Magic and attempted translations from...

聖剣伝説2

Here's the spell list, in the order the game stores them, with the spirits thrown in. Graphics found on the (now defunct) Japanese icon site 16x16 (previously found at http://finefeather.cool.ne.jp/1616), saving me the trouble of extracting them myself.

Warning: May contain spoilers

Spell Power Summary

Most spells fit into one or two of several major types depending on their effects. All spells within a category generally use the same basic effectiveness formula.

Spells only have level 8 power when the random "super" effect occurs. When a level 8 spell does not trigger the "super" effect, it acts as a level 7 spell.

Editing spell level to above level 8 causes it to act as a spell of that level should. Only level 8 has the special logic.

Except where otherwise indicated, the power (damage or duration) of a spell effect is divided by the number of targets when a spell is multitargeted.

Spells with lasting effects (status changes, Saber spells, etc.) begin working as soon as the spell animation starts on the target.

Spells that inflict damage (or heal it)

Base damage (before magic defense, weakness, or resistance) = [(casting stat) + (base spell power)] * [1 + (spell level / 2)]. Let's stick that in a table per level.

Spell Power by Spell Level
Spell level: 0 1 2 3 4 5 6 7 8
One target: 100% 150% 200% 250% 300% 350% 400% 450% 500%
Two targets: 50% 75% 100% 125% 150% 175% 200% 225% 250%
Three targets: 33% 50% 67% 83% 100% 117% 133% 150% 167%

Editing spell level above 8 causes damage to continue rising, following the same pattern.

Damage is reduced based on target magic defense, doubled against a weakness or halved against a resistance, and restricted to a minimum of 1 and maximum of 999 (though I'm not sure it happens in that order). Beneficial spells (Heal Water in this case) are not affected by magic defense, and are also treated as striking a weakness, which doubles their final effectiveness.

The casting stat is Intelligence for all spells The Sprite gets, and Spirit for all spells The Girl gets. Base spell power is as follows:

* Absorb additionally divides final damage by 10.

Spells that set or remove status effects

Base duration (before magic defense, weakness, or resistance) is proportional to [(casting stat) + (base spell power)] * [1 + (spell level)/2]. The duration table per level is the same as the damage table for damaging spells, above.

More specifically, base duration is a number of ticks equal to one fourth (rounded down) of the base damage as calculated for damaging spells, where one tick is 20 frames. Since the game runs at 60 fps, that's 3 ticks per second. A spell with a base damage of 120 that also inflicts a status effect would have a base duration of 30 ticks, or 600 frames, or 10 seconds. Status effects reportedly have a minimum base duration of 20 ticks, which is 6.67 seconds at 60 fps.

Editing spell level above 8 causes duration to continue rising, following the same pattern.

Duration is reduced based on target magic defense, doubled against a weakness or halved against a resistance, and probably has caps applied, much like damage does. Status effects also have a minimum guaranteed duration. Beneficial spells (including Quick and Refresh) are not affected by magic defense, and are also treated as striking a weakness, which doubles their final effectiveness.

Refresh and Antimagic work similarly, but reduce existing durations. Any effect with a duration that is reduced to zero will be removed entirely.

The casting stat is Intelligence for all spells The Sprite gets, and Spirit for all spells The Girl gets. Base spell power is as follows:

* The effect of the Mana spells ends when either duration expires.

Spells that grant an effect for a set number of uses

All six Saber spells, Energy Ball (Moon Energy), and Countermagic (Wall) work for a set number of uses (attacks made or spells repelled), following this formula: base + (multiplier * floor[spell level / number of targets] ). Saber spells have a base of 4 and a multiplier of 4, Countermagic has a base of 2 and multiplier of 1, and Energy Ball has a base of 1 and a multiplier of 1. Energy Ball also cannot be multitargeted.

Recasting any of these spells, or replacing one Saber with a different one, will reset the number of uses, even if the new value is less than the previous one. For example, level 5 Countermagic lasts for 7 spells if cast to a single character, but if the spell is then cast on the entire party, this resets it to 3 spells, rather than adding on to or simply keeping the previous value.

Number of Uses by Spell Level
Spell level: 0 1 2 3 4 5 6 7 8
Saber spells 1 target: 4 8 12 16 20 24 28 32 36
2 targets: 4 4 8 8 12 12 16 16 20
3 targets: 4 4 4 8 8 8 12 12 12
Countermagic 1 target: 2 3 4 5 6 7 8 9 10
2 targets: 2 2 3 3 4 4 5 5 6
3 targets: 2 2 2 3 3 3 4 4 4
Energy Ball 1 target: 1 2 3 4 5 6 7 8 9

Editing spell level above 8 causes the uses to continue rising, following the same pattern.

Antimagic will cancel a number of Countermagic uses equal to the amount given by a Countermagic spell cast at the same level on the same number of targets. For example, a level 3 Antimagic cast on a single target will remove 5 uses from an active Countermagic effect.

When cast at level 1 or above, all Saber spells also provide a bonus to attack power while in effect, by a factor of 1 / (10 - floor[spell level / number of targets]). This bonus is applied before the bonus damage from Mana Energy.

Saber Attack Bonus by Spell Level
Spell level: 0 1 2 3 4 5 6 7 8
Bonus as
fraction of
beneficiary's
attack power
1 target: 0 1/9 1/8 1/7 1/6 1/5 1/4 1/3 1/2
2 targets: 0 1/10 1/9 1/9 1/8 1/8 1/7 1/7 1/6
3 targets: 0 1/10 1/10 1/9 1/9 1/9 1/8 1/8 1/8

Editing spell level above 8 normally causes the bonus to continue rising in the same pattern, but a level 10 or greater saber cast to a single target results in no damage bonus (presumably due to dividing by zero or a negative value).

Saber spells also change the weapon's element, but this is bugged and normally has no effect.

More specifically, the game incorrectly checks the target's weapon flags instead of the attacker's (weapon racial bonuses are similarly bugged). This means elements on player weapons never have any effect, since they're only checked when the enemies attack them, and players are never weak against or resistant to any of them (armors do seem to have flags that would provide elemental affinities, but they're never used). However, elements applied to enemy weapons can have an effect, since many of them do have a resistance and weakness. This doesn't normally matter either, though, since few enemies use Saber spells, and most that can don't use an element that they're either strong or weak against. The Turtle Knight with Ice Saber and Evil Sword with Moon Saber are the only enemies I'm aware of that give themselves a relevant Saber; as these Sabers match their elements, they will take less damage from weapons while these spells are in effect, since the game applies their weapon elements to attacks made against them.

After getting Dryad, it's also possible to take advantage of this. Cast Countermagic on a player, then reflect the appropriate Saber spell onto an enemy. Be careful, though, since the enemy will still get the generic Saber attack bonus and any status attacks the Saber provides.

Brief empirical testing suggests that striking a weakness doubles attack power, while striking a resistance halves it, and that both modifiers are applied before the Mana Energy damage bonus. I'd need to check more thoroughly to be sure, though, and it's largely academic anyway.

Since the elemental bonuses/penalties don't work properly, the generic Saber damage bonus is normally the only effect of Thunder Saber and Holy Saber (Light Saber), making them largely worthless.

Other spells

Some spells just do their own thing. These are detailed below, but to summarize...

The Spirits and Their Spells

ノーム Gnome GNOME
 アースクエイク
ふりかかる岩が、敵を押しつぶす
 Earthquake
Falling rock crushes enemy
 EARTH SLIDE
COVERS ENEMIES IN ROCK SLIDE.

3 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

 ダイヤミサイル
するどいダイヤが、敵を切りきざむ
 Diamond Missile
Sharp diamonds lacerate enemy
 GEM MISSILE
RAINS JAGGED DIAMONDS ON ENEMIES.

2 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 43, plus an additional 50% power per spell level.

Diamond Missile deals more damage per MP spent than Earthquake, especially with high intelligence.

 スビードダウン
敵のかいひりつを下げて、攻撃もおくらせる
 Speed Down
Lowers enemy evasion and delays attacks
 SPEED DOWN
LOWERS EVADE % AND SLOWS ATTACK.

1 MP. Inflicts Heavy status to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

Useful for gaining magic experience. Of limited value otherwise.

 
 ストーンセイバー
仲間の武器に、石化の能力をもたせる
 Stone Saber
Grants ally weapon power of petrification
 STONE SABER
WEAPONS GAIN THE POWER TO PETRIFY.

4 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons inflict Petrified. Effective attack power is also increased by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Stone Saber also sets the weapon's element to Earth, but due to a bug, this normally has no effect. See the general note above for details.

 クイック
仲間のかいひりつを上げて、攻撃もはやめる
 Quick
Raises ally evasion and hastens attacks
 SPEED UP
RAISES EVADE % AND SPEEDS ATTACK.

3 MP. Gives one or all allies Hit Up and Evade Up status. Power = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

 プロテクト
仲間の防御力を上げ、ダメージをへらす
 Protect
Raises ally defense, reducing damage
 DEFENDER
RAISES DEFENSE/DECREASES DAMAGE.

2 MP. Gives one or all allies Defense Up status. Power = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

 
ウンディーネ Undine UNDINE
 フリーズ
とびかうアイスが、敵にふりそそぐ
 Freeze
Flying ice showers enemy
 FREEZE
CAUSES A FREEZING ICE STORM.

2 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

Surprisingly strong for the low cost. The relationship between cost and power seems quite arbitrary in this game, on the whole.

 アシッドストーム
強酸の雨によって、敵の防御力を下げる
 Acid Storm
Lowers enemy defense with acidic rain
 ACID STORM
ACID RAIN LOWERS ENEMY'S DEFENSE.

3 MP. Inflicts damage and Defense Down status on one or multiple enemies. Power = Intelligence + 43, plus an additional 50% power per spell level.

Spell data indicates that it's also meant to cause Poisoned. For whatever reason, it doesn't actually do so.

 スポイト
敵のHPをうばいとる
 Dropper
Pilfers enemy HP
 ENERGY ABSORB
TAKES AWAY ENEMY'S HP.

One of those things that's basically a tube with a rubber bulb on the end, used to suck up fluids and squirt them out somewhere else. That's where the spell icon comes from, too.

2 MP. Damages one or multiple enemies, and heals the caster equal to the total damage it inflicts. Power = Intelligence + 43, plus an additional 50% power per spell level, with the final damage limited by the target's current HP. However, enemies in the undead/demon category reverse damage and healing if this spell is used against them.

Rapidly stacking casts can bypass the limitation of the target's current HP. Since the damage is not applied until all the stacked spells take effect, the enemy technically still has that health during each casting. Draining spells tend to interrupt easily, though, due to The Sprite going into the healing pose.

 
 アイスセイバー
仲間の武器に、水の能力をもたせる
 Ice Saber
Grants ally weapon power of water
 ICE SABER
WEAPONS GAIN THE POWER OF WATER!

2 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons inflict Snowman. Effective attack power is also increased by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Ice Saber also sets the weapon's element to Water, but due to a bug, this normally has no effect. See the general note above for details.

Snowman is basically worthless unless you're just trying to get through an area without being harassed, as it makes enemies immune to damage until it wears off. The generic Saber damage bonus still works fine on bosses, though.

 リフレッシュ
仲間のステータスを回復させる
 Refresh
Cures ally status
 REMEDY
RECOVERS STATUS.

1 MP. Reduces the remaning duration of various negative status effects on one or all allies, removing any effects that run out of remaining time as a result. Power = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

If I'm not mistaken, Refresh works on Ablaze, Poisoned, Moogle, Transformed, Munchkin, Ballooned, Confused, Petrified, Snowman, Asleep, and Heavy.

A message displays if Refresh fails to completely remove a status effect:

  回復しきれなかった Couldn't fully cure. Recovery failed!

However, Refresh is strong enough, and most status attacks brief enough, that you should rarely if ever see this message.

 ヒールウォーター
仲間のHPを回復させる
 Heal Water
Recovers ally HP
 CURE WATER
RECOVERS HP.

2 MP. Heals one or all allies. Power = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

 
サラマンダー Salamander SALAMANDO
 ファイアボール
火炎弾が、敵をやきつくす
 Fireball
Fireballs scorch enemy
 FIREBALL
SENDS FIREBALLS AT ENEMIES.

2 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 52, plus an additional 50% power per spell level.

Easily the most MP-efficient fire spell the game has to offer. Needing to wait for the fireballs to reach their target may make it less desirable for grinding spell levels, though, since the other two spells can be recast as soon as the conjuring finishes.

 エクスプロード
爆炎により、敵をやきこがす
 Explode
Roasts enemy with explosive flames
 EXPLODER
AN EXPLOSION ROCKS THE ENEMIES.

4 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

 ラーバウェイブ
マグマがふきだし、敵をつつみこむ
 Lava Wave
Gushing magma engulfs enemy
 LAVA WAVE
MAGMA ENGULFS THE ENEMIES.

3 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 43, plus an additional 50% power per spell level.

Strange that this one is the weakest of the three, even though Fireball costs the least to cast. Maybe it was meant to have an extra effect?

 
 フレイムセイバー
仲間の武器に、火の能力をもたせる
 Flame Saber
Grants ally weapon power of fire
 FLAME SABER
WEAPONS GAIN THE POWER OF FIRE!

2 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons inflict Ablaze. Effective attack power is also increased by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Flame Saber also sets the weapon's element to Fire, but due to a bug, this normally has no effect. See the general note above for details.

Ablaze is arguably the most useful status effect you can inflict, as it combines the gradual damage of Poisoned with the immobility and vulnerabilty to attack of Ballooned. Even better, this is tied for the least expensive Saber spell.

 ファイアカクテル
敵に大ヤケドをおわせ、敵の攻撃力を下げる
 Fire Cocktail
Massively burns enemy, lowering attack
 FIRE BOUQUET
SCALDS ENEMY/LOWERS BATTLE POWER.

3 MP. Inflicts damage and Attack Down status on one or multiple enemies. Power = Spirit + 43, plus an additional 50% power per spell level.

 ブレイズウォール
炎のカベが敵をかこみ、敵が火ダルマになる
 Blaze Wall
Encircling wall of flames sets enemy ablaze
 BLAZE WALL
A WALL OF FIRE ENGULFS THE ENEMIES.

4 MP. Inflicts damage and Ablaze status on one or multiple enemies. Power = Spirit + 32, plus an additional 50% power per spell level.

With Flame Saber inflicting the same status effect, and Fire Cocktail dealing more direct damage at a lower cost, there's little reason to use this spell.

 
ジン Jinn SYLPHID

I always thought this spirit looked like a genie...

 エアブラスト
カマイタチをつくりだし、敵を切りきざむ
 Air Blast
Creates wind scythes to lacerate enemy
 AIR BLAST
WIND-BURN DAMAGES THE ENEMIES.

2 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 43, plus an additional 50% power per spell level.

Like Diamond Missile, Air Blast inflicts more damage per MP spent than its more powerful counterpart, but moreso since Thunderbolt costs more than Earthquake. Like Fireball, though, you have to wait for the projectiles to reach their target before recasting.

 サンダーボルド
敵の上に、強力なイナズマをたたきつける
 Thunderbolt
Powerful lightning strikes enemy
 THUNDERBOLT
STRIKES THE ENEMIES WITH LIGHTNING.

4 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

 サイレンス
敵をこんらんじょうたいにする
 Silence
Puts enemy in Confused status
 SILENCE
CONFUSES THE ENEMIES.

2 MP. Inflicts Confused status on one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

Nonlethal and relatively inexpensive, this works well for grinding spell levels.

 
 サンダーセイバー
仲間の武器に、風の能力をもたせる
 Thunder Saber
Grants ally weapon power of wind
 THUNDER SABER
WEAPONS GAIN THE POWER OF WIND!

3 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons increase effective attack by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Thunder Saber also sets the weapon's element to Wind, but due to a bug, this normally has no effect. See the general note above for details.

Unlike most Saber spells, Thunder Saber inflicts no status effects. Considering that, it's a bit overpriced. Ballooned would have been nice.

 バルーン
敵のせいしんをみだし、こんらんさせる
 Balloon
Disrupts enemy mind, causing confusion
 BALLOON
LOWERS WISDOM/CONFUSES ENEMIES.

2 MP. Inflicts Ballooned status on one or multiple enemies. Power = Spirit + 61, plus an additional 50% power per spell level.

That description could use some help. It should at least avoid mentioning confusion.

 ディテクト
宝箱のワナをはずす・敵の弱点をしらべる
 Detect
Removes treasure chest traps /
checks enemy weakness
 ANALYZER
DETECTS TRAPS/ENEMY'S WEAK POINT.

1 MP. This functions like a typical enemy scanning spell found in many games, but with the bonus effects of showing which spirit to use on a crystal orb (though not which specific spell), and more usefully, immobilizing and removing traps from treasure chests. Single target only.

Detect may fail to remove a trap if its level is too low, but will always lock the chest in place.

 
ルナ Luna LUNA
 ボディチェンジ
敵をレベルのひくいモンスターにかえる
 Body Change
Turns enemy into low-level monster
 CHANGE FORM
TRANSFORMS ENEMY TO WEAKER LEVEL.

5 MP. Inflicts Transformed status on one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

Victims may be transformed into any of Rabie, Myconid, Bud Flower, Goblin, Green Slime, Sahagin, Molebear, or Bumpkin Bomb. They seem to use the selected monster's stats and attacks, other than keeping their original health.

 アブソーブ
敵のMPをうばいとる
 Absorb
Pilfers enemy MP
 MAGIC ABSORB
TAKES ENEMY'S MP.

1 MP. Damages the MP of one or multiple enemies and heals the caster's MP equal to the total damage it inflicts. Power = Intelligence + 43, plus an additional 50% power per spell level, but the final damage is divided by 10 (minimum 1) and limited to the target's current MP. Furthermore, enemies in the incorporeal category reverse healing and damage if this spell is used against them.

Absorb is The Sprite's best friend, for reasons that should be readily apparent.

Rapidly stacking casts can bypass the limitation of the target's current MP. Since the damage is not applied until all the stacked spells take effect, the enemy technically still has that MP during each casting. Draining spells tend to interrupt easily, though, due to The Sprite going into the healing pose.

 ルナティック
敵・味方全体に、ふしぎなことが起こる
 Lunatic
Strange things happen to all enemies / allies
 LUNAR MAGIC
MAKES ENEMY/YOU DO CURIOUS THINGS.

8 MP. Lunatic targets one or more enemies and causes one of eight possible effects at random, some of which ignore targeting. When applicable, power = Intelligence + 61, plus an additional 50% power per spell level. Possible effects and their corresponding messages are:

敵も味方もHPが回復 Enemies and allies both recover HP Enemy/party HP recovered.

Heals everyone on the screen.

グっと気力が入ってしまった Energy rushed in Raring to go!

Gives Defense Up, Evade Up, Hit Up, and Attack Up to the target(s).

ドっと気力が抜けた Energy drained away Burned out!

Inflicts Defense Down, Evade Down, Hit Down, and Attack Down on the target(s).

敵も味方もこんらんした Enemies and allies both confused All are confused!

Inflicts Confused on everyone on the screen.

クピクピクッポッポー!? Kupi kupi kuppoppo!? Kupi ku po po!?

Inflicts Moogle on everyone on the screen. However, all enemies are immune to Moogle, so it only affects allies.

世界がでかくなった?! The world got bigger!? World's bigger?!

Inflicts Munchkin on everyone on the screen. However, all enemies are immune to Munchkin, so it only affects allies.

敵はよわっちくんになった! The enemy turned into a weakling! Enemy wimps out!

Inflicts Transformed status on the target(s).

ショックで気を失った! Passed out from the shock! Knocked senseless!

Inflicts Asleep on everyone on the screen.

ふしぎな魔力でMPが回復! MP recovers from mysterious magic energy! MP recovered!

This MP recovery effect has a message but never actually occurs. With Absorb available, it's no real loss.

Overall, Lunatic has such random and generally unhelpful effects that it's probably the most pointless spell in the game, especially given its high cost.

 
 ムーンセイバー
仲間の武器にHPすいとりの能力をもたせる
 Moon Saber
Grants ally weapon power to absorb HP
 MOON SABER
WEAPONS GAIN THE POWER TO TAKE HP!

3 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons drain HP, healing the attacker. Effective attack power is also increased by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Moon Saber also sets the weapon's element to Moon, but due to a bug, this normally has no effect. See the general note above for details.

The healing and damage are reversed against monsters in the undead/demon category.

 ラッシュ
月光パワーで、仲間の攻撃力を上げる
 Rush
Raises ally offense with moonlight power
 LUNAR BOOST
RAISES BATTLE POWER.

2 MP. Sets Attack Up and Evade Down status. Power = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

 エナジーボール
クリティカルヒットがでやすくなる
 Energy Ball
Critical hits become more likely to occur
 MOON ENERGY
RAISES CRITICAL HIT %.

2 MP. Guarantees critical hits while in effect. The spell lasts for 1 + (spell level) hits. Single target only.

If this could be multitargeted, it would follow a similar pattern to Saber spells, lasting for (spell level / number of targets) hits.

 
ドリアード Dryad DRYAD
 スリープフラワー
敵の心に安らぎをあたえ、敵を眠に落とす
 Sleep Flower
Gives enemy tranquility, causing sleep
 SLEEP FLOWER
LULLS ENEMIES TO SLEEP.

2 MP. Inflicts Asleep status. Power = Intelligence + 61, plus an additional 50% power per spell level.

 バースト
うちにひめたエネルギーをぶつける
 Burst
Collides dormant inner energy
 BURST
HIDDEN ENERGY STRIKES ENEMIES.

4 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 100, plus an additional 50% power per spell level.

The strongest offensive spell... assuming you go to the trouble of raising its level, at least. However, it can't take advantage of weaknesses, and several other spells outperform it in terms of MP efficiency even at equal levels and without striking a weakness.

 マナ
ヒ・ミ・ツ
 Mana
It's a secret....
 MANA MAGIC
SECRET

1 MP. Available only for a single battle, this spell, when used along with its counterpart, sets The Boy's weapon to the Sword of Mana and provides an additional damage bonus. The effect ends when either spell wears off. Refer to the other Mana spell, below, for more details. Mana ignores Countermagic.

Power = Intelligence + 250, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

 
 リバイブ
仲間にとりついた死神をおいはらう
 Revive
Drives away reaper clinging to ally
 REVIVIFIER
SENDS THE REAPER RUNNING.

10 MP. Revives an ally. Unless it uses a special formula (I haven't tested it and can't find any relevant information), power for health recovered = Spirit + 61, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

The most expensive spell. Unfortunately, that high cost and the ready availability of Angel's Chalices also make it one of the least useful.

 カウンタマジック
味方に、敵の魔法をはねかえすバリアをはる
 Countermagic
Puts barrier on ally to repel enemy magic
 WALL
MAKES A BARRIER TO WARD OFF MAGIC.

6 MP. While in effect, Countermagic causes spells directed at the target to redirect and instead strike a nearby opponent. The effect lasts for 2 + (spell level / number of targets) spells.

Regardless of the description, Countermagic will also repel ally magic, unless there are no enemies close enough to redirect it toward.

A message displays when Countermagic repels a spell:

魔法をはねかえした! Repelled the spell! Repelled the magic!

I find that reflecting helpful spells makes Countermagic more trouble than it's worth more often than not. However, it remains, unfortunately, the least impractical way to raise The Girl's magic level for Dryad.

 マナ
ヒ・ミ・ツ
 Mana
It's a secret....
 MANA MAGIC
SECRET

1 MP. Available only for a single battle, this spell, when used along with its counterpart, sets The Boy's weapon to the Sword of Mana and provides an additional damage bonus. The effect ends when either spell wears off, so try to raise Dryad's level for both casters. Mana ignores Countermagic.

Mana also sets the weapon's element to Wood, but due to a bug, this normally has no effect. In this case, that's a good thing, since the one enemy it's used against has the Wood element and would take reduced damage if weapon elements worked correctly. Regardless, see the general note above for details.

Power = Spirit + 250, plus an additional 50% power per spell level. Final effective power is doubled for beneficial spells.

Here's the only place that raising weapon experience above level 8 makes any difference. The spell effect reportedly adds +50% bonus attack power for every eight weapon levels The Boy has between all weapons combined (in other words, +50% times his average weapon level, rounded down) plus +50% bonus attack for every 100 weapon experience he has between all weapons combined (so basically you add up all the fractional levels and check the hundreds digit).

Since the sword cannot legitimately be forged beyond level 8, the maximum possible bonus comes either with all weapons maxed out (sword at 8:00 and the others at or sufficiently near 8:99, resulting in +400% from weapon levels and +300% from experience), or with the sword just shy of level 8 and all other weapons with high experience and a high enough level to keep the average from going below 7 (resulting in +350% from weapon levels and +350% from experience). Either case gives him +700% attack power, or eight times his normal amount, on top of the unusually high offensive strength of the Sword of Mana itself.

It's still a substantial bonus even without obsessively maximizing the inputs. A modest level 4 in all weapons, without any additional benefit from experience, still results in a +200% bonus, or tripled attack power in other words. Also keep in mind that effective attack power is capped at 999, so beyond a certain point, larger bonuses don't do any further good. It's too bad; this is one situation that deserves to ignore the cap.

The formula seems rather odd, considering how much weight it gives to weapon experience (partial levels) over weapon levels. There's probably an order of operations error in there. It would make more sense if the total experience were also averaged by dividing by eight, making half a level half as good as a full level instead of four times better, and making 8:00 better than 7:99 instead of worse. For reference, the sensible formula for calculating how many +50%s to give would be [(sum of weapon levels) + (sum of weapon experience)/100] / 8, while the actual one is (sum of weapon levels)/8 + (sum of weapon experience)/100 instead.

 
シェイド Shade SHADE
 イビルゲート
闇のはどうが、敵のカラダをつつみこむ
 Evil Gate
Waves of darkness engulf enemy body
 EVIL GATE
WAVE OF DARKNESS HITS THE ENEMIES.

8 MP. This one works a bit like the Gravity spells in Final Fantasy games, but takes into account spell level and maximum HP as well as current HP of the target. Unfortunately, that typically makes it overpriced and underpowered. Furthermore, Evil Gate inflicts only 1 damage when used against bosses.

The damage matches the formula (target max HP + target current HP) / [2 * (10 - level/number of targets)], or, in other words, the average of the target's maximum and current HP, divided by a factor based on spell level and number of targets. This simplifies to (target max HP + target current HP) / 4 at level 8 if cast against a single target, which reaches 50% HP if the target is at full health. Lower levels naturally have less effect. To make that more readable, here's a chart.

Evil Gate Effectiveness by Spell Level
Spell level: 0 1 2 3 4 5 6 7 8
Fraction of
target's
(max HP +
current HP)
removed
1 target: 1/20 1/18 1/16 1/14 1/12 1/10 1/8 1/6 1/4
2 targets: 1/20 1/20 1/18 1/18 1/16 1/16 1/14 1/14 1/12
3 targets: 1/20 1/20 1/20 1/18 1/18 1/18 1/16 1/16 1/16

Double those numbers to get the fraction of maximum health removed when the target is at full health. The damage may still be subject to the damage cap, but since no non-boss has enough health for that to matter, it's hard to tell. However, this spell does at least ignore magic defense.

Editing spell level above 8 normally causes the bonus to continue rising in the same pattern, but a level 10 Evil Gate cast to a single target divides by zero and inflicts 999 damage (division by zero on the SFC/SNES apparently results in 0xFFFF), while a level 11 Evil Gate cast to a single target divides by a negative and causes no damage at all. (Spells have no animations defined for levels 12+ and will glitch out, as explained below).

 ダークフォース
邪悪な霊体が敵のエネルギーをぼうはつさせる
 Dark Force
Evil astrals set off enemy energy
 DARK FORCE
ENEMY'S ENERGY EXPLODES.

2 MP. Inflicts damage to one or multiple enemies. Power = Intelligence + 61, plus an additional 50% power per spell level.

At a quarter of the cost of Evil Gate, Dark Force should easily inflict more damage per MP spent in most circumstances.

 アンティマジック
敵のゲージを0にして、全防御魔法をけしさる
 Antimagic
Sets enemy gauge to 0 and
clears all defensive magic
 DISPEL MAGIC
SETS ENEMY'S GAUGE TO 0/HALTS MAGIC.

4 MP. Reduces the remaning duration of magic effects on one or more enemies, removing any effects that run out of remaining time as a result. Power = Intelligence + 61, plus an additional 50% power per spell level.

If I'm not mistaken, Antimagic works on all stat up/down effects and additionally cancels Saber magic, apparently regardless of number of uses remaining.

Antimagic also ignores Countermagic, and will remove 2 + (spell level / number of targets) uses from it (the same number of uses as Countermagic cast at equal level). A message displays if the removal is incomplete:

カウンタマジックを消しされない! Can't clear Countermagic! Can't undo Wall!

I can't recall ever having seen this, but I don't often bother to dispel, either. Just cast again if it happens, though.

 
ウィルオウィスプ Will o' Wisp LUMINA
 ホーリーセイバー
仲間の武器に光の能力をもたせる
 Holy Saber
Grants ally weapon power of light
 LIGHT SABER
WEAPONS GAIN THE POWER OF LIGHT!

5 MP. Enchants one or more weapons. For the next 4 + (4 * (spell level / number of targets)) attacks, affected weapons increase attack power by a factor of 1 / (10 - [spell level / number of targets]) as long as the spell is at least level 1. Changing weapons ends the effect prematurely, and casting a different Saber spell replaces it.

Holy Saber also sets the weapon's element to Light, but due to a bug, this normally has no effect. See the general note above for details.

Unlike most Saber spells, Holy Saber inflicts no status effects. With the elemental bonus bugged, it's not worth the MP.

 セイントビーム
聖なる光が、闇の敵をかんつうする
 Saint Beam
Holy light pierces dark enemy
 LUCENT BEAM
EVIL FOE HIT WITH PURE LIGHT.

8 MP. Inflicts damage to one or multiple enemies. Power = Spirit + 61, plus an additional 50% power per spell level.

Of the few direct attack spells The Girl gets, this has the most power, but also costs the most MP by a significant margin.

 ティンクルバリア
全ての武器攻撃を、一定かいすうだけ防御する
 Twinkle Barrier
Defends from all weapon attacks
a set number of times
 LUCID BARRIER
PROTECTION FROM WEAPON ATTACKS.

4 MP. Shields one or more allies from physical attacks, lasting until it has blocked a set amount of damage. Power = 2 * (Spirit + 61), plus an additional 50% of that per spell level. Final effective power is doubled for beneficial spells. For this spell, it acts as the HP of the shield itself, and is capped at the target's HP.

The shield's health is equivalent to the amount of health Heal Water would recover at the same level and cast on the same number of targets. While this arguably makes Heal Water a better use of MP, Twinkle Barrier prevents the damage in the first place, which also means not having to go through hit recovery.

Similar to the Golem summon in Final Fantasy games. In addition to having its own hit points, the shield also has its own defense value, which equals the target's defense divided by twice the number of targets. So, not only does multitargeting split the total hit points, it also causes the shield to take more damage per hit.

 

Magic Experience and Spell Levels

Magic level per character displays on the Magic Level screen of the menu in a form like 2:48. In this example, the 2 is the current skill level, and the 48 is experience gained toward the next skill level. Normally, maximum skill level is equal to the number of Mana Seeds visited, shown on the Status screen as Mana Energy, so with the Water, Earth, Wind, and Fire Seeds activated, the maximum spell level is 4. The exceptions are that actual Mana Energy never decreases, even though the status screen will sometimes claim otherwise for story reasons, and that things get a bit weird once Mana Energy finally reaches 8, which allows magic experience to keep climbing after reaching level eight, to a maximum final skill:experience value of 8:99.

Raising magic level increases spell effectiveness, making it immediately useful, unlike the more limited benefits of raising weapon skill levels. Also unlike weapons, there is a purpose to raising magic experience beyond level 8. A spell cast at level 8 has a chance, believed to be experience/128, to perform an enhanced effect. It's fairly simple to tell when this happens. Most spells have a different animation (much as the animation typically changes several times through the earlier levels), and the enhanced spells also pause all other activity while they execute (which, besides invoking Rule of Cool, doubtless helps avoid slowdown issues).

Spells only have level 8 power when the random "super" effect occurs. When a level 8 spell does not trigger the "super" effect, it acts as a level 7 spell.

Experience gain uses a very simple formula. A character who casts a spell normally receives (9 - current magic skill level) for the spirit used. This value is halved, rounding down, when casting the spell in a non-combat area (easily determined by checking whether the characters have their weapons out). Here's a chart.

Magic Experience
Current Magic Level: 0 1 2 3 4 5 6 7 8
Exp per cast in a combat area: 9 8 7 6 5 4 3 2 1
Exp per cast in a non-combat area: 4 4 3 3 2 2 1 1 0

For gaining experience, the game doesn't care which spell you cast or how much MP it costs. All that matters is whether the current location is a combat area. This typically makes low-cost spells preferable for raising levels, though sometimes low-delay spells are more convenient (such as Lava Wave instead of Fireball).

At one point I was under the impression that you could only gain magic experience beyond level 8 in the final dungeon. What's really happening is that you can only gain magic experience beyond level 8 in a combat location. While the final dungeon is certainly that, it's hardly the only one.


Techincal Stuff

Spell data is found in 64-byte records starting at offset 0x102CA0 in the Japanese ROM. Names are stored elsewhere.

Not Fully Analyzed (bytes 0-55)

Byte 0 is 0x32 for Gnome, 0xC6 for Undine, 0xE0 for Salamander, 0xFC for Jinn, 0x1C for Luna, 0x32 for Dryad, 0x4A for Shade, and 0x68 for Will 'o Wisp.

Byte 1 is 0x85 for Undine, Salamander, and Jinn spells, and 0x86 for Gnome, Luna, Dryad, Shade, and Wisp spells.

Bytes 4 and 5 are the same as bytes 6 and 7 for all spells except Blaze Wall. Bytes 2 and 3 are also the same as bytes 4 and 5 for all spells except Freeze, Air Blast, and Burst. I suspect they're somehow related to animation changes based on spell level.

Bytes 8-15, 16-23, 24-31, 32-39, 40-47, and 48-55 appear to be eight-byte sub-records with animation-related data by spell level. Based on where differences appear between records, levels 0 and 1 use the byte 8 record, levels 2 and 3 use byte 16, levels 4 and 5 use byte 24, and levels 6 and 7 use byte 32. Level 8 (only when "super" magic occurs and the spell actually acts as level 8) and level 9 (if magic levels are edited) use byte 40. Levels 10 and 11 (if magic levels are edited) use the byte 48 record, but in addition to these levels normally being unreachable, the byte 48 record is identical to the byte 40 record in all cases anyway.

Levels above 11 continue to move 8 bytes forward for every two levels, which causes them to use data that isn't meant to be interpreted that way, resulting in badly glitched effects. Regardless, the number of records suggests that spell levels up to at least 10 were planned at some point.

Most spells have one animation change at level 4 and a second one at level 8. Quick, Revive, and all Saber spells only change at level 8. Refresh, Detect, Energy Ball, and both Mana spells never change animations at all. Only Fireball, Lava Wave, and Thunderbolt take full advantage of the capability to use new animations every two spell levels.

The second byte of each subrecord appears to affect how the spell graphics move. The following values are used:

Targeting (byte 56)

High nibble: 0x0 = allies, 0x8 = enemies, 0xA = enemies and treasure chests (Detect), 0x4 = The Boy holding the Holy Sword (Mana).

Low nibble: 0x1 allows multitargeting (most spells). 0x0 does not (Detect, Energy Ball, and Mana).

Unknown (byte 57)

Always 0x00.

Spell Power (byte 58)

Most often 0x3D (61), even when ignored. Total spell power is this plus Spirit for The Girl's spells or Intelligence for the Sprite's, plus an additional +50% per spell level (for example, a level 5 Sprite spell has 3.5 * [spell power + Intelligence] as its total power). Effective power is then doubled if the target is weak against the element or halved if resistant to it. Healing and other positive spells effects always count as striking a weakness (so their power is automatically doubled).

As long as the hit isn't a dud (see below), effective power is then further increased by Mana Energy squared and a random factor that ranges from zero to 1/16 of the previous total.

Total effective power determines the offensive strength of a damaging spell, the healing strength of a recovery spell, the status duration of a spell that causes a status effect (including both standard status effects and stat up/down effects), or both damage and duration when both apply. Damage and negative status duration will be reduced based on target magic defense (status effects will always have at least a certain minimum duration, however). Healing and other positive spells effects are not reduced by magic defense. Minimum damage for offensive spells is 1.

Some spells use special formulas that ignore spell power.

Editing memory to artificially raise Mana Energy early in the game can get very silly. Normal hits, which get the bonus, can easily have several times the effect of duds, which don't. It's at least a simple way to see the bonus, and duds, in action.

Base Hit Rate (byte 59)

Set to 0x4B (75%) for all spells. Total hit rate is this plus Spirit/4 for The Girl's spells or Intelligence/4 for the Sprite's. Spells seem to hit automatically, but high hit rate reduces both the chance of getting a dud hit and the penalty for doing so.

Some spells use special effect formulas and don't have dud hits.

As with weapon attacks, most spells have have a chance for dud effects. Duds occur roughly (100 - hit rate)% of the time and reduce effective power to (hit rate)% of actual power, with no Mana Energy bonus or random variation. For example, a spell cast with 75% total hit rate has a 25% chance to hit with 75% power. A spell that is multitargeted may independently get either dud or normal hits on each target, and this all applies to beneficial spells as well as offensive ones.

Casting Heal Water on the entire group repeatedly may be the easiest way to clearly observe dud hits with magic. Let's say we have The Girl at level 12 (24 Spirit) and have just gained Undine and gotten her spells to level 1. The puts the total spell power at (24 + 61) plus 50%, or 127. Adding an extra 1 from Mana Energy takes that to 128 minimum, and the random factor adds up to 128/16 = 8 more, for 136 maximum. Beneficial spells get double power, so that's 256 to 272, but since we're casting it on all three characters, the final effect is 85 to 90 healing for each on normal hits. Now for dud hits. 24 Spirit adds 6 hit rate for a total of 81%, so there's a 19% chance that the effective total spell power will instead be 81% of 127, or 102. Mana Energy bonus and random variation aren't applied, but that's still doubled for a beneficial spell, then split three ways for multitargeting, resulting in 68 healing on a dud hit.

As noted above, dud hits are independently determined on each target, so (to reuse the values chosen in the above example), if one character is healed for 68 when the other two get 90 and 87, that means the unlucky character was on the receiving end of a dud.

Element (byte 60)

Handled as a bit field, even though no spell has multiple elements. Light and Dark, Fire and Water, and Wind and Earth are functionally opposites (anything that resists one has a weakness against its opposite). Wood and Moon seem like they should be opposites as well, but resistance to one does not come with weakness to the other, and nothing is weak against either of the two.

Status Effects (bytes 61 and 62)

Indicates which status effects, if any, the spell inflicts or cures. Statuses not listed here (such as Attack Up), as well as the effects of Refresh and Antimagic, are handled elsewhere.

MP Cost (byte 63)

As described. No spell uses a higher value than 10, thankfully.


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