Magic

Water-Fire-Earth-Wind-Sun-Moon

Water

Squall
JP: 1 Hits all enemies

Weak water attack vs all enemies.

Life Water
JP: 1 1 party member

Recovers HP.

Mystic Water
JP: 3 1 party member

Remove adverse status effects.

Water Ball
JP: 6 1 party member

Water blocks attacks; regenerate HP when water is in the air.

Sparkling Mist
JP: 2 Hits all enemies

Slightly lowers enemies's hit %; not very effective.

Thunderclap
JP: 7 Hits all enemies.

Electrical damage to all enemies; may stun at high levels.

Quicktime
JP: all All allies.

All allies strike before the enemies; the more JP used, the longer it lasts.

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Fire

Air Slash
JP: 1 Hits 1 enemy (1 row at Lv. 20)

Hits one enemy (row at Lv. 20) with a weak fire attack.

Hard Fire
JP: 2 One ally.

Counter attack; speed up.

Self Burning
JP: 5 Caster only.

Fire counter attack; nullify fire attacks on caster.

Feather Seal
JP: 3 One ally.

User becomes invisible; wears off when user acts,

Bard Song
JP: 3 All allies.

Wakes up the entire party; increase magic defense.

Fire Wall
JP: 7 All allies.

Defends the party against heat/cold; fire attack at level 20.

Reviver
JP: 16 One ally.

Restores all HP when defeated.

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Earth

Stone Bullet
JP: 1 One enemy (All enemies at Lv 20)

Hit one enemy (all enemies at Lv 20) with a weak earth attack.

Berserk
JP: 3 One ally.

Attack up.

Crack
JP: 4 Enemy- horizontal line.

Hits enemies in a horizontal line with a medium-powered earth attack.

Stone Skin
JP: 3 One ally.

Defense up; turn to stone over time.

Earth Heal
JP: 4 One ally.

Recover HP; heals poison at Lv 20.

Gold Touch
JP: 6 One enemy.

Kills enemy and turns it into gold.

Super Gravity
JP: 9 One enemy.

Causes massive damage and lowers speed.

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Wind

Wind Dart
JP: 1 One enemy.

Weak wind attacks against 1 enemy; extra dart every 5 levels.

Nap
JP: 3 All enemies.

Puts all enemies to sleep.

Dancing Leaf
JP: 5 One ally.

Defense up.

Sewn Bind
JP: 4 All enemies.

Ground attack and stun all enemies.

Suction
JP: 5 One enemy.

Absorb HP from one enemy.

Tornado
JP: 8 All enemies.

Strong wind attack vs all enemies; anti-air.

Dragon God
JP: 18 Caster.

Unlimited HP/WP/JP.  Lost 1 LP with each hit.

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Sun

Sunshine
JP: 1 All enemies.

Weak sun attack vs all enemies; anti-undead.

Heat Wave
JP: 4 All enemies.

Heat damage to all; speed down.

Star Fixer
JP: 5 One enemy.

Heat damage to all; can paralyze.

Day Break
JP: 7 All enemies.

Can instantly kill all enemies.

Sun Wind
JP: 9 All ememies.

Heat damage to all; can confuse.

Rebirth Wind
JP: 7 One ally.

Recovers HP; best recovery spell.

Illusion Sun
JP: 11 Caster.

Randomly deflects physical/magical attacks.

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Moon

Shadow Bolt
JP: 1 One enemy.

Darkness attack against one enemy; may stun Lv 20.

Moon Glow
JP: 2 One ally.

Magic Defense and Speed up.

Soul Freeze
JP: 6 All enemies.

Cold damage to all; may silence/paralyze at Lv 20.

Moon Shine
JP: 5 One ally.

Recover HP; heals darkness.

Moon Read
JP: 2 One enemy.

Remove a % of the enemy's max HP; can be very effective against some enemies.

Charm Light
JP: 3 Caster.

Increases Charm.

Shadow Servant
JP: 10 Caster.

Creates a double of the caster repeating all of his/her actions.  Cancelled if hit.

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