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Restore a small amount of HP to one ally.

Description

Cure is a White Magicks spell in Final Fantasy XII, both in the original PlayStation 2 version and the Zodiac re-releases. It is the basic curative spell used to restore an ally's HP, or for damaging undead enemies, beneath Cura, Curaga, and Curaja.

The enemies Giza Rabbit, Flan [a, b], Flowering Cactoid, Gijuk [a], Bwagi [a], Ripe Rampager, Gwitch, and Imperial Magus [a, b] also use Cure.

Obtained[]

Cure costs 15 License Points and Fran always starts with it. In the Zodiac versions, it can be bought in Rabanastre, Giza Plains, Nalbina, the Barheim Passage, Bhujerba, the Dreadnought Leviathan, and the Dalmasca Westersand for 200 gil. It is also available in the Trial Mode Stage 3 treasure with the Diamond Armlet equipped. In the original version, it is sold in Rabanastre and Nalbina.

The player does not need to buy the spell as Fran will join with it.

In the Zodiac versions, Cure can be used by the White Mage job class, as well as Penelo[note 1], Fran and Ashe no matter what job they choose, and Larsa, who joins as a guest. Reks can also use it in the prologue.

  1. ↑ The first time Penelo joins Vaan on the Giza Plains, she has the Cure license but not the Magick spell itself, so she can use it if the player purchases it. After Fran joins Vaan in the Garamsythe Waterway, both Penelo and Ashe (and any White Mage who has acquired the Cure license) will be able to use Cure even if the player never bought the Magick.

Mechanics[]

Cure heals a small amount of health to one target. If the target is undead, they will be damaged instead. Cure is affected by Reflect, and will never miss. The amount healed depends on the caster's Magick Power stat and Level. Using Cure to damage the undead gains MP to the user if they have the Warmage license. Cure's base cost to use is 8 MP.

In the International Zodiac Job System version released on the PlayStation 2 in Japan, Cure is a multi-target spell like Cura. In all other versions, Cure targets a single ally or enemy.

The formula for the amount healed/damaged (if undead) is as follows:

With the Serenity license or the Magick Gloves accessory, the healing/damage is inflated to 150% when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the healing/damage is inflated to 150% when the caster is in HP Critical. If the caster has Faith, Cure will also heal/damage for 50% more. The boosts stack multiplicatively.

Use[]

Cure is a good utility spell the player can easily set up via the gambit system to heal themselves and their allies. It is cheap to use, which usually makes it preferable to use over items and even higher tier curative spells. It can also be used against undead enemies to damage them, which is generally better than other offensive spells as curative spells bypass the target's Magick Resist stat; therefore, using Shear on undead does not make Cure-type spells do more damage to them. In the Zodiac versions, healing spells are especially a good way for the White Mage job to fight undead enemies. However, Cure is outclassed by higher tier curative spells that after being acquired tend to be preferable as long as the user has the MP to use them.

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