FFR: Old Magic Lists
Aug. 6th, 2025 09:46 pmL1
- CURE (WM,RM,KN): ST heal, base 32
- HARM (WM,__,__): AoE non-elemental damage to undead, base 48
- FOG (WM,RM,KN): ST +8 absorb boost
- RUSE (WM,RW,KN): ST +80 evade boost
- FIRE (BM,RM,NI): ST fire-elemental damage, base 20
- LIT (BM,RM,NI): ST lit-elemental damage, base 20
- SLEP (BM,RM,NI): AoE status-elemental sleep, +24 acc
- LOCK (BM,RM,NI): ST -20 evade reduction, +64 acc
White: HARM is a nice spell for fighting undead. It's worth noting that CURE isn't as good as you might think: a HEAL potion is just as strong. Still, it's better than FOG in most cases. RUSE is neat, but unless your party composition somehow ends up with a White Mage up front, it's mostly a safety net.
Black: The damaging spells here peak very early: they do count towards PRIMING's buff after class change, however - so you can cast them followed by a stronger one to get extra damage while using less spell charges. FIRE can be a nice cheap way of beating SCUMs in the Marsh Cave. SLEP has some niche uses, but it also will eventually be left behind. LOCK is a terrible spell.
Red: First off, to get it out of the way: don't let SABOTEUR influence your decision-making. SLEP and LOCK are still questionable spells with very limited use. It might be worth holding off until class change for RUSE: a Red Wizard can get decent use out of it against fights like KRAKEN.
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L2
- LAMP (WM,RM,KN): ST heal darkness
- MUTE (WM,RM,KN): ST status-elemental silence, +64 acc
- ALIT (WM,RM,KN): AoE lit resist to all allies
- INVS (WM,RM,KN): ST +40 evade boost
- ICE (BM,RM,NI): ST ice-elemental damage, base 40
- DARK (BM,RM,NI): AoE status-elemental darkness, +24 acc
- TMPR (BM,RM,NI): ST +14 attack
- SLOW (BM,RM,NI): AoE status-elemental reduce hits to 1 or counter FAST, +64 acc
White: MUTE is a highly underrated spell and can shut down ASTOS in particular. The A-Spells have their uses, and ALIT is no exception. They're good against LICH, TIAMAT, and Evoker bosses. INVS isn't that great except in limited parties. LAMP is mostly irrelevant.
Black: TMPR is one of the most powerful spells in the game. Cast this enough and any physical attacker with a weapon (Ozmo doesn't let Monks get buffs) will become a force of nature. ICE is okay but suffers from the same problems as the L1 spells, and there's some uses for SLOW. If you're taking a Dark Knight, you can consider DARK. Otherwise, it draws the short straw.
Red: Most of what I said above applies to the Red Mage. MUTE is good enough to take anyway, you can still consider SLOW, but you should still stay away from DARK short of a Dark Knight - and even then, there's better ways. Don't underestimate TMPR, it'll be way better! Even ALIT can be considered over SLOW: they're about as niche as one another. Absolutely do consider skipping ICE: there's very little long-term benefit.
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L3
- CUR2 (WM,RM,KN): ST heal, base 66
- HRM2 (WM,__,__): AoE non-elemental damage to undead, base 80
- AFIR (WM,RM,KN): AoE fire resist to all allies
- HEAL (WM,__,__): AoE heal, base 24
- FIR2 (BM,RM,NI): AoE fire-elemental damage, base 60
- LIT2 (BM,RM,NI): AoE lit-elemental damage, base 60
- HOLD (BM,RM,NI): ST status-elemental paralyze, +24 acc
- LOK2 (BM,RM,NI): AoE -40 evade reduction, +40 acc
White: HRM2 is a nasty spell that can wreck the undead in the Marsh and Earth Caves. HEAL usually doesn't do enough to be worth it and you get three items to cast it for free, so it's best not to bother with the actual spell. This applies further if you're running them with a Green Mage. You can get good use out of CUR2 and occasional niche use from AFIR.
Black: LOK2 is the odd one out: the elemental spells are massive. FIR2 is great on undead, but LIT2 can help beat the WIZARDs. HOLD is a neat spell that works on most bosses: of the vanilla ones, only LICH and CHAOS can't be hit by it.
Red: This is maybe the first hard level to decide on for a Red Mage. If you have more AoE, you can consider only one of FIR2 or LIT2 - but both is still very good! HOLD is good enough on its own merits. AFIR should be considered if your party has low offense and you have no other source of it. CUR2 can be nice sometimes. Continue to ignore LOK2.
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L4
- PURE (WM,RM): ST heal poison
- FEAR (WM,__): AoE status-elemental -40 morale
- AICE (WM,RM): AoE ice resist to all allies
- AMUT (WM,RW): ST heal silence + resist silence
- ICE2 (BM,RM,NI): AoE ice-elemental damage, base 80
- FAST (BM,RM,NI): ST doubles hit% or cancels SLOW
- CONF (BM,RM,NI): AoE status-elemental confuse, +64 acc
- SLP2 (BM,RM,NI): ST non-elemental sleep, +64 acc
White: LICH's opening spell is ICE2, so pray for good turn order when using AICE against him. It's good against FrWOLFs too. AMUT is irrelevant due to how so few enemies use MUTE, and FEAR is a meme. Unless you're trying to get the Designated Adventurer achievement, PURE is a waste of money. Remember, buying only one or even no spells in a level is perfectly fine.
Black: ICE2, CONF, FAST. All fantastic spells. Stuff over 80HP will immediately wake from sleep, and most enemies by the time you get this will be close to or over this threshold, so don't bother with SLP2.
Red: Unless you're doing some sort of challenge run, it's hard to argue against ICE2, CONF, FAST. If you want AICE for LICH, it's best to replace CONF regardless of SABOTEUR.
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L5
- CUR3 (WM,RM): ST heal, base 132
- LIFE (WM,RW): ST revive with 1HP. Works in-battle with the REVIVALIST trait only.
- HRM3 (WM,__): AoE non-elemental damage to undead, base 120
- HEL2 (WM,__): AoE heal, base 60
- FIR3 (BM,RM): AoE fire-elemental damage, base 100
- BANE (BM,RW): AoE poison-elemental KO, +40 acc
- WARP (BW,RW): Transports party to previous floor. Cannot be used in battle.
- SLO2 (BM,RM): ST non-elemental reduce hits to 1 or counter FAST
White: In my opinion, the hardest spell level to decide for. Every one of these spells has merit and, aside from LIFE, you can give up one of the other three. HRM3 does have the least long-term viability, but the short-term benefits can't be understated. CUR3 heals enough to be a small-scale panic button, and while HEL2 is no longer as good as HEL3, it's still decent.
Black: If you don't have a White/Red/Time Mage, consider saving for WARP for its utility. SLO2 is usually the one to ignore: most of what you'd want to hit can be hit by regular SLOW anyway. Worth noting that any instant death spell used with ELEMENTAL SEAL can one-shot anything that doesn't outright resist instant death. Use BANE and similar spells with it at your own cheesy risk.
Red: A lot from here on out is Red Wizard only: if you're going unpromoted, there's only three options. Absolutely save for LIFE, and FIR3 is good enough that you shouldn't ignore it either. The last slot is a tossup. BANE works with SABOTEUR and is pretty ridiculous, though quite a bit resists poison. If that's too overpowered or the resistance is a problem, SLO2 is non-elemental and can hit anything, though it's niche and single-target. It's usually better to go with EXIT over WARP. Finally, CUR3 is perfectly viable.
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L6
- SOFT (WM,__): Heals petrification. Cannot be used out of battle.
- EXIT (WW,RW: Escapes a dungeon. Cannot be used out of battle.
- FOG2 (WM,RW): AoE +12 absorb boost
- INV2 (WM,RW): AoE +40 evade boost
- LIT3 (BM,RW): AoE ice-elemental damage, base 120
- RUB (BM,__): ST death-elemental KO, +24 acc
- QAKE (BM,__): AoE earth-elemental KO, +40 acc
- STUN (BM,__): ST status-elemental paralyze on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: SOFT is ignorable for similar reasons to PURE: the money you spend on it will never equal the amount you spend on SOFTs, so only buy it if going for achievements. EXIT is fantastic utility, and with enough INV2 stacked, your party is untouchable physically. You can stack it twice as fast with the White Shirt, though it will mean the White Wizard won't get to wear it. FOG2 is also workable, though it takes a lot more castings compared to INV2.
Black: Lots of status here. LIT3 is a spell you can't go wrong with. STUN is a fun pseudo-finisher, though is still subject to status resistances. Of the two instant death spells, QAKE is better: hits everything and works on MudGOLs in particular (which resist the common elements).
Red: Four spells to choose from. It's usually best to leave behind FOG2: INV2 does mostly the same thing except it prevents damage entirely. It can be funny, though. Don't pass up EXIT unless you have a White/Time Wizard.
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L7
- CUR4 (WW,__): ST full heal + status recovery
- HRM4 (WW,__): AoE non-elemental damage to undead, base 160
- ARUB (WM,RW): AoE status/death/earth resist to all allies
- HEL3 (WM,__): AoE heal, base 96
- ICE3 (BM,RW): AoE ice-elemental damage, base 140
- BRAK (BW,__): ST stone-elemental petrify, +64 acc
- SABR (BW,__): Self +16 attack/accuracy
- BLND (BM,__): ST status-elemental darkness on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: As nice as HRM4 is, the undead aren't as common by the time you can access it. ARUB is very useful for covering an unRibboned party member. CUR4 is a fantastic panic button, and HEL3 is solid. If you really want to make room for HRM4, what you should drop is party dependent: ARUB is a relatively safe drop with Red Wizard (gets it anyway), Paladin/Rune Knight, or if you're planning to grind up to level 25+, HEL3 is a safe drop with Green Mage.
Black: Darkness is terrible and so is BLND. It was not the ailment to make a >300HP spell for. BRAK is the most accurate instant death spell. SABR is weird and mostly useful for challenges, since it's self-cast only. You can never go wrong with an elemental AoE, though!
Red: There's only two spells and they're both good!
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L8
- LIF2 (WW): ST revive with full health to one ally
- FADE (WW): Unlike vanilla, AoE Holy-elemental damage, base 160
- WALL (WW): ST resist *most elements
- XFER (WW): ST remove resistances
- NUKE (BW): AoE non-elemental damage, base 200
- STOP (BW): AoE time-elemental paralysis, +48 acc
- ZAP! (BW): AoE time-elemental death, +32 acc
- XXXX (BW): ST death-elemental KO on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: Pop a WALL on your unRibboned party member to protect them against everything but the new elements. XFER is strange and hard to justify except in magic-only challenge runs. FADE and LIF2 are both solid. However, note that FADE is now of the new holy-element. The ultimate Evoker and Spellblade resist it and even CHAOS currently does so. Only the undead are weak to it.
Black: NUKE isn't all that, but it's still a fantastic damaging option for them, especially with other options. The rest is situational: very little resists the Time-element though they're mostly there for fun. Still, unless you're in standard mode, nothing resists anything when ELEMENTAL SEAL is involved. XXXX is more of a memetic finisher for the same reason.
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- CURE (WM,RM,KN): ST heal, base 32
- HARM (WM,__,__): AoE non-elemental damage to undead, base 48
- FOG (WM,RM,KN): ST +8 absorb boost
- RUSE (WM,RW,KN): ST +80 evade boost
- FIRE (BM,RM,NI): ST fire-elemental damage, base 20
- LIT (BM,RM,NI): ST lit-elemental damage, base 20
- SLEP (BM,RM,NI): AoE status-elemental sleep, +24 acc
- LOCK (BM,RM,NI): ST -20 evade reduction, +64 acc
White: HARM is a nice spell for fighting undead. It's worth noting that CURE isn't as good as you might think: a HEAL potion is just as strong. Still, it's better than FOG in most cases. RUSE is neat, but unless your party composition somehow ends up with a White Mage up front, it's mostly a safety net.
Black: The damaging spells here peak very early: they do count towards PRIMING's buff after class change, however - so you can cast them followed by a stronger one to get extra damage while using less spell charges. FIRE can be a nice cheap way of beating SCUMs in the Marsh Cave. SLEP has some niche uses, but it also will eventually be left behind. LOCK is a terrible spell.
Red: First off, to get it out of the way: don't let SABOTEUR influence your decision-making. SLEP and LOCK are still questionable spells with very limited use. It might be worth holding off until class change for RUSE: a Red Wizard can get decent use out of it against fights like KRAKEN.
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L2
- LAMP (WM,RM,KN): ST heal darkness
- MUTE (WM,RM,KN): ST status-elemental silence, +64 acc
- ALIT (WM,RM,KN): AoE lit resist to all allies
- INVS (WM,RM,KN): ST +40 evade boost
- ICE (BM,RM,NI): ST ice-elemental damage, base 40
- DARK (BM,RM,NI): AoE status-elemental darkness, +24 acc
- TMPR (BM,RM,NI): ST +14 attack
- SLOW (BM,RM,NI): AoE status-elemental reduce hits to 1 or counter FAST, +64 acc
White: MUTE is a highly underrated spell and can shut down ASTOS in particular. The A-Spells have their uses, and ALIT is no exception. They're good against LICH, TIAMAT, and Evoker bosses. INVS isn't that great except in limited parties. LAMP is mostly irrelevant.
Black: TMPR is one of the most powerful spells in the game. Cast this enough and any physical attacker with a weapon (Ozmo doesn't let Monks get buffs) will become a force of nature. ICE is okay but suffers from the same problems as the L1 spells, and there's some uses for SLOW. If you're taking a Dark Knight, you can consider DARK. Otherwise, it draws the short straw.
Red: Most of what I said above applies to the Red Mage. MUTE is good enough to take anyway, you can still consider SLOW, but you should still stay away from DARK short of a Dark Knight - and even then, there's better ways. Don't underestimate TMPR, it'll be way better! Even ALIT can be considered over SLOW: they're about as niche as one another. Absolutely do consider skipping ICE: there's very little long-term benefit.
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L3
- CUR2 (WM,RM,KN): ST heal, base 66
- HRM2 (WM,__,__): AoE non-elemental damage to undead, base 80
- AFIR (WM,RM,KN): AoE fire resist to all allies
- HEAL (WM,__,__): AoE heal, base 24
- FIR2 (BM,RM,NI): AoE fire-elemental damage, base 60
- LIT2 (BM,RM,NI): AoE lit-elemental damage, base 60
- HOLD (BM,RM,NI): ST status-elemental paralyze, +24 acc
- LOK2 (BM,RM,NI): AoE -40 evade reduction, +40 acc
White: HRM2 is a nasty spell that can wreck the undead in the Marsh and Earth Caves. HEAL usually doesn't do enough to be worth it and you get three items to cast it for free, so it's best not to bother with the actual spell. This applies further if you're running them with a Green Mage. You can get good use out of CUR2 and occasional niche use from AFIR.
Black: LOK2 is the odd one out: the elemental spells are massive. FIR2 is great on undead, but LIT2 can help beat the WIZARDs. HOLD is a neat spell that works on most bosses: of the vanilla ones, only LICH and CHAOS can't be hit by it.
Red: This is maybe the first hard level to decide on for a Red Mage. If you have more AoE, you can consider only one of FIR2 or LIT2 - but both is still very good! HOLD is good enough on its own merits. AFIR should be considered if your party has low offense and you have no other source of it. CUR2 can be nice sometimes. Continue to ignore LOK2.
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L4
- PURE (WM,RM): ST heal poison
- FEAR (WM,__): AoE status-elemental -40 morale
- AICE (WM,RM): AoE ice resist to all allies
- AMUT (WM,RW): ST heal silence + resist silence
- ICE2 (BM,RM,NI): AoE ice-elemental damage, base 80
- FAST (BM,RM,NI): ST doubles hit% or cancels SLOW
- CONF (BM,RM,NI): AoE status-elemental confuse, +64 acc
- SLP2 (BM,RM,NI): ST non-elemental sleep, +64 acc
White: LICH's opening spell is ICE2, so pray for good turn order when using AICE against him. It's good against FrWOLFs too. AMUT is irrelevant due to how so few enemies use MUTE, and FEAR is a meme. Unless you're trying to get the Designated Adventurer achievement, PURE is a waste of money. Remember, buying only one or even no spells in a level is perfectly fine.
Black: ICE2, CONF, FAST. All fantastic spells. Stuff over 80HP will immediately wake from sleep, and most enemies by the time you get this will be close to or over this threshold, so don't bother with SLP2.
Red: Unless you're doing some sort of challenge run, it's hard to argue against ICE2, CONF, FAST. If you want AICE for LICH, it's best to replace CONF regardless of SABOTEUR.
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L5
- CUR3 (WM,RM): ST heal, base 132
- LIFE (WM,RW): ST revive with 1HP. Works in-battle with the REVIVALIST trait only.
- HRM3 (WM,__): AoE non-elemental damage to undead, base 120
- HEL2 (WM,__): AoE heal, base 60
- FIR3 (BM,RM): AoE fire-elemental damage, base 100
- BANE (BM,RW): AoE poison-elemental KO, +40 acc
- WARP (BW,RW): Transports party to previous floor. Cannot be used in battle.
- SLO2 (BM,RM): ST non-elemental reduce hits to 1 or counter FAST
White: In my opinion, the hardest spell level to decide for. Every one of these spells has merit and, aside from LIFE, you can give up one of the other three. HRM3 does have the least long-term viability, but the short-term benefits can't be understated. CUR3 heals enough to be a small-scale panic button, and while HEL2 is no longer as good as HEL3, it's still decent.
Black: If you don't have a White/Red/Time Mage, consider saving for WARP for its utility. SLO2 is usually the one to ignore: most of what you'd want to hit can be hit by regular SLOW anyway. Worth noting that any instant death spell used with ELEMENTAL SEAL can one-shot anything that doesn't outright resist instant death. Use BANE and similar spells with it at your own cheesy risk.
Red: A lot from here on out is Red Wizard only: if you're going unpromoted, there's only three options. Absolutely save for LIFE, and FIR3 is good enough that you shouldn't ignore it either. The last slot is a tossup. BANE works with SABOTEUR and is pretty ridiculous, though quite a bit resists poison. If that's too overpowered or the resistance is a problem, SLO2 is non-elemental and can hit anything, though it's niche and single-target. It's usually better to go with EXIT over WARP. Finally, CUR3 is perfectly viable.
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L6
- SOFT (WM,__): Heals petrification. Cannot be used out of battle.
- EXIT (WW,RW: Escapes a dungeon. Cannot be used out of battle.
- FOG2 (WM,RW): AoE +12 absorb boost
- INV2 (WM,RW): AoE +40 evade boost
- LIT3 (BM,RW): AoE ice-elemental damage, base 120
- RUB (BM,__): ST death-elemental KO, +24 acc
- QAKE (BM,__): AoE earth-elemental KO, +40 acc
- STUN (BM,__): ST status-elemental paralyze on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: SOFT is ignorable for similar reasons to PURE: the money you spend on it will never equal the amount you spend on SOFTs, so only buy it if going for achievements. EXIT is fantastic utility, and with enough INV2 stacked, your party is untouchable physically. You can stack it twice as fast with the White Shirt, though it will mean the White Wizard won't get to wear it. FOG2 is also workable, though it takes a lot more castings compared to INV2.
Black: Lots of status here. LIT3 is a spell you can't go wrong with. STUN is a fun pseudo-finisher, though is still subject to status resistances. Of the two instant death spells, QAKE is better: hits everything and works on MudGOLs in particular (which resist the common elements).
Red: Four spells to choose from. It's usually best to leave behind FOG2: INV2 does mostly the same thing except it prevents damage entirely. It can be funny, though. Don't pass up EXIT unless you have a White/Time Wizard.
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L7
- CUR4 (WW,__): ST full heal + status recovery
- HRM4 (WW,__): AoE non-elemental damage to undead, base 160
- ARUB (WM,RW): AoE status/death/earth resist to all allies
- HEL3 (WM,__): AoE heal, base 96
- ICE3 (BM,RW): AoE ice-elemental damage, base 140
- BRAK (BW,__): ST stone-elemental petrify, +64 acc
- SABR (BW,__): Self +16 attack/accuracy
- BLND (BM,__): ST status-elemental darkness on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: As nice as HRM4 is, the undead aren't as common by the time you can access it. ARUB is very useful for covering an unRibboned party member. CUR4 is a fantastic panic button, and HEL3 is solid. If you really want to make room for HRM4, what you should drop is party dependent: ARUB is a relatively safe drop with Red Wizard (gets it anyway), Paladin/Rune Knight, or if you're planning to grind up to level 25+, HEL3 is a safe drop with Green Mage.
Black: Darkness is terrible and so is BLND. It was not the ailment to make a >300HP spell for. BRAK is the most accurate instant death spell. SABR is weird and mostly useful for challenges, since it's self-cast only. You can never go wrong with an elemental AoE, though!
Red: There's only two spells and they're both good!
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L8
- LIF2 (WW): ST revive with full health to one ally
- FADE (WW): Unlike vanilla, AoE Holy-elemental damage, base 160
- WALL (WW): ST resist *most elements
- XFER (WW): ST remove resistances
- NUKE (BW): AoE non-elemental damage, base 200
- STOP (BW): AoE time-elemental paralysis, +48 acc
- ZAP! (BW): AoE time-elemental death, +32 acc
- XXXX (BW): ST death-elemental KO on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
White: Pop a WALL on your unRibboned party member to protect them against everything but the new elements. XFER is strange and hard to justify except in magic-only challenge runs. FADE and LIF2 are both solid. However, note that FADE is now of the new holy-element. The ultimate Evoker and Spellblade resist it and even CHAOS currently does so. Only the undead are weak to it.
Black: NUKE isn't all that, but it's still a fantastic damaging option for them, especially with other options. The rest is situational: very little resists the Time-element though they're mostly there for fun. Still, unless you're in standard mode, nothing resists anything when ELEMENTAL SEAL is involved. XXXX is more of a memetic finisher for the same reason.
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