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Spells
Magic operates differently in QFG than in other RPGs; many of the spells can be used for general things. Below are the spells, their MP cost, their value, and their usefulness (as I see it). The higher the score, the better the spell.
Old Spells
Spell Name | Wizards Only | Description | MP Cost | Open | Yes | This opens locks and doors. Will not work on all doors | 6 | Detect Magic | No | Reveals any nearby magical enchantments or traps | 5 | Dazzle | No | This blinds the enemies, rendering them temporarily immobile | 15 | Calm | No | Works just like Dazzle, but lasts longer | 25 | Trigger | Yes | This sets off magical traps, as well as releases stored magical energy | 10 | Zap | No | Your weapon is temporarily charged with electricity for the next attack | 10 | Flame Dart | No | This shoots a fireball at an opponent | 10 | Force Bolt | No | A small projectile is launched at the enemy. It can bounce off walls | 12 | Lightning Ball | Yes | This shoots a ball of lightning at the enemy. If used with the staff, a lightning bolt is created instead | 15 | Frostbite | No | The only area-attack spell in the game; this will go through Reversal | 40 | Levitate | Yes | This allows you to float up and down | 10 per second | Juggling Lights | No | This creates a mirage of lights that illuminate darkened areas | 8 | Reversal | Yes | This creates a barrier that bounces all magic away from you | 8 | Resistance | No | This protects you from environmental damage | 10 | Aura | No | This protects you from the life-draining powers of the undead | 10 | Protection | No | This protects you from physical attacks | 8 | Hide | Yes | This makes you completely invisible as long as you stand still | 15 | Summon Staff | Yes | This summons a magical staff, increasing your magic power. (You must complete the Magic Staff Side Quest in order to gain this spell) | 50 |
New Spells
Spell Name | Location | Description | MP Cost | Fascination | Magic Shop | This creates a host of lights that attract dumb monsters before exploding | 20 | Boom | Magic Shop | A glowing skull is launched; it explodes when anything gets close | 30 | Augment | Dead Centaur Wizards | This increases the power of the next spell cast | 20 | RIP | Magic Shop | This allows you to sleep on the World Map without encountering enemies | Does not matter (MP is recharged) | Shrink | Hydra Cave | This reduces the opponent to a hilariously small size. It will not work on bosses | 50 | Whirlwind | Erasmus's House | This traps the enemy in a whirlwind, allowing you to escape | 50 | First Aid | Erana gives this to Wizards | Restores 100 HP | 10 | Dragon Fire | Katrina gives this to Wizards | This summons a giant dragon's head, which blasts the area with fire and brimstone; the most powerful spell in the game | 100 | Thermonuclear Attack | School (Wizard's only) | This vaporizes anything within a ten-mile radius with a giant mushroom cloud (including the Hero) | Doesn't matter (You'll be dead) |
Paladin Abilities Note: Paladin Abilities are gained with Honor.
Ability Name | Required Honor | Description | Sense Danger | 0 | Any nearby dangers are routed out be the Paladin instantly | Healing | 300 | This takes your SP and uses it to heal your HP | Honor Shield | 325 | This forms a barrier around the Paladin, protecting him from damage (but lowering his SP) | Magic Ward | 350 | As long as this is in effect, whenever you set off a magical trap, your SP drops instead of your HP | Destroy Undead | 375 | This kills undead creatures instantly. It's the best way to deal with Shades and Manes | Peace | 400 | This works just like the Calm spell. (Don't attack enemies affected by this; you'll lose Honor) | Sense Aura | 425 | This shows the goodness and intentions of a person | Holy Strength | 450 | This sends your strength sky-high. It can go as far as 750 with this ability | Awe | 475 | This sends any nearby enemies retreating from your general goodness; a lifesaver in the Seventh Rite |
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