This is a guide to all of the elemental spells that will be contained within the game.
Monsters may use other abilities, but these are the ones you may learn.
ELEMENT GRID
A chart of the elemental corrolations may be viewed by clicking the words above.
The Elements are the forces that hold the world together, and balance is upheld by their intricate web.
The basic setup is as follows:
There are 12 elements in the world, divided in half into HOLY and EVIL.
The elements are also divided into pairs of two: a Major and a Minor Element.
The pairings are indicated here by each Major Element being followed immediately by it's Minor.
Despite this system, every element has it's own strengths and weaknesses,
And although many people will argue their favorite element to be superior,
A sense of balance is maintained through weakness and strength.
That is to say, there is no 'perfect' element, nor is any element inferior to the rest.
In order to succeed, you must learn to understand your own strengths and weaknesses, and realize that a flaw does not necessarily make you weak.
Master the relationships between the elements, and adapt your strategy to minimize your own weakness.
The Holy Elements:
Earth (Yellow, Topaz): Dominion over rocks and dirt. The power to shield from the elements or strike down those who would harm the planet.
-Wood (Brown, Tiger's Eye): Dominion over plants and creatures. The power of nature to entangle one's foes, or provide shelter in time of need.
Water (Blue, Sapphire): Dominion over seas and rivers. The power to wash away evil, and refresh the life of one's friends.
-Ice (Cyan, Aquamarine): Dominion over frost and snow. The power to freeze in an icy tomb, or act as shield from the flames of destruction.
Light (White, Diamond): Dominion over the Stars and Light. The power to blast away evil in a flash of light, and heal the most grievous of wounds.
-Time: (Silver, Tanzanite): Dominion over the flow of Time. The power to slow one's foes while speeding one's friends toward victory.
The Evil Elements:
Fire (Red, Ruby): Dominion over flame and lava. The power to burn away anything in one's path.
-Spirit (Orange, Amber): Dominion over the supernatural. The power to summon vengeful spirits to one's side, or crush with the power of one's will.
Wind (Green, Emerald): Dominion over the air. The power to bind and slash one's enemy apart with the power of the air, or summon great storms against an opponent.
-Lightning (Magenta, Pearl): Dominion over Lightning. The power to electrocute foes with a paralyzing force.
Darkness (Black, Onyx): Dominion over Darkness and the evils contained therein. The power to snuff out all Light and end life.
-Poison (Purple, Amethyst): Dominion over harmful effects. The power to slowly torture an enemy from the inside, or temporarily turn them to your cause.
Every element is associated with both a color and a stone;
The color is for menu reference,
While the Stones are actual items used to learn and upgrade spells
of the corresponding element. The stones will be available in stores...
for a price. The more one buys, the more expensive they will become.
Each character will learn 2 elements of spells as well as special abilities without the use of stones,
as they grow in level, but can learn additional element as stones are acquired.
The amount of stones required to learn a spell vary by level;
1 stone to learn Lv 1 spells, 3 for Lv2, 5 for lv3, 7 for lv4, 10 for lv5.
Each character will begin with a stone of their main element,
and a choice of one additional stone from among their 2 elements.
Be warned, however, that not every character can learn every ability.
Spells are divided into 5 Levels: Basic, Intermediate, Advanced, and Expert. There is also an 'Elite' level rumored to exist.
Basic Spells (Lv 1) can be learned by anyone, regardless of element. These spells are available from the start for all characters.
Intermediate Spells (Lv 2) can be learned by anyone whose Main Element
falls within the same elemental polarity (Holy or Evil) For Example:
Reyna (M: Wood, S: Earth) can learn Intermediate 'Holy' Spells, but not Intermediate 'Evil' Spells
Aislyn (M: Poison, S: Darkness) can learn Intermediate 'Evil' Spells, but not Holy.
Advanced Spells (Lv 3) can be learned by those whose main element is
in the same elemental 'pair', or who possess the element as a support element. (Earth/Wood, Water/Ice, Fire/Spirit, Light/Time, Dark/Poison)
For example, Thorn (M: Water, S: Ice) Can learn Expert Ice, Light, and Water spells,
but he cannot learn Advanced Earth, Wood, or Time spells, even though they fall within the same 'polarity'.
Expert/Elite Spells (Lv 4/5) may ONLY be learned by a character of a matching Main Element. For Example,
Reyna can learn ALL Wood Spells, but only up to Advanced in Earth and Wind,
Intermediate in Time, Light, Water, and Ice, and
Basic in Fire, Spirit, Lightning, Dark, and Poison.
There are also rare instances of character-specific spells that will be learned without stones.
These are the 'Special' rank spells, and are usually stronger than even level 5 spells.
Characters will likely not be allowed to learn the 'special' spells,
except possibly one per character after they revisit the shrine of their main element after being able to learn level 5 spells.
There are no summonings in this game except Spirit, which is actually just a one-turn attack anyway. You'll have to live with magic alone ;)
SPELLS BY ELEMENT AND LEVEL
Earth:
Lv1:
Tremor (Weak earth attack vs. all targets)
Earth Spike (Medium earth attack vs. one target)
Protect (1.5x Physical Defense for one party member)
Lv2:
Rock Throw (Medium earth attack vs. one target, add Paralyze)
Quake (Medium earth attack vs. all targets)
Quicksand (Weak earth attack vs. one target, add Stop)
Lv3:
Raining Rocks (Medium earth attack vs. all targets, add Distracted)
Quake2 (Strong earth attack vs. all targets)
Protect2 (Doubles Physical Defense for entire party)
Lv4:
Rock Lance (Very strong earth attack vs. one target, add Weak)
Terra Cry (Very strong earth attack vs one target, add Petrify)
Lv5:
Gaia's Blessing (Protects party from Petrify, halves Earth damage, and enhances Earth spells for the entire party)
Wood:
Lv1:
Vine Shot (Weak Wood attack vs. one target)
Tangling Moss (Weak Wood attack vs. one target, add Slow)
Leaf Dance (Add Dodge status to one party member)
Lv2:
Leaf Blade (Medium Wood attack vs. one target)
Branch Whip (Weak Wood attack vs. one target, add Weak)
Forest Veil (Add Veil and Fast status to one party member)
Lv3:
Leaf Spiral (Strong Wood attack vs. all targets)
Chains of Ivy (Medium Wood attack vs. one target, add Poison, Paralyze)
Tree Lance (Very Strong Wood attack vs. one target)
Lv4:
Insidious Roots (Add Poison, Blind, Silence, Distracted, Slow, Sleep, Weak and Fatigue on all enemies)
Wrath of Nature (Very Strong Wood Attack vs. all targets)
Lv5:
Nature's Blessing (Halve Wood damage, add Healing and Manafount to entire party)
Water:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Ice:
Lv1:
Lv2:
Lv3:
Freeze (Medium Ice attack vs. one target, add Freeze 50% of the time)
Lv4:
Lv5:
Light:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Time:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Fire:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Spirit:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Wind:
Lv1:
Healing Breeze (Restores small HP to Party)
Lv2:
Lv3:
Rushing Breeze (Casts Fast status on the Party)
Breathless (Strong Wind attack vs. one target, add Silence)
AeroBlast (Very Strong Wind Attack vs. one target)
Lv4:
Divine Wind
Unholy Gust
Lv5:
Lightning:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Darkness:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Poison:
Lv1:
Lv2:
Lv3:
Lv4:
Lv5:
Additional Spells:
The Dark Knight Dae Eredin masters all spells throughout the course of the game, and can use all spells from the 6 evil elements,
and up to lv 3 of the holy group. His spells are stronger than regular magic due to the demonic power that has fused with his innate magic.
His require a long incantation, which would take a turn or three of battle, but are potent enough to make up for the lost turns.
They attack with multiple elements, and are as follows:
(Fire/Darkness):
"Flames of destruction, rise and turn,
Spin and scorch, swirl and burn!
Sear the flesh and the body whole,
Burn to the depths of my enemy's soul!
Wrap all my foes in a fiery haze;
Cause them all pain 'til the end of their days!
FIRESTORM!"
This spell adds burned, bloodlust, and a 50%chance of Damned.
(Water/Darkness):
"Waves of the ocean, strong and high...
Rise before me, hear my cry.
Gather thy strength in a merciless tide,
Crash down around me from every side!
Drown now my foes in your tireless flood...
Wash away all of their innocent blood!
MAELSTROM!"
This spell adds silence, weak, and slow.
(Wind/Darkness):
"Winds of the earth, and sea, and sky...
Beat and smash, tear and slice...
Cyclonic force without a face,
Crush my foes and leave no trace!
Make thyself one unstoppable gust,
Pierce through my enemy; turn them to dust!
HURRICANE LANCE!"
This spell adds weak, fatigue, blind, and distracted.
(Earth/Darkness):
"Earth below me, submit to my will,
Be filled with only desire to kill.
Tremor and tremble, creak and crack...
Open yourself unto infinite black.
Bind these fools and crush their bones,
Pierce them through with lance of stone!
GAIA FURY!"
This spell adds petrify and damned.
(Fire/Spirit/Wind/Lightning/Darkness/Poison) (Ultimate Technique):
"Sword of Chaos, be my strength!
Burn with thy unholy flame,
Let the lightning scorch and maim.
Surrounded by Darkness, searing my veins,
Drowning in a sea of pain...
Envelop my foes in a tattering gale,
Cause them to suffer, mourn, and wail!
SHADOW STORM!!!"
This spell adds toxic, blind, slow, and a 50% chance of undead.
In addition to the Magical Elements, there are also properties of balance to be observed within regular attacks.
This is a second set, comprised of 'Physical Elements,' also known as the Fighting Style.
There are four types:
Martial Arts (MA)
Magical (MG)
Melee (ML)
Marksmanship (MM)
The relationships are as such:
Physical "Element" Chart
This also illustrates the idea of balance. Every attribute has 2 strengths and 2 weaknesses.
Each character may have only one fighting type, and this cannot be changed.
Choose your extra support element wisely to help compensate for this issue.