Langrisser II/Spells

The effectiveness of spells depends on the caster's level (NOT on their class).


 * Levels 1-3: Minimum area of effect and damage for spell
 * Levels 4-7: +1 radius if area of effect, +1 damage if an offensive spell.
 * Levels 8-10: +2 radius, +2 damage.

For some reason, the AI does not like to reduce its MP to 0. It will always use health on itself if the only spells it has would reduce its MP to 0.

Damaging Spells
Magic Arrow Cost: 1 Range: 5 Damage: Low Area of effect: 1 space Learned by: Warlock

A nice spell for nudging near death enemies into oblivion, or for softening up enemy leaders before you attack directly.

Blast Cost: 10 Range: 2 Damage: Extreme Area of effect: 1 space Learned by: Wizard, Dragon Master, Royal Guard, Zarvera, Hero

An extremely brutal spell, it's probably more dangerous to you than the enemy. The enemy's best leaders usually have high magic resistance, and you'll want to be able to hit their troops besides. However, if you're not careful, this can take one of your own seemingly healthy characters and send him/her to oblivion.

Fireball Cost: 2 Range: 4 Damage:Very low Area of Effect: 1 space + 3-5 radius, depending on caster ability Learned by: Sorceror, Magic Knight, Dragon Knight, Bishop

A good spell for hitting a lot of enemies, but for smaller or more spread out groups thunder is better.

Meteor Cost: 8 Range: 10 Damage: Very high Area of effect: 1 space + 2-4 radius, depending on caster ability Learned by: Archmage, Summoner, Zarvera, Agent

This is the most often used spell in the game, for good reason. It hits hard, and over a sizeable area that the caster has a lot of flexibility in targeting. Expect to see it a lot, so you might as well jump on the bandwagon and start giving the enemy back some =P. It is capable of destroying a full health ballista in one shot.

Thunder Cost: 4 Range: 7 Damage: Medium Area of effect: 1 regiment Learned by: Shaman, Dragon Lord, Serpent Lord, Highmaster

A great spell that does decent damage. It's also nice for taking out units that are lagging behind their commander (like ballistae).

Tornado Cost: 2 Damage: Medium Area of effect: 3-5 space radius around caster Learned by: Hawk Knight, Mage, Swordmaster, Silver Knight, Paladin, Saint.

This is probably the worst of the second-tier damaging spells. It does decent damage, but the area of effect is so limited it's a chore to get it to hit enough units to make it worthwhile.

Blizzard Cost: 3 Damage: High Area of effect: 4-6 space radius around caster Learned by: Serpent Knight, Knightmaster, Archmage

A bit better then tornado, but I still prefer fireball and thunder.

Earthquake Cost: 12 Damage: Very high Area of effect: 5-7 space radius around caster Learned by: Grand Knight, Sage, Serpent Master, Zarvera, Highmaster

The only characters of the above who will find this worthwhile are the sage and zarvera. The MP drain that this spell causes means that any fighting class that uses it will probably be unable to cast anything else for the rest of the scenario. Even the magic users will find the fixed target area annoying... it's usually just better to meteor.

Healing Spells
Heal1 Cost: 2 Range: 6 Heals for: 3 maximum Area of effect: 1-3 radius Learned by: Lord, Cleric, Healer

Quick, easy experience. If you have a bunch of damaged units clustered together, cast this on them, even if they aren't being threatened by anything. The exp you get from one heal spell isn't much, but if you make a habit of it, it does add up.

Heal2 Cost: 4 Range: 6 Heals for: 9 maximum Area of effect: 1-3 radius Learned by: Priest, Saint, Sage, Dragon Master, Royal Guard

Extremely effective at what it does. Best used at the end of the turn, when you can maximize its effect.

Force Heal1 Cost: 3 Range: 6 Heals for: 3 maximum Area of effect: 1 battle group Learned by: Healer, Highlord, Bishop, Dragon Lord, Paladin, Serpent Lord.

A nice trick for this spell is to take a unit like fliers that tends to go ahead of the front lines, keep behind one griffin, and continually cast this on the griffin while the others fight the enemy. This spell provides instant supply lines.

Force Heal2 Cost: 6 Range: 6 Heals for: 9 maximum Area of effect: 1 battle group Learned by: Princess, High Priest

You'll mainly use Heal2 for mass-healing purposes. This is only better in special cases (like the supply lines thing), or if your caster's level is too low to affect enough people.

Status Affecting Spells
Attack Cost: 2 Range: 5 Learned by: Warlock, Knight, Highlord, Dragon Knight, Knightmaster, Dragon Master, Agent. Effect: All units in same command/section/regiment/whatever of the target will get +4 attack until next turn. Quite useful, even late in the game, because that extra attack can make a big difference when the forces are evenly matched, or when you're trying to level up a late joiner.

Protection Cost: 2 Range: 5 Learned by: Cleric, Healer, Lord, Highlander, Serpent Knight, Swordmaster, Grand Knight, Princess, Summoner, Royal Guard, Zarvera Effect: All units in same command get +4 defense until next turn. Not as useful as attack, but still nice when your forces are otherwise evenly matched. It's great when you're going against those annoying ballista units.

Sleep Cost: 2 Range: 4 Learned by: Highlander, Saint, High Priest Effect: All units within certain radius of target square have a chance depending on magic resistance of being unable to move or attack. If attacked, they will not defend themselves, having the offensive power of a bunch of civilians. At the beginning of each enemy phase, there is a chance of them being able to recover from the spell.

Sleep is one of most useful (and, in my opinion, cheapest) spells in the game.

Charm Cost: 6 Range: 4 Learned by: Princess, Agent Effect: All units in target leader's command have a chance of becoming your allies. They will move/attack at the same time that NPC's normally would. At the end of enemy phase, there is a chance of them recovering.

A nice spell, when it works, but I prefer to just kill things myself. Charm is a waste of experience.

Resist Cost: 2 Range: 8 Learned by: Mage, Wizard, Serpent Master, High Priest, Hero, Highmaster Effect: Makes whole unit immune to harmful magic. This is incredibly useful - cast it a lot.

Mute Range: 5 Cost: 3 Learned by: Bishop, Priest, Sage Effect: Silences the target leader, stopping spellcasting.

Zone Cost: 6 Range: 6 Learned by: Grand Knight, Wizard, Silver Knight, Archmage, Serpent Master, Hero Effect: Deactivates leader's attack/defense bonuses on troops. Extremely effective, because by the time you get this spell the leader bonuses are very large.

Other spells
Illusion Cost: 2 Learned by: Sorceror, Shaman Effect: Creates 0-6 illusions of the caster, depending on how many troops the caster already has. No character can have more than 6 units, so if the caster already has six, spell won't work. If the caster doesn't have any units, it will make a full 6 illusions. They look exactly the same, but if they ever go into combat they vanish in a puff of smoke. Great distractions if you're fighting someone you don't want to kill just yet, but in a no-holds-barred combat it's probably better to just frag them with a meteor or fireball.

Turn Undead Cost: 5 Learned by: Healer, Priest Effect: Kills all undead within a certain range of caster. That includes skeletons, zombies, and wraiths. Depending on the situation, this spell ranges from totally awesome to useless. 95% of the time, it's the latter.

Teleport Range: 16 Cost: 5 Learned by: Agent Effect: Takes a unit up to 16 spaces from the caster and drops them onto any square, 16 spaces from the caster. Not only is this spell incredibly useful, it's also a lot of fun. Unfortunately, you get it too late in the game to take much advantage of it.