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.
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 |
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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).