FF1 Pixel Remaster has 64 magic spells total: 32 Black Magic and 32 White Magic, each spread across 8 levels. Different classes have access to different spell levels, and knowing which spells to prioritize saves both Gil and spell charges.
Spell priorities
Spells are sold in specific towns, and you'll visit them in a fixed order. Cornelia has your starting three: Fire, Thunder, and Cure. Elfheim opens up Level 3-4 spells like Fira, Cura, Haste, and Teleport. Crescent Lake sells Level 5-6 spells once you've picked up the Canoe. Gaia carries Level 7 spells. And Lufenia is the final magic shop with Level 8 spells, including Holy, Flare, and Full-Life. The walkthrough covers the exact progression through each town.
For must-have spells, Fire earns its slot immediately. Most dungeon enemies in the first half of the game are undead or weak to fire, so it'll outperform physical attacks from your casters by a wide margin. Haste and Temper are the endgame damage combo: Haste doubles hit count, Temper adds flat damage to every hit and stacks. Cast both on a Master or Knight and the numbers get absurd. Cure, Cura, and Curaga keep your party standing through long dungeons. NulAll is a must for the Chaos fight, blocking all elemental damage in a single cast. Teleport and Exit save time escaping dungeons; don't skip them.
FF1 uses a charge system, not MP. Each spell level has a limited number of charges (starting around 3, increasing with Intelligence), and once you're out, you're out until you rest. Inns, Tents, and Cottages restore all charges. This is where the Pixel Remaster differs most from the NES original: the Intelligence stat was broken for 30 years, doing nothing at all. It actually works now, which means dedicated casters like Black Wizard and White Wizard scale harder than Red Wizard in the late game. Plan your charges carefully in longer dungeons; a staff swing costs nothing when you're low on juice.
Black Magic
Offensive and debuff spells. Black Mages learn all levels, Red Mages up to Level 7, Ninjas up to Level 4. Fire dominates the early game because of how many enemies are weak to it, and it stays relevant through Fira and Firaga upgrades. For the endgame, Haste and Temper turn your physical attackers into wrecking balls; they're Black Magic spells, which means your Black Wizard handles buff duty alongside nuking. Flare is the strongest single-target nuke in the game and it's non-elemental, so nothing resists it.
| Spell | Lv | Price | Effect |
|---|---|---|---|
| Fire | 1 | 50 Gil | Light Fire damage |
| Sleep | 1 | 50 Gil | Puts an enemy into Sleep status |
| Focus | 1 | 50 Gil | Decrease an enemy's Evasion |
| Thunder | 1 | 50 Gil | Light Thunder damage |
| Blizzard | 2 | 250 Gil | Light Ice damage |
| Dark | 2 | 250 Gil | Puts an enemy in Blind status |
| Temper | 2 | 250 Gil | Raises one ally's Attack |
| Slow | 2 | 250 Gil | Puts all enemies in Slow status |
| Fira | 3 | 1,000 Gil | Moderate Fire damage |
| Hold | 3 | 1,000 Gil | Prevent an enemy from acting briefly |
| Thundara | 3 | 1,000 Gil | Moderate Thunder damage |
| Focara | 3 | 1,000 Gil | Decrease all enemies' Evasion |
| Sleepra | 4 | 2,500 Gil | Puts an enemy in Sleep status for several rounds |
| Haste | 4 | 2,500 Gil | Increase an ally's Speed |
| Confuse | 4 | 2,500 Gil | Puts an enemy in Confuse status |
| Blizzara | 4 | 2,500 Gil | Moderate Ice damage |
| Firaga | 5 | 4,000 Gil | Heavy Fire damage |
| Scourge | 5 | 4,000 Gil | Potentially kills all enemies; albeit with a very low success rate |
| Teleport | 5 | 4,000 Gil | Warps you back one floor in a dungeon |
| Slowra | 5 | 4,000 Gil | Puts all enemies in Slow status for several rounds |
| Thundaga | 6 | 13,000 Gil | Heavy Thunder damage |
| Death | 6 | 13,000 Gil | Potentially kills one enemy with a decent success rate |
| Quake | 6 | 13,000 Gil | Potentially kills all enemies, with a passable success rate |
| Stun | 6 | 13,000 Gil | Completely prevents an enemy from acting for several rounds |
| Blizzaga | 7 | 30,000 Gil | Heavy Ice damage |
| Break | 7 | 30,000 Gil | Potentially kills one enemy with a high success rate |
| Saber | 7 | 30,000 Gil | Raises caster's Attack significantly |
| Blind | 7 | 30,000 Gil | Puts an enemy in Darkness status |
| Stop | 8 | 40,000 Gil | Completely prevents an enemy from acting for a significant number of rounds |
| Warp | 8 | 40,000 Gil | Warps the party to the previous floor of a dungeon |
| Kill | 8 | 40,000 Gil | Kills one enemy; works virtually every time if enemy is at 300 HP or lower |
| Flare | 8 | 40,000 Gil | Massive non-elemental damage |
White Magic
Healing and support spells. White Mages learn all levels, Red Mages up to Level 7, Knights up to Level 3. The Dia line is your anti-undead tool and it's been effective since Cornelia, dealing solid damage to skeletons and ghouls that resist physical hits. Healing progresses from Cure through Cura to Curaga, and you'll want each upgrade as soon as it's available. NulAll and Full-Life are the two endgame essentials: NulAll blocks elemental damage across the whole party (critical for Chaos), while Full-Life revives a fallen ally at full HP instead of a sliver.
| Spell | Lv | Price | Effect |
|---|---|---|---|
| Cure | 1 | 50 Gil | Heals a small amount of HP |
| Dia | 1 | 50 Gil | Light damage to undead enemies |
| Protect | 1 | 50 Gil | Raises caster's or an ally's Defense slightly |
| Blink | 1 | 50 Gil | Raises caster's Evasion significantly |
| Blindna | 2 | 250 Gil | Cures Darkness status |
| Silence | 2 | 250 Gil | Prevents an enemy from casting spells |
| NulShock | 2 | 250 Gil | Halves Thunder damage from enemies for entire party |
| Invis | 2 | 250 Gil | Raises an ally's Evasion decently |
| Cura | 3 | 1,000 Gil | Heals a moderate amount of HP |
| Diara | 3 | 1,000 Gil | Moderate damage to undead enemies |
| NulBlaze | 3 | 1,000 Gil | Halves Fire damage from enemies for entire party |
| Heal | 3 | 1,000 Gil | Heals a small amount of HP for entire party |
| Esuna | 4 | 2,500 Gil | Cures several status ailments |
| Fear | 4 | 2,500 Gil | Causes all enemies to flee from battle with a moderate success rate |
| NulFrost | 4 | 2,500 Gil | Halves Ice damage from enemies for entire party |
| Vox | 4 | 2,500 Gil | Cures Mute status |
| Curaga | 5 | 4,000 Gil | Heals a large amount of HP |
| Life | 5 | 4,000 Gil | Resurrects a fallen ally with 1 HP |
| Diaga | 5 | 4,000 Gil | Heavy damage to undead enemies |
| Healra | 5 | 4,000 Gil | Heals a moderate amount of HP to entire party |
| Stona | 6 | 13,000 Gil | Cures Petrification status |
| Exit | 6 | 13,000 Gil | Warps you out of a dungeon entirely |
| Protera | 6 | 13,000 Gil | Raises Defense slightly for entire party |
| Invisira | 6 | 13,000 Gil | Raises Evasion decently for entire party |
| Curaja | 7 | 30,000 Gil | Restores caster's or an ally's HP entirely |
| Diaja | 7 | 30,000 Gil | Massive damage to undead enemies |
| NulDeath | 7 | 30,000 Gil | Prevents Death status for entire party |
| Healaga | 7 | 30,000 Gil | Heals a large amount of HP to entire party |
| Holy | 8 | 40,000 Gil | Massive damage to all enemies |
| NulAll | 8 | 40,000 Gil | Halves all elemental damge from enemies for entire party |
| Dispel | 8 | 40,000 Gil | Removes buffs from all enemies |
| Full-Life | 8 | 40,000 Gil | Resurrects a fallen ally with all HP |