A strong arm and quick thinking alone are not enough to achieve your goal of freeing Alefgard. Since the beginning of time, Magic has been a force in this land, shaping its history and the beings who dwell here. As you gain experience and reach particular levels and achievement, you will learn new spells that will help you succeed in your perilous quests.
At preselected levels you will learn a new spell. The spell, Heal, is learned as you rise from level Two, to level Three. 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.
Contents |
| Level 3 |
Your first spell is one of the most useful. If your HP is low, chant the Heal Spell to raise your HP. |
| MP Cost 4 |
| Level 4 |
Hurl magic fire balls at the enemy with Hurt. You can go far with this spell, damaging enemies by up to 15 HP. |
| MP Cost 2 |
| Level 7 |
Sleep is used during a battle to put the enemy to sleep. It doesn't always work. |
| MP Cost 2 |
| Level 9 |
Did you forget to bring a torch into the cave? If you have Radiant, it doesn't matter. |
| MP Cost 3 |
| Level 10 |
When you encounter an enemy who uses magic, cast this spell to protect yourself. |
| MP Cost 2 |
| Level 12 |
Deep in the underground caves and dungeons lurk terrible creatures. Escape from these places by chanting Outside. |
| MP Cost 6 |
| Level 13 |
Return whisks you back to Tantegel Castle from anywhere in the overworld of Alefgard. |
| MP Cost 8 |
| Level 15 |
Like sprinkling Fairy Water, Repel keeps monsters at a healthy distance when you are in the countryside. |
| MP Cost 2 |
| Level 17 |
More potent than Heal, Healmore restores up to 100 HP each time you chant it. |
| MP Cost 10 |
| Level 19 |
More devastating than Hurt, with Hurtmore you can challenge even the strongest dragons. |
| MP Cost 5 |