Spells

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LIST OF SPELLS AND THEIR EFFECTS

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This section goes into more detail then the booklet. It will tell you, much

more effectively, what each spell does, who it targets, it's apx damage, etc.

The form for this will be:

Spell (1-10 based on it's general ability) Description

Cost (1-99)

Here we go. In the order of the booklet,

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º Recovery Magic º These spells are things to recover status/HP.

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Cure (2) This spell recovers a little HP of 1 or all of the enemy/your party.

Cost 5MP Much more powerful when concentrated on one target. A basic spell.

This will be essential at the beginning of the game.

Cure2 (4) This spell is quite a bit more powerful (3 times) than Cure. It

Cost ?MP recovers a good-sized chunk of life on 1/all of the enemy/your party.

Everyone in your party should know this spell early on.

Cure3 (6) A very powerful spell. When casts, a very large amount of HP will be

Cost ?MP granted to 1/all of the enemy/your party. This is a GREAT spell when

you own the Economizer!

Life (1) This spell will revive one character who is "wounded," AKA dead. It

Cost ?MP restores a very small amount of hitpoints as well. If you own an

Economizer, never use this spell. If you don't own one, try to use

it only in the Menu, and not during battle, as you don't have max HP.

Life2 (9) This stronger version of Life will bring back any "wounded," AKA dead

Cost ?MP character. When revived, they will have maximum HP. This spell is

extremely useful. Again, if you own an Economizer, use this a lot!

Life3 (3) This spell is somewhat useful, mainly in battles where you KNOW you

Cost ?MP will die at the end and lose. Cast this (only on LIVE characters),

and when you die, for any reason, that character WILL be brought back

to life with the power of a normal Life spell. Only works in battle.

Antidot(1) This spell is pretty useful if you get poisoned a lot. It offers a

Cost 3MP cheap, effective antidote for Poison, Bio, Feeler, Slip Touch, etc.

Remedy (8) This is an interesting and powerful spell. It will cure any kind of

Cost ?MP negative irregularities in status (Float is not affected, but bad

things are, like Poison, Mute, Stone, etc, EXCEPT the conditions Imp

and/or Zombie.

Regen (3) The power of regeneration of HP will be yours when this spell is cast

Cost ?MP on a party member. That member will receive a small amount of HP at

regular intervals a few seconds apart. A decent spell for recovery.

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º Offensive Magic º These spells inflict damage or destroy the enemy attackers.

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Fire (2) This spell hits the enemy with a small blast of flames. It is pretty

Cost ?MP weak, but good when used against cold enemies and the like. OK spell

for beginners, useful during the beginning of the quest.

Fire 2 (4) A better version of Fire. Enemies are hit with a triangular blast of

Cost 20MP powerful fire. Quite a bit stronger. Again, good against the icy

enemies in the game.

Fire 3 (7) The best Fire spell. Enemies are hit with a large fireball, which

Cost 57MP explodes. Highly effective, powerful. Use against the icy enemies

in the game.

Bolt (2) The Bolt spell. Useful against machine-like and water-like enemies

Cost ?MP that you encounter. More useful than Fire. Another beginners spell.

Use it whenever you have to fight things that are Magi-Tek for BIG

damage in comparison to other attacks.

Bolt 2 (4) The second Bolt spell is a bit more powerful than the original Bolt.

Cost ?MP Again, it is VERY effective against watery and machine-like enemies

that you encounter in the quest. This is a good intermediate spell.

Bolt 3 (8) The final spell in the Bolt series is probably the most useful in the

Cost 53MP game in terms of strictly element-type attacks. Extremely effective

when cast on the machine-like and watery enemies. They will fall!

4Ice (2) The Ice spell, is, in my opinion, the best of the element-type attack

Cost ?MP spells. It chills enemies that are fiery. Also seems to do slightly

more damgae, in many cases, than the Fire and Bolt categories.

Ice 2 (5) This spell is a freezer. The enemies that are fiery will most

Cost 21MP definately take a large amount of damage. As with the others, Ice 2

is quite a bit stronger than regular Ice. The Ice spells also work

well in desert regions against simply hot enemies, not only fiery.

Ice 3 (8) This spell is the last in the Ice category. The most powerful of all

Cost 52MP Ice attacks. Hihgly effective at getting rid of those annoying

enemies who enjoy fire and heat.

Poison (1) This spell has one of the weakest effects possible. In my opinion,

Cost 3MP this is the WORST, most USELESS spell that exists. Enemies take

almost NO damage from the actual casting, and the progressive damage

is incredibly weak. A regular attack is much more effective!

Drain (?) This spell works in a slightly more complex manner than the others.

Cost ?MP The caster will gain HP from the enemy ONLY UNTIL THEY HAVE MAX HP.

Once the caster has max HP (not over max, but exactly max), then the

spell is over. So it's power depends on how much HP you have lost.

Bio (4) This is a more powerful spell than Poison. I endorse this one,

Cost ?MP however. Enemies take medium damage from the casting, and the damage

gets progressively higher and higher, building quickly. A good spell

to use on enemies with lots of HPs when you need to use healing power

instead of being able to physically attack.

Break (6) The spell of Break will turn enemy foes into stone, but only if you

Cost 25MP are really lucky, or if the creature you are fighting has WAY fewer

levels than you do. Basically useful against annoying, low-level

enemies that assail you. Can be cast on All enemies/party for a

win.

Doom (7) This would have a higher rating if it hit more often. The name is

Cost ?MP apt, guess what it does?

 

Pearl (8) An excellent spell, Pearl is especially useful against evil enemies.

Cost 40MP It is quite powerful and has a decent MP cost. Possibly the most

exquistiely detailed spell in the game.

Flare (8) About the same power as Pearl. This is a fire attack, and does high

Cost 45MP damage to a single enemy. Cool effects. A good offensive spell for

the level 30 or 40 character.

Demi (6) This spell misses alot. It cuts the enemy's HP in half. Useful.

Cost 33MP It can do a maximum of 9999 damage to enemies with over 19998 HP.

Quartr (7) As the name implies, this spell cuts the enemy's HP to 1/4. As with

Cost 48MP Demi, it can do no more than 9999 damage to an enemy.

X-Zone (9) A personal favorite of mine. An excellent, enemy-banishing spell.

Cost 53MP Throws entire groups into the X-Zone. Difficult to dodge and very

effective. A terrific spell to take into battle, especially in

the Fanatic's Tower.

Meteor (8) A high-damage, undodgeable, all-enemy hitting poweful spell. This

Cost ?MP one's cost is a little high, but it gets the job done. Pretty good

spell.

Ultima (10)The superior spell. Incredible, unblockable damage to every enemy.

Cost 80MP At a cost of 80 MP, it is difficult to cast a lot. It is well

worth the effort, though. This spell is great against anything.

Quake (8) A great spell. Unfortunately, it only hits ground-bound enemies.

Cost ?MP Float is your only defense, or absorb it with Gaia Gear armor. A

must-have spell when fighting non-flying groups of enemies.

W.Wind (9) An unfocused attack that drains 90% of the HP of everything on the

Cost ?MP screen it manages to hit. Max damage is once again 9999. It can

be blocked rather easily by the enemies, but if it hits it will give

you a major advantage. Use it primarily as a desperation tactic.

Merton (10)Another unfocused attack. This one is a fire elemental, and can be

Cost 85MP absorbed by Red Jacket or Flame Shield, making it ideal when you are

equipped with either of these. Wipe out the enemy easily! Awesome

effects, almost as good as the enemy spell Flare Star.

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º Effect Magic º These spells peform various actions.

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Scan (5) Reveals everything you always didn't want to know about your enemy.

Cost 3MP Helpful.

Slow (3) Slows down the enemy. The same as when it's cast on you. It lasts

Cost ?MP for the whole battle. Pretty useless. By the time you cast it, you

could have slaughtered the enemy, anyways.

Rasp (6) This destroys enemy MPs. Good to stop magic users from casting.

Cost ?MP The best part is you can use it on bosses.

Mute (4) This spell would be great if it could hit bosses. If successful,

Cost ?MP it will stop the enemy from casting any spells or Lores.

Safe (8) An excellent defense spell. Your defense goes way up with this, and

Cost ?MP you will take very little damage from weapon attacks. Superb.

Sleep (6) The Sleep spell will cause the enemies to fall into a deep slumber.

Cost ?MP There are two things that can wake them. One is PHYSICAL contact.

This does NOT include magic attacks of any kind. The second is time.

After a while the sleeper will wake up and return to normal.

Muddle (6) This spell makes enemies attack themselves and others in their party.

Cost 8MP If they are hit by physical contact, they will return to normal and

begin attacking as usual.

Haste (4) Characters who have had the spell Haste cast on them will have their

Cost ?MP meter filling speed doubled. Thus they can attack much more quickly,

increasing your chances of winning the fight.

Stop (5) If you cast Stop on an enemy, it will be frozen in time. Literally,

Cost 10MP whatever the enemy was doing, it is frozen. For a few turns, the

enemy will be a sitting duck, unable to do anything, even counter-

attacking.

Bserk (6) Bserk can be good and bad. It causes the enemy target to attack as

Cost ?MP soon as it's meter is full. This means a few things. First, the

enemy will ALWAYS perform a regular attack. Second, the enemy will

not have access to items or spells. Third, the enemy will not stop

this until the end of the fight. It can be good when fighting magic

users with weak weapons, or bad when fighting warriors with crappy

magic capabilities.

Float (5) Casting a Float spell will make your party member(s) float in the air

Cost ?MP until they (a) die or (b) are hit with a Dispel spell. Float is a

useful spell only because it protects from Quake. In this game, THAT

IS THE O*N*L*Y FUNCTION OF FLOAT. Keep your guys floating at all

times and you never have to worry about Quake spells.

Imp (2) Another low success rate spell, Imp will turn an enemy to/from an Imp

Cost ?MP beast. As an Imp, the only magic you can command is Imp. You will

lose most Attack Power and Defense Power. In this state, you are

extremely vulnerable to attacks.

Rflect (7) The spell Rflect will reflect enemy spells targeted on you or all of

Cost 22MP the party back at the enemy. This does not work on spells that start

off as having targeted the whole party (for example, Meteor, Ultima,

X-Zone, etc...). Useful. No more will you have to worry about that

annoying Fire 3 spell that that stupid enemy keeps casting on you!

Just cast Rflect, and your magical problems are over. That is, until

it comes time to cure. ALL spells, GOOD OR BAD will be reflected, so

even curative spells will not hit you. Instead, they will be

reflected onto the enemy. HINT: Spells only bounce ONE TIME!

Shell (?) Essentially the same as Safe, but deals with Magic Defense only. A

Cost ?MP word of caution: Defense-piercing spells will still hit you as hard.

Vanish (7) The power of the Vanish spell makes the enemy or you disappear. Why

Cost ?MP this is considered as negative by the book, I don't understand. If

YOU are invisble, NO WEAPON ATTACKS can hit you. However, once hit

by magic, you will revert to normal. The same criteria goes for the

enemy, as well.

Haste 2(9) A Haste 2 spell is VERY useful while fighting bosses. It casts the

Cost ?MP spell Haste on all party members, basically halving your attack time.

Very powerful, doesn't miss, and fast.

Slow 2 (7) The opposite of Haste 2. Slows down the entire attacking enemy, so

Cost ?MP it basically doubles the time it takes for them to attack. So, if

you can imagine it, Haste 2 is like you attacking 2 times in the time

Osmose (9) Lets you steal large quantities of Magic Points from the enemy and

Cost 1MP put them into yours. For 1MP, you can't beat it. A super spell for

all people who like magic. Learn it as soon as possible. It also

greatly increases the time you can spend without visiting towns by

allowing tons of curing.

Warp (6) This one warps you out of almost any place.

Cost ?MP

Quick (7) For 99MP, it could be better. Allows the caster, instantly, to

Cost 99MP attack or cast spells twice in a row. Use it with the Offering or

Magic Box!

Dispel (7) Gets rid of enemy spells they have, like Haste, Float, Safe, etc.

Cost 25MP Good for enemies that power themselves up.

 

Well, that's it for this part of the hint file. Again, you may contact me on

Stoplight BBS under the pseudonym Shadow Fighter. Any praise/criticism is

welcome. I hope this hint file has helped you.

 

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