Magic
Spells are learned by mages, sages, and paladins as they increase their levels. Summons are learned only by summoners (Rydia). They call upon an entity to aid the party in some way. Some summons require certain items to be obtained before Rydia can learn them.
Spells and summons require MP (Magic Points) to cast. They can all be cast in battle as long as MP remains. Some spells can be cast outside of battle to remove status ailments or heal wounds. MP can be replenished by resting or consuming ethers.
Each spell requires a certain amount of time to cast. Some spells can only be cast on one character or monster, but some can be cast on the whole enemy or ally party. To select multiple targets, first select on character or enemy, then press the right or left directional button until cursor hands point to every character or enemy in the party. When spells are cast on multiple targets, the effects are diffused among those targets, meaning the total power is divided amount the number of targets.
Black Magic
Spell Name | MP | Description |
---|---|---|
Fire1 | 5 | A fire attack that damages enemy (low) |
Fire2 | 15 | A fire attack that damages enemy (medium) |
Fire3 | 30 | A fire attack that damages enemy (high) |
Lit1 | 5 | A lightning attack that damages enemy (low) |
Lit2 | 15 | A lightning attack that damages enemy (medium) |
Lit3 | 30 | A lightning attack that damages enemy (high) |
Ice1 | 5 | An ice attack that damages enemy (low) |
Ice2 | 15 | An ice attack that damages enemy (medium) |
Ice3 | 30 | An ice attack that damages enemy (high) |
Weak | 25 | Weaken an enemy down to 1 HP |
Virus | 20 | A poisonous attack towards an enemy |
Quake | 30 | An earth attack that shakes the enemy |
Fatal | 35 | Kills the enemy instantly |
Nuke | 50 | A huge damaging flare attack |
Meteo | 99 | The ultimate flare attack used by Tellah |
Sleep | 12 | Put an enemy to sleep for a while |
Venom | 2 | Poison damage taken away every turn |
Stop | 9 | Stop an enemy for a couple of rounds |
Drain | 18 | Steal enemies HP and given to you |
Toad | 7 | Turn enemy into toad (disables magic) |
Pig | 1 | Turns enemy into a pig (disables special abilites) |
Warp | 4 | Warp to a previous level (beginning of dungeon) |
Stone | 15 | Turn enemy into solid stone |
White Magic
Spell Name | MP | Description |
---|---|---|
Cure1 | 3 | Raise HP of a selected character (low) |
Cure2 | 9 | Raise HP of a selected character (medium) |
Cure3 | 18 | Raise HP of a selected character (high) |
Cure4 | 40 | Completely restore all HP (very high) |
Sight | 2 | View all of your sorroundings (only outside) |
Peep | 1 | View target's HP and MP |
Hold | 5 | Paralize the target |
Slow | 14 | Slow down the target for a couple of turns |
Bersk | 18 | Berserk the target (doesn't use commands) |
Exit | 10 | Forced exit of a battle |
Heal | 20 | Heal condition except (swoon, count, float, brserk) |
Blink | 8 | Make target hard to hit |
Charm | 10 | Charm the target. |
Size | 6 | Make the target very small |
Fast | 25 | Speed up target (quicker turns) |
Float | 8 | Make target float |
Wall | 30 | reflect all magical attacks |
Life1 | 8 | Restore swoon, and restore users HP to low |
Life2 | 52 | Restore swoon, and restore users HP to high |
White | 46 | Harsh white flare attack to enemy |
Unique Effect - if you use a cure spell outside of battle to heal a single target, that target will gain exactly ([WILL/8]+2) x ([WILL/2]+Z) HP, where Z is the base power that the spell would have in combat. if you choose to divide the spell, the total healing amount is the same, but it is divided equally among all allies. the only exception is CURE4, which will have the same effect outside of combat as it does in combat, if it is cast on a single target.