Illustration |
Spell |
MP |
Use |
Target |
Effect |
Hero |
Priest |
Mage
|
|
Heal
|
3
|
Field Support
|
One ally
|
The most basic of all curative spells, it will restore around 30 Health Points.
|
L04
|
L01
|
|
|
HealMore (Midheal)
|
5
|
Field Support
|
One ally
|
Far more effective than Heal, Healmore will cure approximately 85 Health Points.
|
L29
|
L14
|
|
|
HealAll (Fullheal)
|
7
|
Field Support
|
One ally
|
When Healmore just won't cut it, use Healall to completely restore all lost Health Points.
|
L33
|
L30
|
|
|
HealUs (Multiheal)
|
18
|
Field Support
|
All allies
|
This high-level spell gives Pilgrims the ability to heal every member of the party, restoring around 50 points each.
|
|
L34
|
|
|
HealUsAll (Omniheal)
|
62
|
Field Support
|
All allies
|
While healing is normally the expertise of Pilgrims, it is the Hero who learns to instantly cure the entire party, although it will drain the Hero's MP.
|
L38
|
|
|
|
Antidote (Squelch)
|
3
|
Field Support
|
One ally
|
If afflicted with Poison, a Pilgrim can cast Antidote to cure a party member that is suffering.
|
|
L11
|
|
|
NumbOff (Tingle)
|
6
|
Field Support
|
One ally
|
Unlike sleep, numbness (or paralysis) does not automatically end when the battle is over. Use this spell to restore an ally.
|
|
L15
|
|
|
Vivify (Zing)
|
10
|
Field Support
|
One ally
|
Cast Vivify on a fallen comrade to attempt a 50% chance at bringing him/her back to life, albeit with little health.
|
L35
|
L24
|
|
|
Revive (Kazing)
|
20
|
Field Support
|
One ally
|
Far more effective than Vivify, Revive is much more certain to bring a fallen ally back to life, and with full health.
|
|
L38
|
|
|
Repel (Holy Protection)
|
4
|
Field
|
All allies
|
Like sprinkling Fairy Water, the spell of Repel can keep weaker enemies at bay while you travel.
|
L19
|
|
|
Outside (Evac)
|
8
|
Field
|
All allies
|
If a dungeon or tower has become too dangerous to travel, cast Outside to immediately warp to the entrance.
|
L14
|
|
L09
|
|
Return (Zoom)
|
8
|
Field
|
All allies
|
Cast return to instantly warp your entire party to one of the many safe havens that you discover throughout your journey.
|
L07
|
|
L12
|
|
X-Ray (Peep)
|
3
|
Field
|
A chest
|
Some monsters mimic treasure chests to ensnare unwitting explorers. Cast X-Ray to check if a chest is safe.
|
|
|
L18
|
|
StepGuard (Safe Passage)
|
2
|
Field
|
All allies
|
When you need to traverse over harmful terrain, cast Stepguard to protect your party from damage.
|
|
|
L19
|
|
Day-Night (Tick-Tock)
|
18
|
Field
|
N/A
|
If you need the time of day to change immediately, cast Day-Night to fast forward time.
|
|
|
L25
|
|
CurseOff (Sheen)
|
18
|
Field
|
One ally
|
Unlike natural status ailments, it is the Wizard who can aid an ally if he/she fall victim to cursed equipment.
|
|
|
L30
|
|
Invisible (Fade)
|
15
|
Field
|
All allies
|
This spell will render your party invisible, making you undetectable to friend and foe alike, just like the Invisibility Herb.
|
|
|
L33
|
|
Open (Click)
|
0
|
Field
|
A door
|
If you're missing a key and need to open a lock, the spell of Open is free to cast, although it takes a while to learn.
|
|
|
L35
|
|
Ironize (Kaclang)
|
6
|
Support
|
All allies
|
A spell unique to the Hero, Ironize will turn your entire party into iron statues. They will take no damage, nor can they deal any.
|
L12
|
|
|
|
SpeedUp (Acceleratle)
|
3
|
Support
|
All allies
|
Casting Speedup on your party will increase everyone's agility, making it possible for them to strike the enemy before the enemy gets a chance.
|
|
L05
|
|
|
Awake (Cock-a-doodle-doo)
|
3
|
Support
|
One ally
|
If a vital member of your party has been put to sleep in battle, use this spell to instantly awaken him/her.
|
|
L16
|
|
|
Barrier (Insulatle)
|
6
|
Support
|
All allies
|
Barrier is a spell that will protect the entire party against fire-based attacks, whether they are magical or natural in origin.
|
|
L32
|
|
|
Upper (Buff)
|
3
|
Support
|
One ally
|
Cast Upper on one fellow party member to temporarily increase their defensive power for one battle.
|
|
|
L04
|
|
Increase (Kabuff)
|
4
|
Support
|
All allies
|
Increase will raise the defensive power of your entire party for the duration of one battle.
|
|
|
L10
|
|
Bikill / TwinHits (Oomph)
|
6
|
Support
|
One ally
|
The spell of Bikill grants a member of your party twice their usual attack power for the duration of one battle.
|
|
|
L21
|
|
Bounce
|
8
|
Support
|
Caster
|
Bounce will actually reflect the effect of any spell that is cast on the caster back at the opponent.
|
|
|
L24
|
|
BeDragon (Puff)
|
24
|
Support
|
Caster
|
For the remainder of a fight, a Wizard can transform into a dragon who does nothing but use a powerful flaming breath attack every round.
|
|
|
L34
|
|
Transform (Morph)
|
12
|
Support
|
Caster
|
The spell of Transform temporarily grants the caster all of the abilities of another party member for one battle.
|
|
|
L37
|
|
Expel (Poof)
|
2
|
Debuff
|
Enemy group
|
The spell of Expel will attempt to banish some enemies from a fight. This is not the same as defeating them, so you won't get experience nor gold.
|
L06
|
L02
|
|
|
Surround (Dazzle)
|
4
|
Debuff
|
Enemy group
|
Chanting Surround will cause illusions to appear around the enemies, causing them to attack thin air.
|
|
L07
|
|
|
Sap
|
3
|
Debuff
|
One enemy
|
Sap will weaken the defense of an enemy, making it possible to do more damage to it with every strike.
|
|
L08
|
|
|
Sleep (Snooze)
|
3
|
Debuff
|
Enemy group
|
Casting this spell will attempt to put some enemies to sleep. If it works, enemies cannot attack or defend themselves, but they may awaken.
|
L16
|
L09
|
|
|
StopSpell (Fizzle)
|
3
|
Debuff
|
Enemy group
|
Any enemy upon who the spell is successful will be unable to cast their own spells for the rest of the battle.
|
L18
|
L13
|
|
|
Defence (Kasap)
|
4
|
Debuff
|
Enemy group
|
The spell of Defense will attempt to weaken the defense of some enemies so that they are easier to damage.
|
|
L18
|
|
|
Limbo / Disperse (Bazoom)
|
7
|
Debuff
|
One enemy
|
Like Expel, Limbo seeks to remove an enemy monster from a fight. Unlike Expel, Limbo only works on one single enemy, but it has a much greater chance of succeeding.
|
|
L20
|
|
|
Slow (Deceleratle)
|
3
|
Debuff
|
A group
|
Cast Slow to decrease the rate at which some enemies can attack or defend themselves.
|
|
|
L12
|
|
RobMagic (Drain Magic)
|
0
|
Debuff
|
One enemy
|
If you're running low on MP, you can cast this spell in an attempt to steal some away from your opponents.
|
|
|
L15
|
|
Chaos / PanicAll (Fuddle)
|
5
|
Debuff
|
One enemy
|
Enemies affected by Chaos are just as likely to attack their own companions as they are to attack your party.
|
|
|
L27
|
|
Chance (Hocus Pocus)
|
20
|
Debuff Support Attack
|
Random
|
When the chips are down and you have no other choice, you may very well give Chance a try. Its effects may just save the day… or it may cement your doom.
|
|
|
L40
|
|
Zap
|
8
|
Attack
|
One enemy
|
It takes some time, but the Hero will learn an attack spell unique to him. This one causes around 80 points of damage to a single enemy.
|
L26
|
|
|
|
Lightning / Thordain (Kazap)
|
30
|
Attack
|
All enemies
|
The Hero will learn to strengthen the Zap spell, and cause a tremendous amount of damage to every enemy in battle, around 200 points.
|
L41
|
|
|
|
Blaze (Frizz)
|
2
|
Attack
|
One enemy
|
Blaze creates a small fire which burns one enemy, causing around 10 points of damage.
|
L02
|
|
L01
|
|
BlazeMore (Frizzle)
|
6
|
Attack
|
One enemy
|
This enhanced version of Blaze still only attacks one enemy, but it does substantially more damage at around 80 points.
|
|
|
L17
|
|
Blazemost (Kafrizz)
|
12
|
Attack
|
One enemy
|
This is the most powerful spell in the Blaze class of magic. It will incinerate a single enemy for around 180 points of damage.
|
|
|
L36
|
|
FireBal (Sizz)
|
4
|
Attack
|
Enemy group
|
Chanting the Firebal spell causes a series of small fireballs to strike every enemy in one group for approximately 20 points of damage.
|
L10
|
|
L07
|
|
FireBane (Sizzle)
|
6
|
Attack
|
Enemy group
|
Firebane causes a much larger blast of flame to shoot out and burn every enemy in one group, causing around 35 points of damage.
|
L23
|
|
L14
|
|
FireVolt (Kasizz)
|
12
|
Attack
|
Enemy group
|
Firevolt is the strongest form of Firebal magic, and it causes around 100 points of damage to every enemy in one group.
|
|
|
L29
|
|
Bang
|
5
|
Attack
|
All enemies
|
Bang creates a small explosion which strikes every enemy that you are in combat with, causing around 20 points of damage.
|
|
|
L11
|
|
Boom
|
9
|
Attack
|
All enemies
|
Boom is a much more powerful version of Bang which causes around 60 points of damage to every enemy.
|
L31
|
|
L23
|
|
Explodet (Kaboom)
|
18
|
Attack
|
All enemies
|
Explodet is the most powerful spell in its class, causing approximately 140 points of damage to every enemy in battle.
|
|
|
L36
|
|
IceBolt (Crack)
|
3
|
Attack
|
One enemy
|
Fire burns, but a bolt of ice can do even more damage in many cases. This spell strikes one enemy for around 30 points of damage.
|
|
|
L05
|
|
Snowblast/ Blizzard / Snowstorm(GBC) (Crackle)
|
6
|
Attack
|
Enemy group
|
At higher levels, wizards can learn to strike all of their opponents with ice, causing around 50 points of damage to each of them.
|
|
|
L20
|
|
Snowstorm/ BlizMost (Kacrackle)
|
12
|
Attack
|
All enemies
|
The strongest ice spell, Snowstorm pelts all of your opponents with a sub-zero blast that causes approximately 100 points of damage. A bug in the NES version makes it so you learn this spell at level 26 instead.
|
|
|
L36
|
|
IceSpears (Kacrack)
|
9
|
Attack
|
Enemy group
|
Icespears is the second-most powerful form of cold magic which drops icicles on all of the enemies before you, causing around 70 points of damage. A bug in the NES version makes it so you learn this spell at level 36 instead.
|
|
|
L26
|
|
Infernos / Gale (Woosh)
|
4
|
Attack
|
Enemy group
|
Wizards aren't the only spell casters capable of causing damage. Pilgrims can cast Inferno to summon hot winds that cause around 15 points of damage to a group of enemies.
|
|
L12
|
|
|
InferMore / Tornado (Swoosh)
|
6
|
Attack
|
Enemy group
|
Infermore is a stronger version of Inferno, creating a blast of heat that inflicts 40 points of damage to a single group of enemies.
|
|
L26
|
|
|
InferMost / Aerocross (Kaswoosh)
|
9
|
Attack
|
Enemy group
|
Infermost is the strongest form of the Inferno class of magic, summoning scorching winds that cause around 100 points of damage to a single group of enemies.
|
|
L36
|
|
|
Beat (Whack)
|
7
|
Attack
|
One enemy
|
Pilgrims may attempt to stop the heart of a single enemy in the midst of battle with this spell, but the chances of success are low.
|
|
L22
|
|
|
Defeat (Thwack)
|
11
|
Attack
|
Enemy group
|
Cast defeat on a large group of enemies in an attempt to instantly kill some of them. The stronger the enemy, the less chance this has of working.
|
|
L28
|
|
|
Sacrifice (Kamikazee)
|
1
|
Attack
|
All enemies
|
A desperate attack spell that costs the ultimate price: the caster's own life. It will also take the life of your opponents.
|
|
L41
|
|