Difference between revisions of "Magic Spells (Three Hopes)"

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(Magic given durabilities.)
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Spells cost Weapon Durability to use; Weapon Durability is automatically replenished after each battle, or by picking up purple crystals mid-battle.
 
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.
+
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 durability cost. Each level-up requires a set amount of uses, which can be found in the chart below. One possible Battle Suggestion will double the amount of Spell Experience gained per use, halving the amount of uses it takes to level up.
  
 
Units can teach Spells to each other, but only when very specific circumstances are met:
 
Units can teach Spells to each other, but only when very specific circumstances are met:
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!Name
 
!Name
 
!Durab. Cost (Lv.1/2/3)
 
!Durab. Cost (Lv.1/2/3)
 +
!Uses to Level Up (Lv.2/3)
 
!Element
 
!Element
 
!Description
 
!Description
 
!Teachers
 
!Teachers
 
|-
 
|-
|Fire|| 10/8/6 || Fire ||Basic fire magic.|| _
+
|Fire|| 10/8/6 || 5/10 || Fire ||Basic fire magic.|| _
 
|-
 
|-
|Bolganone|| 15/13/11 || Fire ||Advanced fire magic.|| _
+
|Bolganone|| 15/13/11 || 10/15 || Fire ||Advanced fire magic.|| _
 
|-
 
|-
|Ragnarok|| 20/18/16 || Fire ||The highest tier of fire magic.|| _
+
|Ragnarok|| 20/18/16 || 15/20 || Fire ||The highest tier of fire magic.|| _
 
|-
 
|-
|Thunder|| 10/8/6 || Lightning ||Basic lightning magic.|| _
+
|Thunder|| 10/8/6 || 5/10 || Lightning ||Basic lightning magic.|| _
 
|-
 
|-
|Thoron|| 15/13/11 || Lightning ||Advanced lightning magic.|| _
+
|Thoron|| 15/13/11 || 10/15 || Lightning ||Advanced lightning magic.|| _
 
|-
 
|-
|Bolting|| 20/18/16 || Lightning ||The highest tier of lightning magic.|| _
+
|Bolting|| 20/18/16 || 15/20 || Lightning ||The highest tier of lightning magic.|| _
 
|-
 
|-
|Wind|| 10/8/6 || Wind ||Basic wind magic.|| _
+
|Wind|| 10/8/6 || 5/10 || Wind ||Basic wind magic.|| _
 
|-
 
|-
|Cutting Gale|| 15/13/11 || Wind ||Intermediate wind magic.|| _
+
|Cutting Gale|| 15/13/11 || 10/15 || Wind ||Intermediate wind magic.|| _
 
|-
 
|-
|Excalibur|| 20/18/16 || Wind ||The highest tier of wind magic.|| _
+
|Excalibur|| 20/18/16 || 15/20 || Wind ||The highest tier of wind magic.|| _
 
|-
 
|-
|Blizzard|| 10/8/6 || Ice ||Basic ice magic.|| _
+
|Blizzard|| 10/8/6 || 5/10 || Ice ||Basic ice magic.|| _
 
|-
 
|-
|Fimbulvetr|| 15/13/11 || Ice ||Advanced ice magic.|| _
+
|Fimbulvetr|| 15/13/11 || 10/15 || Ice ||Advanced ice magic.|| _
 
|-
 
|-
|Sagittae|| 10/8/6 || None ||Strike the enemy with magical arrows.|| _
+
|Sagittae|| 10/8/6 || 5/10 || None ||Strike the enemy with magical arrows.|| _
 
|-
 
|-
|Meteor|| 20/18/16 || None ||Summon a volley of meteors.|| _
+
|Meteor|| 20/18/16 || 15/20 || 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.|| _
+
|Agnea's Arrow|| 25/23/21 || 15/20 || None ||The most powerful form of black magic. A sweltering flame that reduces all to ash.|| _
 
|-
 
|-
 
|}
 
|}
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!Name
 
!Name
 
!Durab. Cost (Lv.1/2/3)
 
!Durab. Cost (Lv.1/2/3)
 +
!Uses to Level Up (Lv.2/3)
 
!Element
 
!Element
 
!Description
 
!Description
 
!Teachers
 
!Teachers
 
|-
 
|-
|Mire Β|| 10/8/6 || Dark ||Basic dark magic. Lingers for a while after casting.|| _
+
|Mire Β|| 10/8/6 || 5/10 || Dark ||Basic dark magic. Lingers for a while after casting.|| _
 
|-
 
|-
|Miasma Δ|| 10/8/6 || Dark ||Basic dark magic.|| _
+
|Miasma Δ|| 10/8/6 || 5/10 || Dark ||Basic dark magic.|| _
 
|-
 
|-
|Swarm Ζ|| 10/8/6 || Dark ||Basic dark magic. Attacks a wide area.|| _
+
|Swarm Ζ|| 10/8/6 || 5/10 || Dark ||Basic dark magic. Attacks a wide area.|| _
 
|-
 
|-
|Banshee Θ|| 15/13/11 || Dark ||Intermediate dark magic.|| _
+
|Banshee Θ|| 15/13/11 || 10/15 || Dark ||Intermediate dark magic.|| _
 
|-
 
|-
|Luna Λ|| 15/13/11 || Dark ||Intermediate dark magic. Ignores enemy Res.|| _
+
|Luna Λ|| 15/13/11 || 10/15 || 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.|| _
+
|Death Γ|| 15/13/11 || 10/15 || Dark ||Intermediate dark magic. Has a  chance to instantly defeat non-commander units.|| _
 
|-
 
|-
|Dark Spikes Τ|| 20/18/16 || Dark ||Advanced dark magic.|| _
+
|Dark Spikes Τ|| 20/18/16 || 15/20 || Dark ||Advanced dark magic.|| _
 
|-
 
|-
|Hades Ω|| 20/18/16 || Fire, Dark ||Advanced dark magic. Calls on the morbid might of the underworld.|| _
+
|Hades Ω|| 20/18/16 || 15/20 || 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.|| _
+
|Quake Σ|| 25/23/21 || _/_ || Dark ||The highest tier of dark magic.|| Enemy only?
 
|-
 
|-
 
|}
 
|}
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!Name
 
!Name
 
!Durab. Cost (Lv.1/2/3)
 
!Durab. Cost (Lv.1/2/3)
 +
!Uses to Level Up (Lv.2/3)
 
!Element
 
!Element
 
!Description
 
!Description
 
!Teachers
 
!Teachers
 
|-
 
|-
|Heal|| 15/13/11 || None ||Basic light magic. Heals surrounding allies.|| _
+
|Heal|| 15/13/11 || 10/15 || None ||Basic light magic. Heals surrounding allies.|| _
 
|-
 
|-
|Physic|| 15/13/11 || None ||Intermediate light magic. Heals allies across a wide area.|| _
+
|Physic|| 15/13/11 || 10/15 || None ||Intermediate light magic. Heals allies across a wide area.|| _
 
|-
 
|-
|Recover|| 15/13/11 || None ||Intermediate light magic. Greatly heals surrounding allies.|| _
+
|Recover|| 15/13/11 || 10/15 || None ||Intermediate light magic. Greatly heals surrounding allies.|| _
 
|-
 
|-
|Fortify|| 20/18/16 || None ||Advanced light magic. Greatly heals allies across a wide area.|| _
+
|Fortify|| 20/18/16 || 15/20 || 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.|| _
+
|Nosferatu|| 10/8/6 || 5/10 || Light ||Basic light attack magic. Absorb a portion of inflicted damage as HP.|| _
 
|-
 
|-
|Seraphim|| 15/13/11 || Light ||Intermediate light attack magic.|| _
+
|Seraphim|| 15/13/11 || 10/15 || Light ||Intermediate light attack magic.|| _
 
|-
 
|-
|Aura|| 20/18/16 || Light ||Advanced light attack magic. Assail foes with a column of light.|| _
+
|Aura|| 20/18/16 || 15/20 || 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.|| _
+
|Abraxas|| 20/18/16 || 15/20 || 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.|| _
+
|Restore|| 20/18/16 || 15/20 || 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.|| _
+
|Ward|| 20/18/16 || 15/20 || None ||Magically protect the caster, increasing Def and Res and preventing knockback.|| _
 
|-
 
|-
|Silence|| 20/18/16 || None ||Prevents an enemy from using magic.|| _
+
|Silence|| 20/18/16 || 15/20 || None ||Prevents an enemy from using magic.|| _
 
|-
 
|-
 
|}
 
|}

Latest revision as of 04:32, 19 July 2022

^Back

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 durability cost. Each level-up requires a set amount of uses, which can be found in the chart below. One possible Battle Suggestion will double the amount of Spell Experience gained per use, halving the amount of uses it takes to level up.

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) Uses to Level Up (Lv.2/3) Element Description Teachers
Fire 10/8/6 5/10 Fire Basic fire magic. _
Bolganone 15/13/11 10/15 Fire Advanced fire magic. _
Ragnarok 20/18/16 15/20 Fire The highest tier of fire magic. _
Thunder 10/8/6 5/10 Lightning Basic lightning magic. _
Thoron 15/13/11 10/15 Lightning Advanced lightning magic. _
Bolting 20/18/16 15/20 Lightning The highest tier of lightning magic. _
Wind 10/8/6 5/10 Wind Basic wind magic. _
Cutting Gale 15/13/11 10/15 Wind Intermediate wind magic. _
Excalibur 20/18/16 15/20 Wind The highest tier of wind magic. _
Blizzard 10/8/6 5/10 Ice Basic ice magic. _
Fimbulvetr 15/13/11 10/15 Ice Advanced ice magic. _
Sagittae 10/8/6 5/10 None Strike the enemy with magical arrows. _
Meteor 20/18/16 15/20 None Summon a volley of meteors. _
Agnea's Arrow 25/23/21 15/20 None The most powerful form of black magic. A sweltering flame that reduces all to ash. _

Dark

Name Durab. Cost (Lv.1/2/3) Uses to Level Up (Lv.2/3) Element Description Teachers
Mire Β 10/8/6 5/10 Dark Basic dark magic. Lingers for a while after casting. _
Miasma Δ 10/8/6 5/10 Dark Basic dark magic. _
Swarm Ζ 10/8/6 5/10 Dark Basic dark magic. Attacks a wide area. _
Banshee Θ 15/13/11 10/15 Dark Intermediate dark magic. _
Luna Λ 15/13/11 10/15 Dark Intermediate dark magic. Ignores enemy Res. _
Death Γ 15/13/11 10/15 Dark Intermediate dark magic. Has a chance to instantly defeat non-commander units. _
Dark Spikes Τ 20/18/16 15/20 Dark Advanced dark magic. _
Hades Ω 20/18/16 15/20 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. Enemy only?

Faith

Name Durab. Cost (Lv.1/2/3) Uses to Level Up (Lv.2/3) Element Description Teachers
Heal 15/13/11 10/15 None Basic light magic. Heals surrounding allies. _
Physic 15/13/11 10/15 None Intermediate light magic. Heals allies across a wide area. _
Recover 15/13/11 10/15 None Intermediate light magic. Greatly heals surrounding allies. _
Fortify 20/18/16 15/20 None Advanced light magic. Greatly heals allies across a wide area. _
Nosferatu 10/8/6 5/10 Light Basic light attack magic. Absorb a portion of inflicted damage as HP. _
Seraphim 15/13/11 10/15 Light Intermediate light attack magic. _
Aura 20/18/16 15/20 Light Advanced light attack magic. Assail foes with a column of light. _
Abraxas 20/18/16 15/20 Light Advanced light attack magic. Calls light from the heavens down on foes. _
Restore 20/18/16 15/20 None Cure the caster and nearby allies of any status effects. _
Ward 20/18/16 15/20 None Magically protect the caster, increasing Def and Res and preventing knockback. _
Silence 20/18/16 15/20 None Prevents an enemy from using magic. _