Loup's Spell List (by number and by element)

By Number
001: Fireball = Fire 1 A ball of fire. Can burn enemies. Indicate a direction to fire it.  002: Ice shot = Water 1 A bolt of ice. Indicate a direction to fire it. Can freeze enemies.  003: Wind Blades = Wind 1 Blades of air. Indicate a direction to fire them. Propel enemies back.  004: Earth Wall = Earth 1 A protective wall of rock. Draw a line to make the wall appear.  005: Heal Light = Light 1 Heals HP. Activate by touching the ally unit you wish to heal.  006: Trap = Dark 1 Seals monsters. Touch the ground to set trap. Best to weaken monsters first. <BR> 007: Explosion = Fire 2<BR> A large and harmful explosion. Touch the desired explosion site.<BR> <BR> 008: Storm = Water 2<BR> A heavy rainstorm that hardens magma. Indicate a center and radius.<BR> <BR> 009: Wind Shards = Wind 2<BR> Slices multiple enemies with wind. Indicate a center and radius.<BR> <BR> 010: Tough Armor = Earth 2<BR> Increases defense against physical attacks. Touch one ally to activate.<BR> <BR> 011: Light Armor = Light 2<BR> Increase defense against all attacks. Touch one ally to activate.<BR> <BR> 012: Curse = Dark 2<BR> Reduces defense against all attacks. Touch an enemy unit to activate.<BR> <BR> 013: Fire Rain = Fire 3<BR> Burns all and turns it to magma. Indicate a center and radius of effect.<BR> <BR> 014: Freeze = Water 3<BR> Steals body heat and freezes victims solid. Touch one enemy unit.<BR> <BR> 015: Transport = Wind 3<BR> Teleports the user to an accessible location. Touch your destination.<BR> <BR> 016: Boulder = Earth 3<BR> Creates a rain of boulders. Touch the screen to activate.<BR> <BR> 017: Restore = Light 3<BR> Restores an area altered by magic. Indicate a center and radius.<BR> <BR> 018: Poison = Dark 3<BR> Poisons an enemy. Touch an enemy unit to activate.<BR> <BR> 019: Fire Lance = Fire 1 + Fire 1<BR> A piercing, scalding fire ball. Indicate a direction to fire it.<BR> <BR> 020: Homing Fire = Fire 1 + Fire 2<BR> A homing fire ball. Indicate a direction to fire it.<BR> <BR> 021: Blazer = Fire 1 + Fire 3<BR> Flame shots target all enemies within indicated center and radius.<BR> <BR> 022: Ice Lance = Fire 1 + Water 1<BR> A piercing, freezing ice pillar. Indicate a direction to fire it.<BR> <BR> 023: Homing Ice = Fire 1 + Water 2<BR> A homing ice pillar. Indicate a direction to fire it.<BR> <BR> 024: Freezer = Fire 1 + Water 3<BR> Ice shots target all enemies within indicated center and radius.<BR> <BR> 025: Wind Lance = Fire 1 + Wind 1<BR> A piercing wind blade, propels enemies back. Give a direction to fire it.<BR> <BR> 026: Homing Wind = Fire 1 + Wind 2<BR> A homing wind blade. Indicate a direction to fire it.<BR> <BR> 027: Blade Gale = Fire 1 + Wind 3<BR> Wind blades target all enemies within indicated center and radius.<BR> <BR> 028: Rock Lance = Fire 1 + Earth 1<BR> A piercing rock shot. Indicate a direction to fire it.<BR> <BR> 029: Homing Rock = Fire 1 + Earth 2<BR> A homing rock shot. Indicate a direction to fire it.<BR> <BR> 030: Rocker = Fire 1 + Earth 3<BR> Rock shots target all enemies within indicated center and radius.<BR> <BR> 031: Light Lance = Fire 1 + Light 1<BR> A laser of light. Indicate a direction to fire it.<BR> <BR> 032: Homing Light = Fire 1 + Light 2<BR> A homing light laser. Indicate a direction to fire it.<BR> <BR> 033: Judgement = Fire 1 + Light 3<BR> Light lasers target all enemies within indicated center and radius.<BR> <BR> 034: Dark Lance = Fire 1 + Dark 1<BR> A laser of dark. Indicate a direction to fire it.<BR> <BR> 035: Homing Dark = Fire 1 + Dark 2<BR> A homing dark laser. Indicate a direction to fire it.<BR> <BR> 036: Dark Crush = Fire 1 + Dark 3<BR> Dark lasers target all enemies within indicated center and radius.<BR> <BR> 037: Ruby Blast = Fire 2 + Fire 1<BR> An explosion that damages multiple enemies. Touch the desired center point.<BR> <BR> 038: Fiery Blast = Fire 2 + Fire 2<BR> A large explosion that damages multiple enemies. Touch the desired center point to activate.<BR> <BR> 039: Heck Blast = Fire 2 + Fire 3 A gigantic explosion. Touch the desired center point to activate. 040: Ice Storm = Fire 2 + Water 1 A water explosion that damages enemies. Touch the desired center point. 041: Ice Torrent = Fire 2 + Water 2 A large water explosion. Touch the desired center point to activate. 042: Absolute 0 = Fire 2 + Water 3 A gigantic water explosion. Touch the desired center point. 043: Typhoon = Fire 2 + Wind 1 A wind explosion that damages enemies. Touch the desired center point. 044: Tornado = Fire 2 + Wind 2 A large wind explosion. Touch the desired center point to activate. 045: Hurricane = Fire 2 + Wind 3 A gigantic wind explosion. Touch the desired center point. 046: Earth Fury = Fire 2 + Earth 1 An Earth explosion that damages enemies. Touch the desired center point. 047: Earth Rage = Fire 2 + Earth 2 A large earth explosion, touch the desired center point to activate. 048: Earth Roar = Fire 2 + Earth 3 A gigantic earth explosion. Touch the desired center point. 049: White Light = Fire 2 + Light 1 A light explosion that damages enemies. Touch the desired center point. 050: Gold Light = Fire 2 + Light 2 A large light explosion. Touch the desired center point to activate. 051: God Light = Fire 2 + Light 3 A gigantic light explosion. Touch the desired center point. 052: Dark Blast = Fire 2 + Dark 1 A dark explosion that damages enemies. Touch desired center point. 053: Black Blast = Fire 2 + Dark 2 A large dark explosion. Touch the desired center point to activate. 054: Final Blast = Fire 2 + Dark 3 A gigantic dark explosion. Touch the desired center point. 055: Fire Wyrm = Fire 3 + Fire 1 Releases an Fire Mana Dragon. Appears once the Rune is complete. 056: Blaze Wyrm = Fire 3 + Fire 2 Releases a large Fire Mana Dragon. Appears once the Rune is complete. 057: Heck Wyrm = Fire 3 + Fire 3 Releases a gigantic Fire Mana Dragon. Appears once the Rune is complete. 058: Frost Wyrm = Fire 3 + Water 1 Releases an Water Mana Dragon. Appears once the Rune is complete. 059: Ice Wyrm = Fire 3 + Water 2 Releases a large Water Mana Dragon. Appears once the Rune is complete. 060: Frozen Wyrm = Fire 3 + Water 3 Releases a gigantic Water Mana Dragon. Appears once the Rune is complete. 061: Wind Wyrm = Fire 3 + Wind 1 Releases an Wind Mana Dragon. Appears once the Rune is complete. 062: Gale Wyrm = Fire 3 + Wind 2 Releases a large Wind Mana Dragon. Appears once the Rune is complete. 063: Storm Wyrm = Fire 3 + Wind 3 Releases a gigantic Wind Mana Dragon. Appears once the Rune is complete. 064: Rock Wyrm = Fire 3 + Earth 1 Releases an Earth Mana Dragon. Appears once the Rune is complete. 065: Cliff Wyrm = Fire 3 + Earth 2 Releases a large Earth Mana Dragon. Appears once the Rune is complete. 066: Crag Wyrm = Fire 3 + Earth 3 Releases a gigantic Earth Mana Dragon. Appears once the Rune is complete. 067: White Wyrm = Fire 3 + Light 1 Releases an Light Mana Dragon. Appears once the Rune is complete. 068: Light Wyrm = Fire 3 + Light 2 Releases a large Light Mana Dragon. Appears once the Rune is complete. 069: God Wyrm = Fire 3 + Light 3 Releases a gigantic Light Mana Dragon. Appears once the Rune is complete. 070: Black Wyrm = Fire 3 + Dark 1 Releases an Dark Mana Dragon. Appears once the Rune is complete. 071: Dark Wyrm = Fire 3 + Dark 2 Releases a large Dark Mana Dragon. Appears once the Rune is complete. 072: Evil Wyrm = Fire 3 + Dark 3 Releases a gigantic Dark Mana Dragon. Appears once the Rune is complete. 073: Rapid Fire = Water 1 + Fire 1 A stream of fireballs. Indicate a direction to fire them. Can scald. 074: Wide Fire = Water 1 + Fire 2 Shoots scalding fireballs across a wide area. Indicate a direction 075: Maxi Fire = Water 1 + Fire 3 Shoots scalding fireballs across a vast area. Indicate a direction. 076: Rapid Ice = Water 1 + Water 1 A stream of ice shots. Indicate a direction to fire them. Can freeze. 077: Wide Ice = Water + Water 2 Shoots freezing ice shots across a wide area. Indicate a direction. 078: Maxi Ice = Water 1 + Water 3 Shoots freezing ice shots across a vast area. Indicate a direction. 079: Rapid Wind = Water 1 + Wind 1 A stream of wind blades that propels enemies back. Point a direction to fire. 080: Wide Wind = Water 1 + Wind 2 Shoots many wind blades across a wide area. Indicate a direction. 081: Maxi Wind = Water 1 + Wind 3 Shoots many wind blades across a vast area. Indicate a direction. 082: Rapid Earth = Water 1 + Earth 1 A stream of rock shots. Indicate a direction to fire them. 083: Wide Earth = Water 1 + Earth 2 Shoots multiple rock shots across a wide area. Indicate a direction. 084: Maxi Earth = Water 1 + Earth 3 Shoots multiple rock shots across a vast area. Indicate a direction. 085: Rapid Light = Water 1 + Light 1 A stream of light shots. Indicate a direction to fire them. 086: Wide Light = Water 1 + Light 2 Shoots multiple light shots across a wide area. Indicate a direction. 087: Maxi Light = Water 1 + Light 3 Shoots multiple light shots across a vast area. Indicate a direction. 088: Rapid Dark = Water 1 + Dark 1 A stream of dark shots. Indicate a direction to fire them. 089: Wide Dark = Water 1 + Dark 2 Shoots multiple dark shots across a wide area. Indicate a direction. 090: Maxi Dark = Water 1 + Dark 3 Shoots multiple dark shots across a vast area. Indicate a direction. 091: Rain Fire = Water 2 + Fire 1 Rains fire balls, causing much damage. Indicate a center and radius. 092: Hail Fire = Water 2 + Fire 2 Rains fire balls over a wide area. Indicate a center and radius. 093: Hail Blaze = Water 2 + Fire 3 Rains fire balls over a vast area. Indicate a center and radius. 094: Rain Frost = Water 2 + Water 1 Rains ice shots, causing much damage. Indicate a center and radius. 095: Hail Frost = Water 2 + Water 2 Rains ice shots over a wide area. Indicate a center and radius. 096: Hail Ice = Water 2 + Water 3 Rains ice shots over a vast area. Indicate a center and radius. 097: Rain Gale = Water 2 + Wind 1 Rains wind blades, causing much damage. Indicate a center and radius. 098: Hail Gale = Water 2 + Wind 2 Rains wind blades over a wide area. Indicate a center and radius. 099: Hail Storm = Water 2 + Wind 3 Rains wind blades over a vast area. Indicate a center and radius. 100: Rain Rock = Water 2 + Earth 1 Rains rock shots, causing much damage. Indicate a center and radius. 101: Hail Rock = Water 2 + Earth 2 Rains rock shots over a wide area. Indicate a center and radius. 102: Hail Stone = Water 2 + Earth 3 Rains rock shots over a vast area. Indicate a center and radius. 103: Rain Light = Water 2 + Light 1 Rains lightning, causing much damage. Indicate a center and radius. 104: Hail Light = Water 2 + Light 2 Rains lightning over a wide area. Indicate a center and radius. 105: Pure Thunder = Water 2 + Light 3 Rains lightning over a vast area. Indicate a center and radius. 106: Dark Rays = Water 2 + Dark 1 Rains darkness, causing much damage. Indicate a center and radius. 107: Hail Dark = Water 2 + Dark 2 Rains darkness over a wide area. Indicate a center and radius. 108: Black Hail = Water 2 + Dark 3 Rains darkness over a vast area. Indicate a center and radius. 109: Burn Up = Water 3 + Fire 1 Envelops an enemy unit in flames, burning it badly. 110: Roast Up = Water 3 + Fire 2 Envelops multiple enemy units in flames, burning them badly. 111: Crisp Up = Water 3 + Fire 3 Blows an enemy unit up then badly burns it. 112: Bubble = Water 3 + Water 1 Creates a bubble that flies toward the enemy. 113: Bubble Up = Water 3 + Water 2 Superior magic that creates an effective bubble attack. 114: Bubbles!! = Water 3 + Water 3 Launches a stream of bubble attacks that really, really hurt! 115: Rebound = Water 3 + Wind 1 Touch one enemy unit. They will hurt themselves when they attack. 116: Reprisal = Water 3 + Wind 2 Touch one enemy unit. They will hurt themselves badly when they attack. 117: Revenge = Water 3 + Wind 3 Touch one enemy unit. They will hurt themselves severely when they attack. 118: Swamp = Water 3 + Earth 1 Pours earth-based rain over a set area, turning quicksand into swamp. 119: Swamp Fog = Water 3 + Earth 2 Hampers enemy movement on land, but has no effect on flying units. 120: Swamp Abyss = Water 3 + Earth 3 Hampers enemy movement over a wide area. No effect on flying units. 121: Terror = Water 3 + Light 1 Touch one enemy unit. If the magic succeeds they will flee in terror. 122: Pure Terror = Water 3 + Light 2 Circle multiple targets. If the magic succeeds they will flee in terror. 123: Holy Pulse = Water 3 + Light 3 Circle a cluster of units to strengthen allies and weaken enemies. 124: Take Light = Water 3 + Dark 1 Sucks out enemy HP and gives it to the user. Touch one enemy unit. 125: Draw Light = Water 3 + Dark 2 Sucks HP from multiple enemies and gives it to the user. Circle targets. 126: Switch Life = Water 3 + Dark 3 Switches the user’s HP with a selected enemy’s. 127: Red Cloud = Wind 1 + Fire 1 Average fire magic that dehydrates all units within the target area. 128: Hot Cloud = Wind 1 + Fire 2 Potent fire magic that dehydrates all units within the target area. 129: Blaze Cloud = Wind 1 + Fire 3 Mighty fire magic that dehydrates all units within the target area. 130: Frost Cloud = Wind 1 + Water 1 Average ice magic that freezes all units within the target area. 131: Cool Cloud = Wind 1 + Water 2 Potent ice magic that freezes all units within the target area. 132: Ice Cloud = Wind 1 + Water 3 Mighty ice magic that freezes all units within the target area. 133: Wind Zone = Wind 1 + Wind 1 Creates a zone in which allies move faster. Also dries swamp into sand. 134: Swift Zone = Wind 1 + Wind 2 Creates a large zone in which allies move faster. Also turns swamp into sand. 135: Gale Zone = Wind 1 + Wind 3 Creates a vast zone in which allies move faster. Also turns swamp into sand. 136: Dust Cloud = Wind 1 + Earth 1 A cloud of sand that damages all inside and reduces their accuracy. 137: Sand Cloud = Wind 1 + Earth 2 A large cloud of sand, damaging all inside and reducing their accuracy. 138: Sand Storm = Wind 1 + Earth 3 A huge cloud of sand, damaging all inside and reducing their accuracy. 139: Sleep Wind = Wind 1 + Light 1 A seductive wind that damages all within the range. Victims may change sides. 140: Sleep Gale = Wind 1 + Light 2 A wide seductive wind, damaging all within, some victims may change sides. 141: Sleep Storm = Wind 1 + Light 3 A sweeping and seductive wind, damaging all – some may betray their side. 142: Black Cloud = Wind 1 + Dark 1 A black cloud of darkness that damages both friend and foe. 143: Void Cloud = Wind 1 + Dark 2 A black substance that consumes everything. 144: Black Void = Wind 1 + Dark 3 A fearsome blackness that eats up all in its path. 145: Fire Whirl = Wind 2 + Fire 1 An epic meeting of wind and fire. Indicate a direction to fire it. 146: Flame Whirl = Wind 2 + Fire 2 A tornado of flames that chases enemies. Indicate a direction. 147: Burn Whirl = Wind 2 + Fire 3 The ultimate fire tornado, all who see it prepare for the end. 148: Frost Whirl = Wind 2 + Water 1 An epic meeting of wind and water. Indicate a direction to fire it. 149: Cool Whirl = Wind 2 + Water 2 A tornado of ice that chases enemies. Indicate a direction. 150: Ice Whirl = Wind 2 + Water 3 The ultimate ice tornado, all who see it know the end is near. 151: Wind Whirl = Wind 2 + Wind 1 Launches a tornado of wind Mana. Indicate a direction to fire it. 152: Gale Whirl = Wind 2 + Wind 2 A tornado of wind Mana that chases enemies. Indicate a direction. 153: Storm Whirl = Wind 2 + Wind 3 The ultimate tornado, all who see it will beg for forgiveness… 154: Soil Whirl = Wind 2 + Earth 1 An epic meeting of wind and earth. Indicate a direction to fire it. 155: Earth Whirl = Wind 2 + Earth 2 A tornado of rock that chases enemies. Indicate a direction. 156: Rock Whirl = Wind 2 + Earth 3 The ultimate earth tornado, all who see it will flee for their lives. 157: White Whirl = Wind 2 + Light 1 An epic meeting of wind and light. Indicate a direction to fire it. 158: Light Whirl = Wind 2 + Light 2 A tornado of light that chases enemies. Indicate a direction. 159: Shine Whirl = Wind 2 + Light 3 The ultimate light tornado, all who see it will beg for mercy. 160: Black Whirl = Wind 2 + Dark 1 An epic meeting of wind and dark. Indicate a direction to fire it. 161: Dark Whirl = Wind 2 + Dark 2 A tornado of darkness that chases enemies. Indicate a direction. 162: Pitch Whirl = Wind 2 + Dark 3 The ultimate dark tornado, all who see it will convulse with fear. 163: Bomb Man = Wind 3 + Fire 1 Turns the selected unit into a walking bomb. Explosion hurts others. 164: Bomb Men = Wind 3 + Fire 2 Turns multiple units into walking bombs. When the timer hits zero…!! 165: Super B Men = Wind 3 + Fire 3 Turns multiple units in powerful walking bombs. Kaboom! 166: Prank = Wind 3 + Water 1 Drops a heavy object onto one unit. Also wakes a sleeping unit up. 167: Joke = Wind 3 + Water 2 Drops heavy objects onto multiple units. Also wakes sleeping units up. 168: Trick = Wind 3 + Water 3 Drops heavy objects onto multiple units. The ultimate wake-up call! 169: Wind Arrow = Wind 3 + Wind 1 Launches an arrow created by wind Mana. Indicate a direction to fire it. 170: Gale Arrows = Wind 3 + Wind 2 Fires magic arrows at multiple foes. Circle targets. 171: Self Cannon = Wind 3 + Wind 3 Close-combat magic that smashes the user into the target. 172: Rage Trap = Wind 3 + Earth 1 Sets a magic trap that triggers when stepped on. Ground targets only. 173: Death Trap = Wind 3 + Earth 2 Sets multiple magic traps within a certain area. No effect on flying units. 174: Sin Trap = Wind 3 + Earth 3 Sets multiple magic traps within a wide area. No effect on flying units. 175: Heal Wind = Wind 3 + Light 1 Heals an ally’s HP. Works long distance. Touch the unit you wish to heal. 176: Cure Wind = Wind 3 + Light 2 Heals multiple allied units’ HP. Circle those you wish to heal. 177: Pure Wind = Wind 3 + Light 3 Restores ground altered by magic to normal. Draw a circle to activate. 178: Black Curse = Wind 3 + Dark 1 A filthy black wind that both lowers accuracy and weakens an enemy. 179: Black Grudge = Wind 3 + Dark 2 A filthy black wind that both lowers accuracy and weakens multiple enemies. 180: Black Bind = Wind 3 + Dark 3 A potent black wind that both lowers accuracy and weakens multiple enemies. 181: Red Wall = Earth 1 + Fire 1 Launches a wall of fire. Touching it causes harm. Draw a line to activate. 182: Fire Wall = Earth 1 + Fire 2 A wall of hot fire. Touching it causes harm. Draw a line to activate. 183: Blaze Wall = Earth 1 + Fire 3 A wall of hot, blazing fire. Attempt to cross this at your peril! 184: Cool Wall = Earth 1 + Water 1 Launches a wall of ice. Touching it causes harm. Draw a line to activate. 185: Freeze Wall = Earth 1 + Water 2 A wall of frozen ice. Touching it causes harm. Draw a line to activate. 186: Ice Wall = Earth 1 + Water 3 A wall of frozen, numbing ice. Cross at you peril! 187: Wind Wall = Earth 1 + Wind 1 Launches a wall of wind. Touching it causes harm. Draw a line to activate. 188: Gale Wall = Earth 1 + Wind 2 A wall of wind blades. Touching it causes harm. Draw a line to activate. 189: Storm Wall = Earth 1 + Wind 3 A wall of stabbing wind blades. Cross at you peril! 190: Anger Wall = Earth 1 + Earth 1 Launches a wall of earth. Touching it causes harm. Draw a line to activate. 191: Rage Wall = Earth 1 + Earth 2 A wall of solid rock. Touching it causes harm. Draw a line to activate. 192: Fury Wall = Earth 1 + Earth 3 A towering wall of solid rock. Cross at your peril! 193: White Wall = Earth 1 + Light 1 A curtain of light, touch it and HP is restored. Draw a line to activate. 194: Gold Wall = Earth 1 + Light 2 Creates a shining wall of light. Can be placed further away. 195: Shine Wall = Earth 1 + Light 3 Creates a dazzling wall of light. Simply touching it heals ailing units. 196: Black Wall = Earth 1 + Dark 1 Creates a dark wall. Touching it causes harm. Draw a line to activate. 197: Dark Wall = Earth 1 + Dark 2 A wall of sheer darkness. Can be placed further away. 198: Pitch Wall = Earth 1 + Dark 3 A wall of utter darkness. Cross at your peril! 199: Fire Aura = Earth 2 + Fire 1 Defensive magic. An aura that halves fire damage. Select one unit. 200: Blaze Aura = Earth 2 + Fire 2 Bestows an aura upon multiple units that halves fire damage. 201: Fire Armor = Earth 2 + Fire 3 Bestows a special fire aura that burns nearby foes. Select one unit. 202 : Ice Aura = Earth 2 + Water 1 Bestows an aura that halves water damage. Select one unit. 203: Freeze Aura = Earth 2 + Water 2 Bestows an aura upon multiple units that halves water damage. 204: Ice Armor = Earth 2 + Water 3 Bestows a special ice aura that damages nearby foes. Select one unit. 205: Wind Aura = Earth 2 + Wind 1 Bestows an aura that halves wind damage. Select one unit. 206: Gale Aura = Earth 2 + Wind 2 Bestows an aura upon multiple units that halves wind damage. 207: Wind Armor = Earth 2 + Wind 3 Bestows a special wind aura that damages nearby foes. Select one unit. 208: Earth Aura = Earth 2 + Earth 1 Bestows an aura that halves earth damage. Select one unit. 209: Rock Aura = Earth 2 + Earth 2 Bestows an aura upon multiple units that halves earth damage. 210: Earth Armor = Earth 2 + Earth 3 Bestows a special earth aura that damages nearby foes. Select one unit. 211: Light Aura = Earth 2 + Light 1 Bestows an aura that halves light damage. Select one unit. 212: Shine Aura = Earth 2 + Light 2 Bestows an aura upon multiple units that halves light damage. 213: Shiny Armor = Earth 2 + Light 3 Bestows a special light aura that damages nearby foes. Select one unit. 214: Dark Aura = Earth 2 + Dark 1 Bestows an aura that halves dark damage. Select one unit. 215: Black Aura = Earth 2 + Dark 2 Bestows an aura upon multiple units that halves dark damage. 216: Dark Armor = Earth 2 + Dark 3 Bestows a special dark aura that damages nearby foes. Select one unit. 217: Fire Comet = Earth 3 + Fire 1 Rains burning comets across selected area, causing major damage. 218: Fire Fall = Earth 3 + Fire 2 Rains burning chunks across the selected area. Smash enemy formations! 219: Fire Meteo = Earth 3 + Fire 3 Drops a massive blazing meteorite onto the selected area. 220: Ice Comet = Earth 3 + Water 1 Rains frozen comets across the selected area, causing major damage. 221: Ice Fall = Earth 3 + Water 2 Rains frozen chunks across the selected area. Smash enemy formations! 222: Ice Meteo = Earth 3 + Water 3 Drops a massive frozen meteorite into the selected area. 223: Wind Bow = Earth 3 + Wind 1 Fires arrows gifted from wind elementals into the target area. 224: Gale Bow = Earth 3 + Wind 2 Launches countless arrows into the target area. Smash enemy formations! 225: Storm Bow = Earth 3 + Wind 3 Powerful magic that riddles a single enemy with countless arrows. 226: Comet Fall = Earth 3 + Earth 1 Rains comets summoned from the heavens into the selected area. 227: Star Fall = Earth 3 + Earth 2 Rains comets into the selected area. Smash enemy formations apart! 228: Moon Fall = Earth 3 + Earth 3 Drops a small moon into the selected area. Forbidden magic. 229: Light Shot = Earth 3 + Light 1 Shoots rays from above the clouds down across the selected area. 230: Divine Shot = Earth 3 + Light 2 A rain of rays from above the clouds falls across the selected area. 231: Apocalypse = Earth 3 + Light 3 Fires a thick light beam down onto the selected spot. 232: Dark Shot = Earth 3 + Dark 1 Rains darkness from above the clouds down across the selected area. 233: Fallen Shot = Earth 3 + Dark 2 A rain of darkness from above the clouds falls across the selected area. 234: Devil Shot = Earth 3 + Dark 3 Fires a thick darkness beam down onto the selected spot. 235: Fire Warmth = Light 1 + Fire 1 Thaws out a frozen ally and heals some HP. Touch one unit. 236: Fire Clam = Light 1 + Fire 2 Thaws out frozen allies and heals some HP. Circle targets. 237: Fire Soul = Light 1 + Fire 3 Thaws out a frozen ally, heals some HP and increases their attack. 238: Kind Water = Light 1 + Water 1 Cures a burned ally and heals some HP. Touch one allied unit. 239: Shine Ice = Light 1 + Water 2 Cures burned allies and heals some HP. Circle targets. 240: Pure Soul = Light 1 + Water 3 Cures a burned ally, heals some HP and increases their evasion. 241: Heal Mind = Light 1 + Wind 1 Restores an ally not listening to commands and heals some HP. 242: Heal Heart = Light 1 + Wind 2 Restores allies not listening to commands and heals some HP. 243: Heal Soul = Light 1 + Wind 3 Restores a disobedient ally, heals their HP and speeds them up. 244: Wish = Light 1 + Earth 1 Recovers HP of allies in the selected area and restores terrain. 245: Prayer = Light 1 + Earth 2 Recovers HP of allies across a wide area and restores terrain. 246: Blessing = Light 1 + Earth 3 Recovers HP of allies across a vast area and restores terrain. 247: Cure Prayer = Light 1 + Light 1 Cures an infected ally and heals some HP. Touch one allied unit. 248: Heal Prayer = Light 1 + Light 2 Cures infected allies and heals some HP. Circle targets. 249: God Song = Light 1 + Light 3 High-level light healing. Causes an ally’s HP to slowly heal over time. 250: Purge Magic = Light 1 + Dark 1 Removes the effects of all magic, good and bad, from one unit. 251: Antidote = Light 1 + Dark 2 Cure one poisoned unit. Save them from a slow, painful death! 252: Purge Curse = Light 1 + Dark 3 Removes the effects of all magic, good and bad, from multiple units. 253: Power Up = Light 2 + Fire 1 Raises the attack of one unit, pushing them beyond their limit. 254: Power On = Light 2 + Fire 2 Raises the attack of multiple units, pushing them beyond their limits. 255: Mad Warrior = Light 2 + Fire 3 Turns one unit into a berserker. Attack goes up but they won’t obey! 256: Evade Up = Light 2 + Water 1 Raises the evasion of one unit, pushing them beyond their limit. 257: Evade On = Light 2 + Water 2 Raises the evasion of multiple units, pushing them beyond their limits. 258: Evade Over = Light 2 + Water 3 Pushes one unit’s evasion up massively. Avoid attacks with ease! 259: Speed Up = Light 2 + Wind 1 Raises the speed of one unit, pushing them beyond their limit. 260: Speed On = Light 2 + Wind 2 Raises the speed of multiple units, pushing them beyond their limits. 261: Speed Over = Light 2 + Wind 3 Pushes one unit’s speed up massively. Run like the wind! 262: Defense Up = Light 2 + Earth 1 Raises the defense of one unit, pushing them beyond their limit. 263: Defense On = Light 2 + Earth 2 Raises the defense of multiple units, pushing them beyond their limits. 264: Defense Over = Light 2 + Earth 3 Pushes one unit’s defense up massively. Attacks just bounce off! 265: Magic Up = Light 2 + Light 1 Power-up magic. Raises the magic defense of one unit and heals HP. 266: Magic On = Light 2 + Light 2 Raises the magic defense of multiple units and heals HP. 267: Magic Over = Light 2 + Light 3 Pushes one unit’s defense and magic defense up massively. 268: Eye Up = Light 2 + Dark 1 Raises the accuracy of one unit, pushing them beyond their limit. 269: Eye On = Light 2 + Dark 2 Raises the accuracy of multiple units, pushing them beyond their limits. 270: Eye Over = Light 2 + Dark 3 Pushes one unit’s accuracy up massively. Watch out enemies! 271: Fire Curse = Light 3 + Fire 1 Makes a single enemy weak against fire. 272: Blaze Curse = Light 3 + Fire 2 Makes multiple enemies weak against fire. 273: Power Zone = Light 3 + Fire 3 Allied attacks will increase in the zone created by this spell. 274: Water Curse = Light 3 + Water 1 Makes a single enemy weak against water. 275: Ice Grudge = Light 3 + Water 2 Makes multiple enemies weak against water. 276: Evade Zone = Light 3 + Water 3 Allied evasion will increase in the zone created by this spell. 277: Wind Curse = Light 3 + Wind 1 Makes a single enemy weak against wind. 278: Gale Grudge = Light 3 + Wind 2 Makes multiple enemies weak against wind. 279: Speed Zone = Light 3 + Wind 3 Allied attacks will speed up in the zone created by this spell. 280: Earth Curse = Light 3 + Earth 1 Makes a single enemy weak against earth. 281: Rock Grudge = Light 3 + Earth 2 Makes multiple enemies weak against earth. 282: Defense Zone = Light 3 + Earth 3 Allied defense will increase in the zone created by this spell. 283: Light Curse = Light 3 + Light 1 Makes a single enemy weak against light. 284: Pure Grudge = Light 3 + Light 2 Makes multiple enemies weak against light. 285: White Cure = Light 3 + Light 3 The ultimate cure magic restores one ally’s status to normal. 286: Dark Curse = Light 3 + Dark 1 Makes a single enemy weak against dark. 287: Dark Grudge = Light 3 + Dark 2 Makes multiple enemies weak against dark. 288: Prime Zone = Light 3 + Dark 3 Allies’ accuracy will increase in the zone created by this spell. 289: Fire Trap = Dark 1 + Fire 1 Creates a trap effective against fire monsters. Weaken them first! 290: Fire Obey = Dark 1 + Fire 2 Creates a trap effective against fire monsters. Traps stronger monsters. 291: Fire Order = Dark 1 + Fire 3 Creates a trap effective against fire monsters. Traps strongest monsters. 292: Water Trap = Dark 1 + Water 1 Creates a trap effective against water monsters. Weaken them first! 293: Water Obey = Dark 1 + Water 2 Creates a trap effective against water monsters. Traps stronger monsters. 294: Water Order = Dark 1 + Water 3 Creates a trap effective against water monsters. Traps strongest monsters. 295: Wind Trap = Dark 1 + Wind 1 Creates a trap effective against wind monsters. Weaken them first! 296: Wind Obey = Dark 1 + Wind 2 Creates a trap effective against wind monsters. Traps stronger monsters. 297: Wind Order = Dark 1 + Wind 3 Creates a trap effective against wind monsters. Traps strongest monsters. 298: Earth Tap = Dark 1 + Earth 1 Creates a trap effective against earth monsters. Weaken them first! 299: Earth Obey = Dark 1 + Earth 2 Creates a trap effective against earth monsters. Traps stronger monsters. 300: Earth Order = Dark 1 + Earth 3 Creates a trap effective against earth monsters. Traps strongest monsters. 301: Light Trap = Dark 1 + Light 1 Creates a trap effective against light monsters. Weaken them first! 302: Light Obey = Dark 1 + Light 2 Creates a trap effective against light monsters. Traps stronger monsters. 303: Light Order = Dark 1 + Light 3 Creates a trap effective against light monsters. Traps strongest monsters. 304: Dark Trap = Dark 1 + Dark 1 Creates a trap effective against dark monsters. Weaken them first! 305: Dark Obey = Dark 1 + Dark 2 Creates a trap effective against dark monsters. Traps stronger monsters. 306: Dark Order = Dark 1 + Dark 3 Creates a trap effective against dark monsters. Traps strongest monsters. 307: Power Down = Dark 2 + Fire 1 Lowers the attack of one enemy. Good when going one-on-one. 308: Power Off = Dark 2 + Fire 2 Lowers the attack of multiple enemies. Good when facing a group. 309: Power Under = Dark 2 + Fire 3 Greatly lowers the attack of one enemy. Take out that powerhouse! 310: Evade Down = Dark 2 + Water 1 Lowers the evasion of one enemy. Good when going one-on-one. 311: Evade Off = Dark 2 + Water 2 Lowers the evasion of multiple enemies. Good when facing a group. 312: Evasion Down = Dark 2 + Water 3 Greatly lowers the evasion of one enemy. They won’t slip away! 313: Speed Down = Dark 2 + Wind 1 Lowers the speed of one enemy. Good when going one-on-one. 314: Speed Off = Dark 2 + Wind 2 Lowers the speed of multiple enemies. Good when facing a group. 315: Speed Under = Dark 2 + Wind 3 Greatly lowers the speed of one enemy. Bog them down! 316: Defense Down = Dark 2 + Earth 1 Lowers the defense of one enemy. Good when going one-on-one. 317: Defense Off = Dark 2 + Earth 2 Lowers the defense of multiple enemies. Good when facing a group. 318: Defense Under = Dark 2 + Earth 3 Greatly lowers the defense of one enemy. Cut right through them! 319: Magic Down = Dark 2 + Light 1 Lowers the magic defense of one enemy. Good when going one-on-one. 320: Magic Off = Dark 2 + Light 2 Lowers the magic defense of multiple enemies. Good when facing a group. 321: Magic Under = Dark 2 + Light 3 Greatly lowers the magic defense of one enemy. Cut them down! 322: Accuracy Down = Dark 2 + Dark 1 Lowers the accuracy of one enemy. Good when going one-on-one. 323: Accuracy Off = Dark 2 + Dark 2 Lowers the accuracy of multiple enemies. Good when facing a group. 324: Accuracy Under = Dark 2 + Dark 3 Greatly lowers the accuracy of one enemy. They won’t hit you now! 325: Betrayal = Dark 3 + Fire 1 Infects the mind of a single enemy, turning it to your side. 326: Mutiny = Dark 3 + Fire 2 Infects the minds of multiple enemies, turning them to your side. 327: Uprising = Dark 3 + Fire 3 Infects the minds of many enemies, turning them to your side. 328: Ice Maiden = Dark 3 + Water 1 Lowers the temperature rapidly, causing damage and freezing enemies. 329: Ice Queen = Dark 3 + Water 2 Lowers the temperature rapidly in a wide area, maiming and freezing. 330: Ice Goddess = Dark 3 + Water 3 Lowers the temperature rapidly in a vast area, maiming and freezing. 331: Virus = Dark 3 + Wind 1 Lowers the status of a single enemy. Transmits to others by touch. 332: Plague = Dark 3 + Wind 2 Lowers the status of multiple enemies. Passed on to others by touch. 333: Epidemic = Dark 3 + Wind 3 Lowers the status of multiple enemies. Creates an epidemic. 334: Peace Call = Dark 3 + Earth 1 Pacifies an enemy unit – they lose their desire to attack. 335: Peace Chant = Dark 3 + Earth 2 Pacifies multiple enemy units. They won’t fight back! 336: Peace Song = Dark 3 + Earth 3 Ultimate peaceful magic that calms the raging beasts. 337: Sleep Call = Dark 3 + Light 1 Sends one unit off to sleep. Not the best thing to do during battle! 338: Sleep Chant = Dark 3 + Light 2 Sends multiple units off into a deep sleep. Hold up your enemies! 339: Sleep Song = Dark 3 + Light 3 The ultimate sleep magic, sends one enemy off into a coma! 340: Vile Poison = Dark 3 + Dark 1 Infects one enemy unit with deadly HP-sapping poison. 341: Poison Smog = Dark 3 + Dark 2 Infects multiple enemies with deadly poison. Magic is the only cure. 342: Vile Smog = Dark 3 + Dark 3 Infects multiple enemies with deadly poison. This could wipe out a town! 343: Fire King = Fire 1 + Fire 1 + Fire 1 A mighty Trio Rune, the ultimate fire ball attack. 344: Ice King = Water 1 + Water 1 + Water 1 A mighty Trio Rune, the ultimate ice shard attack. 345: Wind King = Wind 1 + Wind 1 + Wind 1 A mighty Trio Rune, the ultimate wind blade attack. 346: Earth King = Earth 1 + Earth 1 + Earth 1 A mighty Trio Rune, the encircling walls of earth. 347: Life King = Light 1 + Light 1 + Light 1 A mighty Trio Rune, it restores the HP of the target. 348: Dark King = Dark 1 + Dark 1 + Dark 1 A mighty Trio Rune, it curses the status of the target. 349: Final Fire = Fire 2 + Fire 2 + Fire 2 A long-lost Trio Rune. Causes a great flaming explosion in a set area. 350: Final Ice = Water 2 + Water 2 + Water 2 A long-lost Trio Rune. Causes a mighty water explosion in a set area. 351: Final Storm = Wind 2 + Wind 2 + Wind 2 A long-lost Trio Rune. Causes a mighty wind explosion in a set area. 352: Final Rumble = Earth 2 + Earth 2 + Earth 2 A long-lost Trio Rune. Causes a mighty earth explosion in a set area. 353: Final Shine = Light 2 + Light 2 + Light 2 A long-lost Trio Rune. Causes a mighty light explosion in a set area. 354: Final Dark = Dark 2 + Dark 2 + Dark 2 A long-lost Trio Rune. Causes a mighty dark explosion in a set area. 355: Earth Explode = Fire 3 + Fire 3 + Fire 3 Warms an area, turning ground to magma and ice to shallows. 356: Frozen Time = Water 3 + Water 3 + Water 3 Lowers the temperature across the entire field, freezing enemies solid. 357: Flight = Wind 3 + Wind 3 + Wind 3 Wind magic that moves you with speed to an accessible location. 358: Big Drop = Earth 3 + Earth 3 + Earth 3 Drops a massive boulder onto the target area. This is going to hurt! 359: High Bless = Light 3 + Light 3 + Light 3 Creates a zone that boosts ally status. Positioning is the key! 360: Evil Bless = Dark 3 + Dark 3 + Dark 3 Creates a zone that lowers enemy status. Lure them in! 361: Fire Dance = Fire 3 + Water 3 + Fire 3 Imbues the wand with fire magic to smash an enemy. Touch your target. 362: Ice Dance = Water 3 + Fire 3 + Water 3 Imbues the wand with ice magic to smash an enemy. Touch your target. 363: Wind Dance = Wind 3 + Earth 3 + Wind 3 Imbues the wand with wind magic to smash an enemy. Touch your target. 364: Earth Dance = Earth 3 + Wind 3 + Earth 3 Imbues wand with earth magic to smash an enemy. Touch your target. 365: Light Dance = Light 3 + Dark 3 + Light 3 Imbues wand with light magic to smash an enemy. Touch your target. 366: Dark Dance = Dark 3 + Light 3 + Dark 3 Imbues the wand with dark magic to smash an enemy. Touch your target. 367: The Berserk = Fire 3 + Fire 2 + Fire 1 Drives allies inside the target area berserk. Set off the flames of hatred. 368: Flood = Water 3 + Water 2 + Water 1 Summons a mammoth flood. Touch the screen to activate, then swim! 369: Wind Lord = Wind 3 + Wind 2 + Wind 1 Unleashes blades of wind in all directions. A mighty beast of wind! 370: Barrier = Earth 3 + Earth 2 + Earth 1 Makes a single ally invincible, but stops them from moving. 371: Fairy Trick = Light 3 + Light 2 + Light 1 Bends light and hides a unit from enemy eyes. Touch one unit. 372: Life Shine = Dark 3 + Dark 2 + Dark 1 Absorbs HP from all enemies and gives them to the user or an ally. 373: Last Rage = Fire 1 + Fire 2 + Fire 3 The last resort! Turns all allies into raging berserkers. 374: Winter Wall = Water 1 + Water 2 + Water 3 A mighty Trio Rune that forms walls of ice around the target area. 375: Gather = Wind 1 + Wind 2 + Wind 3 Uses the power of the wind to draw all units close to the user. 376: Invincible = Earth 1 + Earth 2 + Earth 3 Makes multiple allies invincible but stops them from moving. 377: Hidden Veil = Light 1 + Light 2 + Light 3 Hides allies within a circle from enemy sight. Great for hide-and-seek. 378: Big Brawl = Dark 1 + Dark 2 + Dark 3 Turns both allies and enemies into berserkers. Let the chaos ensure! 379: Death Gamble = Wind 2 + Light 2 + Fire 2 Unleash a terrifying array of spells upon one unlucky unit! 380: Water Lord = Earth 2 + Dark 2 + Water 2 Unleashes bubbles in all directions. A mighty beast of water! 381: Clip Wings = Light 2 + Fire 2 + Wind 2 Powerful magic that only works on flying units. 382: Falling Sky = Dark 2 + Water 2 + Earth 2 Summons a horde of meteorites that drop onto the target area. 383: Life Thread = Fire 2 + Wind 2 + Light 2 Heals the target unit but reduces the HP of other allies. 384: Death Rain = Water 2 + Earth 2 + Dark 2 A black rain falls and damages all it touches. Wide-spread and powerful! 385: Death Bullet = Wind 3 + Dark 2 + Fire 1 Unleashes a powerful magic missile, smashing enemies to pieces. 386: Big Freeze = Earth 3 + Light 2 + Water 1 A powerful combination that freezes enemies and crushes them with ice. 387: Free Lift = Dark 3 + Fire 2 + Wind 1 Tosses enemy units into the air and then smashes them back to the ground. 388: Insane Rock = Light 3 + Water 2 + Earth 1 A massive quake that affects all ground units. No effect on flyers. 389: Love Song = Water 3 + Earth 2 + Light 1 Activates a circle of benevolent rain which restores HP. 390: Gold Song = Fire 3 + Wind 2 + Dark 1 Causes all units on the field to fall into a deep peaceful sleep. 391: Blaze God = Dark 1 + Earth 1 + Fire 3 Summons a blazing Elder Dragon to heat things up… 392: Ice God = Light 1 + Wind 1 + Water 3 Summons an icy Elder Dragon to cool things down… 393: Sky God = Fire 1 + Light 1 + Wind 3 Summons a blustery Elder Dragon to blow enemies away… 394: Stone God = Water 1 + Dark 1 + Earth 3 Summons a craggy Elder Dragon to crush your enemies… 395: Flash God = Earth 1 + Fire 1 + Light 3 Summons a shining Elder Dragon to bring back peace… 396: Dark God = Wind 1 + Water 1 + Dark 3 Summons a shady Elder Dragon to blanket your enemies in darkness

By Element:
Fire

001: Fireball = Fire 1 A ball of fire. Can burn enemies. Indicate a direction to fire it. 007: Explosion = Fire 2 A large and harmful explosion. Touch the desired explosion site 013: Fire Rain = Fire 3 Burns all and turns it to magma. Indicate a center and radius of effect. 019: Fire Lance = Fire 1 + Fire 1 A piercing, scalding fire ball. Indicate a direction to fire it. 020: Homing Fire = Fire 1 + Fire 2 A homing fire ball. Indicate a direction to fire it. 021: Blazer = Fire 1 + Fire 3 Flame shots target all enemies within indicated center and radius. 037: Ruby Blast = Fire 2 + Fire 1 An explosion that damages multiple enemies. Touch the desired center point. 038: Fiery Blast = Fire 2 + Fire 2 A large explosion that damages multiple enemies. Touch the desired center point to activate. 039: Heck Blast = Fire 2 + Fire 3 A gigantic explosion. Touch the desired center point to activate. 055: Fire Wyrm = Fire 3 + Fire 1 Releases an Fire Mana Dragon. Appears once the Rune is complete. 056: Blaze Wyrm = Fire 3 + Fire 2 Releases a large Fire Mana Dragon. Appears once the Rune is complete. 057: Heck Wyrm = Fire 3 + Fire 3 Releases a gigantic Fire Mana Dragon. Appears once the Rune is complete. 073: Rapid Fire = Water 1 + Fire 1 A stream of fireballs. Indicate a direction to fire them. Can scald. 074: Wide Fire = Water 1 + Fire 2 Shoots scalding fireballs across a wide area. Indicate a direction 075: Maxi Fire = Water 1 + Fire 3 Shoots scalding fireballs across a vast area. Indicate a direction. 091: Rain Fire = Water 2 + Fire 1 Rains fire balls, causing much damage. Indicate a center and radius. 092: Hail Fire = Water 2 + Fire 2 Rains fire balls over a wide area. Indicate a center and radius. 093: Hail Blaze = Water 2 + Fire 3 Rains fire balls over a vast area. Indicate a center and radius. 109: Burn Up = Water 3 + Fire 1 Envelops an enemy unit in flames, burning it badly. 110: Roast Up = Water 3 + Fire 2 Envelops multiple enemy units in flames, burning them badly. 111: Crisp Up = Water 3 + Fire 3 Blows an enemy unit up then badly burns it. 127: Red Cloud = Wind 1 + Fire 1 Average fire magic that dehydrates all units within the target area. 128: Hot Cloud = Wind 1 + Fire 2 Potent fire magic that dehydrates all units within the target area. 129: Blaze Cloud = Wind 1 + Fire 3 Mighty fire magic that dehydrates all units within the target area. 145: Fire Whirl = Wind 2 + Fire 1 An epic meeting of wind and fire. Indicate a direction to fire it. 146: Flame Whirl = Wind 2 + Fire 2 A tornado of flames that chases enemies. Indicate a direction. 147: Burn Whirl = Wind 2 + Fire 3 The ultimate fire tornado, all who see it prepare for the end. 163: Bomb Man = Wind 3 + Fire 1 Turns the selected unit into a walking bomb. Explosion hurts others. 164: Bomb Men = Wind 3 + Fire 2 Turns multiple units into walking bombs. When the timer hits zero…!! 165: Super B Men = Wind 3 + Fire 3 Turns multiple units in powerful walking bombs. Kaboom! 181: Red Wall = Earth 1 + Fire 1 Launches a wall of fire. Touching it causes harm. Draw a line to activate. 182: Fire Wall = Earth 1 + Fire 2 A wall of hot fire. Touching it causes harm. Draw a line to activate. 183: Blaze Wall = Earth 1 + Fire 3 A wall of hot, blazing fire. Attempt to cross this at your peril! 199: Fire Aura = Earth 2 + Fire 1 Defensive magic. An aura that halves fire damage. Select one unit. 200: Blaze Aura = Earth 2 + Fire 2 Bestows an aura upon multiple units that halves fire damage. 201: Fire Armor = Earth 2 + Fire 3 Bestows a special fire aura that burns nearby foes. Select one unit. 217: Fire Comet = Earth 3 + Fire 1 Rains burning comets across selected area, causing major damage. 218: Fire Fall = Earth 3 + Fire 2 Rains burning chunks across the selected area. Smash enemy formations! 219: Fire Meteo = Earth 3 + Fire 3 Drops a massive blazing meteorite onto the selected area. 235: Fire Warmth = Light 1 + Fire 1 Thaws out a frozen ally and heals some HP. Touch one unit. 236: Fire Clam = Light 1 + Fire 2 Thaws out frozen allies and heals some HP. Circle targets. 237: Fire Soul = Light 1 + Fire 3 Thaws out a frozen ally, heals some HP and increases their attack. 253: Power Up = Light 2 + Fire 1 Raises the attack of one unit, pushing them beyond their limit. 254: Power On = Light 2 + Fire 2 Raises the attack of multiple units, pushing them beyond their limits. 255: Mad Warrior = Light 2 + Fire 3 Turns one unit into a berserker. Attack goes up but they won’t obey! 271: Fire Curse = Light 3 + Fire 1 Makes a single enemy weak against fire. 272: Blaze Curse = Light 3 + Fire 2 Makes multiple enemies weak against fire. 273: Power Zone = Light 3 + Fire 3 Allied attacks will increase in the zone created by this spell. 289: Fire Trap = Dark 1 + Fire 1 Creates a trap effective against fire monsters. Weaken them first! 290: Fire Obey = Dark 1 + Fire 2 Creates a trap effective against fire monsters. Traps stronger monsters. 291: Fire Order = Dark 1 + Fire 3 Creates a trap effective against fire monsters. Traps strongest monsters. 307: Power Down = Dark 2 + Fire 1 Lowers the attack of one enemy. Good when going one-on-one. 308: Power Off = Dark 2 + Fire 2 Lowers the attack of multiple enemies. Good when facing a group. 309: Power Under = Dark 2 + Fire 3 Greatly lowers the attack of one enemy. Take out that powerhouse! 325: Betrayal = Dark 3 + Fire 1 Infects the mind of a single enemy, turning it to your side. 326: Mutiny = Dark 3 + Fire 2 Infects the minds of multiple enemies, turning them to your side. 327: Uprising = Dark 3 + Fire 3 Infects the minds of many enemies, turning them to your side. 343: Fire King = Fire 1 + Fire 1 + Fire 1 A mighty Trio Rune, the ultimate fire ball attack. 349: Final Fire = Fire 2 + Fire 2 + Fire 2 A long-lost Trio Rune. Causes a great flaming explosion in a set area. 355: Earth Explode = Fire 3 + Fire 3 + Fire 3 Warms an area, turning ground to magma and ice to shallows. 361: Fire Dance = Fire 3 + Water 3 + Fire 3 Imbues the wand with fire magic to smash an enemy. Touch your target. 367: The Berserk = Fire 3 + Fire 2 + Fire 1 Drives allies inside the target area berserk. Set off the flames of hatred. 373: Last Rage = Fire 1 + Fire 2 + Fire 3 The last resort! Turns all allies into raging berserkers. 379: Death Gamble = Wind 2 + Light 2 + Fire 2 Unleash a terrifying array of spells upon one unlucky unit! 385: Death Bullet = Wind 3 + Dark 2 + Fire 1 Unleashes a powerful magic missile, smashing enemies to pieces. 391: Blaze God = Dark 1 + Earth 1 + Fire 3 Summons a blazing Elder Dragon to heat things up…

Water

002: Ice shot = Water 1 A bolt of ice. Indicate a direction to fire it. Can freeze enemies. 008: Storm = Water 2 A heavy rainstorm that hardens magma. Indicate a center and radius 014: Freeze = Water 3 Steals body heat and freezes victims solid. Touch one enemy unit. 022: Ice Lance = Fire 1 + Water 1 A piercing, freezing ice pillar. Indicate a direction to fire it. 023: Homing Ice = Fire 1 + Water 2 A homing ice pillar. Indicate a direction to fire it. 024: Freezer = Fire 1 + Water 3 Ice shots target all enemies within indicated center and radius. 040: Ice Storm = Fire 2 + Water 1 A water explosion that damages enemies. Touch the desired center point. 041: Ice Torrent = Fire 2 + Water 2 A large water explosion. Touch the desired center point to activate. 042: Absolute 0 = Fire 2 + Water 3 A gigantic water explosion. Touch the desired center point. 058: Frost Wyrm = Fire 3 + Water 1 Releases an Water Mana Dragon. Appears once the Rune is complete. 059: Ice Wyrm = Fire 3 + Water 2 Releases a large Water Mana Dragon. Appears once the Rune is complete. 060: Frozen Wyrm = Fire 3 + Water 3 Releases a gigantic Water Mana Dragon. Appears once the Rune is complete. 076: Rapid Ice = Water 1 + Water 1 A stream of ice shots. Indicate a direction to fire them. Can freeze. 077: Wide Ice = Water + Water 2 Shoots freezing ice shots across a wide area. Indicate a direction. 078: Maxi Ice = Water 1 + Water 3 Shoots freezing ice shots across a vast area. Indicate a direction. 094: Rain Frost = Water 2 + Water 1 Rains ice shots, causing much damage. Indicate a center and radius. 095: Hail Frost = Water 2 + Water 2 Rains ice shots over a wide area. Indicate a center and radius. 096: Hail Ice = Water 2 + Water 3 Rains ice shots over a vast area. Indicate a center and radius. 112: Bubble = Water 3 + Water 1 Creates a bubble that flies toward the enemy. 113: Bubble Up = Water 3 + Water 2 Superior magic that creates an effective bubble attack. 114: Bubbles!! = Water 3 + Water 3 Launches a stream of bubble attacks that really, really hurt! 130: Frost Cloud = Wind 1 + Water 1 Average ice magic that freezes all units within the target area. 131: Cool Cloud = Wind 1 + Water 2 Potent ice magic that freezes all units within the target area. 132: Ice Cloud = Wind 1 + Water 3 Mighty ice magic that freezes all units within the target area. 148: Frost Whirl = Wind 2 + Water 1 An epic meeting of wind and water. Indicate a direction to fire it. 149: Cool Whirl = Wind 2 + Water 2 A tornado of ice that chases enemies. Indicate a direction. 150: Ice Whirl = Wind 2 + Water 3 The ultimate ice tornado, all who see it know the end is near. 166: Prank = Wind 3 + Water 1 Drops a heavy object onto one unit. Also wakes a sleeping unit up. 167: Joke = Wind 3 + Water 2 Drops heavy objects onto multiple units. Also wakes sleeping units up. 168: Trick = Wind 3 + Water 3 Drops heavy objects onto multiple units. The ultimate wake-up call! 184: Cool Wall = Earth 1 + Water 1 Launches a wall of ice. Touching it causes harm. Draw a line to activate. 185: Freeze Wall = Earth 1 + Water 2 A wall of frozen ice. Touching it causes harm. Draw a line to activate. 186: Ice Wall = Earth 1 + Water 3 A wall of frozen, numbing ice. Cross at you peril! 202 : Ice Aura = Earth 2 + Water 1 Bestows an aura that halves water damage. Select one unit. 203: Freeze Aura = Earth 2 + Water 2 Bestows an aura upon multiple units that halves water damage. 204: Ice Armor = Earth 2 + Water 3 Bestows a special ice aura that damages nearby foes. Select one unit. 220: Ice Comet = Earth 3 + Water 1 Rains frozen comets across the selected area, causing major damage. 221: Ice Fall = Earth 3 + Water 2 Rains frozen chunks across the selected area. Smash enemy formations! 222: Ice Meteo = Earth 3 + Water 3 Drops a massive frozen meteorite into the selected area. 238: Kind Water = Light 1 + Water 1 Cures a burned ally and heals some HP. Touch one allied unit. 239: Shine Ice = Light 1 + Water 2 Cures burned allies and heals some HP. Circle targets. 240: Pure Soul = Light 1 + Water 3 Cures a burned ally, heals some HP and increases their evasion. 256: Evade Up = Light 2 + Water 1 Raises the evasion of one unit, pushing them beyond their limit. 257: Evade On = Light 2 + Water 2 Raises the evasion of multiple units, pushing them beyond their limits. 258: Evade Over = Light 2 + Water 3 Pushes one unit’s evasion up massively. Avoid attacks with ease! 274: Water Curse = Light 3 + Water 1 Makes a single enemy weak against water. 275: Ice Grudge = Light 3 + Water 2 Makes multiple enemies weak against water. 276: Evade Zone = Light 3 + Water 3 Allied evasion will increase in the zone created by this spell. 292: Water Trap = Dark 1 + Water 1 Creates a trap effective against water monsters. Weaken them first! 293: Water Obey = Dark 1 + Water 2 Creates a trap effective against water monsters. Traps stronger monsters. 294: Water Order = Dark 1 + Water 3 Creates a trap effective against water monsters. Traps strongest monsters. 310: Evade Down = Dark 2 + Water 1 Lowers the evasion of one enemy. Good when going one-on-one. 311: Evade Off = Dark 2 + Water 2 Lowers the evasion of multiple enemies. Good when facing a group. 312: Evasion Down = Dark 2 + Water 3 Greatly lowers the evasion of one enemy. They won’t slip away! 328: Ice Maiden = Dark 3 + Water 1 Lowers the temperature rapidly, causing damage and freezing enemies. 329: Ice Queen = Dark 3 + Water 2 Lowers the temperature rapidly in a wide area, maiming and freezing. 330: Ice Goddess = Dark 3 + Water 3 Lowers the temperature rapidly in a vast area, maiming and freezing. 344: Ice King = Water 1 + Water 1 + Water 1 A mighty Trio Rune, the ultimate ice shard attack. 350: Final Ice = Water 2 + Water 2 + Water 2 A long-lost Trio Rune. Causes a mighty water explosion in a set area. 356: Frozen Time = Water 3 + Water 3 + Water 3 Lowers the temperature across the entire field, freezing enemies solid. 362: Ice Dance = Water 3 + Fire 3 + Water 3 Imbues the wand with ice magic to smash an enemy. Touch your target. 368: Flood = Water 3 + Water 2 + Water 1 Summons a mammoth flood. Touch the screen to activate, then swim! 374: Winter Wall = Water 1 + Water 2 + Water 3 A mighty Trio Rune that forms walls of ice around the target area. 380: Water Lord = Earth 2 + Dark 2 + Water 2 Unleashes bubbles in all directions. A mighty beast of water! 386: Big Freeze = Earth 3 + Light 2 + Water 1 A powerful combination that freezes enemies and crushes them with ice. 392: Ice God = Light 1 + Wind 1 + Water 3 Summons an icy Elder Dragon to cool things down…

Wind

003: Wind Blades = Wind 1 Blades of air. Indicate a direction to fire them. Propel enemies back. 009: Wind Shards = Wind 2 Slices multiple enemies with wind. Indicate a center and radius. 015: Transport = Wind 3 Teleports the user to an accessible location. Touch your destination. 025: Wind Lance = Fire 1 + Wind 1 A piercing wind blade, propels enemies back. Give a direction to fire it. 026: Homing Wind = Fire 1 + Wind 2 A homing wind blade. Indicate a direction to fire it. 027: Blade Gale = Fire 1 + Wind 3 Wind blades target all enemies within indicated center and radius. 043: Typhoon = Fire 2 + Wind 1 A wind explosion that damages enemies. Touch the desired center point. 044: Tornado = Fire 2 + Wind 2 A large wind explosion. Touch the desired center point to activate. 045: Hurricane = Fire 2 + Wind 3 A gigantic wind explosion. Touch the desired center point. 061: Wind Wyrm = Fire 3 + Wind 1 Releases an Wind Mana Dragon. Appears once the Rune is complete. 062: Gale Wyrm = Fire 3 + Wind 2 Releases a large Wind Mana Dragon. Appears once the Rune is complete. 063: Storm Wyrm = Fire 3 + Wind 3 Releases a gigantic Wind Mana Dragon. Appears once the Rune is complete. 079: Rapid Wind = Water 1 + Wind 1 A stream of wind blades that propels enemies back. Point a direction to fire. 080: Wide Wind = Water 1 + Wind 2 Shoots many wind blades across a wide area. Indicate a direction. 081: Maxi Wind = Water 1 + Wind 3 Shoots many wind blades across a vast area. Indicate a direction. 097: Rain Gale = Water 2 + Wind 1 Rains wind blades, causing much damage. Indicate a center and radius. 098: Hail Gale = Water 2 + Wind 2 Rains wind blades over a wide area. Indicate a center and radius. 099: Hail Storm = Water 2 + Wind 3 Rains wind blades over a vast area. Indicate a center and radius. 115: Rebound = Water 3 + Wind 1 Touch one enemy unit. They will hurt themselves when they attack. 116: Reprisal = Water 3 + Wind 2 Touch one enemy unit. They will hurt themselves badly when they attack. 117: Revenge = Water 3 + Wind 3 Touch one enemy unit. They will hurt themselves severely when they attack. 133: Wind Zone = Wind 1 + Wind 1 Creates a zone in which allies move faster. Also dries swamp into sand. 134: Swift Zone = Wind 1 + Wind 2 Creates a large zone in which allies move faster. Also turns swamp into sand. 135: Gale Zone = Wind 1 + Wind 3 Creates a vast zone in which allies move faster. Also turns swamp into sand. 151: Wind Whirl = Wind 2 + Wind 1 Launches a tornado of wind Mana. Indicate a direction to fire it. 152: Gale Whirl = Wind 2 + Wind 2 A tornado of wind Mana that chases enemies. Indicate a direction. 153: Storm Whirl = Wind 2 + Wind 3 The ultimate tornado, all who see it will beg for forgiveness… 169: Wind Arrow = Wind 3 + Wind 1 Launches an arrow created by wind Mana. Indicate a direction to fire it. 170: Gale Arrows = Wind 3 + Wind 2 Fires magic arrows at multiple foes. Circle targets. 171: Self Cannon = Wind 3 + Wind 3 Close-combat magic that smashes the user into the target. 187: Wind Wall = Earth 1 + Wind 1 Launches a wall of wind. Touching it causes harm. Draw a line to activate. 188: Gale Wall = Earth 1 + Wind 2 A wall of wind blades. Touching it causes harm. Draw a line to activate. 189: Storm Wall = Earth 1 + Wind 3 A wall of stabbing wind blades. Cross at you peril! 205: Wind Aura = Earth 2 + Wind 1 Bestows an aura that halves wind damage. Select one unit. 206: Gale Aura = Earth 2 + Wind 2 Bestows an aura upon multiple units that halves wind damage. 207: Wind Armor = Earth 2 + Wind 3 Bestows a special wind aura that damages nearby foes. Select one unit. 223: Wind Bow = Earth 3 + Wind 1 Fires arrows gifted from wind elementals into the target area. 224: Gale Bow = Earth 3 + Wind 2 Launches countless arrows into the target area. Smash enemy formations! 225: Storm Bow = Earth 3 + Wind 3 Powerful magic that riddles a single enemy with countless arrows. 241: Heal Mind = Light 1 + Wind 1 Restores an ally not listening to commands and heals some HP. 242: Heal Heart = Light 1 + Wind 2 Restores allies not listening to commands and heals some HP. 243: Heal Soul = Light 1 + Wind 3 Restores a disobedient ally, heals their HP and speeds them up. 259: Speed Up = Light 2 + Wind 1 Raises the speed of one unit, pushing them beyond their limit. 260: Speed On = Light 2 + Wind 2 Raises the speed of multiple units, pushing them beyond their limits. 261: Speed Over = Light 2 + Wind 3 Pushes one unit’s speed up massively. Run like the wind! 277: Wind Curse = Light 3 + Wind 1 Makes a single enemy weak against wind. 278: Gale Grudge = Light 3 + Wind 2 Makes multiple enemies weak against wind. 279: Speed Zone = Light 3 + Wind 3 Allied attacks will speed up in the zone created by this spell. 295: Wind Trap = Dark 1 + Wind 1 Creates a trap effective against wind monsters. Weaken them first! 296: Wind Obey = Dark 1 + Wind 2 Creates a trap effective against wind monsters. Traps stronger monsters. 297: Wind Order = Dark 1 + Wind 3 Creates a trap effective against wind monsters. Traps strongest monsters. 313: Speed Down = Dark 2 + Wind 1 Lowers the speed of one enemy. Good when going one-on-one. 314: Speed Off = Dark 2 + Wind 2 Lowers the speed of multiple enemies. Good when facing a group. 315: Speed Under = Dark 2 + Wind 3 Greatly lowers the speed of one enemy. Bog them down! 331: Virus = Dark 3 + Wind 1 Lowers the status of a single enemy. Transmits to others by touch. 332: Plague = Dark 3 + Wind 2 Lowers the status of multiple enemies. Passed on to others by touch. 333: Epidemic = Dark 3 + Wind 3 Lowers the status of multiple enemies. Creates an epidemic. 345: Wind King = Wind 1 + Wind 1 + Wind 1 A mighty Trio Rune, the ultimate wind blade attack. 351: Final Storm = Wind 2 + Wind 2 + Wind 2 A long-lost Trio Rune. Causes a mighty wind explosion in a set area. 357: Flight = Wind 3 + Wind 3 + Wind 3 Wind magic that moves you with speed to an accessible location. 363: Wind Dance = Wind 3 + Earth 3 + Wind 3 Imbues the wand with wind magic to smash an enemy. Touch your target. 369: Wind Lord = Wind 3 + Wind 2 + Wind 1 Unleashes blades of wind in all directions. A mighty beast of wind! 375: Gather = Wind 1 + Wind 2 + Wind 3 Uses the power of the wind to draw all units close to the user. 381: Clip Wings = Light 2 + Fire 2 + Wind 2 Powerful magic that only works on flying units. 387: Free Lift = Dark 3 + Fire 2 + Wind 1 Tosses enemy units into the air and then smashes them back to the ground. 393: Sky God = Fire 1 + Light 1 + Wind 3 Summons a blustery Elder Dragon to blow enemies away…

Earth

004: Earth Wall = Earth 1 A protective wall of rock. Draw a line to make the wall appear. 010: Tough Armor = Earth 2 Increases defense against physical attacks. Touch one ally to activate 016: Boulder = Earth 3 Creates a rain of boulders. Touch the screen to activate. 028: Rock Lance = Fire 1 + Earth 1 A piercing rock shot. Indicate a direction to fire it. 029: Homing Rock = Fire 1 + Earth 2 A homing rock shot. Indicate a direction to fire it. 030: Rocker = Fire 1 + Earth 3 Rock shots target all enemies within indicated center and radius. 046: Earth Fury = Fire 2 + Earth 1 An Earth explosion that damages enemies. Touch the desired center point. 047: Earth Rage = Fire 2 + Earth 2 A large earth explosion, touch the desired center point to activate. 048: Earth Roar = Fire 2 + Earth 3 A gigantic earth explosion. Touch the desired center point. 064: Rock Wyrm = Fire 3 + Earth 1 Releases an Earth Mana Dragon. Appears once the Rune is complete. 065: Cliff Wyrm = Fire 3 + Earth 2 Releases a large Earth Mana Dragon. Appears once the Rune is complete. 066: Crag Wyrm = Fire 3 + Earth 3 Releases a gigantic Earth Mana Dragon. Appears once the Rune is complete. 082: Rapid Earth = Water 1 + Earth 1 A stream of rock shots. Indicate a direction to fire them. 083: Wide Earth = Water 1 + Earth 2 Shoots multiple rock shots across a wide area. Indicate a direction. 084: Maxi Earth = Water 1 + Earth 3 Shoots multiple rock shots across a vast area. Indicate a direction. 100: Rain Rock = Water 2 + Earth 1 Rains rock shots, causing much damage. Indicate a center and radius. 101: Hail Rock = Water 2 + Earth 2 Rains rock shots over a wide area. Indicate a center and radius. 102: Hail Stone = Water 2 + Earth 3 Rains rock shots over a vast area. Indicate a center and radius. 118: Swamp = Water 3 + Earth 1 Pours earth-based rain over a set area, turning quicksand into swamp. 119: Swamp Fog = Water 3 + Earth 2 Hampers enemy movement on land, but has no effect on flying units. 120: Swamp Abyss = Water 3 + Earth 3 Hampers enemy movement over a wide area. No effect on flying units. 136: Dust Cloud = Wind 1 + Earth 1 A cloud of sand that damages all inside and reduces their accuracy. 137: Sand Cloud = Wind 1 + Earth 2 A large cloud of sand, damaging all inside and reducing their accuracy. 138: Sand Storm = Wind 1 + Earth 3 A huge cloud of sand, damaging all inside and reducing their accuracy. 154: Soil Whirl = Wind 2 + Earth 1 An epic meeting of wind and earth. Indicate a direction to fire it. 155: Earth Whirl = Wind 2 + Earth 2 A tornado of rock that chases enemies. Indicate a direction. 156: Rock Whirl = Wind 2 + Earth 3 The ultimate earth tornado, all who see it will flee for their lives. 172: Rage Trap = Wind 3 + Earth 1 Sets a magic trap that triggers when stepped on. Ground targets only. 173: Death Trap = Wind 3 + Earth 2 Sets multiple magic traps within a certain area. No effect on flying units. 174: Sin Trap = Wind 3 + Earth 3 Sets multiple magic traps within a wide area. No effect on flying units. 190: Anger Wall = Earth 1 + Earth 1 Launches a wall of earth. Touching it causes harm. Draw a line to activate. 191: Rage Wall = Earth 1 + Earth 2 A wall of solid rock. Touching it causes harm. Draw a line to activate. 192: Fury Wall = Earth 1 + Earth 3 A towering wall of solid rock. Cross at your peril! 208: Earth Aura = Earth 2 + Earth 1 Bestows an aura that halves earth damage. Select one unit. 209: Rock Aura = Earth 2 + Earth 2 Bestows an aura upon multiple units that halves earth damage. 210: Earth Armor = Earth 2 + Earth 3 Bestows a special earth aura that damages nearby foes. Select one unit. 226: Comet Fall = Earth 3 + Earth 1 Rains comets summoned from the heavens into the selected area. 227: Star Fall = Earth 3 + Earth 2 Rains comets into the selected area. Smash enemy formations apart! 228: Moon Fall = Earth 3 + Earth 3 Drops a small moon into the selected area. Forbidden magic. 244: Wish = Light 1 + Earth 1 Recovers HP of allies in the selected area and restores terrain. 245: Prayer = Light 1 + Earth 2 Recovers HP of allies across a wide area and restores terrain. 246: Blessing = Light 1 + Earth 3 Recovers HP of allies across a vast area and restores terrain. 262: Defense Up = Light 2 + Earth 1 Raises the defense of one unit, pushing them beyond their limit. 263: Defense On = Light 2 + Earth 2 Raises the defense of multiple units, pushing them beyond their limits. 264: Defense Over = Light 2 + Earth 3 Pushes one unit’s defense up massively. Attacks just bounce off! 280: Earth Curse = Light 3 + Earth 1 Makes a single enemy weak against earth. 281: Rock Grudge = Light 3 + Earth 2 Makes multiple enemies weak against earth. 282: Defense Zone = Light 3 + Earth 3 Allied defense will increase in the zone created by this spell. 298: Earth Tap = Dark 1 + Earth 1 Creates a trap effective against earth monsters. Weaken them first! 299: Earth Obey = Dark 1 + Earth 2 Creates a trap effective against earth monsters. Traps stronger monsters. 300: Earth Order = Dark 1 + Earth 3 Creates a trap effective against earth monsters. Traps strongest monsters. 316: Defense Down = Dark 2 + Earth 1 Lowers the defense of one enemy. Good when going one-on-one. 317: Defense Off = Dark 2 + Earth 2 Lowers the defense of multiple enemies. Good when facing a group. 318: Defense Under = Dark 2 + Earth 3 Greatly lowers the defense of one enemy. Cut right through them! 334: Peace Call = Dark 3 + Earth 1 Pacifies an enemy unit – they lose their desire to attack. 335: Peace Chant = Dark 3 + Earth 2 Pacifies multiple enemy units. They won’t fight back! 336: Peace Song = Dark 3 + Earth 3 Ultimate peaceful magic that calms the raging beasts. 346: Earth King = Earth 1 + Earth 1 + Earth 1 A mighty Trio Rune, the encircling walls of earth. 352: Final Rumble = Earth 2 + Earth 2 + Earth 2 A long-lost Trio Rune. Causes a mighty earth explosion in a set area. 358: Big Drop = Earth 3 + Earth 3 + Earth 3 Drops a massive boulder onto the target area. This is going to hurt! 364: Earth Dance = Earth 3 + Wind 3 + Earth 3 Imbues wand with earth magic to smash an enemy. Touch your target. 370: Barrier = Earth 3 + Earth 2 + Earth 1 Makes a single ally invincible, but stops them from moving. 376: Invincible = Earth 1 + Earth 2 + Earth 3 Makes multiple allies invincible but stops them from moving. 382: Falling Sky = Dark 2 + Water 2 + Earth 2 Summons a horde of meteorites that drop onto the target area. 388: Insane Rock = Light 3 + Water 2 + Earth 1 A massive quake that affects all ground units. No effect on flyers. 394: Stone God = Water 1 + Dark 1 + Earth 3 Summons a craggy Elder Dragon to crush your enemies…

Light

005: Heal Light = Light 1 Heals HP. Activate by touching the ally unit you wish to heal 011: Light Armor = Light 2 Increase defense against all attacks. Touch one ally to activate. 017: Restore = Light 3 Restores an area altered by magic. Indicate a center and radius. 031: Light Lance = Fire 1 + Light 1 A laser of light. Indicate a direction to fire it. 032: Homing Light = Fire 1 + Light 2 A homing light laser. Indicate a direction to fire it. 033: Judgement = Fire 1 + Light 3 Light lasers target all enemies within indicated center and radius. 049: White Light = Fire 2 + Light 1 A light explosion that damages enemies. Touch the desired center point. 050: Gold Light = Fire 2 + Light 2 A large light explosion. Touch the desired center point to activate. 051: God Light = Fire 2 + Light 3 A gigantic light explosion. Touch the desired center point. 067: White Wyrm = Fire 3 + Light 1 Releases an Light Mana Dragon. Appears once the Rune is complete. 068: Light Wyrm = Fire 3 + Light 2 Releases a large Light Mana Dragon. Appears once the Rune is complete. 069: God Wyrm = Fire 3 + Light 3 Releases a gigantic Light Mana Dragon. Appears once the Rune is complete. 085: Rapid Light = Water 1 + Light 1 A stream of light shots. Indicate a direction to fire them. 086: Wide Light = Water 1 + Light 2 Shoots multiple light shots across a wide area. Indicate a direction. 087: Maxi Light = Water 1 + Light 3 Shoots multiple light shots across a vast area. Indicate a direction. 103: Rain Light = Water 2 + Light 1 Rains lightning, causing much damage. Indicate a center and radius. 104: Hail Light = Water 2 + Light 2 Rains lightning over a wide area. Indicate a center and radius. 105: Pure Thunder = Water 2 + Light 3 Rains lightning over a vast area. Indicate a center and radius. 121: Terror = Water 3 + Light 1 Touch one enemy unit. If the magic succeeds they will flee in terror. 122: Pure Terror = Water 3 + Light 2 Circle multiple targets. If the magic succeeds they will flee in terror. 123: Holy Pulse = Water 3 + Light 3 Circle a cluster of units to strengthen allies and weaken enemies. 139: Sleep Wind = Wind 1 + Light 1 A seductive wind that damages all within the range. Victims may change sides. 140: Sleep Gale = Wind 1 + Light 2 A wide seductive wind, damaging all within, some victims may change sides. 141: Sleep Storm = Wind 1 + Light 3 A sweeping and seductive wind, damaging all – some may betray their side. 157: White Whirl = Wind 2 + Light 1 An epic meeting of wind and light. Indicate a direction to fire it. 158: Light Whirl = Wind 2 + Light 2 A tornado of light that chases enemies. Indicate a direction. 159: Shine Whirl = Wind 2 + Light 3 The ultimate light tornado, all who see it will beg for mercy. 175: Heal Wind = Wind 3 + Light 1 Heals an ally’s HP. Works long distance. Touch the unit you wish to heal. 176: Cure Wind = Wind 3 + Light 2 Heals multiple allied units’ HP. Circle those you wish to heal. 177: Pure Wind = Wind 3 + Light 3 Restores ground altered by magic to normal. Draw a circle to activate. 193: White Wall = Earth 1 + Light 1 A curtain of light, touch it and HP is restored. Draw a line to activate. 194: Gold Wall = Earth 1 + Light 2 Creates a shining wall of light. Can be placed further away. 195: Shine Wall = Earth 1 + Light 3 Creates a dazzling wall of light. Simply touching it heals ailing units. 211: Light Aura = Earth 2 + Light 1 Bestows an aura that halves light damage. Select one unit. 212: Shine Aura = Earth 2 + Light 2 Bestows an aura upon multiple units that halves light damage. 213: Shiny Armor = Earth 2 + Light 3 Bestows a special light aura that damages nearby foes. Select one unit. 229: Light Shot = Earth 3 + Light 1 Shoots rays from above the clouds down across the selected area. 230: Divine Shot = Earth 3 + Light 2 A rain of rays from above the clouds falls across the selected area. 231: Apocalypse = Earth 3 + Light 3 Fires a thick light beam down onto the selected spot. 247: Cure Prayer = Light 1 + Light 1 Cures an infected ally and heals some HP. Touch one allied unit. 248: Heal Prayer = Light 1 + Light 2 Cures infected allies and heals some HP. Circle targets. 249: God Song = Light 1 + Light 3 High-level light healing. Causes an ally’s HP to slowly heal over time. 265: Magic Up = Light 2 + Light 1 Power-up magic. Raises the magic defense of one unit and heals HP. 266: Magic On = Light 2 + Light 2 Raises the magic defense of multiple units and heals HP. 267: Magic Over = Light 2 + Light 3 Pushes one unit’s defense and magic defense up massively. 283: Light Curse = Light 3 + Light 1 Makes a single enemy weak against light. 284: Pure Grudge = Light 3 + Light 2 Makes multiple enemies weak against light. 285: White Cure = Light 3 + Light 3 The ultimate cure magic restores one ally’s status to normal. 301: Light Trap = Dark 1 + Light 1 Creates a trap effective against light monsters. Weaken them first! 302: Light Obey = Dark 1 + Light 2 Creates a trap effective against light monsters. Traps stronger monsters. 303: Light Order = Dark 1 + Light 3 Creates a trap effective against light monsters. Traps strongest monsters. 319: Magic Down = Dark 2 + Light 1 Lowers the magic defense of one enemy. Good when going one-on-one. 320: Magic Off = Dark 2 + Light 2 Lowers the magic defense of multiple enemies. Good when facing a group. 321: Magic Under = Dark 2 + Light 3 Greatly lowers the magic defense of one enemy. Cut them down! 337: Sleep Call = Dark 3 + Light 1 Sends one unit off to sleep. Not the best thing to do during battle! 338: Sleep Chant = Dark 3 + Light 2 Sends multiple units off into a deep sleep. Hold up your enemies! 339: Sleep Song = Dark 3 + Light 3 The ultimate sleep magic, sends one enemy off into a coma! 347: Life King = Light 1 + Light 1 + Light 1 A mighty Trio Rune, it restores the HP of the target. 353: Final Shine = Light 2 + Light 2 + Light 2 A long-lost Trio Rune. Causes a mighty light explosion in a set area. 359: High Bless = Light 3 + Light 3 + Light 3 Creates a zone that boosts ally status. Positioning is the key! 365: Light Dance = Light 3 + Dark 3 + Light 3 Imbues wand with light magic to smash an enemy. Touch your target. 371: Fairy Trick = Light 3 + Light 2 + Light 1 Bends light and hides a unit from enemy eyes. Touch one unit. 377: Hidden Veil = Light 1 + Light 2 + Light 3 Hides allies within a circle from enemy sight. Great for hide-and-seek. 383: Life Thread = Fire 2 + Wind 2 + Light 2 Heals the target unit but reduces the HP of other allies. 389: Love Song = Water 3 + Earth 2 + Light 1 Activates a circle of benevolent rain which restores HP. 395: Flash God = Earth 1 + Fire 1 + Light 3 Summons a shining Elder Dragon to bring back peace…

Dark

006: Trap = Dark 1 Seals monsters. Touch the ground to set trap. Best to weaken monsters first. 012: Curse = Dark 2 Reduces defense against all attacks. Touch an enemy unit to activate. 018: Poison = Dark 3 Poisons an enemy. Touch an enemy unit to activate. 034: Dark Lance = Fire 1 + Dark 1 A laser of dark. Indicate a direction to fire it. 035: Homing Dark = Fire 1 + Dark 2 A homing dark laser. Indicate a direction to fire it. 036: Dark Crush = Fire 1 + Dark 3 Dark lasers target all enemies within indicated center and radius. 052: Dark Blast = Fire 2 + Dark 1 A dark explosion that damages enemies. Touch desired center point. 053: Black Blast = Fire 2 + Dark 2 A large dark explosion. Touch the desired center point to activate. 054: Final Blast = Fire 2 + Dark 3 A gigantic dark explosion. Touch the desired center point. 070: Black Wyrm = Fire 3 + Dark 1 Releases an Dark Mana Dragon. Appears once the Rune is complete. 071: Dark Wyrm = Fire 3 + Dark 2 Releases a large Dark Mana Dragon. Appears once the Rune is complete. 072: Evil Wyrm = Fire 3 + Dark 3 Releases a gigantic Dark Mana Dragon. Appears once the Rune is complete. 088: Rapid Dark = Water 1 + Dark 1 A stream of dark shots. Indicate a direction to fire them. 089: Wide Dark = Water 1 + Dark 2 Shoots multiple dark shots across a wide area. Indicate a direction. 090: Maxi Dark = Water 1 + Dark 3 Shoots multiple dark shots across a vast area. Indicate a direction. 106: Dark Rays = Water 2 + Dark 1 Rains darkness, causing much damage. Indicate a center and radius. 107: Hail Dark = Water 2 + Dark 2 Rains darkness over a wide area. Indicate a center and radius. 108: Black Hail = Water 2 + Dark 3 Rains darkness over a vast area. Indicate a center and radius. 124: Take Light = Water 3 + Dark 1 Sucks out enemy HP and gives it to the user. Touch one enemy unit. 125: Draw Light = Water 3 + Dark 2 Sucks HP from multiple enemies and gives it to the user. Circle targets. 126: Switch Life = Water 3 + Dark 3 Switches the user’s HP with a selected enemy’s. 142: Black Cloud = Wind 1 + Dark 1 A black cloud of darkness that damages both friend and foe. 143: Void Cloud = Wind 1 + Dark 2 A black substance that consumes everything. 144: Black Void = Wind 1 + Dark 3 A fearsome blackness that eats up all in its path. 160: Black Whirl = Wind 2 + Dark 1 An epic meeting of wind and dark. Indicate a direction to fire it. 161: Dark Whirl = Wind 2 + Dark 2 A tornado of darkness that chases enemies. Indicate a direction. 162: Pitch Whirl = Wind 2 + Dark 3 The ultimate dark tornado, all who see it will convulse with fear. 178: Black Curse = Wind 3 + Dark 1 A filthy black wind that both lowers accuracy and weakens an enemy. 179: Black Grudge = Wind 3 + Dark 2 A filthy black wind that both lowers accuracy and weakens multiple enemies. 180: Black Bind = Wind 3 + Dark 3 A potent black wind that both lowers accuracy and weakens multiple enemies. 196: Black Wall = Earth 1 + Dark 1 Creates a dark wall. Touching it causes harm. Draw a line to activate. 197: Dark Wall = Earth 1 + Dark 2 A wall of sheer darkness. Can be placed further away. 198: Pitch Wall = Earth 1 + Dark 3 A wall of utter darkness. Cross at your peril! 214: Dark Aura = Earth 2 + Dark 1 Bestows an aura that halves dark damage. Select one unit. 215: Black Aura = Earth 2 + Dark 2 Bestows an aura upon multiple units that halves dark damage. 216: Dark Armor = Earth 2 + Dark 3 Bestows a special dark aura that damages nearby foes. Select one unit. 232: Dark Shot = Earth 3 + Dark 1 Rains darkness from above the clouds down across the selected area. 233: Fallen Shot = Earth 3 + Dark 2 A rain of darkness from above the clouds falls across the selected area. 234: Devil Shot = Earth 3 + Dark 3 Fires a thick darkness beam down onto the selected spot. 250: Purge Magic = Light 1 + Dark 1 Removes the effects of all magic, good and bad, from one unit. 251: Antidote = Light 1 + Dark 2 Cure one poisoned unit. Save them from a slow, painful death! 252: Purge Curse = Light 1 + Dark 3 Removes the effects of all magic, good and bad, from multiple units. 268: Eye Up = Light 2 + Dark 1 Raises the accuracy of one unit, pushing them beyond their limit. 269: Eye On = Light 2 + Dark 2 Raises the accuracy of multiple units, pushing them beyond their limits. 270: Eye Over = Light 2 + Dark 3 Pushes one unit’s accuracy up massively. Watch out enemies! 286: Dark Curse = Light 3 + Dark 1 Makes a single enemy weak against dark. 287: Dark Grudge = Light 3 + Dark 2 Makes multiple enemies weak against dark. 288: Prime Zone = Light 3 + Dark 3 Allies’ accuracy will increase in the zone created by this spell. 304: Dark Trap = Dark 1 + Dark 1 Creates a trap effective against dark monsters. Weaken them first! 305: Dark Obey = Dark 1 + Dark 2 Creates a trap effective against dark monsters. Traps stronger monsters. 306: Dark Order = Dark 1 + Dark 3 Creates a trap effective against dark monsters. Traps strongest monsters. 322: Accuracy Down = Dark 2 + Dark 1 Lowers the accuracy of one enemy. Good when going one-on-one. 323: Accuracy Off = Dark 2 + Dark 2 Lowers the accuracy of multiple enemies. Good when facing a group. 324: Accuracy Under = Dark 2 + Dark 3 Greatly lowers the accuracy of one enemy. They won’t hit you now! 340: Vile Poison = Dark 3 + Dark 1 Infects one enemy unit with deadly HP-sapping poison. 341: Poison Smog = Dark 3 + Dark 2 Infects multiple enemies with deadly poison. Magic is the only cure. 342: Vile Smog = Dark 3 + Dark 3 Infects multiple enemies with deadly poison. This could wipe out a town! 348: Dark King = Dark 1 + Dark 1 + Dark 1 A mighty Trio Rune, it curses the status of the target. 354: Final Dark = Dark 2 + Dark 2 + Dark 2 A long-lost Trio Rune. Causes a mighty dark explosion in a set area. 360: Evil Bless = Dark 3 + Dark 3 + Dark 3 Creates a zone that lowers enemy status. Lure them in! 366: Dark Dance = Dark 3 + Light 3 + Dark 3 Imbues the wand with dark magic to smash an enemy. Touch your target. 372: Life Shine = Dark 3 + Dark 2 + Dark 1 Absorbs HP from all enemies and gives them to the user or an ally. 378: Big Brawl = Dark 1 + Dark 2 + Dark 3 Turns both allies and enemies into berserkers. Let the chaos ensure! 384: Death Rain = Water 2 + Earth 2 + Dark 2 A black rain falls and damages all it touches. Wide-spread and powerful! 390: Gold Song = Fire 3 + Wind 2 + Dark 1 Causes all units on the field to fall into a deep peaceful sleep. 396: Dark God = Wind 1 + Water 1 + Dark 3 Summons a shady Elder Dragon to blanket your enemies in darkness.