Name | Spell Power Cost |
Description | |
White | |||
Lv 1 | Lv 2 | Lv 3 | Lv 4 |
Holy 1 | Holy 2 | Holy 3 | Holy 4 |
Cure 1 | Cure 2 | Cure 3 | Cure 4 |
Protect 1 | Wall 1 | Protect 2 | Wall 2 |
Remedy 1 | Antimagic | Remedy 2 | Life |
Holy 1 | 100 80 MP |
Pure light slams down on your opponent, attacking them with the power of God. | |
Holy 2 | 700 430 MP |
A blast of energy from Heaven smashes your opponent with holiness. | |
Holy 3 | 1600 775 MP |
The heavens open up and fire a beam of pure white light down onto your opponent, striking them with Heaven's fury. | |
Holy 4 | 3000 1100 MP |
The Gates of Heaven part and the very essence of God is unleashed upon your opponent. | |
Cure 1 | 230 150 MP |
Powers of the mage's will heals small wounds and scrapes. | |
Cure 2 | 500 615 MP |
The calmness of the earth is used to repair the body and soothe the mind. | |
Cure 3 | 1050 950 MP |
Capable of healing nearly life-threatening damage, the powers of life itself are called upon to end the suffering. | |
Cure 4 | 2400 1225 MP |
Energy from the lands, plants, and creatures in the surrounding areas are gathered to heal even the most serious of wounds. | |
Protect 1 | N/A 90 MP |
Adds the status effect Barrier 1. | |
Protect 2 | N/A 950 MP |
Adds Barrier 2 status. | |
Wall 1 | N/A 410 MP |
Adds the status MBarrier 1. | |
Wall 2 | N/A 1150 MP |
Adds MBarrier 2 status. | |
Remedy 1 | N/A 110 MP |
Cancels: Poison, Blind, and Mute. Also cancels effects that lower STR or VIT. | |
Remedy 2 | N/A 640 MP |
Cancels: All negative status changes except KO. Also cancels all effects lowering numerical stats, such as STR. | |
Antimagic | N/A 430 MP |
Cancels all positive status changes, such as Protect 1, and all effects increasing numerical stats. Cannot be reflected. | |
Life | N/A 1350 MP |
Cancels KO and restores HP to 1/4 Max HP. | |
Blue | |||
Lv 1 | Lv 2 | Lv 3 | Lv 4 |
Flood 1 | Flood 2 | Flood 3 | Flood 4 |
Slumber 1 | Countermagic | Slumber 2 | Familiar |
Stupor 1 | Rust | Stupor 2 | Thirst |
Magic Seal 1 | Magisphere 1 | Magic Seal 2 | Magisphere 2 |
Flood 1 | 100 80 MP |
A small sphere of water attacks your opponent. | |
Flood 2 | 700 430 MP |
A volleyball sized orb of hard water is thrown at the enemy. | |
Flood 3 | 1600 775 MP |
A large stream of rushing waters attacks, which the mage can control as they please. | |
Flood 4 | 3000 1100 MP |
A near mastery of waters, this allows for such aquatic assaults as tidal waves and giant fists made of pure water. | |
Slumber 1 | N/A 105 MP |
Adds the status "Asleep". | |
Slumber 2 | 350 670 MP |
Adds the status "Asleep" to the target, and gives them nightmares. | |
Countermagic | N/A 650 MP |
If your MAG stat is at least 2x the caster's MAG, the spell is countered. If used more than twice consecutively, or if Countermagic fails, the user gets dealt 1/6 of their max HP in damage. Countermagic is used directly after the opponent's spell is cast, and doesn't take up your turn. | |
Familiar | N/A 2900 MP |
By enchanting an item the mage is carrying, whether it be a potion or a gauntlet, they can conjure up a spirit to take root inside the item. When this spirit is released, the spell that is currently being cast by the mage has its power increased by a factor of 1.5 (Damage x1.5). When the item is used in this fashion, it is lost. | |
Stupor 1 | N/A 130 MP |
Attacks the brain, making it harder to concentrate. Adds Numb and lowers Intelligence by 10% (INT x0.9). | |
Stupor 2 | 500 1190 MP |
Attacks the very essence of thought, freezing the affected. Adds Numb and lowers Intelligence by 20% (INT x0.8). | |
Rust | N/A 380 MP |
Deteriorates metal, causing weapons to become brittle and useless. The target is unable to use weapon power from anything except their fists for the remainder of the battle. | |
Thirst | 640 2210 MP |
By controlling the amount of water in your opponent's throat, the mage is able to cause an insatiable thirst. Lowers Speed and Hit by 10% each (HIT x0.9, and SPD x0.9). | |
Magic Seal 1 | N/A 150 MP |
Adds Magic Block 1 status. | |
Magic Seal 2 | N/A 940 MP |
Adds the negative status Magic Block 2. | |
Magisphere 1 | N/A 450 MP |
Adds Magic Boost 1 status. | |
Magisphere 2 | N/A 1120 MP |
Adds the status effect Magic Boost 2. | |
Grey | |||
Lv 1 | Lv 2 | Lv 3 | Lv 4 |
Gust 1 | Gust 2 | Gust 3 | Gust 4 |
Tailwind | Updraft | Headwind | Downdraft |
Gale Wind 1 | Vacuum | Gale Wind 2 | Tornado Driver |
Mist | Sidewinder | Deadly Wind | Tradewinds |
Gust 1 | 100 80 MP |
A small orb of wind disturbance, which the mage throws at their enemies. | |
Gust 2 | 700 430 MP |
A horizontal column of spiraling wind, which is strong enough to knock most normal people on the ground. | |
Gust 3 | 1600 775 MP |
Powerful gale force winds focus to a small area, carrying various debris while attacking the target. | |
Gust 4 | 3000 1100 MP |
Winds form a giant cyclone that speeds along the ground, following the target until it runs into an object. | |
Tailwind | N/A 100 MP |
Increases speed by 10% (SPD x1.1). | |
Headwind | N/A 630 MP |
Lowers speed by 20% (SPD x0.8). | |
Updraft | N/A 380 MP |
Adds the Floating status. | |
Downdraft | N/A 1500 MP |
Removes Floating and Flying status. | |
Gale Wind 1 | N/A 60 MP |
Lowers strength and speed each by 10% (STR x0.9 and SPD x0.9). | |
Gale Wind 2 | 600 800 MP |
Lowers strength and speed each by 20% (STR x0.8 and SPD x0.8). | |
Vacuum | N/A 660 MP |
If your Magic is at least twice your opponent's, they lose two turns. Otherwise, lower their hit by 20% (HIT x0.8). | |
Tornado Driver | N/A 2210 MP |
If your opponent's STR or MAG is at least equal to your MAG, this spell has no effect. Otherwise, they are forced out of the battle, resulting in your victory. If the spell is successful, the target cannot challenge the caster for 20 minutes, and the caster gains no bonuses from the battle. If unsuccessful, the target gains a free EX turn against the caster. | |
Mist | N/A 120 MP |
Lowers hit by 10% (HIT x0.9). Mist is the exception in that it can be spread among multiple targets. | |
Sidewinder | N/A 360 MP |
Forceful winds knock your opponent flat on the ground, causing them to lose two turns. This can be prevented if their MAG or STR is at least equal to the caster's MAG. | |
Deadly Wind | 2900 980 MP |
The turn you announce this spell, nothing happens. On the turn after that, the spell takes effect, dealing its damage and taking another turn. | |
Tradewinds | N/A 2320 MP |
If your opponent's SPD is at least equal to your MAG, this spell has no effect. Removes the caster from combat, and their opponent gains no bonus from the battle. They cannot be challenged again by the same person for 10 minutes. |