Quick Links
- The Basics Of Magic
- All Spell Locations
- Spell Synthesis
Romancing SaGa: Minstrel Song has a pretty robust magic system that allows all characters to become mages to a certain extent – some will always be better than others, after all. The closer you look at the collection of magic spells available to you, the more complicated things get.
In addition to making sure your spell school skill levels are up to date, you can dabble in Spell Synthesis to create new spells or upgrade old spells in exactly the ways you want. The possibilities are truly endless.
The Basics Of Magic
Unlike other skills in this game, spells must be purchased – they are purchased individually for each character, and there are ten schools of magic that each character can gain levels in – though only eight are accessible to all but one character.
You don't have to be in a class that is proficient with a school to use spells from that school.
The ten schools of magic are split into five pairs of two. A character cannot have both halves of a pair 'active' at any one time – switching the active school in a pair requires either purchasing a new spell of the desired school or paying a very small fee to switch at a merchant who sells spells of the target school. Refer to this table for more details.
The two schools that normal characters cannot access are Sorcery and Necromancy. These are only used by a temporary character and will not be covered in this guide.
Your skill with a spell's school and your class's proficiencies will affect how much BP that spell costs in battle. Spells also have skill level requirements like regular skills, so learning very high-level spells too early will make them cost LP in addition to BP.
Characters who know no weapon skills, only spells, gain a bonus to their spells in the form of a cost reduction. They have to know a lot of spells before this bonus kicks in.
All Spell Locations
The tables below detail every spell from each school of magic, as well as how much they cost and where you can purchase them. They will not detail the unique synthesized spells, as they cannot be purchased.
Prices are a little bit higher in temples.
Pyrology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Hellfire | 200 gold | Deals fire damage to one enemy. | Gato's Village, Jelton, South Estamir, Weiserheim |
Flame of Life | 300 gold | Grants a regen buff to an ally. | Gato's Village, Jelton, South Estamir, Weiserheim |
Self-Immolation | 500 gold | Raises a shield of fire. When broken, harms the attacker. | Gato's Village, Jelton, South Estamir, Weiserheim |
Summon Elemental | 1,000 gold | Summons a fire elemental to fight in your stead. | Village, Jelton, Weiserheim |
Bird of Fire | 1,800 gold | Deals fire damage to all enemies. | Ettinham, Weiserheim |
Revive | 3,200 gold | Grants an ally an auto-revive status. | Ettinham, Weiserheim |
Hydrology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Healing Water | 200 gold | Restores an ally's HP. | Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim |
Water Blast | 300 gold | Deals blunt and cold damage to a single enemy. | Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim |
Holy Water | 500 gold | Cures an ally's status ailments. | Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim |
Summon Elemental | 1,000 gold | Summons a water elemental to fight in your stead. | Melvir's Temple of Yucomb, Tarmitta, Weiserheim |
Fold Time | 1,800 gold | Ends the current turn immediately after casting. | Ettinham, Melvir's Temple of Yucomb |
Freeze Time | 3,200 gold | Sustains all statuses and values for a single ally for five turns. | Ettinham, Melvir's Temple of Yucomb |
Aerology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Blades of Wind | 200 gold | Deals slashing damage to one enemy. | Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim |
Strengthen Pull | 300 gold | Increases the amount of damage an ally deals when using bows. | Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim |
Blood Curdle | 700 gold | Deals cold damage and can inflict the unconsciousness status ailment. | Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim |
Summon Elemental | 1,000 gold | Summons a wind elemental to fight in your stead. | Northpoint, South Estamir's Temple of Yucomb, Weiserheim |
Missile Shield | 1,200 gold | Protects the entire party from projectile attacks for a turn. | Northpoint, South Estamir's Temple of Yucomb, Weiserheim |
Snowstorm | 3,600 gold | Deals cold damage to all enemies. | Ettinham, South Estamir's Temple of Yucomb |
Terrology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Pulverize | 200 gold | Deals blunt damage to one enemy. | Crystal City's Temple of Nisa, Taralian Camp, Weiserheim |
Camouflage | 300 gold | Resets the caster's hostility score, which means they will be targeted less by enemies. | Crystal City's Temple of Nisa, Taralian Camp, Weiserheim |
Earthen Grasp | 500 gold | Attempts to inflict paralysing status ailments on all enemies. | Crystal City's Temple of Nisa, Taralian Camp, Weiserheim |
Summon Elemental | 1,000 gold | Summons an earth elemental to fight in your stead. | Crystal City's Temple of Nisa, Weiserheim |
Tremor | 1,800 gold | Deals blunt damage to all enemies and might stun them. | Crystal City's Temple of Nisa, Ettinham |
Aegis | 3,200 gold | Shields a single ally from damage. | Crystal City's Temple of Nisa, Ettinham |
Illusions | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Fire Illusion | 300 gold | Deals fire damage to a single enemy. | Eugenstadt, Godongo, Melvir |
Ice Illusion | 300 gold | Deals cold damage to a single enemy. | Eugenstadt, Godongo, Melvir |
Lightning Illusion | 300 gold | Deals lightning damage to a single enemy. | Eugenstadt, Godongo, Melvir |
Break Illusions | 500 gold | Removes the sleep ailment from the entire party. | Eugenstadt, Godongo, North Estamir's Temple of Amut |
Hypnotism | 1,800 gold | Inflicts the sleep ailment to every enemy in an area. | Godongo, Melvir, North Estamir's Temple of Amut |
Phantom Warrior | 3,800 gold | Summons a phantom warrior to fight in your stead. | Ettinham, North Estamir's Temple of Amut |
Demonology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Energy Bolt | 200 gold | Deals energy damage to a single enemy and might sometimes silence them with the shock ailment. | Jelton, Oapu, Tarmitta, Uso |
Weapon Blessing | 400 gold | Increases the damage an ally does with their weapon attacks. | Jelton, Mirsaburg, Oapu, Uso |
Armor Blessing | 400 gold | Increases an ally's defense. | Jelton, Mirsaburg, Oapu, Uso |
Enhance Spells | 400 gold | Increases an ally's intelligence. | Oapu, Tarmitta, Uso |
Shock Wave | 2,400 gold | Deals enegy damage to all enemies and might silence them with the shock ailment. | Tarmitta, Uso |
Mind Blast | 3,200 gold | Deals energy damage to all enemies and might lower their willpower. | Ettinham, Uso |
Cosmology | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Sunray | 200 gold | Deals fire and energy damage to a single enemy. | Godongo, Loban, Melvir's Temple of Elore |
Moonbeam | 800 gold | Restores an ally's HP and cures willpower-based status ailments. | Godongo, Loban, Melvir's Temple of Elore |
Starlight | 1,200 gold | The caster receives a barrier that blocks attacks. | Loban, Melvir's Temple of Elore |
Bind to Earth | 1,600 gold | Deals energy damage and might paralyze a single enemy. | Godongo, Loban, Melvir's Temple of Elore |
Starbeam | 2,400 gold | Deals energy damage to a single enemy based on the strength of the barrier conjured by Starlight. | Ettinham, Melvir's Temple of Elore |
Cosmic Tide | 3,200 gold | Deals energy damage to all enemies based on the strength of the barrier conjured by Starlight. | Ettinham, Melvir's Temple of Elore |
Bewitchery | |||
---|---|---|---|
Spell | Cost | Effect | Locations |
Way of Defense | 600 gold | The caster's defense increases. | Crystal City's Temple of Mirsa, Oapu, Mirsaburg |
Way of Spirit | 600 gold | The caster's willpower increases. | Crystal City's Temple of Mirsa, Oapu, North Estamir's Temple of Amut |
Way of Strength | 600 gold | The caster's strength increases. | Oapu, Mirsaburg, North Estamir's Temple of Amut |
Wave of Life | 1,200 gold | Deals energy damage to a single enemy. Deals extra damage to the undead. | Crystal City's Temple of Mirsa, Mirsaburg, North Estamir's Temple of Amut |
Way of Focus | 1,200 gold | The caster recovers some HP and is cured of poison and blindness. | Crystal City's Temple of Mirsa, Mirsaburg, North Estamir's Temple of Amut |
Mark of Awakening | 3,800 gold | The caster's weapon damage improves and they become resistant to certain attacks. | Crystal City's Temple of Mirsa, Ettinham |
Spell Synthesis
There are two specific classes that can access Spell Synthesis.
- Imperial Scholars can use Double Synthesis, combining two spells to either improve the base spell or create a new spell entirely.
- Rosalian Mages can use Triple Synthesis, combining three spells instead of two. New, synthesis-unique spells are more commonly accessible with Triple Synthesis.
While Rosalian Mages have more flexible options when it comes to Spell Synthesis, they are only proficient (and thus get far lower BP costs) with Hydrology, Demonology, and Bewitchery spells. Imperial Scholars have four magic proficiencies, with Hydrology, Aerology, Illusions, and Cosmology. Both are viable.
When you start Spell Synthesis (which is accessed from that character's spell list in the Abilities menu) you must choose a base spell and then modifier spells. In most cases, this will simply modify the base spell, raising power, adding a secondary effect, or lowering BP cost. Certain combinations will make new spells entirely, however.
The table below details the spells that are only accessible through synthesis. All of them can be made with Triple Synthesis, but some of them are accessible with Double Synthesis, too.
The first spell in a combination is always the base spell.
Spell | School | Effect | Example Combination |
---|---|---|---|
Song of Souls | Pyrology | Grants the Flame of Life effect to the entire party. | Flame of Life + Self-immolation Flame of Life + Strengthen Pull + Sunray |
Crimson Flare | Pyrology | Deals fire damage to a single enemy and can lower their Intelligence stat. | Hellfire + Sunray + Starbeam |
Overdrive | Hydrology | Freezes the entire enemy party for five turns. | Fold Time + Earthen Grasp + Fire Illusion |
Hasten Time | Hydrology | Ends the turn immediately, but only for the enemy party. | Fold Time + Snowstorm Fold Time + Snowstorm + Energy Bolt |
Whiteout | Aerology | Ends the battle without incurring an LP cost. | Missile Shield + Blades of Wind + Cosmic Tide |
Simulacrum | Aerology | Summons a snowman to fight in your stead. | Summon Elemental (Aerology version) + Blades of Wind + Summon Elemental (Hydrology version) |
Petra Delta | Terrology | Deals energy damage to enemies in an area and might petrify them. | Tremor + Enhance Spells Tremor + Earthen Grasp + Mind Blast |
Wallbreaker | Terrology | Breaks and gets rid of all barrier and wall statuses on the field. | Tremor + Aegis + Way of Strength |
Phantom Shield | Illusions | The caster gets an illusory shield that blocks attacks. | Phantom Warrior + Self-immolation + Starlight |
Veil of Fog | Illusions | Improves the rate of combo initiation for everyone on the field. | Hypnotism + Healing Water + Fold Time |
Anti-Magic | Demonology | Grants an ally a shield that protects from magical attacks. | Armor Blessing + Enhance Spells Armor Blessing + Enhance Spells + Sunray |
Shield Breaker | Demonology | Destroy's a single enemy's shields. | Shock Wave + Self-immolation + Tremor |
Galactic Rift | Cosmology | Deals energy damage to all enemies. | Cosmic Tide + Strengthen Pull Cosmic Tide + Hellfire + Blades of Wind |
Andromeda | Cosmology | Raises a barrier across the entire field that prevents HP alteration for all allies and all enemies. | Starlight + Holy Water + Aegis |
Rain of Life | Bewitchery | Restore HP for all allies. | Way of Focus + Holy Water Way of Spirit + Holy Water + Moonbeam |
Spirit Barrier | Bewtichery | Raises a damage-reducing barrier for the entire party for one turn. | Mark of Awakening + Tremor + Aegis |
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