Cure

Cure is a recurring White Magic spell in the Final Fantasy games, first appearing in the original Final Fantasy.

It is the most basic healing spell, typically restoring a small amount of HP. In many games, it can also be used to damage undead enemies. It is often the first spell learned by users of White Magic.

Final Fantasy
In Final Fantasy, Cure (written CURE in the Nintendo Entertainment System version and Cure1 in Final Fantasy Origins) is a Level 1 White Magic spell that heals a small amount of HP to a single party member. In earlier versions of the game, the spell always restores 16 to 32 HP. From Final Fantasy I & II: Dawn of Souls onward, the amount healed scales with the caster's Intellect and the target's Luck. In the Dawn of Souls version and later remakes that utilize MP, Cure costs 3 MP to cast.

Cure is sold in Cornelia for 100 gil. In Final Fantasy Origins's Easy Mode and all later remakes, the price is lowered to 50 gil. In the Dawn of Souls version and other remakes that include the Soul of Chaos dungeons, Cure can also be purchased in the town of mages within Whisperwind Cove.

Unlike many later entries, in the first Final Fantasy the scope of a spell cannot be adjusted between single- and multi-target, or between the party and the enemies. There is a separate set of spells for healing the whole party (the Heal family), and another for damaging undead enemies (the Dia family). There are three progressively more powerful spells in the single-target Cure family: Cura, Curaga, and Curaja.

Final Fantasy II
In Final Fantasy II, Cure restores HP, with the amount restored increasing with the spell's level. Final Fantasy II adds the ability to adjust the scope of most spells, allowing Cure to heal a single target or multiple targets. Additionally, this marks the first time Cure can be used to inflict damage on undead enemies.

Cure is classified as White Magic, and contributes to increasing Spirit when used in battle. When cast outside of battle, Cure heals 40 to 79 HP per level to a single party member, or 10 to 19 HP per level to the whole party. When cast in battle, the amount of HP healed increases with both the spell level and the caster's Spirit. From the Final Fantasy I & II: Dawn of Souls version onward, Spirit's effect on the amount healed is doubled compared to earlier versions. If used against undead, the formula for damage dealt is the same as for HP healed. Cure has a base power of 20, and a base accuracy of 50%. As with all spells in Final Fantasy II, Cure's MP cost matches its current level, from 1 to 16.

A Cure Tome (known as a Cure Scroll in Final Fantasy Origins) can be used outside of battle to teach Cure I to any party member, or in battle to cast Cure VIII on all allies. It is consumed after either use.

Cure Tomes are sold for 200 gil in Altair, Paloom, Poft, and Mysidia. In Dawn of Souls and all succeeding remakes, the price is dropped to 100 gil. A Cure Tome is also found in a chest in Kashuan Keep. When Minwu joins the party, he already knows Cure VII.

In the Soul of Rebirth mode introduced in Dawn of Souls, Scott begins with Cure IV. Cure Tomes can be purchased in Machanon.

Final Fantasy III
In Final Fantasy III, Cure is a Level 1 White Magic spell that restores a small amount of HP to one or all party members. Cure can also target enemies, and deals damage against undead.

Cure has a base power of 42 and accuracy of 100%. The amount of HP healed scales with the caster's Spirit and job level. In the Famicom version, it additionally scales with the caster's level, while in the 3D remake, it scales with the caster's Stamina in battle or the target's Stamina in the field. In the 3D remake, when all four party members are targeted, the amount of HP healed to each individual is 50% of the single-target value in battle, or 70% outside of battle. In the original, the final value is simply the single-target value divided by the number of targets.

Cure is sold in Canaan for 100 gil. It can also be found in treasure chests in Ur and the Sealed Cave.

Cure has three more powerful variants: Cura, Curaga, and Curaja.

Final Fantasy IV
In Final Fantasy IV, Cure (known as Cure1 in the Super Nintendo Entertainment System and PlayStation versions) is a White Magic spell that heals a small amount of HP to one or all allies. It can also be targeted at enemies, and is effective at damaging undead. Cure is among the most basic White Magic spells. All characters with the ability to cast White Magic learn the spell, and nearly all of them already know it when first joining the party.

Cure costs 3 MP to cast. It has a base power of 16 and accuracy of 100%, and a charge time of 1. In the 3D remake, the base power is increased to 24. In Final Fantasy IV Easy Type, the charge time is 0. The spell's effectiveness increases with its caster's Spirit. The amount of HP healed by spells in the Cure family is calculated differently between battle and the field. The formula used outside of battle somewhat favors the lower tier spells. Beyond the lowest values of Spirit, from the menu the basic Cure is the most efficient in terms of HP restored per MP spent.

In a flashback event exclusive to the 3D remake, Theodor tries and fails to cast this spell in an attempt at saving his mortally-wounded father.

Cure has three more powerful variants: Cura, Curaga, and Curaja.

Final Fantasy V
In Final Fantasy V, Cure is a Level 1 White Magic spell that heals a small amount of HP to one or all party members. It can also be used to damage undead, including party members with Bone Mail equipped. In Final Fantasy V Advance and the first mobile version, it also damages party members with the Necromancer's Undead ability. Cure can be cast twice at once with the Red Mage's Dualcast ability.

Cure costs 4 MP to use and has a base power of 15. The amount of HP restored scales with the caster's level and Magic stat. The damage formula when used against undead is the same as the healing formula, and deals comparable damage to first-tier Black Magic spells. If cast on multiple targets, this value is halved.

Cure can be purchased in Tule, Carwen, Karnak, and Jachol for 180 gil.

Cure has two more powerful variants: Cura and Curaga.

Final Fantasy VI
In Final Fantasy VI, Cure restores a small amount of HP to one or more targets, and can be used to damage undead. Both Terra and Celes learn Cure naturally, while other playable characters can learn it with the help of magicite.

Cure costs 10 MP to cast and has a base power of 10. The amount of HP healed scales with the caster's level and Magic stat. Cure can also be absorbed by Celes's Runic ability.

In Vector, there is a child who has been infused with magic through Cid's research that casts Cure on the party when spoken to. Unlike the player's version of the spell, his simply restores 1 HP to each party member. This event is bugged, as 1 HP is still restored to members who are KO'd while not removing the status, allowing them have more than 0 HP while remaining unconscious.

In Thamasa, a mother is about to use this spell to heal her daughter's injury, but stops herself and pretends she was talking about medicine when she notices the party is watching.

Cure has two more powerful variants: Cura and Curaga.

Final Fantasy VII
In Final Fantasy VII, Cure is used to restore a small amount of HP to a single ally. It can also target an enemy, and deals damage to undead. When linked with All Support Materia, it can target all party members or all enemies.

Cure is the first spell granted by the Restore Magic Materia. Cure costs 5 MP to cast, and has 5 base power. The amount of HP healed scales with the caster's level and Magic atk stat.

There are two more powerful variants also granted by Restore Materia: Cure2 and Cure3. Another related spell, Full Cure, restores all HP to a single character.

There is a glitch associated with this spell and the Adamantaimai enemy. An Adamantaimai will begin battle by attempting to cast Barrier and MBarrier on itself. If the player places these statuses on the enemy before its first turn, it will attempt to cast Cure, which does not actually exist in its spell list. In the PlayStation version, this causes an error message to appear at the top of the screen and the game to abort the battle and return to the overworld. In the PC version and later console ports, this causes the game to crash.

Final Fantasy VIII
In Final Fantasy VIII, Cure is used to restore a small amount of HP to a single target. It can also deal damage to undead, including party members inflicted with the Zombie status. Cure can also be cast twice at once as a possible result of Selphie's Slot Limit.

Cure has a base power of 18, and the amount of HP restored is proportional to the caster's Magic stat.

5 Cures can be refined from 1 M-Stone Piece with the GF Siren's L Mag-RF ability. 5 Cures can also be refined into 1 Cura with the GF Quezacotl's Mid Mag-RF ability.

In the Steam version of Final Fantasy VIII, Cure is one of the spells with a stack of 100 added to the player's inventory when the Magic Booster feature is used.

Selphie tries to cast this spell on Zell in the D-District Prison, but it fails due to the anti-magic field.

Cure has two more powerful variants: Cura and Curaga. There is also a related spell that fully restores the whole party, Full-cure, which appears exclusively as a result of Selphie's Slot Limit.

Final Fantasy IX
In Final Fantasy IX, Cure is a basic White Magic spell that restores a minor amount of HP to one or multiple targets. It can also be used to damage undead, including party members with the Zombie condition. Eiko can cast Cure along with a second White Magic spell with her Dbl Wht ability during Trance.

Cure has an MP cost of 6 and a base power of 16. The amount of HP healed scales with the caster's Magic stat and level. If the Concentrate ability is equipped, its restorative power is increased further.

Dagger and Eiko can learn the spell from a Magic Racket or a Silk Shirt. Dagger can also learn it from her initial equipped weapon, a Rod.

While Beatrix has access to the spell during the second battle against her, she does not when she is temporarily playable.

Cure has two more powerful variants: Cura and Curaga.

Final Fantasy IV: The After Years
In Final Fantasy IV: The After Years, Cure is a White Magic spell that plays the same role as in Final Fantasy IV as the most basic healing spell. Like in Final Fantasy IV, it can be used on a single target or multiple targets, and can be cast on either the party or the enemies. It is effective against undead.

Cure costs 3 MP to cast. It has a base power of 4 and a charge time of 1. While the damage formulas are different from the original Final Fantasy IV, the amount healed still scales with its caster's Spirit.

There are three more powerful variants: Cura, Curaga, and Curaja.

Final Fantasy IV: Interlude
In Final Fantasy IV: Interlude, Cure plays the same role as in the other two games included in Final Fantasy IV: The Complete Collection.

Cure has identical behavior to its counterpart in the 2D versions of Final Fantasy IV. There are three more powerful variants: Cura, Curaga, and Curaja. Cura is also known from the start by all three party members who begin with Cure.