Tantative White Magic Spell List
I'm starting to pull together some spell lists, now, to get a sense of how the FFZ's characters magic abilities rate next to d20's. They're significantly different, but I see that the individual spells are more limited (nothing will allow you to raise a target without a body, for instance), and more flexible (low-level spells can be fairly cheaply turned into multi-target spells: no extra MP is spent, the spell is just weaker). I'm torn often between simplifying the spell list (each spell should be useful at all levels, unless it's part of a chain that levels up...no spell should duplicate what another does with a minor variation) and keeping FF flavor (if Fire, Blizzard, and Thunder were all the same spell, it wouldn't feel right...)
So here's an early version of the White Magic spell list (note that it's even different from the sample characters in the Intro Adventure...remember what I warned you guys about having half-ideas of semi-put-together things.

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White Magic
Rank 0
Curet: Heals 1d4 hp/MAG
Comfort: Can Take 10 on Endurnace checks vs. the environment
Mend: Heals an object’s hp
Resist Ailment: Bonus to checks vs. certain ailments
Defensive Ability Knowledge: Reduces MND, MDF, DEF, max hp, or VIT penalties for 1 rd
Rank I
Elemental Force Field: Gives a “buffer” with its own hp against a specific element
Sanctuary: Creatures can’t attack target without a MND check; target can’t attack them
Magic Parry: Target can negate an attack with an ATK check
Unspell: One Boon on the target has its MAG value reduced.
Repose: Preserves a body so that it can be raised later.
Rank II
Cure: Heals 1d6 hp/MAG (From Curet)
Make Whole: Repairs an object fully (from Mend)
Overcome Ailment: Enables another save against certain ailments
Defensive Ability Surge: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd
Shield Other: You take ½ of the damage dealt to another
Safe: +50% DEF and VIT.
Shell: +50% MND.
Spikes: Target is deals physical damage to their attackers
Rank III
Bar Element: Grants Elemental Resistance (From Elemental Force Field)
Dispel: Strips one Boon from the target
Barricade: A target is surrounded on all sides by a wall of material (From Sanctuary)
Prolong Life: Target can remain at Wounded status for 10 + Con Mod. more hp.
Wall of Blades: Obstruction deals damage to those passing through
Vanish: Target gains Vanish boon; cannot be targeted.
Rank IV
Cura: Heals 1d8 hp/MAG (From Cure)
Prevent Ailment: Prevents one occurrence of certain ailments
Defensive Ability Boost: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd/MAG
Repel: Target keeps its distance
Barrier: ×2 DEF, VIT, and MND
Element Spikes: Target is deals elemental damage to their attackers
Rank V
Block Element: Element’s damage is halved (From Bar Element)
Nullspel: Strips all Boons from the target
Raise: Target is healed of Swoon status, and healed of 1 hp.
Spell Resistance: Target gains SR 12 + MAG
Wall of Element: Wall deals elemental damage to those passing through
Bubble: Target’s maximum hp doubles
Rank VI
Curaga: Heals 1d10 hp/MAG (From Cura)
Heal Ailment: Completely heals certain ailments
Defensive Ability Up: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 day
Isolation: Target cannot enter the Front Row, or be forced to.
Peerless: Target becomes invulnerable to damage
Launched Spikes: Target deals damage even to ranged attackers
Rank VII
Null Element: Element’s damage is entirely negated (From Block Element)
Reraise: Target automatically is raised when they swoon.
Reflect: Reflects spells back to caster
Wall of Colors: Nested Wall of Element effects in one spell
Decoy: Willing target becomes the focus of enemy’s attentions
Rank VIII
Curaja: Heals 1d12 hp/MAG (From Curaga)
Astra: Blocks the next ailment you are struck with
Ability Preservation: Target becomes immune to ability damage
Attack Warp: Attacker is damaged instead of the target
Rank IX
Element Eater: Element is absorbed as healing (From Null Element)
Full Life: Target is healed of Swoon status, and healed to maximum hp
Adaptation: Target becomes immune to the next effect that damages it
Reverse: Damage heals a target; healing damages it.
Rank X
Full Cure: Heals all hit points (From Curaja)
Esuna: Completely heals all ailments
Defensive Ability Perfection: Gives MND, MDF, DEF, max hp, and VIT bonus for 1 day