CrystariaWiki
Crystaria Game Wiki — Learn the Lore & Mechanics
Combat

Magick & Spells

Spells are purchased at Shops and managed in the Magick menu. Assign any spells you own to your Hotbar to cast them in combat.

Spell Types

TypeEffect
DamageDeals magic damage to the enemy, scaling with INT
HealRestores your HP during combat, scaling with INT
BuffGrants a temporary +stat % to the caster and their party (see Buff Magick for the full progression)
Magick belongs to the magick classes. Damage spells from non-casters land less often and hit for half. Heals: Magicians, Warlocks and Necromancers heal at full power; the magick-aligned classes (Paladin, Tamer, Minstrel) at 75%; martial classes at 30%, never restoring more than a quarter of max HP per cast. Buffs cast by non-buff-casters (anyone outside Magician, Warlock, Necromancer, Tamer, Paladin, Minstrel) apply at half potency, half duration, and reach only the caster — buffing the party is the buff classes' calling.

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 about +3.3% to a damage spell's INT multiplier (heals and signature spells keep the steeper +5%): a starter spell (Power 4–7) casts at roughly ×1.1–1.35 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.

TierDamage / Heal BonusBuff Magick BonusAP Required to Advance
IBase (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
Power and Tier multiply together: a faithful old spell raised to a high Tier can rival a brand-new spell at Tier I. Upgrading your spellbook is now a real decision — raw Power of the new spell versus the Tier you've earned on the old one.

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).

AP is earned per cast, not per fight. Equipping the same spell consistently and using it every combat round is the fastest way to reach Tier V. Critical casts (5% base chance) award 2 AP instead of 1, so crit-focused builds progress faster.

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.

Magician, Warlock, and Paladin classes benefit most from spells. Fighters and Rogues will find physical attacks more efficient due to their stat distributions.

Dual Cast

The pure casters — Magician, Warlock and Necromancer — fire their chosen spell twice per turn: the second bolt lands at half power, and both draw MP. It's the heart of the caster damage economy — budget your mana for the double bill, and let the hotbar's MP badge (which already shows the true per-turn cost for casters) do the arithmetic.

Last edited by Accuracy Pass 3.5 on 11 Jul 2026 · history