White Magic Spells and Healing Items
Lorebookstarted as a spellbook, will be expanded with basic world mechanicsfrom Chub
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Decided on Final Fantasy IV as the basis of this lorebook because the game is both complex enough while not being overly complicated. Some concepts are slightly modified to fit the atmosphere for my Cecil bot. As always comments are appreciated, and forks are welcome.
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Spells and items that will heal, support, and enhance your allies, with a few to damage your enemies.
White Magic Spells and Healing Items
27 entries · scan depth 2 · budget 512 tokens
- #1White Magic
Keys: magic, school, type
White Magic is magic that is intended to help friends and allies. White magic can cure wounds and ailments, can bring the recently deceased back to life, restore form if changed into an animal of some kind, and provide enhancements to a friend's agility, physical endurance, and mental toughness. Against foes, white magic can decrease their abilities by reducing their agility, muting them so they cannot use magic, or knocking them unconscious temporarily. There is only one spell that is meant only to attack.
People who practice White Magic are called White Mages. Other people, including Dragoons, Paladins, Summoners, and Bards, can use less powerful White Magic spells.
- #2Black Magic
Keys: magic, black, offense, attack, damaging
Black Magic is the study of spells meant to harness the power of nature to hurt or hinder enemies and foes. The four primary elements of Black Magic are Fire, Water, Earth, and Thunder. As someone masters Black Magic, the power of spells can grow to truly destructive capabilities.
Black Mages are the primary users of Black Magic, but it can also be used by Summoners and Ninja to a moderately high degree. Some Dark Knights and Dragoons can use less powerful Black Magic spells.
- #3Red Mage
Keys: Red Mage
A Red Mage is a person who can use beginner to moderate level spells in both White Magic and Black Magic. Their strength lies in their versatility. In addition to their broad knowledge of spells, they are generally stronger than White or Black Mages, and can use lighter swords, bows, arrows, and some light armor (such as chain mail) that other Mages can’t use.
The incredible versatility comes at a price of the effectiveness of their spells and physical attacks. If a Red and White Mage both cast Cure, the Red mage’s spell won’t heal as much as the White Mage’s. They are not as strong or durable as purely physical people such as Monks, Paladins, or Dragoons.
A Red Mage may choose to later focus on either magic or physical attacks, becoming a Mystic Knight, Paladin, or Dark Knight. They may also become a Sage if they manage to master all White and Black Magic.
- #4Magic Power (MP)
Keys: magic points, spell slots, mana, magic power · Secondary: mechanics
The use of magic can be mentally taxing. The more powerful a spell is, the more taxing it is, the more that the user's mind is drained of energy.
This is measured by Magic Power, or MP for short. An average magic user has an MP of 100. More advanced or powerful spellcasters will have more MP. The most MP any one person has had is believed to be around 1,000.
When someone casts spells, their MP is reduced by a certain number based on how powerful the spell is. Once the MP reaches zero, they can no longer cast any magic without seriously harming themselves, up to and including killing themselves.
MP is restored by resting. A full night's sleep will recover MP back to its maximum level. A special potion called Ether can also be consumed to recover about 25% of a person's MP.
- #5Cure
Keys: Keal
Cure is a White Magic spell. The MP cost is 3. It can be used on one or many targets. Cure will turn holy power into life energy, which helps the body heal wounds and fight off illnesses. Practically, Cure will fully heal most minor cuts, scratches (those which would be covered by a Band-Aid), and bruises, and can cure minor cases of cold, flu, headache, nausea. When used on multiple targets, the power is divided between all targets. During intimate moments, when used on a target's genitals, the spell acts as a weak stimulant and aphrodisiac, heightening the target's awareness of their attraction to the caster. This will not work both parties do not agree to sex or arousal, or if the parties are currently in battle. In this land, Cure is often used for this purpose as it is the easiest magic spell to learn in the world.
- #6Cura
Keys: Keala, Cure 2
Cura is a White Magic spell. MP cost is 9. It can be used on one or many targets. Cura is a more powerful version of Cure. The effect is more powerful than Cure. Cura can repair all things Cure can, plus cure simple fractures that do not break the skin, deeper gashes that continually bleed, moderate illnesses including gastrointestinal distress, sinus infections, and flu. When used on multiple targets, the power is divided between all targets. During intimate moments, when used on a target's genitals, the spell acts as a moderate stimulant and aphrodisiac. The target will become physically and mentally aroused and will be ready to begin sex with the caster. Used during sex, the target will reach their climax faster and for those with a penis, experience a shorter refractory period. This will not work both parties do not agree to sex or arousal, or if the parties are currently in battle.
- #7Curaga
Keys: Curega, Cure 3 · Secondary:
Curaga is a White Magic spell. MP cost is 18. It can be used on one or many targets. Curaga is a much more powerful version of Cure. The effect is more powerful than Cure and Cura. Curaga can repair all things Cura can, plus cure ractures that break the skin, reattach lost extremities if the extremity is present, serious acute illnesses including hyperthermia, hypothermia, shock, and seizures. When used on multiple targets, the power is divided between all targets and is therefore less powerful, acting like a Cura spell in terms of power. During intimate moments, when used on a target's genitals, the spell acts as a heavy stimulant and aphrodisiac. The target will become very physically and mentally aroused and is willing to perform degrading or embarrassing acts or wear any kind of clothing in order to have sex with the caster. Used during sex, the target will reach their climax within 10 seconds and produce much more liquid during orgasm. For those with a penis, they experience a very short refractory period of no more than a minute. The sexual effects of Curaga will not work if both parties do not consent to sex or arousal, or if the parties are currently engaged in battle.
- #8Curaja
Keys: Cureda, Cure 4 · Secondary:
Curaja is a White Magic spell. MP cost is 40. It can be used on one or many targets. Curaja is the most powerful form of Cure, and is only known by very skilled White Mages. The effect is more powerful than Cure, Cura, and Curaga. Curaja can restore a single target to full 100% health by fully replenishing their life energy and fully healing all ongoing illness and injuries not caused by battle (such as natural organ failure, cancer, or chronic illness). This includes missing limbs, severe acute and chronic illnesses, seizures, and life-threatening incidents such as heart attack, stroke, or respiratory failure. When used on multiple targets, the power is divided between all targets and is therefore less powerful, acting like a Curaga spell in terms of power. During intimate moments, when used on a target (not just their genitals), the spell acts as an unbreakable mind control spell. The target becomes sexually obsessed with the caster, willing to engage in sex at any time the caster desires. In fact, the target must have sex with the caster at least once per day, otherwise the target will suffer mental health effects up to and including physical illness and event death if sex is withheld for too long. Used during sex, the target will reach their climax instantly and produce incredible amounts of liquid during orgasm. For those with a penis, they experience no refractory period at all, and in fact can continue as if the orgasm was now a constant state of mind-breaking pleasure and ejaculation. The sexual effects of Curaja DO work if both parties do not consent to sex or arousal, or if the parties are currently engaged in battle. Use of Curaja for intimate purposes is highly discouraged due to the fact that Curaja can be used to forcibly coerce someone to become the caster's sex slave. The lands of Baron and Mysidia have gone so far as to consider use of the spell for intimate purposes a form of sexual assault, and people can be arrested for using Curaja in this manner.
- #9Arise
Keys: Full-Life, Life 2, Resurrect · Secondary:
Arise is a White Magic spell. MP cost is 52. It can be used on a single target only. Arise is a much more powerful version of Raise. It recalls departed spirits to return to their bodies. The force of the recall is much more powerful. Only skilled White Mages will be able to use this spell. The spirit is energized as it re-enters the body, meaning that the target of the spell will be resurrected with all injuries healed and their life energy completely restored. Arise is more successful than Raise in situations where Raise cannot be used. However not even Arise will recall a spirit of someone who has ended their own life or died by suicide. It will also not work if someone has made peace with the fact that they are going to die, whether of old age or of illness. Arise can also be used on an undead monster to instantly defeat it, but is not recommended as Raise has the same effect for less than 1/6 the mental drain.
- #10Raise
Keys: Resuscitate, Life, Life 1, Revive · Secondary:
Raise is a White Magic spell. MP cost is 8. It is used on a single target. Raise is a potent spell that recalls a spirit that, in most cases, has recently been separated from its body. In other words, Raise will revive a fallen ally. Once the target is revived, they will be weak and in a critical state and must be protected until they are given a Potion or they are the target of other life energy replenishment. If this is not done quickly, they may be killed in battle with only a single blow. If they are poisoned, they may succumb to the roxins rather quickly if not supported. Raise may not work in all situations. If someone has ended their own life or died by suicide, Raise will not revive them as they died of their own will. The older someone is, the less likely Raise will revive them, especially if they have mentally prepared for the end of their life. It is difficult to use Raise on a person with a terminal illness, as the illness itself destroys the parts of the body and brain needed to guide the departed spirit back to its body. Raise requires that the target's body be available. If there is no body (for example, it can't be recovered from a drowning or was destroyed in the attack, the spell will have no effect as the spirit will no placeto return to.
- #11Esuna
Keys: Heal · Secondary:
Esuna is a White Magic spell. MP cost is 20. It can be used on a single target only. The Esuna spell is a purification rite, a sacred chant that cleanses the body and spirit of harmful influences. When cast, the caster calls upon the healing waters of a mystical spring, envisioning them washing over the afflicted. This water, imbued with purifying energy, dissolves poisons, breaks curses, and restores the target's cellular construction to its default state. It's like a divine bath that restores harmony and balance to the sufferer, freeing them from the chains of affliction. It specifically can nullify poison, restore sight to those temporarily blinded, break evil curses, and restore the body from where it had been turned to stone. I CANNOT bring a taret back to life. Only Raise and Airse can do that.
- #12Hold
Keys: hold, paralyze, immobilize
Hold is a White Magic spell whose MP cost is 8. It can affect a single target at a time. The Hold spell is an ancient binding incantation, whispered by those who seek to control the battlefield. When cast, the caster draws upon the latent forces of light and energy. They snake out and ensnare the target. These ethereal bonds wrap around the enemy, tightening with an otherworldly strength and freezing them in place. It's as if the very shadows come to life, obeying the caster's will and rendering the foe helpless, their every move paralyzed by unseen forces. Paralysis caused by Hold wears off after roughly 30 minutes, or can be removed more quickly by casting Esuna or using a Remedy
- #13Confu
Keys: magic confusion, bemuddle
Confu is a White Magic Spell. MP cost is 10. It can be cast on a single target at a time. The Confu spell is a bewitching incantation that manipulates the mind of the target. When cast, the caster conjures an illusory mist that envelops the enemy, seeping into their thoughts. This magical fog distorts perceptions and muddles judgment, causing the affected individual to mistake friend for foe and enemy for ally. It's as if their very mind is ensnared in a hall of mirrors, reflecting false realities and throwing them into chaotic disarray. The effect lasts until the target is cured with Esuna, a Remedy potion, or is physically hit on the head.
- #14Blink
Keys: image, blink
Blink is a White Magic Spell which costs 8 MP. It affects one target at a time. The Blink spell is a graceful enchantment that cloaks the caster or their ally in a shroud of ethereal energy. When cast, it summons fleeting spirits of light that dance around the target, creating afterimages that confuse and mislead attackers. These phantoms of light flicker and blur, making it difficult for foes to land their strikes. It's like stepping into a realm where time and space waver, allowing the target to gracefully evade incoming blows with supernatural agility. However, this effect does not affect the accuracy of magical attacks; they will still hit true. The effects of Blink wear off after two attempted physical attacks.
- #15Potion
Keys: item, potion, cure1 item
Potions are crafted from a blend of healing herbs, enchanted waters, and alchemical essences. When consumed, a Potion releases a gentle, soothing warmth that spreads through the body, mending minor wounds and replenishing vitality. It's akin to a refreshing tonic that revitalizes the drinker, providing a modest yet much-needed boost to their life force similar to that of a Cure spell.. They are as common as coffee, soft drinks, and energy drinks in our world, and cost roughly the same.
- #16Hi-Potion
Keys: cure 2 potion, Hi-Potion
Hi-Potions are more potent versions of Potions, brewed with rarer ingredients and enhanced with stronger enchantments. Upon drinking, the Hi-Potion floods the body with a surge of invigorating energy, rapidly accelerating the healing process. Wounds close swiftly, and the drinker feels a significant renewal of strength and vitality. It's like a concentrated dose of pure life essence, providing a robust and immediate restorative effect similar in power to a Cura spell.
- #17X-Potion
Keys: cure 3 potion, X-Potion
X-Potions are the pinnacle of healing elixirs, crafted with the most powerful and rare ingredients available. When consumed, an X-Potion unleashes a torrent of regenerative energy, washing over the drinker in a cascade of warmth and light. Every cell in the body is rejuvenated, grievous injuries are healed in an instant, and the drinker feels an overwhelming sense of vitality and vigor. It's as if they are imbued with the very essence of life itself, restoring them to peak condition. It has a similar effect as a cast of Curaga.
- #18All-Potion
Keys: all-cure potion, All-potion
The All-Potion is an exceedingly rare and powerful elixir, capable of healing multiple individuals simultaneously. When the bottle is opened, a radiant mist emerges and envelops all allies within its reach. This mist is infused with potent healing magic, rejuvenating everyone it touches and closing wounds with remarkable speed. It's as if a divine healing aura descends upon the group, restoring their strength and uniting their life forces in a harmonious, collective renewal. Has roughly the same effect as a powerful White Mage blessing their entire party with Curaja.
- #19Ether
Keys: ether
Ethers are mystical concoctions crafted from rare, mana-infused crystals and enchanted essences. When consumed, an Ether releases a gentle, revitalizing wave of arcane energy that courses through the drinker's veins. This magical energy replenishes their mental reserves, restoring their ability to cast spells and perform magical feats. It's like sipping from a wellspring of pure mana, rejuvenating the mind and spirit.
- #20Dry Ether
Keys: ether 2, dry ether
Dry Ethers are potent elixirs, distilled from the highest quality mana crystals and infused with powerful enchantments. When consumed, a Dry Ether unleashes a torrent of raw magical energy, flooding the drinker's body with an intense surge of arcane power. This energy restores their magical reserves to full capacity, granting them the strength to wield powerful spells and perform extraordinary feats of magic. It's akin to drinking from a font of pure, concentrated mana, restoring the drinker to their peak magical potential.
- #21Elixir
Keys: Elixir
Elixirs are legendary potions, crafted from the most elusive and powerful ingredients found across the land. When consumed, an Elixir releases an extraordinary burst of both life and magical energy, instantly mending wounds and fully replenishing the drinker's magical reserves. It's as if the drinker is imbued with the very essence of the earth and the heavens, restoring their body and spirit to perfect harmony. The Elixir's golden glow signifies its unparalleled potency, a miraculous blend that embodies the pinnacle of healing and magical restoration.
- #22Megalixir
Keys: Megalixir
Megalixirs are rarer still, revered as the ultimate restorative elixir, capable of healing entire groups with its immense power. When uncorked, the Megalixir emanates a radiant, multi-colored mist that envelops all allies within its reach. This mist carries the combined life-giving and magical essence, mending wounds and fully restoring magical energy to everyone it touches. It's as if a divine aura descends upon the group, harmonizing their life forces and magical abilities in a breathtaking display of rejuvenation. The Megalixir is a true marvel, revered for its ability to turn the tide of even the most desperate battles.
- #23Phoenix Down
Keys: phoenix down, life potion, fenix down
The Phoenix Down is a rare and mystical feather, imbued with the essence of the legendary Phoenix, a creature of rebirth and fire. When used, the feather emits a soft, ethereal glow, channeling the rejuvenating power of the Phoenix into the fallen ally. This divine energy stirs their spirit, coaxing them back to the realm of the living. However, the revival is fragile, leaving the ally with only a flicker of life. They awaken weak and vulnerable, their wounds still severe, and in desperate need of additional healing through Cure spells or Potions to fully recover. It's as if the Phoenix itself grants a second chance, but with the reminder that true restoration requires further care and attention.
- #24Ailment Curing Items
Keys: eyedrops, maiden's kiss, golden needle, antidote, alarm clock, diet food, echo bell
There are several magical items that all cure a single malady that has afflicted yourself or one of your allies. Antidotes will purify natural venoms from your system. Echo Bells break the curse of Silence, allowing the target to speak (and therefore, cast magic spells) Eyedrops will cure blindness inflicted by monsters. An Alarm Clock will wake any friend or foe on the battlefield that has been magically lulled to sleep. A Maiden's Kiss will return an ally who's been changed into a frog back to normal. Diet Food, when fed to someone who's been turned into a pig, will turn them back to normal. The Golden Needle is a powerful relic that when touched to the palm of a friend who was turned to stone, will allow that friend to break free of their stone sarcophagus.
- #25Remedy
Keys: remedy, heal potion
The Remedy is a powerful alchemical solution, brewed from a rare and potent blend of purifying herbs and enchanted essences. When ingested or applied, the Remedy's soothing liquid spreads throughout the body, neutralizing and dispelling all harmful status effects. Its cleansing properties are so potent that it can cure even the most stubborn ailments, restoring the affected individual to their natural, unblemished state. However, it cannot reverse death itself, leaving that task to more potent spells and items. It's as if the Remedy channels the essence of purity and renewal, eradicating all traces of poison, curses, and debilitating conditions with its healing touch.
- #26Holy
Keys: Holy · Secondary: White
Holy is an incredibly powerful White Magic spell, only able to be cast by intensely-skilled White Mages. The spell costs 46 MP and is the only White Magic spell to directly harm its target, instead of inflicting an unwanted status effect.
When a White Mage casts Holy, a fissure opens in the sky above the target. Instantly, a pillar of white, sacred light shoots down to purify the evil from that foe at any cost, include sacrificing the body of the monster if necessary.
As Holy is a spell associated with the forces of divine good, it is particularly strong against undead creatures. Attempt to use it on mythical beasts or holy warriors, however, and they may end up using the light to recover their strength and fight back even harder!
In addition, the less control a Mage has over their cast of Holy, the better chance there is of other creatures, friend or foe, to be Blinded by the brilliant light, requiring a spell or item to recover their eyesight.
- #27Attacking yourself
Keys: Self-inflicted wounds · Secondary: Self-harm, harmful magic cast on self
Any spell, helpful or harmful, can be targeted to one’s self. In battle, it does have some strategic use, such as using a curative spell on an undead enemy to purify it from the earth. Caution must be used, however.
Wounds inflicted on one’s self intentionally, such as muting, paralyzing, poisoning, turning to stone, or causing fatal blows through physical or magical attacks, can often be incurable with healing items or magic. There are only a few people on the Blue Planet who would be able to reverse the effects of self-inflicted status effects — the Elder of Mysidia, Queen Rosa of Baron, and Lady Rydia, leader of the Mist Village. They are the only mages powerful enough to bypass the barrier of free will that prevents lesser efforts.
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