Fun fun! You'll never survive on attacks alone. Use the power of magic to your advantage! Check the esper list for help on this. A star means the attack is NOT Rflected.
Cure: 5 MP. It's a pretty useful spell for the beginning... no, make that, VERY useful. It recovers up to about 265 HP if you use it on one character with a high Magic Power. Cure2: 25 MP. Also, very useful, but surprisingly high in MP cost. I'd use Mantra or Pearl Wind instead, but this is a good spell to at least have. Cure3: 40 MP. O_O This recovers, like, thousands of HP! It's a very, VERY strong attack. When used in combo with Economizer, Gem Box, and Ultima.... baby, watch out. Kefka won't stand a chance. Life: 30 MP. A basic life spell, recovered people from wounded condition. Sure, it's expensive, but it's not as bad as it could be. It is kinda hard to use Life and then Cure2 or Cure3, because the just recovered guy might die, and it's also a high MP cost. Life2: 60 MP. Actually, not bad. Kind of like Life and Cure2 casted twice combined into one attack. Rare to use, though. It recovers full HP. Life3: 50 MP. What? How can there be a Life3?? Simple. If the ally with Life3 dies, he or she is brought back, just as if you had casted Life!! Incredible!! But incredibly hard to learn. Antidot: 3 MP. Lowest cost for a spell, recovers Poison. If you don't have Antidotes handy, this is a good spell. It's pretty much a low-effectiveness-but-great-to-have spell, because you'll rarely use it, but it'll save you if you need it. Remedy: 15 MP. Recovered Poison, Sleep, Slow, everything bad except for Zombie. Pretty useful. Regen: 10 MP. You recover a few HP every turn. Actually, not as useful as one may think. Later on in the game, you can't waste time gaining a little each turn-you need a LOT of HP restoring instantly! Fire: 4 MP. Bah. Useless except for curing the "Frozen" status. Fire2: 20 MP. A little more useful, works well on Ice monsters. Fire3: 57 MP. For times when that Ice monster is really starting to get on your nerves. Roasty toasty monster... Bolt: 6 MP. Also quite useless, but not bad against the few water types in the game. Bolt2: 22 MP. Pretty useful, but there aren't many water types. It's okay against ground, too.. I..... I think... Bolt3: 53 MP. Looks cool, is cool. Good attack to use on any monster who's annoying you, water type or not. Ice: 5 MP. Useless. Trust me. Well, maybe not bad against those fire things when you're saving Relm in the burning house..and actually quite useful against the first Kefka fight, and with Locke and Celes in the basement of South Figaro... I take it back. Quite useful! ^^ Ice2: 21 MP. Pretty good when you first get it! It quickly loses value, though. Ice3: 52 MP. Very strong but hard to learn. Incredibly effective on Fire enemies, but then again, how many fire enemies do you come across by the time you learn this spell? Poison: 3 MP. Incredibly ineffective. Drain: 15 MP. Although a nice attack, many creatures absorb it from YOU, and also, it's kind of high on MP cost. It can save ya if you don't have a strong cure, though. Watch out for the undead. Bio: 26 MP. Chance of poisoning, reasonably strong, MP cost that's MUCH too high. Break: 25 MP. I don't know why I don't use this too often. It's kind of like a slightly more physical auto-death attack-enemies with low evade tend to have less resistance to this. It's reasonably accurate. Doom: 35 MP. Break's more accurate counterpart. The lower the magic defense and magic evade, the better. Don't try it on the undead. Pearl: 40 MP. Rare to find in espers, and very strong. Just perfect for the MP cost. Only attacking Pearl spell. Flare: 45 MP. Powerful fire spell!! Even better than Fire3, and lower MP cost. Although it does full damage to just one target, it loses very little power when used on all targets. Demi: 33 MP. Inaccurate, except when enemies use it. Doncha hate that? It halves the target's HP. Quatr: 48 MP. Also inaccurate. It takes of 3/4 of the target's HP-strong, sure, if it ever works! Just use Doom. Higher chance, and deals more damage. ;) *X-Zone: 53 MP. ALSO inaccurate, it's a Doom on all enemies. *Meteor: 62 MP. HIGH MP Cost. HIGH damage. A way of life. Live with it. *Ultima: 80 MP. Oh geez, incredibly high MP cost, but probably the most powerful hit-all-enemies spell in the game. Economizer time. *Quake: 50 MP. Very powerful, but it hits you too, unless you cast Float or have something (like Cherub Down) making you Float. Don't cast on birds or other flying creatures!!! *W Wind: 75 MP. Really mad at the enemy? Willing to sacrifice yourself? Mwa ha ha!! Casting this spell depletes 90% of EVERYTHING'S life. You'd better cure-FAST!!! *Merton: 85 MP. Powerful fire attack, but hits you. Get out some Flame Shield or prepare to cure. Scan: 3 MP. Wow, this is a change. 80 MP, 50 MP, 75 MP, 85 MP.... 3 MP. This incredibly useful but meek spell shows HP, MP, and weakness of enemies. Quite effective. Slow: 5 MP. It slows the enemy down so they don't attack as much. Boring. *Rasp: 12 MP. Well, it takes MP away from the enemy, but doesn't give it to you. It's one way to beat the Magimaster, but it's eternally LONG.. Mute: 8 MP. Enemy can't use magic. Useful if you know who to use it on. *Float: 17 MP. Protects you from Ground-related spells, and looks cool in battle. Imp: 10 MP. Decreases enemies attack, defense, and they can only cast Imp. Inaccurate, but useful. The enemy looks ugly, but if one of your guys turns into an Imp, he or she looks so cute and cuddly!! *squeeks* Rflect: 22 MP. Most spells reflect and hit the caster. As you know, the Star indicated it is NOT Rflected. Useful against certain enemies, but prevents Cure from being used on you. Shell: 15 MP. Greatly increases magic defense and evade. Useful! Vanish: 18 MP. Physical attacks do no effect, but magic does more damage and is 100% effective. WATCH... OUT.... FOR.... DOOM... AND..... X-.....ZONE. Haste2: 38 MP. Casts Haste on your whole party. Incredibly, mega effective. Quite possibly my favorite spell. Slow2: 26 MP. Casts Slow on the whole enemy party. Not bad. Osmose: 1 MP. VERY useful. Absorb a good amount of MP from the enemy and add it to your character's MP amount. Don't use on the undead. Low MP cost makes it great. ^^ Warp: 20 MP. Escape from battle, and also from dungeons. I love this spell! You can leave without fighting enemies. ^^ Quick: 99 MP. OWCH. 99 MP? Well, you attack with double commands, but is it worth it? Nah. Only one esper can teach it, anyway. Dispel: 25 MP. Disolves stuff like Haste, Slow, Shell, and such on a target. Not too good. Finally, done!! © 1997 starpeppy@hotmail.com This page hosted by Get your own Free Home Page
Cure: 5 MP. It's a pretty useful spell for the beginning... no, make that, VERY useful. It recovers up to about 265 HP if you use it on one character with a high Magic Power.
Cure2: 25 MP. Also, very useful, but surprisingly high in MP cost. I'd use Mantra or Pearl Wind instead, but this is a good spell to at least have.
Cure3: 40 MP. O_O This recovers, like, thousands of HP! It's a very, VERY strong attack. When used in combo with Economizer, Gem Box, and Ultima.... baby, watch out. Kefka won't stand a chance.
Life: 30 MP. A basic life spell, recovered people from wounded condition. Sure, it's expensive, but it's not as bad as it could be. It is kinda hard to use Life and then Cure2 or Cure3, because the just recovered guy might die, and it's also a high MP cost.
Life2: 60 MP. Actually, not bad. Kind of like Life and Cure2 casted twice combined into one attack. Rare to use, though. It recovers full HP.
Life3: 50 MP. What? How can there be a Life3?? Simple. If the ally with Life3 dies, he or she is brought back, just as if you had casted Life!! Incredible!! But incredibly hard to learn.
Antidot: 3 MP. Lowest cost for a spell, recovers Poison. If you don't have Antidotes handy, this is a good spell. It's pretty much a low-effectiveness-but-great-to-have spell, because you'll rarely use it, but it'll save you if you need it.
Remedy: 15 MP. Recovered Poison, Sleep, Slow, everything bad except for Zombie. Pretty useful.
Regen: 10 MP. You recover a few HP every turn. Actually, not as useful as one may think. Later on in the game, you can't waste time gaining a little each turn-you need a LOT of HP restoring instantly!
Fire: 4 MP. Bah. Useless except for curing the "Frozen" status.
Fire2: 20 MP. A little more useful, works well on Ice monsters.
Fire3: 57 MP. For times when that Ice monster is really starting to get on your nerves. Roasty toasty monster...
Bolt: 6 MP. Also quite useless, but not bad against the few water types in the game.
Bolt2: 22 MP. Pretty useful, but there aren't many water types. It's okay against ground, too.. I..... I think...
Bolt3: 53 MP. Looks cool, is cool. Good attack to use on any monster who's annoying you, water type or not.
Ice: 5 MP. Useless. Trust me. Well, maybe not bad against those fire things when you're saving Relm in the burning house..and actually quite useful against the first Kefka fight, and with Locke and Celes in the basement of South Figaro... I take it back. Quite useful! ^^
Ice2: 21 MP. Pretty good when you first get it! It quickly loses value, though.
Ice3: 52 MP. Very strong but hard to learn. Incredibly effective on Fire enemies, but then again, how many fire enemies do you come across by the time you learn this spell?
Poison: 3 MP. Incredibly ineffective.
Drain: 15 MP. Although a nice attack, many creatures absorb it from YOU, and also, it's kind of high on MP cost. It can save ya if you don't have a strong cure, though. Watch out for the undead.
Bio: 26 MP. Chance of poisoning, reasonably strong, MP cost that's MUCH too high.
Break: 25 MP. I don't know why I don't use this too often. It's kind of like a slightly more physical auto-death attack-enemies with low evade tend to have less resistance to this. It's reasonably accurate.
Doom: 35 MP. Break's more accurate counterpart. The lower the magic defense and magic evade, the better. Don't try it on the undead.
Pearl: 40 MP. Rare to find in espers, and very strong. Just perfect for the MP cost. Only attacking Pearl spell.
Flare: 45 MP. Powerful fire spell!! Even better than Fire3, and lower MP cost. Although it does full damage to just one target, it loses very little power when used on all targets.
Demi: 33 MP. Inaccurate, except when enemies use it. Doncha hate that? It halves the target's HP.
Quatr: 48 MP. Also inaccurate. It takes of 3/4 of the target's HP-strong, sure, if it ever works! Just use Doom. Higher chance, and deals more damage. ;)
*X-Zone: 53 MP. ALSO inaccurate, it's a Doom on all enemies.
*Meteor: 62 MP. HIGH MP Cost. HIGH damage. A way of life. Live with it.
*Ultima: 80 MP. Oh geez, incredibly high MP cost, but probably the most powerful hit-all-enemies spell in the game. Economizer time.
*Quake: 50 MP. Very powerful, but it hits you too, unless you cast Float or have something (like Cherub Down) making you Float. Don't cast on birds or other flying creatures!!!
*W Wind: 75 MP. Really mad at the enemy? Willing to sacrifice yourself? Mwa ha ha!! Casting this spell depletes 90% of EVERYTHING'S life. You'd better cure-FAST!!!
*Merton: 85 MP. Powerful fire attack, but hits you. Get out some Flame Shield or prepare to cure.
Scan: 3 MP. Wow, this is a change. 80 MP, 50 MP, 75 MP, 85 MP.... 3 MP. This incredibly useful but meek spell shows HP, MP, and weakness of enemies. Quite effective.
Slow: 5 MP. It slows the enemy down so they don't attack as much. Boring.
*Rasp: 12 MP. Well, it takes MP away from the enemy, but doesn't give it to you. It's one way to beat the Magimaster, but it's eternally LONG..
Mute: 8 MP. Enemy can't use magic. Useful if you know who to use it on.
*Float: 17 MP. Protects you from Ground-related spells, and looks cool in battle.
Imp: 10 MP. Decreases enemies attack, defense, and they can only cast Imp. Inaccurate, but useful. The enemy looks ugly, but if one of your guys turns into an Imp, he or she looks so cute and cuddly!! *squeeks*
Rflect: 22 MP. Most spells reflect and hit the caster. As you know, the Star indicated it is NOT Rflected. Useful against certain enemies, but prevents Cure from being used on you.
Shell: 15 MP. Greatly increases magic defense and evade. Useful!
Vanish: 18 MP. Physical attacks do no effect, but magic does more damage and is 100% effective. WATCH... OUT.... FOR.... DOOM... AND..... X-.....ZONE.
Haste2: 38 MP. Casts Haste on your whole party. Incredibly, mega effective. Quite possibly my favorite spell.
Slow2: 26 MP. Casts Slow on the whole enemy party. Not bad.
Osmose: 1 MP. VERY useful. Absorb a good amount of MP from the enemy and add it to your character's MP amount. Don't use on the undead. Low MP cost makes it great. ^^
Warp: 20 MP. Escape from battle, and also from dungeons. I love this spell! You can leave without fighting enemies. ^^
Quick: 99 MP. OWCH. 99 MP? Well, you attack with double commands, but is it worth it? Nah. Only one esper can teach it, anyway.
Dispel: 25 MP. Disolves stuff like Haste, Slow, Shell, and such on a target. Not too good.
Finally, done!!
© 1997 starpeppy@hotmail.com