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== Status spells ==
== Status spells ==
These spells add or remove status aliments to the target. Most have an equivalent item, but it is almost always better to use a spell than an item. While the defensive ones are an absolute necessity, the offensive ones are generally not worth bothering with. Enemies will usually either be to strong to be inflicted or to weak to bother inflicting.
These spells add or remove status aliments to the target. Most have an equivalent item, but it is almost always better to use a spell than an item. While the defensive ones are an absolute necessity, the offensive ones are generally not worth bothering with, as the enemies will usually either be too strong to be inflicted or too weak to bother inflicting.  The exception to this is the RobMagic spell, which is always useful when a spellcaster is low on MP.


=== Offensive ===
=== Offensive ===

Revision as of 06:38, 17 May 2010

Defensive spells

These spells raise your stats or protect you against attacks. Generally these spells are not necessary for common fights, but are absolutely necessary for boss fights. Cast these spells in the first couple of rounds so you can then devote your magic casters to healing or attacking.

Spell MP Target Effect
Barrier 6 All Allies Protects against fire attacks (magic & physical)
BeDragon 24 Caster Turn the caster into a dragon that always attacks all enemies with a strong flame attack. The attack ignores defense, meaning that a Dragon can kill an entire team of Metal Slimes and Metal Babbles in a single round.
Bikill 6 One Ally Doubles target's attack power
Bounce 8 Chanter Reflects offensive magic back to the caster
Increase 4 All Allies Increase defense power
Ironize 6 All Allies Makes everyone invulnerable but also immobile
Speedup 3 All Allies Raises agility
Upper 3 One Ally Increases defense power significantly

Healing spells

Restores HP (and possibly your life). With the exception of Healusall, the more powerful the spell, the more cost-effective it is (in terms of HP restored for MP used). The revival spells are almost always preferable to paying to have an allied revived at a House of Healing. If your caster(s) are dead, pay to revive one and then have them cast Vivify or Revive on the other dead.

Spell MP Target Effect
Heal 3 One Ally Restores 20 - 30 HP
Healmore 5 One Ally Restores 40 - 90 HP
Healall 7 One Ally Restores all HP
Healus 18 All Allies Healmore cast on everyone simultaneously
Healusall 62 All Allies Healall cast on everyone simultaneously; less cost-efficient than 4 Healalls, so only use in emergencies
Vivify 10 One Ally 50% chance of reviving ally, and only to half of max HP
Revive 20 One Ally Revives a dead party member to full; always works

Status spells

These spells add or remove status aliments to the target. Most have an equivalent item, but it is almost always better to use a spell than an item. While the defensive ones are an absolute necessity, the offensive ones are generally not worth bothering with, as the enemies will usually either be too strong to be inflicted or too weak to bother inflicting. The exception to this is the RobMagic spell, which is always useful when a spellcaster is low on MP.

Offensive

Spell MP Target Effect
Chaos 5 One Enemy Enemy attacks random target
Defense 4 All Enemies Lowers defense points, more effective against enemies wearing armor (as opposed to those with high vitality)
Robmagic 0 One Enemy Steals MP from enemies
Sap 3 One Enemy Lowers defense power of enemy
Sleep 3 Enemy Group Puts enemies to sleep
Slow 3 Enemy Group Lowers agility
Stopspell 3 Enemy Group Prevents afflicted from casting spells
Surround 4 Enemy Group Greatly reduces hit accuracy (doesn't affect spells)

Defensive

Spell MP Target Effect
Antidote 3 One Ally Removes poison
Awake 3 All Allies Wakes up sleeping allies
Curseoff 18 One Ally Removes a curse (cursed item is destroyed)
Numboff 6 One Ally Removes numbness

Offensive spells

These are the Wizard's specialty, and pretty much the only reason to bring one along. Not only can they sometimes do more damage than physical attacks, but you can often attack more than one enemy at a time. The sooner you kill all of the enemies, the less damage they can do to you. Be aware that the game considers your party to be a single group, so spells (such as Fireball) that target a group will hit all four members.

Spell MP Target Effect
Expel 2 Enemy Group Instant kill, but party receives no gold or experience
Limbo 7 One Enemy Instant kill, but party receives no gold or experience
Beat 7 One Enemy Kills instantly, low chance of success
Defeat 7 Enemy Group Kills instantly, low chance of success
Bang 5 All Enemies Small explosion, 20 - 30 damage
Boom 9 All Enemies Larger explosion, 50 - 70 damage
Explodet 18 All Enemies Massive explosion, over 150 damage
Blaze 2 One Enemy Small fire attack, 10 - 30 damage
Blazemore 6 One Enemy Large fire attack, 60 - 80 damage
Blazemost 12 One Enemy Gigantic fireball attack, 150 - 180 damage
Fireball 4 Enemy Group Small fireball, 10 - 20 damage
Firebane 6 Enemy Group Large fire, 30 - 50 damage
Firevolt 12 Enemy Group Large fire, 80 - 100 damage
Icebolt 3 One Enemy Ice attack, 20 - 30 damage
Snowblast 6 Enemy Group Ice attack, 40 - 50 damage
Icespears 9 All Enemies Massive ice attack, 60 - 70 damage
Snowstorm 12 Enemy Group Strongest ice attack, 80 - 100 damage
Infernos 4 Enemy Group Wind attack, 15 - 25 damage
Infermore 6 Enemy Group Wind attack, 20 - 40 damage
Infermost 9 Enemy Group Strongest wind attack, 80 - 100 damage
Zap 8 One Enemy Lightning attack, around 80 damage
Lightning 30 All Enemies Lightning, around 200 damage
Sacrifice 1 All Enemies Defeats all enemies, but kills the caster

Misc. spells

These spells work more as tools than anything else, and will not help you win battles. Some are more useful than others. The Return spell can be used to escape from battle (assuming you are outside at the time), Outside is useful for escaping caves once you find whatever you're looking for, X-Ray can tell you if there is a Mimic or Man-Eater Chest before you open it, and Stepguard protects you from poisonous marsh and energy fields. Chance does something at random, but due to the fact that it can give you an instant game-over, it is rarely worth the risk.

Return cannot take you back to Elfville, House of the Pirates, Luzami, Muor, New Town, or Tedanki. If you cast it during a battle you will always return to Aliahan.

Spell MP Target Effect
Chance 20 Random Random effect
Day-Night 12 N/A Switches between day and night
Invisible 15 All Allies Makes group invisible; same as Invisibility Herb
Open 0 Door Open doors without needing a key.
Outside 8 All Allies Transport back to overworld from inside a dungeon
Repel 4 All Allies Prevents random encounters from weak enemies on the overworld
Return 8 All Allies Go back to any castle or town you have already visited (some exceptions)
Stepguard 12 All Allies Prevents damage from barriers and swamps
Transform 12 Chanter Takes form of an ally in battle
X-Ray 3 Chest Tells you if a chest has an enemy (glows red) or an item (glows blue)

Chance

All effects have the same probability of occurring.

  1. Enemies lose next turn
  2. Every attack by allies is a "tremendous blow"
  3. Heal is cast on one character
  4. Enemies flee, party gains gold by no experience
  5. Healus is cast on party
  6. Steal MP from enemies
  7. Instant death to all enemies
  8. Allies faint and monsters flee; no experience or gold gained
  9. Chanter gets two free attacks, then enemies and chanter alone for the next round
  10. Chaos is cast on all enemies and allies
  11. All magic is neutralized
  12. Party changes formation to random positions
  13. The chanter's voice echoes throughout the area (no effect)
  14. Sleep is cast on all enemies and allies
  15. Defeat is cast on party

Casters

Sages will learn both the Pilgrim's and Wizard's spells. The Hero has a handful of exclusive spells, but most are ones that either the Pilgrim or Wizard will learn (though the Hero often learns at a much higher level).

The level listed is the one that the character should learn it at, however there is a slight chance that they will learn it one higher than normal. If you have to have the spell at the earliest possible time, save your game right before you level up, then reset if you don't get it.

Hero

Spell Level
Blaze 2
Heal 4
Expel 6
Fireball 10
Bang 11
Return 12
Ironize 12
Outside 14
Sleep 16
Stopspell 18
Repel 19
Firebane 23
Zap 26
Healmore 29
Healall 33
Vivify 35
Healusall 38
Lightning 41

Pilgrim

Spell Level
Heal 1
Expel 2
Upper 4
Speedup 5
Surround 7
Sap 8
Sleep 9
Antidote 11
Infernos 12
Stopspell 13
Healmore 14
Numboff 15
Awake 16
Defense 18
Limbo 20
Beat 22
Vivify 24
Infermore 26
Defeat 28
Healall 30
Barrier 32
Healus 34
Revive 38
Infermost 39
Sacrifice 41

Wizard

Spell Level
Blaze 1
Icebolt 5
Fireball 7
Return 7
Outside 9
Increase 10
Slow 12
Bang 13
Firebane 14
Robmagic 15
Blazemore 17
X-Ray 18
Stepguard 19
Snowblast 20
Bikill 21
Boom 23
Bounce 24
Day-Night 25
Snowstorm 26
Chaos 27
Firevolt 29
Curseoff 30
Transform 31
Icespears 32
Invisible 33
BeDragon 34
Open 35
Blazemost 36
Explodet 38
Chance 40