History — Magick & Spells
Spells are purchased at Shops and managed in the Magick menu. You can equip one spell at a time to use in combat.
Spell Types
| Type | Effect |
|---|---|
| Damage | Deals magic damage to the enemy, scaling with INT |
| Heal | Restores your HP during combat, scaling with INT |
| Buff | Grants a temporary +stat % to the caster and their party (see Buff Magick for the full progression) |
Known Spells
Damage spells include: Pyro, Geo, Hydro, Anemo, Iono, Nocto, Lumino, Inferno, Tremor and many more, spanning a wide range of levels. The healing spell Helios allows classes with high Intelligence to sustain themselves in prolonged fights.
Spell Power
Every Damage and Heal spell carries a Power rating — the real scaling axis between spells. Each point of Power adds +5% to the spell's INT multiplier: a starter spell (Power 4–7) casts at roughly ×1.2–1.35 of your INT, a level-30 spell (Power 10–16) at ×1.5–1.8, and a level-100 spell (Power 28–38) at ×2.4–2.9. The spell's detail card shows the bonus directly. Higher-Power spells also cost more MP — but now they earn it.
Spell Tiers
Every spell starts at Tier I and can be upgraded up to Tier VII through repeated use. Each successful cast earns Ability Points (AP). Critical casts earn 2 AP. When a spell's AP reaches its threshold it automatically ascends to the next tier, resetting AP to zero. Tier upgrades are permanent and apply immediately.
| Tier | Damage / Heal Bonus | Buff Magick Bonus | AP Required to Advance |
|---|---|---|---|
| I | Base (no bonus) | +0 (base 10%) | 100 AP |
| II | +15% | +5 pp (15%) | 200 AP |
| III | +30% | +10 pp (20%) | 350 AP |
| IV | +50% | +15 pp (25%) | 600 AP |
| V | +75% | +20 pp (30%) | 1,500 AP |
| VI | +105% | +26 pp (36%) | 3,000 AP |
| VII | +140% | +32 pp (42%) | Maximum — no further advancement |
Damage / Heal tier bonus is a multiplier on the spell's power. Buff Magick tier bonus is additive percentage-points on top of the base 10% buff — so a Tier V Warding gives +30% Defence to the party (or +15% if cast by a non-caster class).
MP Costs
Each cast costs MP equal to ((spell level × 2) + (spell power × 0.8)) ÷ 10, minimum 1. Magicians, Warlocks and Necromancers pay only 65% of this cost. If you run out of MP mid-combat, the game falls back to a weaker Purecast using raw Intelligence with no spell bonus.