FIR3 8000G Causes 50-200 FIRE damage to all enemies RM, RW, BM, BW Melmond
BANE 8000G Kills enemies instantly RW, BM, BW Melmond
WARP 8000G Sends party to previous level in dungeons RW, BW Melmond
SLO2 8000G Decreases one enemy's speed RM, RW, BM, BW Melmond
CUR3 8000G Restores 66-132 HP; one ally RM, RW, WM, WW Melmond
LIFE 8000G Resurrects one dead ally, giving 1 HP RW, WM, WW Melmond
HRM3 8000G Causes a 60-240 damage to all undead WM, WW Melmond
HEL2 8000G Restores a 24-48 HP; all allies WM, WW Melmond
CUR3 - great healing magic, you should definitely get this one
LIFE - very, very important; get this one!
HRM3 - very useful against the Undeads, but not terribly important
HEL2 - not very important at all; besides, the Heal Staff has the exactly same effect
FIR3 - great magic, especially against the Undeads
BANE - pretty useful against Tiamat, but not that important
WARP - good if you want to go back some floors in a cave, but not important
SLO2 - lol, totally useless
To sum it up:
CUR3 / HRM3 / LIFE
FIR3 / BANE / WARP
Thanks people.
Long since that point though. With my Red Mage (who is my only mage) I got Life, Cur3 and Fir3. Instead of warp, I got Exit, which is level 6. I've gotten the class change, and just did the waterfall. Next is the Sea Shrine, once I get the fairy and Oxyale.
That would have been obvious, had we not lost all those posts. I guess that happened during the hosting or server switch, or whatever it is that went on.
At this point, I'm glad I went with the Fighter, Ninja, Black Belt and Red Mage. I find black and white mages too much of a liability, and not able to contribute to the physical melee enough for my liking. "Saving" magic for that one important battle drives me nuts, and having the Red Mage keeps my team physically strong overall, with enough healing ability to keep everyone alive, while being able to contribute to the physical attack. Plus my Master usually now hits for my than my Knight, without the need for expensive weapons.
WICKED-AWESOME SIG.