There's a bunch of types of magic... Healing... Stat Raising... Protecting.. Weapon Enhancing.. and, of course, Enhancing. This'll tell ya which spells, learned where, cost what amount of MP and.. you get the drift. I would make the characters just standing still, but they look so cool running like that..
Undine: Water and Ice magic. Found in the cave near the Water Palace, after defeating the evil witch of the forest. learns: Ice Saber: 2 MP. Turns a weapon to freezing temperatures, intensified with the ice magic. Weapons are stronger and turn enemies into cute little snowmen when you hit them. The higher level Ice Saber is, the longer it lasts. This applies for ALL Saber spells. Cure Water: 2 MP. Summons a cleansing water to recover lost HPs. This is perhaps the most useful magic in the game. It becomes stronger as you level, and for such a low MP cost, it's incredible. Great for conserving chocolates and candies. Remedy: 1 MP. A gentle ice spell to refresh a character and relieve him or her of ailments. Useful if you don't have Medical Herbs. If a character is poisoned, used this immediatly. If he or she has been poisoned for more than 5 seconds, forget about it-save the.. erm, 1 MP. learns: Freeze: 2 MP. Summons a shatter of small glacious ice cubes to smash into an opponent. Not a bad attack, great on fire-type enemies. Energy Absorb: 2 MP. Sends out a powerful osmosis water to sap a victim of its hit points and transfer it to the caster. Nice for healing when the girl is low on HP, but beware of using this spell upon the undead or vampire-type enemies (like Buffy). Acid Storm: 3 MP. Merges water with wastes of the environment to result in a flash of rain to decompose one's defense. About as powerful as Freeze, but lowers defense, too. Not bad. Gnome: Earth and ground magic. Found in the palace near the Dwarf Village after defeating the Earth Gigas. learns: Stone Saber: 4 MP. Stones become more dense and with a clean blow, can turn petrify enemies in their steps. Too much MP, I don't like this spell. Defender: 2 MP. Hardens one's skin to a light-rock potential, effectively decreasing damage sustaned. Only useful against enemies who don't cast magic, of course. Speed Up: 3 MP. Allows a target to walk 'with the ground' for a short time, surging the ground through the target's body and allowing for a faster hit. This just makes you attack faster, and also increases evade a bit. Fun! learns: Speed Down: 1 MP. Summons a mass of vines to emerge from the ground, tangling an opponent and slowing it down. Not so useful, but nice for quick getaways. Gem Missile: 2 MP. Upon the casting of this spell, a cluster of diamonds will rain upon the wizard's foe, jagging them into the victim and effectively crushing it. Nice spell, but Earth slide is better. Earth Slide: 3 MP. A large chunk of mud, rocks, and dirt emerges from the ground and slams itself onto a target. I LOVE this spell. Sylphid: Lightning and Wind magic. Found deep in the Upper Land, after defeating the destroyer of the Sprite's village. learns: Balloon: 2 MP. Sends out a giant helium-filled object to wrap itself around the target, levitating it ten feet above the ground. Nice for stopping some obnoxious enemies. Thunder Saber: 3 MP. Fills a weapon with the power of lightning. I like this-it makes your weapons a lot stronger. Analyzer: 1 MP. Fills one with the knowledge, backgrounds, power, and casual weaknesses of a target. This is a good way to know what spells to use on an enemy, and also how many HPs it has. learns: Silence: 2 MP. This spell causes a target to generate so much air in its throat, making it unable to speak for a limited amount of time. This prevents enemies from casting spells. Yay! Air Blast: 2 MP. Summons the air to rotate so rapidly it becomes razor sharp, effectively enough to put dents into rock. Not as strong as Thunder Bolt. Thunder Bolt: 4 MP. Requests for the cloud to release an immense blast of static electricy to strike a target. Fortunetly, it's 100% accurate. This is powerful, but a little MP hogging. Salamando: Fire and Heat magic. This is found in the Paradise town deep in the Ice forest. learns: Blaze Wall: 4 MP. From the caster's fingertips fly a huge ember of flames to engulf the opponent, surrounding it in sparks. This works like poison, but TRAPS the enemy, too. And it's one of the girl's few attacking magics! Fire Boquet: 3 MP. A large blast of flames are hurled at a target, burning away at it's muscles apathetically. Does moderate fire damage and lowers an enemy's attack power. Not bad. Flame Saber: 2 MP. Grants a weapon the enchantment of fire magic, so hot it is able to set the smallest flammable item into flames. When you hit an enemy, it'll do damage, AND the enemy will be surrounded in flames and stuck. Fun. learns: Fireball: 2 MP. Spits three homing and large blasts of fire at a target. Nice for regular enemies, but not that effective on bosses. Lava Wave: 3 MP. A large tide of molten rocks flashes and drowns the target enemy. It sure looks cool, but it's not too powerful. Exploder: 4 MP. Shoots a small spark at an enemy which, when colliding with a solid object, explodes into a huge blast of fire. Powerful, I guess. Luna: Moon and Solar magic. Found in the north part of the Kakarra Desert after riding across a fun floating boat. learns: Moon Saber: 3 MP. Fills a weapon with the power of the moon, allowing energy to be sapped from one target to another as the weapon strikes the target. I like this. All the damage you deal to one opponent seeps into you, like, abosrbing. Lots of fun using a level 8 attack on an enemy and recovering full Hp. Mwa ha. Runs out quickly, though. Moon Energy: 2 MP. Fills a target with the spirit of the skies, increasing his or her strength and intensifying his or her ability to strike. Simply enough, all weapon attacks with be "Whack"s, like, for double damage. VERY affective. Lunar Boost: 2 MP. The target is frenzied and filled with rage, affectively raising his or her attack power but slightly lowering his or her defense. I don't like this, nya. learns: Lunar Magic: 5 MP. The caster has little or no control over the affects of this odd spells, as it relies on luck to the effect. All enemies could recover HP, or all members could recover HP, everyone could freeze, or burn, or all fall asleep... it's fun to try! Magic Absorb: 1 MP. Another strange magic, this turns magic of Mana of a target into a solid form, which flows on a straight path towards the caster. Once it reaches the caster, it congeals into it's unsolidified form. This absorbs magic from an enemy and gives it to you-GREAT for conserving Faerie Walnuts. Change Form: 6 MP. This scatter's an enemy's phenotype and genotype into a completely different form. This can turn an enemy into a weaker enemy-or possible a stronger one! Be careful. Lumina: Light and Good magic. Found on the Gold Isle. Lucid Barrier: 4 MP. Creates a shield guided by pure faith to repel all solid forms from entering from the side. This *PROTECTS* against *PHYSICAL* attacks!! it RUKES! But it's really very limited timewise, so watch out. Lucent Beam: 8 MP. Concentrates light particles into such close intensity that they possess the ability to puncture right into a target. A great spell, very strong, but 8 MP?? That's a little extreme. Light Saber: 5 MP. Lightens the burden of a weapon, as well as fulfills it with the power of light, to allow for more accurate and stronger attacks. Increases weapon's strength-much fun. Shade: Dark and Evil magic. Found in the Lofty mountains. learns: Dark Force: 2 MP. Works like a black hole, absorbing light and other particles in at such an incredible rate that it can tear flesh off of a target. However, it has a limited range, so it is almost impossible to absorb a full target. Uh, doesn't sound as cool as I just described it.. a moderatly powerful dark spell. Evil Gate: 8 MP. Releases the forces of pure evil upon a target, absorbing its strength, spirit, and life. This is more like it. A POWERFUL spell of EVIL! And Evil=Good! Dispel Magic: 4 MP. A powerful spell to neutralize spells on an opponent by chipping away at the mana which binds it to it's enchanter. This dispels stuff like Walls on enemies. ^^ Dryad: Nature and Life magic. Found on the raised Sunken Continent. learns: Revify: 10 MP. Summons one's spirit from the other world to return to it's body, effectively bringing back a person as long as he or she was not rendered completely unlivable, such as by decapitation. This brings back dead members. Cup o' Wishes are better. ^^ Wall: 6 MP. Creates a mana repellant by summoning nature to it's fullest extent. This reflects magic, and is very, VERY useful. Mana Magic: 10 MP. Transfers the Mana Sword to it's fullest potential by filling it with the power of all mana ever created upon the earth. You need this to defeat the boss of the game, who I won't say because it's a secret! Both the Sprite and Girl need to cast it. learns: Burst: 4 MP. The caster of this spell absorbs much heat from the environment around him or her, and sends it blasting towards a target. The illusion that the caster is being caught in the blast is also created, though he or she will take no damage. Someone powerful. Sleep Flower: 2 MP. By sending forth powerful leaves used often in medication, it renders the target into an unconcious state, during which he or she will feel no pain until waking up. This knocks an enemy to sleep. Fun. Mana Magic: 10 MP. Transfers the Mana Sword to it's fullest potential by filling it with the power of all mana ever created upon the earth. You need this to defeat the game's boss. Both the Sprite and the Girl must cast it. What about me? More Secret of Mana stuff! Back to the Main Page! © 1997 starpeppy@hotmail.com This page hosted by Get your own Free Home Page
Undine: Water and Ice magic. Found in the cave near the Water Palace, after defeating the evil witch of the forest.
learns:
Ice Saber: 2 MP. Turns a weapon to freezing temperatures, intensified with the ice magic. Weapons are stronger and turn enemies into cute little snowmen when you hit them. The higher level Ice Saber is, the longer it lasts. This applies for ALL Saber spells.
Cure Water: 2 MP. Summons a cleansing water to recover lost HPs. This is perhaps the most useful magic in the game. It becomes stronger as you level, and for such a low MP cost, it's incredible. Great for conserving chocolates and candies.
Remedy: 1 MP. A gentle ice spell to refresh a character and relieve him or her of ailments. Useful if you don't have Medical Herbs. If a character is poisoned, used this immediatly. If he or she has been poisoned for more than 5 seconds, forget about it-save the.. erm, 1 MP.
Freeze: 2 MP. Summons a shatter of small glacious ice cubes to smash into an opponent. Not a bad attack, great on fire-type enemies.
Energy Absorb: 2 MP. Sends out a powerful osmosis water to sap a victim of its hit points and transfer it to the caster. Nice for healing when the girl is low on HP, but beware of using this spell upon the undead or vampire-type enemies (like Buffy).
Acid Storm: 3 MP. Merges water with wastes of the environment to result in a flash of rain to decompose one's defense. About as powerful as Freeze, but lowers defense, too. Not bad.
Gnome: Earth and ground magic. Found in the palace near the Dwarf Village after defeating the Earth Gigas.
Stone Saber: 4 MP. Stones become more dense and with a clean blow, can turn petrify enemies in their steps. Too much MP, I don't like this spell.
Defender: 2 MP. Hardens one's skin to a light-rock potential, effectively decreasing damage sustaned. Only useful against enemies who don't cast magic, of course.
Speed Up: 3 MP. Allows a target to walk 'with the ground' for a short time, surging the ground through the target's body and allowing for a faster hit. This just makes you attack faster, and also increases evade a bit. Fun!
Speed Down: 1 MP. Summons a mass of vines to emerge from the ground, tangling an opponent and slowing it down. Not so useful, but nice for quick getaways.
Gem Missile: 2 MP. Upon the casting of this spell, a cluster of diamonds will rain upon the wizard's foe, jagging them into the victim and effectively crushing it. Nice spell, but Earth slide is better.
Earth Slide: 3 MP. A large chunk of mud, rocks, and dirt emerges from the ground and slams itself onto a target. I LOVE this spell.
Sylphid: Lightning and Wind magic. Found deep in the Upper Land, after defeating the destroyer of the Sprite's village.
Balloon: 2 MP. Sends out a giant helium-filled object to wrap itself around the target, levitating it ten feet above the ground. Nice for stopping some obnoxious enemies.
Thunder Saber: 3 MP. Fills a weapon with the power of lightning. I like this-it makes your weapons a lot stronger.
Analyzer: 1 MP. Fills one with the knowledge, backgrounds, power, and casual weaknesses of a target. This is a good way to know what spells to use on an enemy, and also how many HPs it has.
Silence: 2 MP. This spell causes a target to generate so much air in its throat, making it unable to speak for a limited amount of time. This prevents enemies from casting spells. Yay!
Air Blast: 2 MP. Summons the air to rotate so rapidly it becomes razor sharp, effectively enough to put dents into rock. Not as strong as Thunder Bolt.
Thunder Bolt: 4 MP. Requests for the cloud to release an immense blast of static electricy to strike a target. Fortunetly, it's 100% accurate. This is powerful, but a little MP hogging.
Salamando: Fire and Heat magic. This is found in the Paradise town deep in the Ice forest.
Blaze Wall: 4 MP. From the caster's fingertips fly a huge ember of flames to engulf the opponent, surrounding it in sparks. This works like poison, but TRAPS the enemy, too. And it's one of the girl's few attacking magics!
Fire Boquet: 3 MP. A large blast of flames are hurled at a target, burning away at it's muscles apathetically. Does moderate fire damage and lowers an enemy's attack power. Not bad.
Flame Saber: 2 MP. Grants a weapon the enchantment of fire magic, so hot it is able to set the smallest flammable item into flames. When you hit an enemy, it'll do damage, AND the enemy will be surrounded in flames and stuck. Fun.
Fireball: 2 MP. Spits three homing and large blasts of fire at a target. Nice for regular enemies, but not that effective on bosses.
Lava Wave: 3 MP. A large tide of molten rocks flashes and drowns the target enemy. It sure looks cool, but it's not too powerful.
Exploder: 4 MP. Shoots a small spark at an enemy which, when colliding with a solid object, explodes into a huge blast of fire. Powerful, I guess.
Luna: Moon and Solar magic. Found in the north part of the Kakarra Desert after riding across a fun floating boat.
Moon Saber: 3 MP. Fills a weapon with the power of the moon, allowing energy to be sapped from one target to another as the weapon strikes the target. I like this. All the damage you deal to one opponent seeps into you, like, abosrbing. Lots of fun using a level 8 attack on an enemy and recovering full Hp. Mwa ha. Runs out quickly, though.
Moon Energy: 2 MP. Fills a target with the spirit of the skies, increasing his or her strength and intensifying his or her ability to strike. Simply enough, all weapon attacks with be "Whack"s, like, for double damage. VERY affective.
Lunar Boost: 2 MP. The target is frenzied and filled with rage, affectively raising his or her attack power but slightly lowering his or her defense. I don't like this, nya.
Lunar Magic: 5 MP. The caster has little or no control over the affects of this odd spells, as it relies on luck to the effect. All enemies could recover HP, or all members could recover HP, everyone could freeze, or burn, or all fall asleep... it's fun to try!
Magic Absorb: 1 MP. Another strange magic, this turns magic of Mana of a target into a solid form, which flows on a straight path towards the caster. Once it reaches the caster, it congeals into it's unsolidified form. This absorbs magic from an enemy and gives it to you-GREAT for conserving Faerie Walnuts.
Change Form: 6 MP. This scatter's an enemy's phenotype and genotype into a completely different form. This can turn an enemy into a weaker enemy-or possible a stronger one! Be careful.
Lumina: Light and Good magic. Found on the Gold Isle.
Lucid Barrier: 4 MP. Creates a shield guided by pure faith to repel all solid forms from entering from the side. This *PROTECTS* against *PHYSICAL* attacks!! it RUKES! But it's really very limited timewise, so watch out.
Lucent Beam: 8 MP. Concentrates light particles into such close intensity that they possess the ability to puncture right into a target. A great spell, very strong, but 8 MP?? That's a little extreme.
Light Saber: 5 MP. Lightens the burden of a weapon, as well as fulfills it with the power of light, to allow for more accurate and stronger attacks. Increases weapon's strength-much fun.
Shade: Dark and Evil magic. Found in the Lofty mountains.
Dark Force: 2 MP. Works like a black hole, absorbing light and other particles in at such an incredible rate that it can tear flesh off of a target. However, it has a limited range, so it is almost impossible to absorb a full target. Uh, doesn't sound as cool as I just described it.. a moderatly powerful dark spell.
Evil Gate: 8 MP. Releases the forces of pure evil upon a target, absorbing its strength, spirit, and life. This is more like it. A POWERFUL spell of EVIL! And Evil=Good!
Dispel Magic: 4 MP. A powerful spell to neutralize spells on an opponent by chipping away at the mana which binds it to it's enchanter. This dispels stuff like Walls on enemies. ^^
Dryad: Nature and Life magic. Found on the raised Sunken Continent.
Revify: 10 MP. Summons one's spirit from the other world to return to it's body, effectively bringing back a person as long as he or she was not rendered completely unlivable, such as by decapitation. This brings back dead members. Cup o' Wishes are better. ^^
Wall: 6 MP. Creates a mana repellant by summoning nature to it's fullest extent. This reflects magic, and is very, VERY useful.
Mana Magic: 10 MP. Transfers the Mana Sword to it's fullest potential by filling it with the power of all mana ever created upon the earth. You need this to defeat the boss of the game, who I won't say because it's a secret! Both the Sprite and Girl need to cast it.
Burst: 4 MP. The caster of this spell absorbs much heat from the environment around him or her, and sends it blasting towards a target. The illusion that the caster is being caught in the blast is also created, though he or she will take no damage. Someone powerful.
Sleep Flower: 2 MP. By sending forth powerful leaves used often in medication, it renders the target into an unconcious state, during which he or she will feel no pain until waking up. This knocks an enemy to sleep. Fun.
Mana Magic: 10 MP. Transfers the Mana Sword to it's fullest potential by filling it with the power of all mana ever created upon the earth. You need this to defeat the game's boss. Both the Sprite and the Girl must cast it.
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© 1997 starpeppy@hotmail.com