Dragon Warrior II/Spells

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Revision as of 14:17, 15 June 2012 by Abacos (talk | contribs) (reorganized spells)

A strong arm and quick thinking alone are not enough to achieve your goal of defeating Hargon. Since the beginning of time, Magic has been a force in this land, shaping its history and the beings who dwell here. As the Prince of Cannock and the Princess of Moonbrooke gain experience and reach particular levels, they will learn new spells that will help your party succeed in your perilous quests. Each time you cast a spell your Magic Points (MP) will be reduced by a set amount. The charts below show both how many MP a spell costs and at which level you learn it.

  • Peace spells: spells that can be used outside battle;
  • Support spells: battle spells that target the allies;
  • Debuff spells: battle spells that target the enemies, but deal no damage;
  • Attack spells: battle spells that deal damage to the enemies.


Picture Spell MP Type Target Effect Cannock Moonbrooke
Heal 3 Peace one ally The Heal spell will restore up to 20 of your hit points. Use this spell wisely in combination with your Medical Herbs. L01
HealMore 5 Peace one ally This spell, stronger than the Heal spell, can restore up to 40 to 50 of your hit points. Choose wisely between Heal and Healmore. L14 L01
HealAll 8 Peace one ally This spell will use up your magic points much quicker, but it will also restore the maximum amount of hit points possible. L15
Antidote 3 Peace one ally Each step you take after being poisoned by an enemy will gradually lower your hit points. By using this spell, you can counteract the effects of the poison. This spell works just like an Antidote Herb. L06 L12
Revive 15 Peace one ally This spell is most valuable as it can restore life to a departed companion. You would be wise to carry around a Leaf of the World Tree just in case. L25
Repel 2 Peace All allies This spell will ward off all monsters with less hit points than you and your companions. It has the same effect as Fairy Water. This will be very helpful as you sail the sea. L08
Return 6 Peace All allies This spell makes it possible to return to the town or castle where you last saved the game. The ship also returns to a dock nearby. L10
Outside 6 Peace All allies These first two spells can rescue you from many difficult situations. The Outside spell will immediately transport you from the depths of a cave, tower, monolith, etc. to the outside. The Return spell will take you back to a town or castle. Neither the Outside spell not the Return spell can be used while fighting. L12 L17
StepGuard 4 Peace All allies The Stepguard spell will protect you from barriers found in castles, towns and monoliths. Remember to use it before entering these places. L17 L21
Open 2 Peace an obstacle Once you learn this spell, you will never need another key, save the Watergate Key. L23
Increase 2 Support All allies The Increase spell will increase the defense power of you and your companions, and reduce the amount of damage you might receive. L20
Sleep 2 Debuff a group The Sleep spell will put some groups of enemies to sleep. L02
Surround 2 Debuff a group Surround creates illusions that cause your enemies to make many mistakes while in battle. It is a very effective tool against most enemies. L06
StopSpell 3 Debuff a group Stopspell neutralizes the enemies' spells. However, it may often have no effect. L08
DeFence 2 Debuff a group The Defense spell will diminish the defense powers of your enemies, thereby increasing the effectiveness of your attacks. L10
Chance 15
(12 at sea)
Debuff random This spell is highly unpredictable. It's effects are random, always a surprise. It may produce the same results as another spell, or may cause something terribly frightening. L25
FireBal 2 Attack one enemy The Fireball spell causes a single enemy 15 to 25 points of damage. There are also many enemies that can use this spell. L03
Infernos 4 Attack a group The Infernos spell can inflict damage points to each member of an enemy group. It is more powerful than the Fireball spell. L04
FireBane 4 Attack a group The Firebane spell will leave you feeling lucky, after you've inflicted 30 to 50 points of damage to each enemy in the group. L18
Explodet 8 Attack All enemies The Explodet spell is the strongest attack spell available to the Princess. It is capable of inflicting 50 to 80 points of damage to each monster of an attacking group. L19
Defeat 4 Attack a group The Defeat spell carries a powerful blow against a group of enemies, but has no effect against strong individual enemies. L23
Sacrifice 1 Attack All enemies The Sacrifice spell requires the ultimate sacrifice, the user's life. It will, however, destroy all enemies. L28