
Magic in Brigandine is basically elementally (color)-coded. I include this basic primer on magic mainly because people tend to read FAQs and web pages, but don't once crack open the booklet that comes with the game. This isn't meant to be just a reprint of the info in the manual, but a re-examination of it, with suggestions and advice included as seen fit.
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Certain elemental colors are in opposition of each other
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Opposing elements come into play during combat. Differing Character classes have differing levels of elemental color. For instance, A Bishop is while an Enchantress is
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SPELL LISTS
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| Heal |
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1 Ally | Recovers HP |
| Area Heal |
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All allies in range | Area HP recovery |
| Cure |
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1 Ally | Removes abnormal status |
| Halo |
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1 Ally | Earns 1.5 times the experience (One Action) |
| Divine Ray |
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1 Enemy | Holy damage to enemy*1, 2 |
| Holy Word |
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All enemies in range | Holy damage to enemy in a radius*1 |
*1 Very useful in situations such as
vs
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*2 Immediate death to enemy raised with Necro Rebirth.
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| Venom | 45 | 3 | 1 Enemy | Damages enemy and inflicts poison status effect |
| Meteor Doom | 233 | 2 (Area) | All in blast radius*1 | Damage from falling meteors |
| Curse | 108 | 2 | 1 Enemy | Call upon evil spirit to damage enemy |
| Dimension | 85 | 4 | 1 Enemy*2 | Random teleportation of enemy*3 |
| Weakness | 66 | 4 | 1 Enemy | Attack power, physical power and magical power reduced |
| Necro Rebirth | 97 | 1 | Any 1 dead unit | Revives the dead for duration of battle |
*1 Beware! This is a nondiscriminatory spell. Allies and Foes alike will be damaged.
*2 Useful for getting a powerful monster out of the battle for a few turns. Also good to teleport Knight; thus his monsters will be fighting out of Rune Area and will be weaker. but caster must almost always be more powerful than target or spell rarely works.
*3 Keep in mind this is random teleportation. You won't always like where the enemy is teleported to, let me tell you.
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| Flame | 68 | 3 | 1 Enemy | Damage from flame |
| Geno Flame | 166 | 3 (Area) | All enemies in blast radius*1 | Blast radius damage from flame |
| Thunder | 91 | 3 | 1 Enemy | Thunderbolt damage |
| Geno Thunder | 193 | 1 (Area) | All enemies in blast radius*2 | Blast radius damage from thunderbolts |
| Exa Blast*1 | 152 | 4 | 1 Enemy | A thermal explosion |
| Power | 62 | 4 | 1 Ally | Increases offensive power (One Strike) |
*1 Radiates from caster.
*2 Radiates from a targeted point.
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| Frost | 68 | 3 | 1 Enemy | Ice damage to enemy |
| Geno Frost | 166 | 3 (Area) | All enemies in blast radius*1 | Blast radius damage from icy cold |
| Fall Berg | 135 | 2 | 1 Enemy | Iceberg falls on enemy*2 |
| Flight | 90 | 3 | 1 Ally | Gives unit "flight" status. Affects combat effectiveness. |
| Fog*3 | 49 | 4 | 1 Enemy | Affects hit ratio and attack/avoid ratio for 1 turn. |
| Charm*4 | 110 | 2 | 1 Enemy | Confuses enemy - will attack its allies for several turns.*5 |
*1 Radiates from caster.
*2 I love this spell. It is one of those powerful ones, like curse, that will seriously mess with an enemy, especially when the caster is double magic opposing the target.
*3 A relatively useless spell. Despite the claims in the effectiveness column, it does very little to the enemy.
*4 Since part of the purpose of battles is to level up monsters, this spell can be a double-edged sword. Use only if you are in a serious jam and don't want to retreat. Otherwise, the enemy monster, although fighting its allies, accrues experience! If you ultimately have to retreat and it survives the battle, then you've just aided your enemy.
*5 Monster fights randomly. You do not have control over it.
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| Accel | 59 | 3 | 1 Ally | Increases the movement of the ally. Can't be cast multiple times on same ally. |
| Protect*1 | 61 | 4 | 1 Ally | Increases defensive power for several turns.*2 |
| Paralyze | 77 | 4 | 1 Enemy | Enemy cannot move, attack or counterattack.*3 |
| Solid | 85 | 3 | 1 Enemy | Target becomes stoned. Not as fun as you might think*4 |
| React | 126 | 2 | 1 Ally | Allows two actions for targets turn.*5 |
| Silent | 50 | 4 | 1 Enemy | Prevents enemy from casting spells.*6 |
*1 Called "Protec" in the manual
*2 Seems to have more effectiveness when your enemies cast it upon themselves than when you cast it on your allies. Nevertheless, can be a useful spell, especially when target is subsequently attacked by lower-level enemies.
*3 Another very useful spell. If you have a high-level caster, use this against an enemy with high physical power and attack power.
*4 All jokes aside, this is another situation like Charm. Though enemy is completely immobile, its status of being turned to stone weakens physical attacks made against it.
*5 I love this spell. This is just about the only think fairies have going for them in the English edition (in the Grand Edition, they can cast Thunder!) Useful when you want to the target to cast a powerful spell twice (target's available MP withstanding), or when you want the caster to be able to move and cast a spell or vice versa.
*6 Success rate of this spell is especially dependent on ratio of caster versus target.