Warsong Magic Spells
Damaging spells red. Healing spells green. Crowd control spells blue.
|Spell||MP||HP||Distance||Area of Effect|
How to read the chart
MP is cost. HP is damage dealt or amount healed. Distance is maximum distance to target. Area of effect is radius of circle around target. Linear means it shoots a straight line to target. Numbers before slash are levels 1-4; after slash are levels 5-9. There are two spells called Fire Ball. The better variant displays dragons.
Earthquake can sometimes break down walls and turn them into ruins. There is a bug that lets you return those ruins to walls by pressing A. If you reset the system, the ruins will reappear. Sleeping units are unable to do anything for a few turns. Confused units may attack its allies. Stone permanently petrifies the target and can only be nullified by moving onto the treasure chest in Scenario 13. Some units, such as warlocks, priests, and rangers, are immune to the crowd control spells--sleep, confusion, stone.
There are three obvious tiers of healing spells. The greatest heal can cure a large group back to their full health. Similarly, there are basically four tiers of direct damage spells based on MP costs:
Tier 1 Magic Arrows
Tier 2 Fire Ball 1 Blizzard Lightning
Tier 3 Thunder Tornado Fire Ball 2
Tier 4 Earthquake
- There is one item useful to magic users.
- Orb halves the MP used; however, you still need to have the requirement before the cost is cut. It's like a 50% rebate. For instance, if Orb is equipped and you have 4 MP, you can cast Lightning and will be left with 2 MP. If Orb is equipped and you have 3 MP, you cannot cast Lightning.
- Wand supposedly increases a spell's effects. However, my experience has told me that this is NOT true.