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
DONT DRAIN UNDEAD! PSYCH and DRAIN are draining type spells; if you cast them on undead, you will give away lots of MP or HP to your enemies!

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.