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Spell List- Updated
Topic Started: May 20 2011, 01:17 AM (612 Views)
Naggy
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001: Fireball = fire1;
A ball of fire. Can burn enemies. Indicate a direction to fire it.
002: Ice shot = water1;
A bolt of ice. Indicate a direction to fire it. Can freeze enemies.
003: Wind Blades = wind1;
Blades of air. Indicate a direction to fire them. Propel enemies back.
004: Earth Wall = earth1;
A protective wall of rock. Draw a line to make the wall appear.
005: Heal Light = light1;
Heals HP. Activate by touching the ally unit you wish to heal.
006: Trap = dark1;
Seals monsters. Touch the ground to set trap. Best to weaken monsters first.
007: Explosion = fire2;
A large and harmful explosion. Touch the desired explosion site.
008: Storm = water2;
A heavy rainstorm that hardens magma. Indicate a center and radius.
009: Wind Shards = wind2;
Slices multiple enemies with wind. Indicate a center and radius.
010: Tough Armor = earth2;
Increases defense against physical attacks. Touch one ally to activate.
011: Light Armor = light2;
Increase defense against all attacks. Touch one ally to activate.
012: Curse = dark2;
Reduces defense against all attacks. Touch an enemy unit to activate.
013: Fire Rain = fire3;
Burns all and turns it to magma. Indicate a center and radius of effect.
014: Freeze = water3;
Steals body heat and freezes victims solid. Touch one enemy unit.
015: Transport = wind3;
Teleports the user to an accessible location. Touch your destination.
016: Boulder = earth3;
Creates a rain of boulders. Touch the screen to activate.
017: Restore = light3;
Restores an area altered by magic. Indicate a center and radius.
018: Poison = dark3;
Poisons an enemy. Touch an enemy unit to activate.
019: Fire Lance = fire1; + fire1;
A piercing, scalding fire ball. Indicate a direction to fire it.
020: Homing Fire = fire1; + fire2;
A homing fire ball. Indicate a direction to fire it.
021: Blazer = fire1; + fire3;
Flame shots target all enemies within indicated center and radius.
022: Ice Lance = fire1; + water1;
A piercing, freezing ice pillar. Indicate a direction to fire it.
023: Homing Ice = fire1; + water2;
A homing ice pillar. Indicate a direction to fire it.
024: Freezer = fire1; + water3;
Ice shots target all enemies within indicated center and radius.
025: Wind Lance = fire1; + wind1;
A piercing wind blade, propels enemies back. Give a direction to fire it.
026: Homing Wind = fire1; + wind2;
A homing wind blade. Indicate a direction to fire it.
027: Blade Gale = fire1; + wind3;
Wind blades target all enemies within indicated center and radius.
028: Rock Lance = fire1; + earth1;
A piercing rock shot. Indicate a direction to fire it.
029: Homing Rock = fire1; + earth2;
A homing rock shot. Indicate a direction to fire it.
030: Rocker = fire1; + earth3;
Rock shots target all enemies within indicated center and radius.
031: Light Lance = fire1; + light1;
A laser of light. Indicate a direction to fire it.
032: Homing Light = fire1; + light2;
A homing light laser. Indicate a direction to fire it.
033: Judgement = fire1; + light3;
Light lasers target all enemies within indicated center and radius.
034: Dark Lance = fire1; + dark1;
A laser of dark. Indicate a direction to fire it.
035: Homing Dark = fire1; + dark2;
A homing dark laser. Indicate a direction to fire it.
036: Dark Crush = fire1; + dark3;
Dark lasers target all enemies within indicated center and radius.
037: Ruby Blast = fire2; + fire1;
An explosion that damages multiple enemies. Touch the desired center point.
038: Fiery Blast = fire2; + fire2;
A large explosion that damages multiple enemies. Touch the desired center point to activate.
039: Heck Blast = fire2; + fire3;
A gigantic explosion. Touch the desired center point to activate.
040: Ice Storm = fire2; + water1;
A water explosion that damages enemies. Touch the desired center point.
041: Ice Torrent = fire2; + water2;
A large water explosion. Touch the desired center point to activate.
042: Absolute 0 = fire2; + water3;
A gigantic water explosion. Touch the desired center point.
043: Typhoon = fire2; + wind1;
A wind explosion that damages enemies. Touch the desired center point.
044: Tornado = fire2; + wind2;
A large wind explosion. Touch the desired center point to activate.
045: Hurricane = fire2; + wind3;
A gigantic wind explosion. Touch the desired center point.
046: Earth Fury = fire2; + earth1;
An Earth explosion that damages enemies. Touch the desired center point.
047: Earth Rage = fire2; + earth2;
A large earth explosion, touch the desired center point to activate.
048: Earth Roar = fire2; + earth3;
A gigantic earth explosion. Touch the desired center point.
049: White Light = fire2; + light1;
A light explosion that damages enemies. Touch the desired center point.
050: Gold Light = fire2; + light2;
A large light explosion. Touch the desired center point to activate.
051: God Light = fire2; + light3;
A gigantic light explosion. Touch the desired center point.
052: Dark Blast = fire2; + dark1;
A dark explosion that damages enemies. Touch desired center point.
053: Black Blast = fire2; + dark2;
A large dark explosion. Touch the desired center point to activate.
054: Final Blast = fire2; + dark3;
A gigantic dark explosion. Touch the desired center point.
055: Fire Wyrm = fire3; + fire1;
Releases an Fire Mana Dragon. Appears once the Rune is complete.
056: Blaze Wyrm = fire3; + fire2;
Releases a large Fire Mana Dragon. Appears once the Rune is complete.
057: Heck Wyrm = fire3; + fire3;
Releases a gigantic Fire Mana Dragon. Appears once the Rune is complete.
058: Frost Wyrm = fire3; + water1;
Releases an Water Mana Dragon. Appears once the Rune is complete.
059: Ice Wyrm = fire3; + water2;
Releases a large Water Mana Dragon. Appears once the Rune is complete.
060: Frozen Wyrm = fire3; + water3;
Releases a gigantic Water Mana Dragon. Appears once the Rune is complete.
061: Wind Wyrm = fire3; + wind1;
Releases an Wind Mana Dragon. Appears once the Rune is complete.
062: Gale Wyrm = fire3; + wind2;
Releases a large Wind Mana Dragon. Appears once the Rune is complete.
063: Storm Wyrm = fire3; + wind3;
Releases a gigantic Wind Mana Dragon. Appears once the Rune is complete.
064: Rock Wyrm = fire3; + earth1;
Releases an Earth Mana Dragon. Appears once the Rune is complete.
065: Cliff Wyrm = fire3; + earth2;
Releases a large Earth Mana Dragon. Appears once the Rune is complete.
066: Crag Wyrm = fire3; + earth3;
Releases a gigantic Earth Mana Dragon. Appears once the Rune is complete.
067: White Wyrm = fire3; + light1;
Releases an Light Mana Dragon. Appears once the Rune is complete.
068: Light Wyrm = fire3; + light2;
Releases a large Light Mana Dragon. Appears once the Rune is complete.
069: God Wyrm = fire3; + light3;
Releases a gigantic Light Mana Dragon. Appears once the Rune is complete.
070: Black Wyrm = fire3; + dark1;
Releases an Dark Mana Dragon. Appears once the Rune is complete.
071: Dark Wyrm = fire3; + dark2;
Releases a large Dark Mana Dragon. Appears once the Rune is complete.
072: Evil Wyrm = fire3; + dark3;
Releases a gigantic Dark Mana Dragon. Appears once the Rune is complete.
073: Rapid Fire = water1; + fire1;
A stream of fireballs. Indicate a direction to fire them. Can scald.
074: Wide Fire = water1; + fire2;
Shoots scalding fireballs across a wide area. Indicate a direction
075: Maxi Fire = water1; + fire3;
Shoots scalding fireballs across a vast area. Indicate a direction.
076: Rapid Ice = water1; + water1;
A stream of ice shots. Indicate a direction to fire them. Can freeze.
077: Wide Ice = Water + water2;
Shoots freezing ice shots across a wide area. Indicate a direction.
078: Maxi Ice = water1; + water3;
Shoots freezing ice shots across a vast area. Indicate a direction.
079: Rapid Wind = water1; + wind1;
A stream of wind blades that propels enemies back. Point a direction to fire.
080: Wide Wind = water1; + wind2;
Shoots many wind blades across a wide area. Indicate a direction.
081: Maxi Wind = water1; + wind3;
Shoots many wind blades across a vast area. Indicate a direction.
082: Rapid Earth = water1; + earth1;
A stream of rock shots. Indicate a direction to fire them.
083: Wide Earth = water1; + earth2;
Shoots multiple rock shots across a wide area. Indicate a direction.
084: Maxi Earth = water1; + earth3;
Shoots multiple rock shots across a vast area. Indicate a direction.
085: Rapid Light = water1; + light1;
A stream of light shots. Indicate a direction to fire them.
086: Wide Light = water1; + light2;
Shoots multiple light shots across a wide area. Indicate a direction.
087: Maxi Light = water1; + light3;
Shoots multiple light shots across a vast area. Indicate a direction.
088: Rapid Dark = water1; + dark1;
A stream of dark shots. Indicate a direction to fire them.
089: Wide Dark = water1; + dark2;
Shoots multiple dark shots across a wide area. Indicate a direction.
090: Maxi Dark = water1; + dark3;
Shoots multiple dark shots across a vast area. Indicate a direction.
091: Rain Fire = water2; + fire1;
Rains fire balls, causing much damage. Indicate a center and radius.
092: Hail Fire = water2; + fire2;
Rains fire balls over a wide area. Indicate a center and radius.
093: Hail Blaze = water2; + fire3;
Rains fire balls over a vast area. Indicate a center and radius.
094: Rain Frost = water2; + water1;
Rains ice shots, causing much damage. Indicate a center and radius.
095: Hail Frost = water2; + water2;
Rains ice shots over a wide area. Indicate a center and radius.
096: Hail Ice = water2; + water3;
Rains ice shots over a vast area. Indicate a center and radius.
097: Rain Gale = water2; + wind1;
Rains wind blades, causing much damage. Indicate a center and radius.
098: Hail Gale = water2; + wind2;
Rains wind blades over a wide area. Indicate a center and radius.
099: Hail Storm = water2; + wind3;
Rains wind blades over a vast area. Indicate a center and radius.
100: Rain Rock = water2; + earth1;
Rains rock shots, causing much damage. Indicate a center and radius.
101: Hail Rock = water2; + earth2;
Rains rock shots over a wide area. Indicate a center and radius.
102: Hail Stone = water2; + earth3;
Rains rock shots over a vast area. Indicate a center and radius.
103: Rain Light = water2; + light1;
Rains lightning, causing much damage. Indicate a center and radius.
104: Hail Light = water2; + light2;
Rains lightning over a wide area. Indicate a center and radius.
105: Pure Thunder = water2; + light3;
Rains lightning over a vast area. Indicate a center and radius.
106: Dark Rays = water2; + dark1;
Rains darkness, causing much damage. Indicate a center and radius.
107: Hail Dark = water2; + dark2;
Rains darkness over a wide area. Indicate a center and radius.
108: Black Hail = water2; + dark3;
Rains darkness over a vast area. Indicate a center and radius.
109: Burn Up = water3; + fire1;
Envelops an enemy unit in flames, burning it badly.
110: Roast Up = water3; + fire2;
Envelops multiple enemy units in flames, burning them badly.
111: Crisp Up = water3; + fire3;
Blows an enemy unit up then badly burns it.
112: Bubble = water3; + water1;
Creates a bubble that flies toward the enemy.
113: Bubble Up = water3; + water2;
Superior magic that creates an effective bubble attack.
114: Bubbles!! = water3; + water3;
Launches a stream of bubble attacks that really, really hurt!
115: Rebound = water3; + wind1;
Touch one enemy unit. They will hurt themselves when they attack.
116: Reprisal = water3; + wind2;
Touch one enemy unit. They will hurt themselves badly when they attack.
117: Revenge = water3; + wind3;
Touch one enemy unit. They will hurt themselves severely when they attack.
118: Swamp = water3; + earth1;
Pours earth-based rain over a set area, turning quicksand into swamp.
119: Swamp Fog = water3; + earth2;
Hampers enemy movement on land, but has no effect on flying units.
120: Swamp Abyss = water3; + earth3;
Hampers enemy movement over a wide area. No effect on flying units.
121: Terror = water3; + light1;
Touch one enemy unit. If the magic succeeds they will flee in terror.
122: Pure Terror = water3; + light2;
Circle multiple targets. If the magic succeeds they will flee in terror.
123: Holy Pulse = water3; + light3;
Circle a cluster of units to strengthen allies and weaken enemies.
124: Take Light = water3; + dark1;
Sucks out enemy HP and gives it to the user. Touch one enemy unit.
125: Draw Light = water3; + dark2;
Sucks HP from multiple enemies and gives it to the user. Circle targets.
126: Switch Life = water3; + dark3;
Switches the user’s HP with a selected enemy’s.
"Getting a BA will set you up for success." -Ancient Proverb
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127: Red Cloud = wind1; + fire1;
Average fire magic that dehydrates all units within the target area.
128: Hot Cloud = wind1; + fire2;
Potent fire magic that dehydrates all units within the target area.
129: Blaze Cloud = wind1; + fire3;
Mighty fire magic that dehydrates all units within the target area.
130: Frost Cloud = wind1; + water1;
Average ice magic that freezes all units within the target area.
131: Cool Cloud = wind1; + water2;
Potent ice magic that freezes all units within the target area.
132: Ice Cloud = wind1; + water3;
Mighty ice magic that freezes all units within the target area.
133: Wind Zone = wind1; + wind1;
Creates a zone in which allies move faster. Also dries swamp into sand.
134: Swift Zone = wind1; + wind2;
Creates a large zone in which allies move faster. Also turns swamp into sand.
135: Gale Zone = wind1; + wind3;
Creates a vast zone in which allies move faster. Also turns swamp into sand.
136: Dust Cloud = wind1; + earth1;
A cloud of sand that damages all inside and reduces their accuracy.
137: Sand Cloud = wind1; + earth2;
A large cloud of sand, damaging all inside and reducing their accuracy.
138: Sand Storm = wind1; + earth3;
A huge cloud of sand, damaging all inside and reducing their accuracy.
139: Sleep Wind = wind1; + light1;
A seductive wind that damages all within the range. Victims may change sides.
140: Sleep Gale = wind1; + light2;
A wide seductive wind, damaging all within, some victims may change sides.
141: Sleep Storm = wind1; + light3;
A sweeping and seductive wind, damaging all – some may betray their side.
142: Black Cloud = wind1; + dark1;
A black cloud of darkness that damages both friend and foe.
143: Void Cloud = wind1; + dark2;
A black substance that consumes everything.
144: Black Void = wind1; + dark3;
A fearsome blackness that eats up all in its path.
145: Fire Whirl = wind2; + fire1;
An epic meeting of wind and fire. Indicate a direction to fire it.
146: Flame Whirl = wind2; + fire2;
A tornado of flames that chases enemies. Indicate a direction.
147: Burn Whirl = wind2; + fire3;
The ultimate fire tornado, all who see it prepare for the end.
148: Frost Whirl = wind2; + water1;
An epic meeting of wind and water. Indicate a direction to fire it.
149: Cool Whirl = wind2; + water2;
A tornado of ice that chases enemies. Indicate a direction.
150: Ice Whirl = wind2; + water3;
The ultimate ice tornado, all who see it know the end is near.
151: Wind Whirl = wind2; + wind1;
Launches a tornado of wind Mana. Indicate a direction to fire it.
152: Gale Whirl = wind2; + wind2;
A tornado of wind Mana that chases enemies. Indicate a direction.
153: Storm Whirl = wind2; + wind3;
The ultimate tornado, all who see it will beg for forgiveness…
154: Soil Whirl = wind2; + earth1;
An epic meeting of wind and earth. Indicate a direction to fire it.
155: Earth Whirl = wind2; + earth2;
A tornado of rock that chases enemies. Indicate a direction.
156: Rock Whirl = wind2; + earth3;
The ultimate earth tornado, all who see it will flee for their lives.
157: White Whirl = wind2; + light1;
An epic meeting of wind and light. Indicate a direction to fire it.
158: Light Whirl = wind2; + light2;
A tornado of light that chases enemies. Indicate a direction.
159: Shine Whirl = wind2; + light3;
The ultimate light tornado, all who see it will beg for mercy.
160: Black Whirl = wind2; + dark1;
An epic meeting of wind and dark. Indicate a direction to fire it.
161: Dark Whirl = wind2; + dark2;
A tornado of darkness that chases enemies. Indicate a direction.
162: Pitch Whirl = wind2; + dark3;
The ultimate dark tornado, all who see it will convulse with fear.
163: Bomb Man = wind3; + fire1;
Turns the selected unit into a walking bomb. Explosion hurts others.
164: Bomb Men = wind3; + fire2;
Turns multiple units into walking bombs. When the timer hits zero…!!
165: Super B Men = wind3; + fire3;
Turns multiple units in powerful walking bombs. Kaboom!
166: Prank = wind3; + water1;
Drops a heavy object onto one unit. Also wakes a sleeping unit up.
167: Joke = wind3; + water2;
Drops heavy objects onto multiple units. Also wakes sleeping units up.
168: Trick = wind3; + water3;
Drops heavy objects onto multiple units. The ultimate wake-up call!
169: Wind Arrow = wind3; + wind1;
Launches an arrow created by wind Mana. Indicate a direction to fire it.
170: Gale Arrows = wind3; + wind2;
Fires magic arrows at multiple foes. Circle targets.
171: Self Cannon = wind3; + wind3;
Close-combat magic that smashes the user into the target.
172: Rage Trap = wind3; + earth1;
Sets a magic trap that triggers when stepped on. Ground targets only.
173: Death Trap = wind3; + earth2;
Sets multiple magic traps within a certain area. No effect on flying units.
174: Sin Trap = wind3; + earth3;
Sets multiple magic traps within a wide area. No effect on flying units.
175: Heal Wind = wind3; + light1;
Heals an ally’s HP. Works long distance. Touch the unit you wish to heal.
176: Cure Wind = wind3; + light2;
Heals multiple allied units’ HP. Circle those you wish to heal.
177: Pure Wind = wind3; + light3;
Restores ground altered by magic to normal. Draw a circle to activate.
178: Black Curse = wind3; + dark1;
A filthy black wind that both lowers accuracy and weakens an enemy.
179: Black Grudge = wind3; + dark2;
A filthy black wind that both lowers accuracy and weakens multiple enemies.
180: Black Bind = wind3; + dark3;
A potent black wind that both lowers accuracy and weakens multiple enemies.
181: Red Wall = earth1; + fire1;
Launches a wall of fire. Touching it causes harm. Draw a line to activate.
182: Fire Wall = earth1; + fire2;
A wall of hot fire. Touching it causes harm. Draw a line to activate.
183: Blaze Wall = earth1; + fire3;
A wall of hot, blazing fire. Attempt to cross this at your peril!
184: Cool Wall = earth1; + water1;
Launches a wall of ice. Touching it causes harm. Draw a line to activate.
185: Freeze Wall = earth1; + water2;
A wall of frozen ice. Touching it causes harm. Draw a line to activate.
186: Ice Wall = earth1; + water3;
A wall of frozen, numbing ice. Cross at you peril!
187: Wind Wall = earth1; + wind1;
Launches a wall of wind. Touching it causes harm. Draw a line to activate.
188: Gale Wall = earth1; + wind2;
A wall of wind blades. Touching it causes harm. Draw a line to activate.
189: Storm Wall = earth1; + wind3;
A wall of stabbing wind blades. Cross at you peril!
190: Anger Wall = earth1; + earth1;
Launches a wall of earth. Touching it causes harm. Draw a line to activate.
191: Rage Wall = earth1; + earth2;
A wall of solid rock. Touching it causes harm. Draw a line to activate.
192: Fury Wall = earth1; + earth3;
A towering wall of solid rock. Cross at your peril!
193: White Wall = earth1; + light1;
A curtain of light, touch it and HP is restored. Draw a line to activate.
194: Gold Wall = earth1; + light2;
Creates a shining wall of light. Can be placed further away.
195: Shine Wall = earth1; + light3;
Creates a dazzling wall of light. Simply touching it heals ailing units.
196: Black Wall = earth1; + dark1;
Creates a dark wall. Touching it causes harm. Draw a line to activate.
197: Dark Wall = earth1; + dark2;
A wall of sheer darkness. Can be placed further away.
198: Pitch Wall = earth1; + dark3;
A wall of utter darkness. Cross at your peril!
199: Fire Aura = earth2; + fire1;
Defensive magic. An aura that halves fire damage. Select one unit.
200: Blaze Aura = earth2; + fire2;
Bestows an aura upon multiple units that halves fire damage.
201: Fire Armor = earth2; + fire3;
Bestows a special fire aura that burns nearby foes. Select one unit.
202 : Ice Aura = earth2; + water1;
Bestows an aura that halves water damage. Select one unit.
203: Freeze Aura = earth2; + water2;
Bestows an aura upon multiple units that halves water damage.
204: Ice Armor = earth2; + water3;
Bestows a special ice aura that damages nearby foes. Select one unit.
205: Wind Aura = earth2; + wind1;
Bestows an aura that halves wind damage. Select one unit.
206: Gale Aura = earth2; + wind2;
Bestows an aura upon multiple units that halves wind damage.
207: Wind Armor = earth2; + wind3;
Bestows a special wind aura that damages nearby foes. Select one unit.
208: Earth Aura = earth2; + earth1;
Bestows an aura that halves earth damage. Select one unit.
209: Rock Aura = earth2; + earth2;
Bestows an aura upon multiple units that halves earth damage.
210: Earth Armor = earth2; + earth3;
Bestows a special earth aura that damages nearby foes. Select one unit.
211: Light Aura = earth2; + light1;
Bestows an aura that halves light damage. Select one unit.
212: Shine Aura = earth2; + light2;
Bestows an aura upon multiple units that halves light damage.
213: Shiny Armor = earth2; + light3;
Bestows a special light aura that damages nearby foes. Select one unit.
214: Dark Aura = earth2; + dark1;
Bestows an aura that halves dark damage. Select one unit.
215: Black Aura = earth2; + dark2;
Bestows an aura upon multiple units that halves dark damage.
216: Dark Armor = earth2; + dark3;
Bestows a special dark aura that damages nearby foes. Select one unit.
217: Fire Comet = earth3; + fire1;
Rains burning comets across selected area, causing major damage.
218: Fire Fall = earth3; + fire2;
Rains burning chunks across the selected area. Smash enemy formations!
219: Fire Meteo = earth3; + fire3;
Drops a massive blazing meteorite onto the selected area.
220: Ice Comet = earth3; + water1;
Rains frozen comets across the selected area, causing major damage.
221: Ice Fall = earth3; + water2;
Rains frozen chunks across the selected area. Smash enemy formations!
222: Ice Meteo = earth3; + water3;
Drops a massive frozen meteorite into the selected area.
223: Wind Bow = earth3; + wind1;
Fires arrows gifted from wind elementals into the target area.
224: Gale Bow = earth3; + wind2;
Launches countless arrows into the target area. Smash enemy formations!
225: Storm Bow = earth3; + wind3;
Powerful magic that riddles a single enemy with countless arrows.
226: Comet Fall = earth3; + earth1;
Rains comets summoned from the heavens into the selected area.
227: Star Fall = earth3; + earth2;
Rains comets into the selected area. Smash enemy formations apart!
228: Moon Fall = earth3; + earth3;
Drops a small moon into the selected area. Forbidden magic.
229: Light Shot = earth3; + light1;
Shoots rays from above the clouds down across the selected area.
230: Divine Shot = earth3; + light2;
A rain of rays from above the clouds falls across the selected area.
231: Apocalypse = earth3; + light3;
Fires a thick light beam down onto the selected spot.
232: Dark Shot = earth3; + dark1;
Rains darkness from above the clouds down across the selected area.
233: Fallen Shot = earth3; + dark2;
A rain of darkness from above the clouds falls across the selected area.
234: Devil Shot = earth3; + dark3;
Fires a thick darkness beam down onto the selected spot.
235: Fire Warmth = light1; + fire1;
Thaws out a frozen ally and heals some HP. Touch one unit.
236: Fire Clam = light1; + fire2;
Thaws out frozen allies and heals some HP. Circle targets.
237: Fire Soul = light1; + fire3;
Thaws out a frozen ally, heals some HP and increases their attack.
238: Kind Water = light1; + water1;
Cures a burned ally and heals some HP. Touch one allied unit.
239: Shine Ice = light1; + water2;
Cures burned allies and heals some HP. Circle targets.
240: Pure Soul = light1; + water3;
Cures a burned ally, heals some HP and increases their evasion.
241: Heal Mind = light1; + wind1;
Restores an ally not listening to commands and heals some HP.
242: Heal Heart = light1; + wind2;
Restores allies not listening to commands and heals some HP.
243: Heal Soul = light1; + wind3;
Restores a disobedient ally, heals their HP and speeds them up.
244: Wish = light1; + earth1;
Recovers HP of allies in the selected area and restores terrain.
245: Prayer = light1; + earth2;
Recovers HP of allies across a wide area and restores terrain.
246: Blessing = light1; + earth3;
Recovers HP of allies across a vast area and restores terrain.
247: Cure Prayer = light1; + light1;
Cures an infected ally and heals some HP. Touch one allied unit.
248: Heal Prayer = light1; + light2;
Cures infected allies and heals some HP. Circle targets.
249: God Song = light1; + light3;
High-level light healing. Causes an ally’s HP to slowly heal over time.
250: Purge Magic = light1; + dark1;
Removes the effects of all magic, good and bad, from one unit.
251: Antidote = light1; + dark2;
Cure one poisoned unit. Save them from a slow, painful death!
252: Purge Curse = light1; + dark3;
Removes the effects of all magic, good and bad, from multiple units.
"Getting a BA will set you up for success." -Ancient Proverb
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253: Power Up = light2; + fire1;
Raises the attack of one unit, pushing them beyond their limit.
254: Power On = light2; + fire2;
Raises the attack of multiple units, pushing them beyond their limits.
255: Mad Warrior = light2; + fire3;
Turns one unit into a berserker. Attack goes up but they won’t obey!
256: Evade Up = light2; + water1;
Raises the evasion of one unit, pushing them beyond their limit.
257: Evade On = light2; + water2;
Raises the evasion of multiple units, pushing them beyond their limits.
258: Evade Over = light2; + water3;
Pushes one unit’s evasion up massively. Avoid attacks with ease!
259: Speed Up = light2; + wind1;
Raises the speed of one unit, pushing them beyond their limit.
260: Speed On = light2; + wind2;
Raises the speed of multiple units, pushing them beyond their limits.
261: Speed Over = light2; + wind3;
Pushes one unit’s speed up massively. Run like the wind!
262: Defense Up = light2; + earth1;
Raises the defense of one unit, pushing them beyond their limit.
263: Defense On = light2; + earth2;
Raises the defense of multiple units, pushing them beyond their limits.
264: Defense Over = light2; + earth3;
Pushes one unit’s defense up massively. Attacks just bounce off!
265: Magic Up = light2; + light1;
Power-up magic. Raises the magic defense of one unit and heals HP.
266: Magic On = light2; + light2;
Raises the magic defense of multiple units and heals HP.
267: Magic Over = light2; + light3;
Pushes one unit’s defense and magic defense up massively.
268: Eye Up = light2; + dark1;
Raises the accuracy of one unit, pushing them beyond their limit.
269: Eye On = light2; + dark2;
Raises the accuracy of multiple units, pushing them beyond their limits.
270: Eye Over = light2; + dark3;
Pushes one unit’s accuracy up massively. Watch out enemies!
271: Fire Curse = light3; + fire1;
Makes a single enemy weak against fire.
272: Blaze Curse = light3; + fire2;
Makes multiple enemies weak against fire.
273: Power Zone = light3; + fire3;
Allied attacks will increase in the zone created by this spell.
274: Water Curse = light3; + water1;
Makes a single enemy weak against water.
275: Ice Grudge = light3; + water2;
Makes multiple enemies weak against water.
276: Evade Zone = light3; + water3;
Allied evasion will increase in the zone created by this spell.
277: Wind Curse = light3; + wind1;
Makes a single enemy weak against wind.
278: Gale Grudge = light3; + wind2;
Makes multiple enemies weak against wind.
279: Speed Zone = light3; + wind3;
Allied attacks will speed up in the zone created by this spell.
280: Earth Curse = light3; + earth1;
Makes a single enemy weak against earth.
281: Rock Grudge = light3; + earth2;
Makes multiple enemies weak against earth.
282: Defense Zone = light3; + earth3;
Allied defense will increase in the zone created by this spell.
283: Light Curse = light3; + light1;
Makes a single enemy weak against light.
284: Pure Grudge = light3; + light2;
Makes multiple enemies weak against light.
285: White Cure = light3; + light3;
The ultimate cure magic restores one ally’s status to normal.
286: Dark Curse = light3; + dark1;
Makes a single enemy weak against dark.
287: Dark Grudge = light3; + dark2;
Makes multiple enemies weak against dark.
288: Prime Zone = light3; + dark3;
Allies’ accuracy will increase in the zone created by this spell.
289: Fire Trap = dark1; + fire1;
Creates a trap effective against fire monsters. Weaken them first!
290: Fire Obey = dark1; + fire2;
Creates a trap effective against fire monsters. Traps stronger monsters.
291: Fire Order = dark1; + fire3;
Creates a trap effective against fire monsters. Traps strongest monsters.
292: Water Trap = dark1; + water1;
Creates a trap effective against water monsters. Weaken them first!
293: Water Obey = dark1; + water2;
Creates a trap effective against water monsters. Traps stronger monsters.
294: Water Order = dark1; + water3;
Creates a trap effective against water monsters. Traps strongest monsters.
295: Wind Trap = dark1; + wind1;
Creates a trap effective against wind monsters. Weaken them first!
296: Wind Obey = dark1; + wind2;
Creates a trap effective against wind monsters. Traps stronger monsters.
297: Wind Order = dark1; + wind3;
Creates a trap effective against wind monsters. Traps strongest monsters.
298: Earth Tap = dark1; + earth1;
Creates a trap effective against earth monsters. Weaken them first!
299: Earth Obey = dark1; + earth2;
Creates a trap effective against earth monsters. Traps stronger monsters.
300: Earth Order = dark1; + earth3;
Creates a trap effective against earth monsters. Traps strongest monsters.
301: Light Trap = dark1; + light1;
Creates a trap effective against light monsters. Weaken them first!
302: Light Obey = dark1; + light2;
Creates a trap effective against light monsters. Traps stronger monsters.
303: Light Order = dark1; + light3;
Creates a trap effective against light monsters. Traps strongest monsters.
304: Dark Trap = dark1; + dark1;
Creates a trap effective against dark monsters. Weaken them first!
305: Dark Obey = dark1; + dark2;
Creates a trap effective against dark monsters. Traps stronger monsters.
306: Dark Order = dark1; + dark3;
Creates a trap effective against dark monsters. Traps strongest monsters.
307: Power Down = dark2; + fire1;
Lowers the attack of one enemy. Good when going one-on-one.
308: Power Off = dark2; + fire2;
Lowers the attack of multiple enemies. Good when facing a group.
309: Power Under = dark2; + fire3;
Greatly lowers the attack of one enemy. Take out that powerhouse!
310: Evade Down = dark2; + water1;
Lowers the evasion of one enemy. Good when going one-on-one.
311: Evade Off = dark2; + water2;
Lowers the evasion of multiple enemies. Good when facing a group.
312: Evasion Down = dark2; + water3;
Greatly lowers the evasion of one enemy. They won’t slip away!
313: Speed Down = dark2; + wind1;
Lowers the speed of one enemy. Good when going one-on-one.
314: Speed Off = dark2; + wind2;
Lowers the speed of multiple enemies. Good when facing a group.
315: Speed Under = dark2; + wind3;
Greatly lowers the speed of one enemy. Bog them down!
316: Defense Down = dark2; + earth1;
Lowers the defense of one enemy. Good when going one-on-one.
317: Defense Off = dark2; + earth2;
Lowers the defense of multiple enemies. Good when facing a group.
318: Defense Under = dark2; + earth3;
Greatly lowers the defense of one enemy. Cut right through them!
319: Magic Down = dark2; + light1;
Lowers the magic defense of one enemy. Good when going one-on-one.
320: Magic Off = dark2; + light2;
Lowers the magic defense of multiple enemies. Good when facing a group.
321: Magic Under = dark2; + light3;
Greatly lowers the magic defense of one enemy. Cut them down!
322: Accuracy Down = dark2; + dark1;
Lowers the accuracy of one enemy. Good when going one-on-one.
323: Accuracy Off = dark2; + dark2;
Lowers the accuracy of multiple enemies. Good when facing a group.
324: Accuracy Under = dark2; + dark3;
Greatly lowers the accuracy of one enemy. They won’t hit you now!
325: Betrayal = dark3; + fire1;
Infects the mind of a single enemy, turning it to your side.
326: Mutiny = dark3; + fire2;
Infects the minds of multiple enemies, turning them to your side.
"Getting a BA will set you up for success." -Ancient Proverb
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327: Uprising = dark3; + fire3;
Infects the minds of many enemies, turning them to your side.
328: Ice Maiden = dark3; + water1;
Lowers the temperature rapidly, causing damage and freezing enemies.
329: Ice Queen = dark3; + water2;
Lowers the temperature rapidly in a wide area, maiming and freezing.
330: Ice Goddess = dark3; + water3;
Lowers the temperature rapidly in a vast area, maiming and freezing.
331: Virus = dark3; + wind1;
Lowers the status of a single enemy. Transmits to others by touch.
332: Plague = dark3; + wind2;
Lowers the status of multiple enemies. Passed on to others by touch.
333: Epidemic = dark3; + wind3;
Lowers the status of multiple enemies. Creates an epidemic.
334: Peace Call = dark3; + earth1;
Pacifies an enemy unit – they lose their desire to attack.
335: Peace Chant = dark3; + earth2;
Pacifies multiple enemy units. They won’t fight back!
336: Peace Song = dark3; + earth3;
Ultimate peaceful magic that calms the raging beasts.
337: Sleep Call = dark3; + light1;
Sends one unit off to sleep. Not the best thing to do during battle!
338: Sleep Chant = dark3; + light2;
Sends multiple units off into a deep sleep. Hold up your enemies!
339: Sleep Song = dark3; + light3;
The ultimate sleep magic, sends one enemy off into a coma!
340: Vile Poison = dark3; + dark1;
Infects one enemy unit with deadly HP-sapping poison.
341: Poison Smog = dark3; + dark2;
Infects multiple enemies with deadly poison. Magic is the only cure.
342: Vile Smog = dark3; + dark3;
Infects multiple enemies with deadly poison. This could wipe out a town!
343: Fire King = fire1; + fire1; + fire1;
A mighty Trio Rune, the ultimate fire ball attack.
344: Ice King = water1; + water1; + water1;
A mighty Trio Rune, the ultimate ice shard attack.
345: Wind King = wind1; + wind1; + wind1;
A mighty Trio Rune, the ultimate wind blade attack.
346: Earth King = earth1; + earth1; + earth1;
A mighty Trio Rune, the encircling walls of earth.
347: Life King = light1; + light1; + light1;
A mighty Trio Rune, it restores the HP of the target.
348: Dark King = dark1; + dark1; + dark1;
A mighty Trio Rune, it curses the status of the target.
349: Final Fire = fire2; + fire2; + fire2;
A long-lost Trio Rune. Causes a great flaming explosion in a set area.
350: Final Ice = water2; + water2; + water2;
A long-lost Trio Rune. Causes a mighty water explosion in a set area.
351: Final Storm = wind2; + wind2; + wind2;
A long-lost Trio Rune. Causes a mighty wind explosion in a set area.
352: Final Rumble = earth2; + earth2; + earth2;
A long-lost Trio Rune. Causes a mighty earth explosion in a set area.
353: Final Shine = light2; + light2; + light2;
A long-lost Trio Rune. Causes a mighty light explosion in a set area.
354: Final Dark = dark2; + dark2; + dark2;
A long-lost Trio Rune. Causes a mighty dark explosion in a set area.
355: Earth Explode = fire3; + fire3; + fire3;
Warms an area, turning ground to magma and ice to shallows.
356: Frozen Time = water3; + water3; + water3;
Lowers the temperature across the entire field, freezing enemies solid.
357: Flight = wind3; + wind3; + wind3;
Wind magic that moves you with speed to an accessible location.
358: Big Drop = earth3; + earth3; + earth3;
Drops a massive boulder onto the target area. This is going to hurt!
359: High Bless = light3; + light3; + light3;
Creates a zone that boosts ally status. Positioning is the key!
360: Evil Bless = dark3; + dark3; + dark3;
Creates a zone that lowers enemy status. Lure them in!
361: Fire Dance = fire3; + water3; + fire3;
Imbues the wand with fire magic to smash an enemy. Touch your target.
362: Ice Dance = water3; + fire3; + water3;
Imbues the wand with ice magic to smash an enemy. Touch your target.
363: Wind Dance = wind3; + earth3; + wind3;
Imbues the wand with wind magic to smash an enemy. Touch your target.
364: Earth Dance = earth3; + wind3; + earth3;
Imbues wand with earth magic to smash an enemy. Touch your target.
365: Light Dance = light3; + dark3; + light3;
Imbues wand with light magic to smash an enemy. Touch your target.
366: Dark Dance = dark3; + light3; + dark3;
Imbues the wand with dark magic to smash an enemy. Touch your target.
367: The Berserk = fire3; + fire2; + fire1;
Drives allies inside the target area berserk. Set off the flames of hatred.
368: Flood = water3; + water2; + water1;
Summons a mammoth flood. Touch the screen to activate, then swim!
369: Wind Lord = wind3; + wind2; + wind1;
Unleashes blades of wind in all directions. A mighty beast of wind!
370: Barrier = earth3; + earth2; + earth1;
Makes a single ally invincible, but stops them from moving.
371: Fairy Trick = light3; + light2; + light1;
Bends light and hides a unit from enemy eyes. Touch one unit.
372: Life Shine = dark3; + dark2; + dark1;
Absorbs HP from all enemies and gives them to the user or an ally.
373: Last Rage = fire1; + fire2; + fire3;
The last resort! Turns all allies into raging berserkers.
374: Winter Wall = water1; + water2; + water3;
A mighty Trio Rune that forms walls of ice around the target area.
375: Gather = wind1; + wind2; + wind3;
Uses the power of the wind to draw all units close to the user.
376: Invincible = earth1; + earth2; + earth3;
Makes multiple allies invincible but stops them from moving.
377: Hidden Veil = light1; + light2; + light3;
Hides allies within a circle from enemy sight. Great for hide-and-seek.
378: Big Brawl = dark1; + dark2; + dark3;
Turns both allies and enemies into berserkers. Let the chaos ensure!
379: Death Gamble = wind2; + light2; + fire2;
Unleash a terrifying array of spells upon one unlucky unit!
380: Water Lord = earth2; + dark2; + water2;
Unleashes bubbles in all directions. A mighty beast of water!
381: Clip Wings = light2; + fire2; + wind2;
Powerful magic that only works on flying units.
382: Falling Sky = dark2; + water2; + earth2;
Summons a horde of meteorites that drop onto the target area.
383: Life Thread = fire2; + wind2; + light2;
Heals the target unit but reduces the HP of other allies.
384: Death Rain = water2; + earth2; + dark2;
A black rain falls and damages all it touches. Wide-spread and powerful!
385: Death Bullet = wind3; + dark2; + fire1;
Unleashes a powerful magic missile, smashing enemies to pieces.
386: Big Freeze = earth3; + light2; + water1;
A powerful combination that freezes enemies and crushes them with ice.
387: Free Lift = dark3; + fire2; + wind1;
Tosses enemy units into the air and then smashes them back to the ground.
388: Insane Rock = light3; + water2; + earth1;
A massive quake that affects all ground units. No effect on flyers.
389: Love Song = water3; + earth2; + light1;
Activates a circle of benevolent rain which restores HP.
390: Gold Song = fire3; + wind2; + dark1;
Causes all units on the field to fall into a deep peaceful sleep.
391: Blaze God = dark1; + earth1; + fire3;
Summons a blazing Elder Dragon to heat things up…
392: Ice God = light1; + wind1; + water3;
Summons an icy Elder Dragon to cool things down…
393: Sky God = fire1; + light1; + wind3;
Summons a blustery Elder Dragon to blow enemies away…
394: Stone God = water1; + dark1; + earth3;
Summons a craggy Elder Dragon to crush your enemies…
395: Flash God = earth1; + fire1; + light3;
Summons a shining Elder Dragon to bring back peace…
396: Dark God = wind1; + water1; + dark3;
Summons a shady Elder Dragon to blanket your enemies in darkness...
"Getting a BA will set you up for success." -Ancient Proverb
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