Magic operates differently in QFG than in other RPGs; many of the spells can be used for general purposes as well as battle.
|This opens locks and doors. Will not work on all doors.
|Reveals any nearby magical enchantments or traps.
|This blinds the enemies, rendering them temporarily immobile.
|Works just like Dazzle, but lasts longer.
|This sets off magical traps, as well as releases stored magical energy.
|Your weapon is temporarily charged with electricity for the next attack.
|This shoots a fireball at an opponent.
|This moves far-away objects to you. Useful for getting those out-of-reach items.
|A small projectile is launched at the enemy. It can bounce off walls.
|This lets you float up and down.
|7 per second
|This creates a barrier that bounces all magic away from you.
|Open the Present, then read the Wrapping Paper
|This illuminates darkened areas. You'll only use it once in the entire series.
|Johari gives this to you.
|This shoots a ball of lightning from your fingers. It costs a lot of MP, but does fairly good damage.
|Get the Magical Wood for Kreesha.
|This allows you to summon a magical staff from another plane of existance. Your spells become more powerful with this in effect, but you cannot move while you have your staff.
Note: Paladin Abilities are gained with Honor.
|This turns your sword into the Magic Sword, the most powerful weapon in the known universe. VERY useful.
|This uses your SP to heal wounds. It's not the most useful ability I've seen.
|This tells the Paladin if anything dangerous is nearby. It can be used as a last word of warning before going into something risky.
|This ability reduces the amount of damage you take. Unfortunately, it takes a SHITLOAD of Honor to gain, so it's not very useful.