Magic Spells

the library bookcases

All but one of your magic spells can be purchased at Russell's Library. Once you are inside the Library, head towards the bookcases against the back wall. The 3 bookcases will have spells for sale, but you will need to progress in the story to understand the words written in the spell books. The only spell that is not for sale is Escape. You will receive it for free from Mist the first time you venture into Carmite Cave.

Magic spells use Rune Points. The more powerful the spell, the more points are spent. If you don't have any Rune Points then you can't cast any magic! Any monster that you bring with you into the caves that cast magic also rely on your Rune Point meter. Creatures like Little Mage, Flower, Sky fish, Hitodama, and Fairy, will only be able to physically attack your enemies if you use up all of your RP.

A magic spell will take up space in your rucksack. Unused spell books can be placed in your own house's bookshelf for storage.

Spell NameBookcaseDescription
Escape
- 0 G
- 0 RP
None The Escape spell will warp you back to the entrance of the cave you are in. It only works inside of the caves.
Teleport
- 2000 G
- 0 RP
right case, right shelf
Beginning of the game
Similar to Escape, but this spell will take you to the front door of your house from anywhere outside a cave.
Medication
- 3000 G
- 6 RP
left case, left shelf
After Carmite Cave
Your first cure-based spell. Medication will regain 80 Hit Points and cure most ailment you might be afflicted with, excluding Sealing. It will also cure a monster friend you have with you.
Fireball
- 3200 G
- 4 RP
left case, left shelf
After Carmite Cave
A single stream of fire will shoot a short distance from the direction you are standing. This spell works if you are directly facing your enemy.
Cure
- 5300 G
- 6 RP
left case, right shelf
After Toros Cave
The only other curing spell you'll receive recharges 250 HP to you and your monster buddy, but it does not remove status problems.
Water Laser
- 6200 G
- 5 RP
left case, right shelf
After Toros Cave
A stream of water will beam out from your body and travel the width of the screen.
Crimson Fire
- 7700 G
- 11 RP
middle case, ladder
After Clemens Cave
Large amounts of magma will surface around your feet, but your enemies will be the ones hurting. As long as the spell is active they'll take damage.
Inferno
- 8100 G
- 12 RP
middle case, ladder
After Clemens Cave
A small aura of flames will surround your body. Any enemies that are in close contact to you will be damaged.
Stone Spike
- 7000 G
- 5 RP
middle case, middle shelf
After Mt. Gigant
Large spikes start from your body and move across the screen. Very much like Water Laser, but earth-based.
Swordstorm
- 10200 G
- 6 RP
middle case, middle shelf
After Mt. Gigant
Five blades of wind will start out from your location and spread across the screen. If the wind collides with a bad guy it'll take damage.
Life Absorber
- 13600 G
- 9 RP
middle case, right shelf
After Misty Bloom Cave
A large, dark ball will appear and attack your enemy. In return you'll regain a small amount of Hit Points back from the creature you attack.
Explosion
- 18600 G
- 10 FP
right case, ladder
After Kaimir Ruins
Big boom. Anything in the area will take a lot of damage, but only in the direction of the spell.
Quake
- 19000 G
- 17 RP
right case, ladder
After Kasimir Ruins
The entire screen will shake, causing earth-based damage to everything on the screen. One of the most powerful spells in the game.
Storm
- 21400 G
- 13 RP
right case, middle shelf
After Danann Cave
Around you will whip up blades of wind, circling around until the storm dies down. Anything trying to attack you will take serious damage.
Meteor
- 21900 G
- 15 RP
right case, middle shelf
After Danann Cave
A large rock will fall from the sky, making a huge impact around your body.

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