Complete Spell List 1st Half
Quick Find:

Black equals "Black Magic";  
White equals "White Magic" (against a black background)
Red equals "Shamanism: Fire";   Blue equals "Shamanism: Water";
Green equals "Shamanism: Air/Wind";   Brown equals "Shamanism: Earth"
Teal equals "Shamanism: Spirit" (against a black background);   Violet equals "Other" & Other Categories
Aero Bomb (earo bomu):
Category: Shamanism - Air/Wind
Description: Primarily used to deflect offensive spells and other objects that might be hurling through the air by making a pocket of air explode where directed. It's a weak spell, however, but considered to be useful to a beginner at magic.
Number of Shots When Cast: 1
Abyss Flame (abisu furea):
Category: Shamanism - Fire
Description: Shoots magical fire through the air in a single direction. As the fire is not genuine, but composed of magical energy, wind will not affect its speed or power. One must get rid of the magical energy in order to stop this spell and extinguish the fire it creates.
Number of Shots When Cast: 1
Air Valm (ea varumu):
Category: Shamanism - Air/Wind
Description: A barrier using a wall of wind. Although the spell takes a short time to cast, it can only defend in front of the caster and perhaps above as well. While the caster is then vulnerable to attacks from behind and below, the barrier is still a very strong one.
Aqua Breathe (akua buriizu):
Category: Shamanism - Water
Description: As the name implies, this spell enables the caster to breathe underwater. Instead of having to maintain your concentration, Aqua Breathe has a time limit on its effects, which means that the caster can concentrate on other things in the water, and also cast other aquatic spells. The downsides are: 1. You'll be wet after you get on dry land. 2. Any equipment you carry will not be protected. 3. This spell will not improve your movements in the water; it will simply allow you to breathe.
Aqua Create (akua kureito)
Category: Shamanism - Water
Description: Simply creates water. After casting the spell, water will appear between and on the caster's hands. If the sorceror/sorceress is holding a container between his/her hands, the water will be created inside, instead. Very useful when you're dying of thirst. :-P
Arc Brass (aaku burasu):
Category: Shamanism - Earth
Description: A magician can use this spell to cause streaks of lightning rain down in a target area as a couple of city blocks in every direction from the caster. The target will most likely be paralyzed, and, at the worst, develop some kind of mental disorder. Death caused by Arc Brass is extremely unlikely. Additionally, since the blast range is so large and there are so many streaks of lightning, Arc Brass is very difficult, if not impossible, to dodge. Although Encyclopedia Slayers called this a Shamanism: Earth spell, it seems more like Shamanism: Air to me. ^^'
Number of Shots When Cast
: Countless
Asha Dist (akua kureito):
Category: Black Magic - Offensive
Description: A blast of this spell can turn a vampire into dust. The downside is that it only works on one undead target.
Number of Shots When Cast: 1
Astral Break (asutoraru bureiku):
Category: Shamanism - Spirit
Description: A spell that enables the caster to attack the target directly from the Astral Plane. In this way, the spell never truly exists in the world it is being cast. While this spell requires very little time to cast, it's very powerful, and can wipe out a Brass Demon in one shot.
Number of Shots When Cast: 1
Astral Vine (asutoraru vain):
Category: Shamanism - Spirit
Description: A spell that temporarily fuses magical energy from the caster into a weapon. Such an enchanted weapon can deal damage to mozaku directly, unlike most spells, and can also deflect most offensive spells when swung at it. Since the caster of Astral Vine doesn't need to be holding the weapon, it's wise to cast this spell on everyone's weapons before a battle, especially those unskilled at magic. Supposedly, this spell will make the weapon as powerful as the Sword of Light.
Attack:
Categor
y: Zenafa Armor
Description
: Orders the Zenafa armor to attack. When used, the armor will shoot a Razor Breath at the target the caster indicates.
Note: If you don't know what a Zenafa armor is,
click here
Counter-Sleeping (suriipingu de neteru-hito o okosu-sube):
Category: White Magic
Description: This is a counterspell for the spell Sleeping. If the target couldn't be awakened by normal methods, then just use this spell to counteract it.
Balus Rod (barusu roddo):
Category: Black Magic - Offensive
Description: A whip of light appears in the caster's hand when this spell is used. It damages opponents both physically and spiritually when used, and can be controlled more directly than spells that shoot out magical energy, improving the chances of hitting the target. The downsides are that the duration of the spell is rather short, and the "whip" has a short range.
Number of Shots When Cast: 1
Balus Wall (barusu wooru):
Category: Shamanism - Fire
Description: A magical barrier that repels all fire attacks, whether they be spells, dragons' fire, or normal fire. When used, the flames are diverted to the left and right of the caster, so it may pose a danger to anyone and anything beside him/her when cast.
Bomb Rod (bamu roddo):
Category: Shamanism - Fire
Description: Initially, the damage dealt is close to that of Flare Lance, but since the whip can be manipulated easily, damage can be dealt repeatedly. Furthermore, you can keep hitting the target again and again as long as you have enough magical energy. All in all, a very useful spell as long as you're skilled at fire shamanism.
Number of Shots When Cast: 1 (this refers to generating the whip)
Bephis Bring (befisu buringu) [Also Known As Earth Spirit Road]:
Categ
ory: Shamanism - Earth
Descript
ion: Calls upon the power of the earth spirit Bephimos. Any time the target is made of earth, the spell is effective, so it can be used to dig a horizontal tunnel or a steep vertical pit. Bephis Bring has no effect against any other material (i.e. wood). However, when the earth spirit digs, the earth dug through doesn't pile up, but just disappears entirely. No one knows what happens to the targetted earth.
Blade Haut (bureido hauto):
Categor
y: Shamanism - Earth
Descriptio
n: A very useful spell for a spell-casting swordsman. When cast, a sword must be swung, sending out a shock wave attack. The shock wave acts like a homing missile and follows the target no matter which way s/he runs. This spell reminds me of Zangulus's Howling Sword when he attacks. ^_^
Number of Shots When Cast: 1
Blast Ash (burasuto asshu):
Category: Black Magic - Offensive
Description: A very convenient spell! When cast, anything living or possessing a spirit caught in its blast radius is turned to ash. Since this spell has no effect on inanimate objects, it can be cast in cramped areas without danger of anything caving in. However, don't think that this is an ultimate attack or something. Barriers can still protect against it, and it won't work on high-level mozaku, usually.
Number of Shots When Cast: 1
Blast Bomb (burasuto bomu):
Category: Shamanism - Fire
Description: The strongest fire-shamanism spell, and perhaps the strongest shamanism spell of all (although the Ra Tilt supposedly is). Blast Bomb is said to only be castable by the legendary mage Rei Magnus. When cast, orbs of fire each several times more powerful than a Fireball appear, all of wihch hit the designated target(s). Even Lina can't cast this spell without the help of the Demon Blood Talismans, since Blast Bomb requires colossal magical energy.
Number of Shots When Cast: About 12
Blast Wave (burasuto weivu):
Category: Black Magic - Offensive
Description: When cast against an inanimate object (most often a wall), a hole is opened up that is easily large enough for a human to pass through. However, the spell can only be used to destroy a single target. Additionally, instead of doing damage to the object with a projectile, you must place both hands on the target to make the spell take effect. Since many sorcerors are unskilled at physical combat, this spell isn't widely used in battle against a living opponent, either. Even so, unless Gourry's tagging along to cut holes in walls for you, it's a worthwhile spell to learn.
Number of Shots When Cast: 1
Bogardic Elm (bogaadikku erumu):
Categor
y: Shamanism - Earth
Descriptio
n: Although this is an earth shamanism spell, water shamanism is also involved. It basically turns the ground into a muddy swamp when cast. By using Levitation with this spell as a combination, the caster can fly up into the air, and then cast the spell at the ground (and at the opponent still standing there). It's extremely difficult to move if caught in the range of this spell. Naga the White Serpent created this spell.
Number of Shots When Cast: 1
Bomb Di Wind (bomu di win):
Category: Shamanism - Air/Wind
Description: When cast, Bomb Di Wind greatly concentrates air pressure in a targetted range, and then releases it in an explosion of air. The spell blows away anything near the target, so the caster could unintentionally cause damage to those nearby. As Lina did in the 2nd episode of Slayers Try, the caster can cast the spell at the sails of a ship to make it go faster.
Number of Shots When Cast: 1
Bomb Sprid (bamu supuriddo):
Category: Shamanism - Fire
Description: Very similar in looks to a Fireball, but not nearly as powerful. The good side is, the caster can control when the blast explodes at any point, instead of waiting for it to hit something. This spell doesn't use much heat, either, so there's no chance of starting a fire.
Number of Shots When Cast: 1
Boost (buusuto):
Catego
ry: Other
Descriptio
n: An extremely useful spell, the Demon Blood Talismans are necessary in order for this spell to take effect, since the whole purpose is to activate them. When cast, the power of the four main mozaku is called forth, and the maximum amount of magical energy that a caster has will increase by 4 or 5 times!! This allows even a pathetically unskilled mage to cast high-level magic, and allows extremely skilled ones like Lina to control spells of enormous power far more easily. Also, the caster must make certain gestures with his/her arms for the Boost spell to take its maximum effect.
Incantatio
n: Lords of Darkness and the Four Worlds, I call upon you... Grant me all the power that you possess!
Note: You must chant the incantation directly before casting the desired spell. If the spell you want to cast also has an incantation, it should follow directly after Boost's.
Bram Blazer (buramu bureizaa) [Also Known As Blue Magic Wave]:
Categor
y: Shamanism - Spirit
Descriptio
n: A blue beam is shot toward the target when cast which harms both the physical and spiritual body of the target. However, the target's body and spirit would still heal up over time (his spiritual self wouldn't be permanently damaged). Useful in battle against mozaku since it will pierce through targets and harm additional targets behind it.
Incantatio
n: You, who floats in infinity and eternity, Origin of hearts, Gather in my hands and become a flash of light, May deep darkness be vanquished! Bram Blazer!
Bram Fang (buramu fangu):
Category: Shamanism - Air/Wind
Description: Sends an arrow of wind flying toward the target. However, the arrow is exceptionally weak, so the most it can do is make a small cut when it touches skin, or leaves a light scar. Since no particular gestures are necessary to make this spell effective, you can use it to get free when bound by rope or something.
Number of Shots When Cast: 1
Bram Gash (buramu gasshu):
Category: Shamanism - Air/Wind
Description: An amplified version of Bram Fang, Bram Gash also attacks using an arrow of wind. This arrow, in contrast, is lethal, and can easily cut through a solid brick wall. Bram Gash can explode on impact, or whenever the caster so chooses.
Incantation: Wind which blows across eternity, gather in my hands and become my strength! Bram Gash!
Number of Shots When Cas
t: 1
Break (bureiku):
Categor
y: Zenafa Armor
Descriptio
n: Makes the Zenafa armor leave its wearer. Break is usually used in conjunction with the Attack command, so that once the armor detaches itself, it can attack the opponent while the caster uses attack spells of his/her own. Also, the armor may keep the enemy occupied while the caster chants a more powerful spell. The Zenafa armor is still fully commanded by the caster even when s/he is not wearing it.
Note: If you don't know what a Zenafa armor is,
click here
Burst Flare (baasto furea):
Category: Shamanism - Fire
Description: A highly amplified version of Fireball, so hot that its flame is pale blue in color. This spell can melt a golem with ease, and not even the bones will remain if cast against a human. Generally, Burst Flare is known as the strongest fire shamanism spell a normal human can cast. Halcyform used Burst Flare when he committed suicide.
Number of Shots When Cast: 1
Burst Rondo (baasto rondo):
Category: Shamanism - Fire
Description: Causes many balls of fire to explode near the target, spreading flames. At first glance, this spell looks very powerful, but it's more of a bluff. Since the blasts aren't strong, the most they can do is cause light burns. It's extremely bright and loud, so using Burst Rondo as a diversion or to frighten away unsuspecting enemies would be the best use of it.
Number of Shots When Cast: About 12 (depends on the magical energy of the caster and on the incantation [of which I don't have])
Chaos String (kaosu sutoringu):
Category: White Magic
Description: Construction was the original reason for creating this spell. When cast, several strings of magical energy are shot forth, entangling the target. The caster can control where the strings go at will, and any normal strings caught in the path of Chaos String can then be manipulated as well. Since this spell isn't powerful, however, a living target can still move if this spell is cast at it.
Number of Shots When Cast: About 12
Chaotic Disintegrate (kaotikku disutingureito):
Categor
y: Divine
Description
: A magic spell used for attacking mozaku equal in power to that of a human's Ra Tilt spell. The magical energy of the caster is increased as the spell is cast, so the strength of the spell itself increases.
Incantation: Monaku soromu zonaku sakurimu Chaotic Disintegrate!
Note: Divine Magic can only be cast by the Golden Dragons.
Damu Brass (damu burasu):
Category: Shamanism - Air/Wind
Description: A crimson ball of light is shot towards the target. Damu Brass explodes upon impact, causing high-frequency air vibrations throughout the target, destroying it like a miniature earthquake. The effects of the spell are highly concentrated on the target, so surrounding objects are not harmed. This makes Damu Brass useful for shooting holes in walls and ceilings. When amplified, Damu Brass can make a large boulder explode.
Number of Shots When Cast: 1
Dark Claw (daaku kurou):
Category: Black - Offensive
Description: Magical energy balls each of which resemble beetles with vague outlines are shot at the target. The target, when hit by Dark Claw, is disintegrated. Depending on where you hit the target, this spell can be either a threat or a lethal force.
Number of Shots When Cast: Perhaps 6 to 12
Dark Mist (daaku misuto):
Category: Shamanism - Water
Description: An extremely dense black fog fills a large targetted area. When cast, any light, even magically generated, is absorbed by the mist. This spell has a time limit rather than calling upon magical energy, so the caster can break concentration as soon as Dark Mist is cast.
Defense (bougyo no jumon):
Category: White Magic
Description: A very powerful magical barrier. It's far stronger than the spell Windy Shield, but Defense uses up a lot of magical energy, which means it can only be cast a few times.
Demona Crystal (bougyo no jumon):
Category: Shamanism - Water
Description: When cast, a thick icy fog rises up from the ground, freezing everything caught within. Only skilled veterans of battle can dodge this spell. This is an extremely useful spell.
Incantation: You who crosses between sky and earth, Gather in my hand and give me power. Demona Crystal!
Number of Shots When Cast: 1
Dicleary (dhikuriarii) [Also Known As Detoxify]:
Categor
y: White Magic
Descriptio
n: Rids the target of all poisons. However, sometimes powerful poisons aren't removed completely. Dicleary and Recovery are the two most popular spells amont clerics, although Recovery still holds 1st place.
Diem Claw (dimu kurou):
Category: Shamanism - Air/Wind
Description: Another version of Diem Wing, this makes wind blow vertically from below the caster instead of horizontally away. No real use except in performances (capes and other loose outer garments are dramatic)
Number of Shots When Cast: 1
Diem Wing (dimu win) [Also Known As Demon Wind]:
Category: Shamanism - Air/Wind
Description: Compresses air and temporarily creates strong gusts of wind in front of the caster. This spell can be used in 3 ways. First, against a living target, in which Diem Wing will temporarily prevent them from moving forward. Second, against a weapon or a spell flying towards the caster, in which the spell will repel attacks. Third, as a diversion against living targets you don't want to injure. Since Diem Wing's incantation is short, it's very useful.
Number of Shots When Cast: 1
Digger Volt (digu voruto):
Category: Shamanism - Air/Wind
Description: From the palm of an extended arm, a powerful blast of lightning shoots out. This is an amplified version of Mono Volt, and is very lethal. Targets of this spell will most likely die, and strong Digger Volts might cause fires as well.
Incantation: Wind, crimson flame. Grant the power of thunder to my hand! Digger Volt!
Number of Shots When Cast
: 1
Dill Brand (diru burando) [Also Known As Explosion Array]:
Category: Shamanism - Earth
Description: When cast, dirt, rocks, and earth blasts upward around the target. The spell isn't powerful, so barriers would work fine against it. However, if you fall, THAT may be lethal. This spell can be used as a distraction, or the earth flying up can blind the target. Additionally, it's a great spell to use to knock targets unconscious with pieces of earth.
Incantation: Spirits of the Earth, I pledge myself to you, obey me and become my power! Dill Brand!
Number of Shots When Cast
: 1
Dimilar Wind (dimiruaawin):
Category: Shamanism - Air/Wind
Description: An extremely high-pressure ball or air is created, and then fired, creating powerful winds. The effect is so powerful that the grount itself caves in. Additionally, the range of Dimilar Wind is very large.
Number of Shots When Cast
: 1
Disenchant (kaiju):
Categor
y: White Magic
Descriptio
n: A spell which rids the target of all curses and ill-effect spells, such as being put asleep, being controlled against one's will, etc. This spell is very powerful, and can only be used by high-level priests. The incantation is extremely long, so it's not to be used in battle.
Disfang (disfangu):
Category: Black - Summoning
Description: Summons a shadow dragon to attack the target within the caster's shadow. The dragon can then go toward the target. When a part of the target's shadow is bit off, the physical counterpart is damaged, and the target is hurt spiritually as well. To counter this spell, a simple spell such as Lighting can be used to make both your shadow and the shadow dragon disappear.
Number of Shots When Cast: 1
Dislash (dhisurasshu):
Categor
y: Shamanism - Spirit
Descriptio
n: An amplified version of Elmekia Lance. Several blades of light are shot toward the target, each of which can kill a brass demon instantly.
Number of Shots When Cast: Perhaps a few
Dissealed (disusiirudo):
Categor
y: Zenafa Armor
Descriptio
n: Usually, Zenafa armor protects the wearer completely from the Astral Plane, sealing him/her from all attacks from that source. However, this also seals away the wearer's ability to cast certain spells. By temporarily breaking the seal using this spell, the wearer can gain access to his/her lost powers, although there will be the chance of an attack from the Astral Plane.
Note: If you don't know what a Zenafa armor is,
click here
Divine Search (tansaku):
Categor
y: Shamanism - Spirit
Descriptio
n: A spell used to find the location of items. Since this isn't a perfect spell, only items the caster previously owned or magically marked would be able to be found, since that would give out a certain pattern of magic that Divine Search could track.
Dolph Strash (darufu sutorasshu):
Category: Black - Offensive
Description: A spell which calls power from Deep Sea Dophin, one of the five Dark Lords that serve directly under Shabranigdo. When cast, a shockwave in the shape of a spear shoots at supersonic speeds toward the target, eliminating it. Unlike Dolph Zoke, which also calls power from Dolphin, this spell doesn't need to be cast near water.
Number of Shots When Cast: 1
Dolph Zoke (darufu zooku):
Category: Black - Offensive
Description: A spell which calls power from Deep Sea Dophin, one of the five Dark Lords that serve directly under Shabranigdo. This spell channels water into a sharp blade that can cut through almost anything. Unfortunately, having water nearby is a requirement for this spell.
Number of Shots When Cast: 1
Dragon Slave (doragu sureibu):
Category: Black - Offensive
Description: If you haven't heard of this spell, you've obviously never watched Slayers before. Dragon Slave calls its power from Shabranigdo himself, the ruler of all the mozaku in Lina's world. An enormously powerful blast shoots out from the hands of the caster after some complicated gestures while casting. Although Dragon Slave only had the power to destroy half a town in the Slayers novels, the spell in the anime series could level a small city! This is the strongest spell castable by humans without the help of talismans (except for exceptionally rare exceptions like Rei Magnus), and is the most powerful in all of black magic.
Incantation: Darkness beyond twilight, Crimson beyond blood that flows, Buried in the stream of time is where your power flows, I pledge myself to conquer... all the foes who stand... before the mighty gift bestowed in my unworthy hand! Let the fools who stand before me be destroyed by the power you and I possess... Dragon Slave!
Number of Shots When Cast
: 1
Note: For variations of the Dragon Slave incantation,
click here
Dug Break (dagu bureiku):
Category: Shamanism - Earth
Description: Neutralizes the power of the Bephimos, the earth spirit, in a certain area. This makes all earth shamanism magic being cast revert back to normal, so earth spells simply dissipate, and creatures like golems made using earth shamanism magic are merely piles of dirt afterwards. A very useful spell, all in all.
Dug Haut (dagu hauto) [Also Known As Stone Spiker]:
Category: Shamanism - Earth
Description: To cast, you must gather matical energy into your hand, and then slam your hand to the ground in a manner of force. Once done, numerous stone spikes will rush up out of the ground, destroying all targets unfortunate enough to be hit. Even a troll's healing energy can't prevent against this attack, making it very useful. Dug Haut causes the layers under the gorund to move around, causing a small earthquake. This constant shaking makes it all the more difficult for the targets to dodge the spell.
Incantation: Earth below me, submit to my will! Dug Haut!
Number of Shots When Cast: Countless
Dug Wave (dagu weibu):
Category: Shamanism - Earth
Description: The ground explodes below the target, resulting in damage from the shockwave. Like an alternate version of Grey Bomb, with two exceptions: 1. This spell can be cast on flat ground. 2. Dug Wave takes longer to cast.
Number of Shots When Cast: 1
Dyeing (senshoku):
Category: Shamanism - Earth
Description: Can change the material, color, and shape of the target as the caster specifies.
Number of Shots When Cast: 1
Dust Chip (dasuto chippu):
Category: Shamanism - Water
Description: Many tiny arrows of ice each only as big as the tip of a fingernail fly toward the target. The actual damage caused isn't much, but the arrows DO hurt. Dust Chip is a good spell to weaken an opponent's will to fight.
Number of Shots When Cast: Several dozen
Dynast Brass (dainasuto burasu):
Category: Black - Offensive
Description: A spell which calls power from Dynast Grausherra, one of the five Dark Lords that serve directly under Shabranigdo. A pentegram of lightning falls around the target. Then, all of the lighting channels to the center of the pentagram (the target). Caution is to be exercised when casting this spell. If the caster or his/her companions are too close to the target, they could be caught within the pentagram as well.
Number of Shots When Cast: 1
Dynast Breath (dainasuto buresu):
Category: Black - Offensive
Description: A spell which calls power from Dynast Grausherra, one of the five Dark Lords that serve directly under Shabranigdo. A very useful spell, the target is instantly frozen in ice when cast. Afterwards, the ice shatters, destroying the unfortunate target with it. Even mozaku can be beaten with this spell. Sometimes, it's posible to keep the target alive after the effects of the spell if the caster plans to do so and uses careful precautions.
Number of Shots When Cast: 1
Elmekia Flame (erumekia fureimu):
Categor
y: Shamanism - Spirit
Descriptio
n: Another amplified version of Elmekia Lance. A wide pillar of light shoots out at the target that deals no physical damage, but can wipe out a human's spirit completely since it attacks from the Astral Plane.
Incantation: May light gather to me, May deep darkness be vanquished! Elmekia Flame!
Number of Shots When Cast:
1
Elmekia Lance (erumekia ransu):
Categor
y: Shamanism - Spirit
Descriptio
n: A lance of light shoots at the target, damaging their spirit. However, no physical damage is caused, and the target's spirit can recover over a matter of weeks even unattended. Elmekia Lance is fully effective against spirit-based creatures like mozaku, though.
Incantation: May light gather to my hands, May deep darkness be vanquished! Elmekia Flame!
Number of Shots When Cast:
1
Ext Ball (ekusuto booru):
Categor
y: White Magic
Descriptio
n: A spell to extinguish flames. Not very powerful, so Ext Ball can't extinguish flames over a wide area. The fire is extinguished about 5 times faster than normal using Ext Ball.
Number of Shots When Cast: 1
Fehlzareid (feruzareedo):
Categor
y: Shamanism - Spirit
Descriptio
n: A spiralling blast flies toward the target, making Fehlzaried harder to dodge since it doesn't travel in a straight line. Can kill a Brass Demon with one shot.
Number of Shots When Cast:
1
Ferrous Bleed (fearisu buriido):
Category: Black - Summoning
Description: Summons a small animal or creature. Although the summoned being can't be controlled by the caster, this is a convenient spell to break out of barriers in the Astral Plane by having something break through from the outside.
Incantation: Star which passes through heavens' night skies, Heed the ancient coven and the Earth, I pledge my life that he may be called forth! Ferrous Bleed!
Number of Shots When Cast: 1
Fire Ball (faiaa booru):
Category: Shamanism - Fire
Description: I'd be truly surprised if you haven't seen this one! A ball of fire (no, really?) appears between the caster's hands and then shoots toward the target. Once contact is made, the Fire Ball will explode and spread flames everywhere. Casting this spell in an enclosed space would be a big mistake, since this spell has a pretty wide range. Fire Ball is the most popular offensive spell, and Lina sometimes uses variations of it. To be a full-fledged mage, learning Fire Ball is a reqiurement. Depending on how much energy is channeled into a Fire Ball, it could even liquify iron. This spell is so widely used that most often people judge someone's magical energy by watching them cast it.
Incantation: Oh, source of all power, Light which burns beyond crimson, Let thy power gather in my hand! Fire Ball!
Number of Shots When Cast: 1
Fishing Spell (iregui no jumon):
Categor
y: White Magic
Descriptio
n: Lina's original spell. When cast, you will always catch a fish on your fishing hook. However, if you use it too often, you'll get rid of all the fish in the river, and lose your source of food. Besides, this spell ruins the joy of fishing. You should use it only in emergencies.
Flame Bless (fureimu buresu):
Categor
y: Divine
Descriptio
n: When cast, the target is enveloped in fire. A offense physical spell that's rare in the divine class.
Incantation: Anaku ra zu omu ranaku soamu izu peku naomu Flame Bless!
Note: Divine Magic can only be cast by the Golden Dragons.
Flare Arrow (furea booru):
Category: Shamanism - Fire
Description: The most basic offensive spell. This spell makes several arrows of fire fly toward the target, although the resultant spreading of flames isn't very powerful. Skilled mages can fire as much as a dozen arrows at once. Lina, channeling boosted energy, can use several dozen arrows in a single Flare Arrow spell. Since this spell has a short incantation and is very convenient, it is useful for both beginners and experts.
Incantation: Source of all power, Crimson fire burning bright, Flare Arrow! OR East winds that blow, Have you as their source, into my hands, ignite all their force! Flare Arrow!
Number of Shots When Cast
: About 12 (varies greatly depending on skill, and also is different in the novels and the anime)
Flare Bit (furea bitto):
Category: Shamanism - Fire
Description: Many small orbs of fire attack the target. Each orb deals approximately the damage of a single punch, so even if the target is hit by all of the shots directly, s/he'll still survive. Useful for rendering an opponent unconscious, capturing an opponent, and creating a lot of smoke to blind the opponent. Once cast, the caster can aim his/her hands in any direction when the spell is in progression, doing anything from shooting a wide arc of fire to a highly concentrated assult on the unfortunate target.
Number of Shots When Cast: 20 to 30
Flare Lance (furea ransu):
Category: Shamanism - Fire
Description: Has the destructive power of several Flare Arrows fused together, formed into the shape of a spear or lance. If you know how, it's possible to control the destructive power of Flare Lance exactly, either to weaken the blast or to strengthen further the immense power.
Number of Shots When Cast: 1
Flare Seal (furea siiru):
Category: Shamanism - Fire
Description: An extremely strong fireproofing spell. It's so effective that you won't even feel heat as you walk through fire. The incantation, however, is long enough that attempting to use it in battle is pointless. However, if you have a backup partner casting it on you as you battle the opponent, it can be more useful in that way.
Flow Break (furou bureiku):
Categor
y: White Magic
Descriptio
n: Erases the effects of other spells. Except for White Magic, all magic is cast by altering the natural flow of energy, and getting its power from the energy of the conversion. Flow Break negates this by returning the flow of energy to normal, thus deactivating spells. If you cast it on enemy barrier, that would certainly be effective. However, it doesn't distinguish between enemy spells and your comrades' spells. So, if cast hastily, everyone's spells could lose their effect!
Incantation: May the powers of the earth, the wind, and the light break the unnatural spell! Flow Break!
Number of Shots When Cast: 1
Freeze Arrow (furiizu aroo):
Category: Shamanism - Water
Description: The opposite of Flare Arrow, this spell sends a bunch of ice arrows at the target, freezing objects on contact. Useful for capturing an opponent. Additionally, you don't need to worry about excessive destruction in a cramped area or in the middle of a town. The ice created will melt by itself eventually.
Number of Shots When Cast: About 12 (varies greatly depending on skill , and also is different in the novels and the anime)
Freeze Brid (furiizu buritto):
Category: Shamanism - Water
Description: The opposite of Fire Ball. Freezes the target far more thoroughly than Freeze Arrow upon contact. It's also useful in cramped areas, etc. like Freeze Arrow. A mage can also use this spell as protection against a Fire Ball, since when the two spells meet, they'll neutralize each other.
Number of Shots When Cast: 1
Freeze Rain (furiizu rein):
Category: Shamanism - Water
Description: An original spell of Naga's. Once cast, a ball of ice will appear in mid-air, shooting icicles contiously. However, it has a flaw (perhaps because Naga made it). If you ever want the spell to stop, you have to destroy the ice ball. Otherwise, it'll continue forever. The caster has no control over the ball of ice once Freeze Rain is cast.
Number of Shots When Cast: 1 ice ball shooting out countless icicles (this time it really IS countless)
Gaav Flare (gaavu furea):
Category: Black - Offensive
Description: A spell which calls power from Demon Dragon King Gaav, one of the five Dark Lords that serve directly under Shabranigdo. This spell fires a powerful red beam that pierces the target and continues hitting everything beyond it while moving in a straight line. Since Gaav is dead, this spell is no longer castable.
Incantation: You, dark dragon, within the burning flames, burn my enemies down with a mighty roar! Gaav Flare!
Number of Shots When Cast: 1
Gaia Graze (gaia gureizu):
Category: Black - Summoning
Description: After throwing knives in the shape of a magic circle, a brass demon is summoned to aid you. The demon is yours to command, and can only be damaged by black magic, purifying white magic, and spirit shamanism magic.
Number of Shots When Cast: 1
Gai Ra Dooga (gai ra gyuuga):
Category: Black - Summoning
Description: Naga's original spell. Summons a Plasma Dragon with devasting thunder breath to attack the opponent.However, Naga always fails to control the dragon (surprise! :-P), and a large amount of water is needed to make the spell work, since Plasma Dragons are similar to Water Dragons.
Number of Shots When Cast: 1
Gark Ruhaad (garuku ruhaado):
Categor
y: Shamanism - Spirit
Descriptio
n: An immensely powerful wind extends in all directions from the caster, but all those close to the caster won't be damaged. By having your comrades stand near you, this will prove to be one of the most useful wide-range spells. Adding to this, mozaku can be damaged by Gark Ruhaad as well. The wind harms both the body and the spirit.
Number of Shots When Cast:
1
Giga Slave (giga sureibu):
Categor
y: Chaos
Descriptio
n: The ultimate spell, and supposedly created by Lina. A spell which calls on the power of the Lord of Nightmares (the mother of all things) directly. All other spells are nothing compared to the Giga Slave, and if it misses, the four worlds could all be destroyed. This spell affects absolutely anything, and can kill even the highest-level mozaku. However, in addition to the danger of destroying the world, rumor has it that each time the Giga Slave is cast, a part of your soul is sold to the Lord of Nightmares. If you have honest desire and a pure heart at the time of casting, the Dark Golden Lord herself could show up.
Incantation: Darkness beyond blackest pitch, Deeper than the deepest night... King of Darkness, who shines like gold upon the Sea of Chaos! I pledge myself to thee, Swear myself to thee... Let the fools who stand before me be destroyed... by the power you and I possess! Giga Slave!
Note: Considered to be Black Magic by some, but I disagree.
Number of Shots When Cast: 1 (it's kinda obvious, isn't it?)
Goomehon (guumueon):
Categor
y: Shamanism - Spirit
Descriptio
n: Creates a barrier that defends against nearly all magical attacks, but has no protection against physical attacks. It does this by preventing spells from interfering with energies from the Astral Plane. This is an extremely useful and powerful spell when fighting another mage.
Goz Vu Rou (rozu vu rou):
Categor
y: Shamanism - Spirit
Descriptio
n: Summons a living shadow that attacks the opponent first spiritually, and then physically. The shadow-being cannot be defeated by natural or magical light.
Incantation: You, who floats in inifity and eternity, Origin of hearts, Pledge yourself to me, Gather to me and become my power! Goz Vu Rou!
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