Spell List

Spellcasting is a very important aspect in the Shining Force III world. Being able to perform devasting magical attacks and learning how to avoid them may be the difference between victory or defeat! This page is a brief introduction to spellcasting, with comments on spell effects. More details to come.

Note: Some characters classes cannot use any kind of magic: to compensate this they are generally stronger physically and have no MP bars.


Offensive Spells:

This group lists spells that affect enemies by changing their status negatively: doing direct damage to HP gauge, decreasing status for easier kills, and even killing on a single touch!

Elemental Attack:

Elemental Attack Spells may be unimpressive at lower levels, but can be devasting when used by a powerful Wizard. They are specially useful to clear large groups.



At left, Wizard Noon casts Freeze Lv1; at right, Wizard Masqurin casts Spark Lv1.

- Tornado - Causes Wind elemental damage to enemies.
- Blaze - Causes Fire elemental damage to enemies.
- Freeze - Causes Ice elemental damage to enemies.
- Spark - Causes Thunder elemental damage to enemies.
- Soul Steal - Tries to Instant Kill the target (s). If misses, causes Darkness elemental damage on enemies.

Summoning Attack:

Summoning Attack Spells are very powerful, just the most skilled mages learn them. Enchated weapons, however, may be found in your quests and will allow your regular Wizards, Clerics or Heroes to Summon up creatures from heavens - or even darkness!
These spells benefit most from castings on single target for impressive amount of damage. When cast on groups, that damage is split between targets, sometimes doing smaller damage than Elemental Spells.

- Phoenix - Causes Fire elemental damage to enemies.
- Wendigo - Causes Ice elemental damage to enemies.
- Tiamat - Causes Darkness elemental damage to enemies.
- Thanatos - Causes Light elemental damage to enemies.

Abnormal Status:

These spells are not very popular due to the fact they may completely miss, causing your character to lose a turn and waste his/her precious MP. Do not underestimate them however, specially if your enemies can use them! Of these, the most used by players seems to be Slow.

- Sleep - Puts an enemy to sleep for some turns.
- Dispel - Enemy gets silenced and unable to cast magic spells.
- Confuse - Enemy attacks are random; may attack his/her own allies.
- Slow - Greatly decreases defense and agility of multiple enemies.

Defensive Spells:

This group lists spells that affect your army by changing their status positively: refilling HP gauge, curing abnormal status, raising attributes for a limited time, and even retreating in critical battle moments!

Healing:

The spells for direct healing can save the entire party even when things look completely lost. Be sure to do not panic, and have your Priest/Cleric ready to cast! Unfortunately, Healing Spells cannot ressurrect dead allies.


- Heal - Instantly regenarates lost HP to a single ally.
- Aura - Instantly regenarates lost HP to various allies.
- Antidote - Removes abnormal status from ally.

Grace heals Masqurin.

Supporting:

Supporting Spells are very important. They increase eveyone's effectiveness in battle by boosting attributes for a short period of turns.

- Return - Retreats party to last church.
- Support - Greatly increases defense and agility of multiple allies.
- Resist - Greatly increases magic defense of multiple allies.
- Attack - Greatly increases attack power of ally.