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Spells are magic attacks in the game that can be cast through the use of Magic Balls or by Monsters . Most spells have a corresponding version in each element. Many monsters possess a spell by default, but some must unlock their hidden spell through fusion. Monsters can also learn a spell by feeding them the corresponding magic ball with at least 10 charges. Monsters can obtain up to 3 spells through these methods. Spells can also be passed on through fusion. Monsters can also combine their spell with Koh's attack to enhance his offensive capabilities, a technique known as mixture magic.

Spells
Name Description Element MP Cost Magic Ball Innate

Hidden

Breath Flame shower attack Fire 12 Fire Dragon

Balloon

Maximum

Brid

Fire bullet attack Fire 10 Flame Kewne

Troll

Weadog

Poison Causes poison Fire 8 Poison None Barong
Rise Fire pillar attack Fire 16 Pillar Griffon

Naplass

Tyrant

Sled Fireball attack Fire 8 Blaze Flame

Volcano

Killer

DeForth Water heals HP Water 16 N/A None

Manoeva

Mandara

DeHeal Bubbles heal HP Water 10 Recovery Nyuel Pulunpa
DeMirror Reflect all Magic Water 8 Repel Arachne

Viper

Glacier

DeRock Ice Obstacle Water 6 Ice Rock None U-Boat
DeWall 8-10 turn fire shield Water 8 Water Snowman Blume

Kraken

LoBind Paralysis by thunder Wind 12 Binding Block Golem
LoBlind Blind target Wind 8 Blinder Unicorn Stealth
LoDown Lower target's level Wind 9 Weak Clown

Picket

Garuda

LoGrave Tornado crash attack Wind 12 N/A None

Cyclone

Zu

LoSleep Wind puts to sleep Wind 10 Sleep None

Dreamin

Noise

Unlocking a monster's hidden spell[]

A monster without a spell can unlock their hidden spell through the use of fusion. Note that you will need to acquire the blue monster collar before you can fuse two monsters.

Teaching a monster a spell[]

A monster can learn a spell if you feed it the corresponding magic orb with at least 10 charges. Since most magic balls are found in the tower with around 5 or so charges, you will need to use several white sand bags to bring the charges to at least 10. The level of the spell learned is calculated by dividing the number of charges by 10 and rounding down (so a sleep ball with 28 charges will teach your familiar sleep at level 2 if you feed it to them).

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