Spell levels & charges, not MP
- Eight spell levels. Magic is organized into levels 1–8, each with four spells per school (white and black). Higher levels are stronger and unlock as you progress.
- Charges are pooled by level, not by spell. You don't have MP — you have a number of charges for each spell level. Casting any level-3 spell spends one level-3 charge, whatever the specific spell.
- Charges grow as you level up (and the count benefits from the caster's stats). Inns restore them; Ethers restore charges in the field.
- You learn spells from shops. White and black magic shops sell spell tomes by level. Buying teaches that spell to a compatible class — permanently.
The big restrictionEach caster can only ever learn three of the four spells at every spell level — once a character knows three at a given level, the fourth slot is closed. Plan the trio per level instead of buying blindly.
White magic — the must-buys
White magic is healing, revival, buffs, and protection. Your White Mage line should prioritize sustain and the resist/haste tools that win the long boss fights.
| Spell (PR name) | Does | Priority |
|---|---|---|
| Cure → Cura → Curaga → Curaja | The healing backbone — single and, at higher tiers, full-party heals. | Always |
| Life → Arise (Raise / full revive) | Revive a fallen ally — Arise also restores big HP. | High |
| Protect / Protera (Ruse line) | Raises defense / evasion — cuts boss physical damage hard. | High |
| NulBlaze / NulFrost / NulShock / NulDeath | Element/instant-death resist for the party — actually works in the PR. | Situational, strong |
| Saber | Boosts a fighter's attack & accuracy — fixed in the PR. | Good on physical parties |
| Heal (party HP) / Healaga | Heals the whole party at once — efficient sustain on charges. | High late |
| Holy (Fade) | Top-tier holy nuke; great into the undead/dark finale. | Endgame |
Black magic — the must-buys
Black magic is raw damage plus a few priceless utilities. With Intelligence working in the PR, your Black Wizard's nukes scale into the late game instead of fizzling.
| Spell (PR name) | Does | Priority |
|---|---|---|
| Fire / Blizzard / Thunder → -ra → -aga | The elemental damage core — match the Fiend weaknesses (Fire→Lich, Blizzard→Marilith, Thunder→Kraken). | Always |
| Flare | Non-elemental nuke — the heaviest single-target damage for fights that resist elements. | Endgame |
| Haste (Fast) | Extra hits per turn on a fighter — massive on a Knight or Master. | Very high |
| Temper | Boosts a fighter's attack power — works in the PR. | Good on physical parties |
| Slow / Slowra | Cuts enemy attacks per round — defensive lifesaver vs heavy hitters. | Situational |
| Stop / Death (Kill) | Disable or instakill non-immune enemies — clears dangerous packs fast. | Utility |
| Warp / Teleport (Exit) | Warp leaves one floor; Exit/Teleport drops you out of a dungeon entirely. | Quality of life |
Buy Haste early. A Hasted Knight, Master or Ninja roughly doubles its physical output — it's the strongest single thing your Black Mage line does for the team in boss fights.
PR change — bugs fixedThe NES original had a graveyard of broken spells: resist spells (NulX) gave no protection, Temper/Saber did nothing, and Intelligence didn't boost damage. The Pixel Remaster repairs all of this — buffs, resists and item-cast spells now behave as their descriptions say.