Magic Spells (Three Hopes)

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Please refer to the individual character pages for each character's specific learnset.

Specific named Spells can be used in battle. Units can equip up to two Spells or Combat Arts at a time, and learn new Spells as they gain experience in different Classes.

Only certain Classes can equip Spells; in addition to all the classes that already equip a Tome as their weapon, Spells can also be equipped by Mortal Savants, Tricksters, Dancers, Fluegels, Asuras, Silverhearts, Enlightened Ones, Saints, Dark Knights, Holy Knights, and Death Knights.

Spells cost Weapon Durability to use; Weapon Durability is automatically replenished after each battle, or by picking up purple crystals mid-battle.

Spells themselves gain experience each time they're used. They can be levelled up from Level 1 to Level 3, increasing their power while decreasing their cooldown time and durability cost.

Units can teach Spells to each other, but only when very specific circumstances are met:

  • The teacher and student must have at least a C-rank Support with each other.
  • Both teacher and student must have A-rank proficiency with Tomes, even if they're in a class that uses a different weapon type.
  • The teacher must have levelled the Spell to Level 3.
  • The Spell must be teachable.
    • Each Spell can only be taught by certain characters; if a character can teach the Spell, it will gain a speech bubble icon once it reaches Level 3.
    • Spells temporarily granted by Class Abilities or equipping certain Heroes' Relics cannot be taught.
  • The Spell must not already be in the student's natural learnset.
  • The student must be assigned to the teacher as their adjutant.

If the conditions are met, the teacher must use the desired Spell in battle; eventually, the student will learn the Spell themself. [TODO:Needs further testing.]

Reason

Name Durab. Cost (Lv.1/2/3) Element Description Teachers
Fire 10/8/6 Fire Basic fire magic. _
Bolganone 15/13/11 Fire Advanced fire magic. _
Ragnarok 20/18/16 Fire The highest tier of fire magic. _
Thunder 10/8/6 Lightning Basic lightning magic. _
Thoron 15/13/11 Lightning Advanced lightning magic. _
Bolting 20/18/16 Lightning The highest tier of lightning magic. _
Wind 10/8/6 Wind Basic wind magic. _
Cutting Gale 15/13/11 Wind Intermediate wind magic. _
Excalibur 20/18/16 Wind The highest tier of wind magic. _
Blizzard 10/8/6 Ice Basic ice magic. _
Fimbulvetr 15/13/11 Ice Advanced ice magic. _
Sagittae 10/8/6 None Strike the enemy with magical arrows. _
Meteor 20/18/16 None Summon a volley of meteors. _
Agnea's Arrow 25/23/21 None The most powerful form of black magic. A sweltering flame that reduces all to ash. _

Dark

Name Durab. Cost (Lv.1/2/3) Element Description Teachers
Mire Β 10/8/6 Dark Basic dark magic. Lingers for a while after casting. _
Miasma Δ 10/8/6 Dark Basic dark magic. _
Swarm Ζ 10/8/6 Dark Basic dark magic. Attacks a wide area. _
Banshee Θ 15/13/11 Dark Intermediate dark magic. _
Luna Λ 15/13/11 Dark Intermediate dark magic. Ignores enemy Res. _
Death Γ 15/13/11 Dark Intermediate dark magic. Has a chance to instantly defeat non-commander units. _
Dark Spikes Τ 20/18/16 Dark Advanced dark magic. _
Hades Ω 20/18/16 Fire, Dark Advanced dark magic. Calls on the morbid might of the underworld. _
Quake Σ 25/23/21 Dark The highest tier of dark magic. _

Faith

Name Durab. Cost (Lv.1/2/3) Element Description Teachers
Heal 15/13/11 None Basic light magic. Heals surrounding allies. _
Physic 15/13/11 None Intermediate light magic. Heals allies across a wide area. _
Recover 15/13/11 None Intermediate light magic. Greatly heals surrounding allies. _
Fortify 20/18/16 None Advanced light magic. Greatly heals allies across a wide area. _
Nosferatu 10/8/6 Light Basic light attack magic. Absorb a portion of inflicted damage as HP. _
Seraphim 15/13/11 Light Intermediate light attack magic. _
Aura 20/18/16 Light Advanced light attack magic. Assail foes with a column of light. _
Abraxas 20/18/16 Light Advanced light attack magic. Calls light from the heavens down on foes. _
Restore 20/18/16 None Cure the caster and nearby allies of any status effects. _
Ward 20/18/16 None Magically protect the caster, increasing Def and Res and preventing knockback. _
Silence 20/18/16 None Prevents an enemy from using magic. _