dtgreene: (By the way, did you know that Quake is typically stronger than Fire, if there's no weakness or resistance involved, even though you get Quake earlier?)
StingingVelvet: No knowledge of the game you're playing really, but always amusing when an early spell is better than a later one and useful throughout the game.
Sadly, that early spell isn't useful throughout the game, though at least it has a chance of being occasionally useful during the part of the game that Fire would be dominant.
The main issues are this:
* Quake always targets all enemies. Normally, this would be a good thing, except that multi-target spells have their damage divided between the targets, and you can't choose to target just one of them. Fire, on the other hand, can target either one or all enemies, so it doesn't have that issue. (Interestingly enough, Fire is situationally useful in the final dungeon, as your companion can use it to one hit kill a certain enemy type that's weak against it and is particularly nasty (I belive it may use both Stone Gaze and Death Dance).)
* In this part of the game, everything's frozen, so a lot of enemies are weak against fire, including the boss at the end of the ice pyramid, making it often the better choice. (With that said, I think Quake may still be the best option for the other two bosses of this part of the game.)
* None of your companions have Quake, so it misses out there, while Phoebe has Fire both times.
* In the fire area, you have Blizzard (significantly stronger than Fire, and many enemies here are weak against it), and then you get the Wizard spell White, which is considerably more powerful than Quake (though also has the mandatory multi-target rule).
* Nail in the coffin: Meteor is much stronger than Quake, and it has the same element. Also, even in the absense of any resistances or weaknesses, Aero is going to out-damage Quake, and Aero has flexible targeting like Fire and Blizzard.
On the other hand, the very first spell you get, Cure, *is* useful throughout the game:
* You can easily get it really early, without fighting anything other than the tuturial battle. In fact, it is very likely that a player will get this spell at that point.
* It is the *only* spell that heals both characters. While there is a better spell for healing just one character, Life (which, interestingly enough, every companion knows), it is incapable of multi-target healing.
* Cure scales well, and the multi-target healing it provides continues to increase, as it's a percentage of max HP that increases with the Magic stat. (The final companion can restore something like 99% of both character's HP with a single casting, thanks to her 99 magic power, for example.)
* (Worth noting that Life has one advantage over Cure; if cast during battle, it also cures status ailments (including "fatal"). Also, Life is a very powerful attack spell when used on enemies (instant death if it works), while Cure is only good offensively against 2 bosses, and one of them it only works well on because of a well-known glitch.)