type
Magic
Reflectable
Yes
Description
Restores HP
MP
5
Base Damage
110+M
Attack%
255%
(always hits)
Target
One/all allies
Element
Restorative
Special
Can use in field
Materia
Restore, Master Magic
Type
Restore
Description
Restore HP
Power
18
HP-J ×100
200 hit points (37th)
Str-J ×100
4 strength (49th)
Vit-J ×100
15 vitality (32nd)
Mag-J ×100
4 magic (49th)
Spr-J ×100
15 spirit (31st)
Spd-J ×100
3 speed (42nd)
Eva-J ×100
2 evade (31st)
Hit-J ×100
2 hit (48th)
Luck-J ×100
2 luck (44th)
Draw Difficulty
+0
Description
Restore target's HP.
Type
Magic
Chain Bonus
+1.16
Hits
1
Interrupt Ability
15
Infusible
Yes
ATB Cost
1
Description
Activated when HP gauge drops below 75%. Restores 10% of the HP gauge. Will only trigger once during a stage.
Type
Reactive
CP
8
Subtype
Magic