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.
Illustration |
Spell |
MP |
Use |
Target |
Effect |
Cannock |
Moonbrooke
|
|
|
|
|
|
|
|
|
Healing spells
|
|
Heal
|
3
|
Healing
|
one ally
|
The Heal spell will restore 25~42 of your health points. Use this spell wisely in combination with your Medical Herbs.
|
L01
|
|
|
Healmore (Midheal)
|
5
|
Healing
|
one ally
|
This spell, stronger than the Heal spell, can restore 45~85 of your health points in battle, and 34~66 when traveling. Choose wisely between Heal and Midheal.
|
L14
|
L01
|
|
Healall (Fullheal)
|
8
|
Healing
|
One ally
|
This spell will use up a large amount of your magic points, but it will also restore the maximum amount of health points possible.
|
|
L15
|
|
Antidote (Squelch)
|
3
|
Healing
|
One ally
|
Each step you take after being poisoned by an enemy will gradually lower your health points. By using this spell, you can counteract the effects of the poison and thus, cure it instantly. This spell works just like an Antidote Herb.
|
L06
|
L12
|
|
Revive (Kazing)
|
15
|
Healing
|
One ally
|
This spell is most valuable as it can instantly restore life to a departed companion. It would be wise to carry around a Leaf of the World Tree just in case you lack the resources needed to use this spell.
|
L25
|
|
Field spells
|
|
Repel (Holy Protection)
|
2
|
Field
|
All allies
|
This spell will ward off all monsters with less health points than you and your companions for 127 steps. It has the same effect as Fairy Water. This will be very helpful as you sail the sea.
|
|
L08
|
|
Return (Zoom)
|
6
|
Field
|
All allies
|
This spell can rescue you from many difficult situations. 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. It cannot be used while fighting.
|
L10
|
|
|
Outside (Evac)
|
6
|
Field
|
All allies
|
This spell can rescue you from many difficult situations. The Evac spell will immediately transport you from the depths of a cave, tower, monolith, etc. to the outside. It cannot be used while fighting.
|
L12
|
L17
|
|
Stepguard (Safe Passage)
|
4
|
Field
|
All allies
|
The Safe Passage spell will protect you from damaging floors found in castles, towns and monoliths for 127 steps. Remember to use it before entering these places.
|
L17
|
L21
|
|
Open (Click)
|
2
|
Field
|
A door
|
This spell will allow you to open any type of door. Once you learn this spell, you will never need another key, save the Watergate Key.
|
|
L23
|
Support spells
|
|
Increase (Kabuff)
|
2
|
Support
|
All allies
|
The Kabuff spell will increase the defensive power of you and your companions, and reduce the amount of damage you might receive.
|
L20
|
|
Disabling spells
|
|
Sleep (Snooze)
|
2
|
Disable
|
Enemy group
|
The Snooze spell will put some groups of enemies to sleep, preventing them from acting... until they wake up, that is.
|
|
L02
|
|
Surround (Dazzle)
|
2
|
Disable
|
Enemy group
|
Dazzle creates illusions that cause your enemies to miss 25% of the time while in battle. It is a very effective tool against most enemies.
|
|
L06
|
|
Stopspell (Fizzle)
|
3
|
Disable
|
Enemy group
|
Fizzle neutralizes the enemies' spells and prevents them from casting them. However, it may often have no effect.
|
L08
|
|
|
Defence (Kasap)
|
2
|
Disable
|
Enemy group
|
The Kasap spell will diminish the defense powers of your enemies, thereby increasing the effectiveness of your attacks.
|
|
L10
|
|
Chance (Hocus Pocus)
|
15 (12 at sea)
|
Random
|
Random
|
This spell is highly unpredictable. Its effects are random, always a surprise. It may produce the same results as another spell, or may cause something terribly frightening.
|
|
L25
|
Attack spells
|
|
Fireball (Sizz)
|
2
|
Attack
|
One enemy
|
The Sizz spell causes a single enemy 15~25 points of damage. There are also many enemies that can use this spell.
|
L03
|
|
|
Infernos (Whoosh)
|
4
|
Attack
|
Enemy group
|
The Whoosh spell can inflict 16~33 damage points to each member of an enemy group. It is more powerful than the Sizz spell.
|
|
L04
|
|
Firebane (Sizzle)
|
4
|
Attack
|
Enemy group
|
The Sizzle spell will leave you feeling lucky, after you've inflicted 50~65 points of damage to each enemy in the group. Deals 17~33 in the original NES version.
|
L18
|
|
|
Explodet (Kaboom)
|
8
|
Attack
|
All enemies
|
The Kaboom spell is the strongest attack spell available to the Princess. It is capable of inflicting 68~92 points of damage to each monster of an attacking group. Deals 55~68 damage in the original.
|
|
L19
|
|
Defeat (Thwack)
|
4
|
Attack
|
Enemy group
|
The Thwack spell carries a powerful blow that has a chance to instantly defeat a group of enemies, but has no effect against strong individual enemies.
|
L23
|
|
|
Sacrifice (Kamikazee)
|
1
|
Attack
|
All enemies
|
The Kamikazee spell requires the ultimate sacrifice, the user's life. It will, however, destroy all enemies.
|
L28
|
|
All the effects of Hocus Pocus have the same chance of occurring:
- Party recovers 20~44 HP
- Kazing and Fullheal is cast on party
- Kabuff is cast on party
- Snooze is cast on all enemies; ignores immunities
- Kasap is cast on all enemies; ignores immunities
- Thwack is cast on all enemies; ignores immunities in SNES version (no effect on bosses)
- All enemies become confused (no effect on bosses)
- Allies faint and monsters flee; no experience or gold gained (no effect on bosses)