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Spellblade Magic

Spellblade Magic is a close cousin to Black Magic, storing Black’s destructive powers in a weapon wielded by the caster, to be released upon contact with an opponent. While the use of the weapon as a conduit allows such spells to be cast with relative ease when compared to their ‘pure’ counterparts, a considerable amount of weapons skill is required to maximize this advantage.

Elemental Tier

The basic effects of Spellblade are also widely seen as the most versatile, channeling basic elemental attack spells into a weapon to systematically exploit opponents’ weaknesses.

Enblizzard 5 MP
Target Self Avail. Level 1 NR

Cold air swirls around the caster’s Weapon as it absorbs the power of Ice. Select a Weapon equipped by the caster to be affected by Enblizzard, making a standard Attack Action with that Weapon when Enblizzard is cast. The Weapon is treated as inflicting Ice Elemental damage for that attack and that attack alone.

Enfire 5 MP
Target Self Avail. Level 1 NR

Flames crackle along the edge of the caster’s Weapon as it absorbs the power of Fire. Select a Weapon equipped by the caster to be affected by Enfire, making a standard Attack Action with that Weapon when Enfire is cast. The Weapon is treated as inflicting Fire Elemental damage for that attack and that attack alone.

Enholy 5 MP
Target Self Avail. Level 1 NR

A luminous glow surrounds the caster’s Weapon as it absorbs the power of Holy. Select a Weapon equipped by the caster to be affected by Enholy, making a standard Attack Action with that Weapon when Enholy is cast. The Weapon is treated as inflicting Holy Elemental damage for that attack and that attack alone.

Enstone 5 MP
Target Self Avail. Level 1 NR

The caster’s Weapon gains a dusty brownish hue as it absorbs the power of Earth. Select a Weapon equipped by the caster to be affected by Enstone, making a standard Attack Action with that Weapon when Enstone is cast. The Weapon is treated as inflicting Earth Elemental damage for that attack and that attack alone.

Enshadow 5 MP
Target Self Avail. Level 1 NR

A dark haze surrounds the caster’s Weapon as it absorbs the power of Shadow. Select a Weapon equipped by the caster to be affected by Enshadow, making a standard Attack Action with that Weapon when Enshadow is cast. The Weapon is treated as inflicting Shadow Elemental damage for that attack and that attack alone.

Enthunder 5 MP
Target Self Avail. Level 1 NR

Electricity crackles through the caster’s Weapon as it absorbs the power of Lightning. Select a Weapon equipped by the caster to be affected by Enthunder, making a standard Attack Action with that Weapon when Enthunder is cast. The Weapon is treated as inflicting Lightning Elemental damage for that attack and that attack alone.

Envenom 5 MP
Target Self Avail. Level 1 NR

A noxious green cloud condenses around the caster’s Weapon as it absorbs the power of Bio. Select a Weapon equipped by the caster to be affected by Envenom, making a standard Attack Action with that Weapon when Envenom is cast. The Weapon is treated as inflicting Bio Elemental damage for that attack and that attack alone.

Enwater 5 MP
Target Self Avail. Level 1 NR

The caster’s Weapon turns to foaming liquid as it absorbs the power of Water. Select a Weapon equipped by the caster to be affected by Enwater, making a standard Attack Action with that Weapon when Enwater is cast. The Weapon is treated as inflicting Water Elemental damage for that attack and that attack alone.

Enwind 5 MP
Target Self Avail. Level 1 NR

The caster’s weapon gains a gusty greenish hue. Select a Weapon equipped by the caster to be affected by Enwind, making a standard Attack Action with that Weapon when Enwind is cast. The Weapon is treated as inflicting Wind Elemental damage for that attack and that attack alone.

Status Tier

Another staple of the Magic Knight’s repertoire, Status Strikes add a chance to inflict a Status Condition on an unlucky opponent. For combat situations where a quick finish isn’t possible, a properly placed Status Condition can turn the tide in the Magic Knight’s favor.

Blind Strike 10 MP
Target Self Avail. Level 1 NR

Dark mists swirl around the caster’s Weapon. Select a Weapon equipped by the caster to be affected by Blind Strike, making a standard Attack Action with that Weapon when Blind Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Blind (6).

Poison Strike 10 MP
Target Self Avail. Level 1 NR

Purple venom bubbles around the caster’s Weapon. Select a Weapon equipped by the caster to be affected by Poison Strike, making a standard Attack Action with that Weapon when Poison Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Poison (∞).

Sleep Strike 10 MP
Target Self Avail. Level 1 NR

Soft golden motes play over the caster’s Weapon. Select a Weapon equipped by the caster to be affected by Sleep Strike, making a standard Attack Action with that Weapon when Sleep Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Sleep (6).

Berserk Strike 15 MP
Target Self Avail. Level 8 NR

The caster’s weapon is charged with a cherry-red glow. Select a Weapon equipped by the caster to be affected by Berserk Strike, making a standard Attack Action with that Weapon when Berserk Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Berserk (6).

Slow Strike 15 MP
Target Self Avail. Level 8 NR

The caster’s weapon gains a muddy gray shine. Select a Weapon equipped by the caster to be affected by Slow Strike, making a standard Attack Action with that Weapon when Slow Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Slow (6).

Silence Strike 15 MP
Target Self Avail. Level 8 NR

The caster’s weapon makes no sound as it swipes at the target. Select a Weapon equipped by the caster to be affected by Silence Strike, making a standard Attack Action with that Weapon when Silence Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Silence (6).

Zombie Strike 30 MP
Target Self Avail. Level 15 NR

A mouldering green glow surrounds the caster’s weapon. Select a Weapon equipped by the caster to be affected by Zombie Strike, making a standard Attack Action with that Weapon when Zombie Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Zombie (6).

Confuse Strike 30 MP
Target Self Avail. Level 15 NR

A riot of colored stars erupts from the caster’s weapon. Select a Weapon equipped by the caster to be affected by Confuse Strike, making a standard Attack Action with that Weapon when Confuse Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Confuse (6).

Curse Strike 30 MP
Target Self Avail. Level 29 NR

The caster’s weapon turns as black as the night. Select a Weapon equipped by the caster to be affected by Curse Strike, making a standard Attack Action with that Weapon when Curse Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Curse (6).

Mini Strike 45 MP
Target Self Avail. Level 29 NR

Strange orange smoke begins to billow from the caster’s weapon. Select a Weapon equipped by the caster to be affected by Mini Strike, making a standard Attack Action with that Weapon when Mini Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Mini (6).

Stone Strike 60 MP
Target Self Avail. Level 43 NR

Small fragments of rock cascade from the caster’s weapon as it takes on a brown glow. Select a Weapon equipped by the caster to be affected by Stone Strike, making a standard Attack Action with that Weapon when Stone Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Stone (∞).

Stop Strike 50 MP
Target Self Avail. Level 43 NR

The caster and their weapon appears to be frozen in time; when the strike finally happens, it is almost instantaneous. Select a Weapon equipped by the caster to be affected by Stop Strike, making a standard Attack Action with that Weapon when Stop Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Stop (6).

Toad Strike 70 MP
Target Self Avail. Level 43 NR

A noxious green smoke plays over the caster’s weapon. Select a Weapon equipped by the caster to be affected by Toad Strike, making a standard Attack Action with that Weapon when Toad Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Toad (6).

Frozen Strike 80 MP
Target Self Avail. Level 50 NR

Ice crystals begin to form on the caster’s weapon. Select a Weapon equipped by the caster to be affected by Frozen Strike, making a standard Attack Action with that Weapon when Frozen Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Frozen (2).

Heat Strike 80 MP
Target Self Avail. Level 50 NR

A muggy glow surrounds the caster’s weapon, raising ambient air temperatures to an almost unbearable level. Select a Weapon equipped by the caster to be affected by Heat Strike, making a standard Attack Action with that Weapon when Heat Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Heat (2).

Frozen Strike 70 MP
Target Self Avail. Level 50 NR

Three streams of multi-colored energy swirl around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Pain Strike, making a standard Attack Action with that Weapon when Pain Strike is cast. The Attack has a CoS of 60% of inflicting the Status Conditions Blind (6), Silence (6), and Poison (∞).

Venom Strike 70 MP
Target Self Avail. Level 50 NR

Red poison bubbles around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Venom Strike, making a standard Attack Action with that Weapon when Venom Strike is cast. The Attack has a CoS of 60% of inflicting the Status Condition Venom (4).

Effect Tier

As the Magic Knight hones his skills, he realizes that some situations cannot be handled with a basic Elemental or Status Strike. Effect Strikes were developed to fill these strategic gaps.

Drain Strike 10 MP
Target Self Avail. Level 22 NR

A trio of blood-red spheres begins to rotate around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Drain Strike, making a standard Attack Action with that Weapon when Drain Strike is cast. The Attack inflicts 100% damage; restore the caster’s HP by an equivalent amount after modifying for ARM.

Meltdown Strike 30 MP
Target Self Avail. Level 22 NR

An orange-red glow envelops the caster’s weapon. Select a Weapon equipped by the caster to be affected by Meltdown Strike, making a standard Attack Action with that Weapon when Meltdown Strike is cast. The Attack ignores the target’s ARM and the Protect Status, where applicable.

Osmose Strike 1 MP
Target Self Avail. Level 22 NR

A trio of sky-blue spheres begins to rotate around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Osmose Strike, making a standard Attack Action with that Weapon when Osmose Strike is cast. The Attack inflicts 50% damage to the target’s MP after adjusting for ARM, but does not reduce the target’s HP; restore the caster’s MP by an equivalent amount.

Dispel Strike 40 MP
Target Self Avail. Level 29 NR

The caster’s weapon glows cobalt-blue for a split second as tendrils of ethereal mist curl around it. Select a Weapon equipped by the caster to be affected by Dispel Strike, making a standard Attack Action with that Weapon when Dispel Strike is cast. The Attack has a CoS of 60% of canceling all Strengthen- and Barrier-type Status Conditions save Shield currently active on the target.

Gravity Strike 50 MP
Target Self Avail. Level 29 NR

The caster’s weapon moves in an unusually sluggish fashion, as if twice its normal weight. Select a Weapon equipped by the caster to be affected by Gravity Strike, making a standard Attack Action with that Weapon for 0% damage when Gravity Strike is cast. The Attack has a CoS of 60% of reducing the target’s HP by 50% of its current value, regardless of current HP, ARM or M. ARM values, or the Damage Cap.

Rasp Strike 30 MP
Target Self Avail. Level 29 NR

A trio of pink spheres begins to rotate around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Rasp Strike, making a standard Attack Action with that Weapon when Rasp Strike is cast. The Attack inflicts 100% damage to the target’s MP, but does not reduce the target’s HP.

Syphon Strike 55 MP
Target Self Avail. Level 36 NR

The caster’s weapon becomes reflective, seeming to draw in everything in its vicinity. Select a Weapon equipped by the caster to be affected by Syphon Strike, making a standard Attack Action with that Weapon when Syphon Strike is cast. Calculate damage as normal; the Attack will inflict 50% damage to the target’s HP and 50% damage to the target’s MP after modifying for ARM. If the target has no MP, Syphon Strike will instead inflict 100% damage to the target’s HP. Restore the caster’s HP and MP by an equivalent amount.

Signet 75 MP
Target Self Avail. Level 43 NR

A nearly-translucent crest materializes around the caster’s weapon before disappearing. Select a Weapon equipped by the caster to be affected by Signet, making a standard Attack Action with that Weapon when Signet is cast. Calculate damage as normal, ignoring all other Equipment Abilities possessed by the Weapon; should this reduce the target to 0 or fewer HP, the target is turned into a crystal. Roll a d10 and consult the table below to determine the type of crystal created and its effects; the crystal is treated as an item usable by either the caster or their allies, but must be used immediately after the battle ends.

Roll Crystal Type
1–3 Red Crystal: The character regains a number of HP equal to 50% of their maximum value.
4–5 Gold Crystal: The character’s HP and MP are restored to their maximum values.
6–8 Green Crystal: The character regains a number of MP equal to 25% of their maximum value.
9–10 Blue Crystal: The number of XP gained by the character during the battle are increased by 25%.
Death Strike 95 MP
Target Self Avail. Level 50 NR

A ghostly, almost translucent gray skull materializes around the caster’s weapon. Select a Weapon equipped by the caster to be affected by Death Strike, making a standard Attack Action with that Weapon when Death Strike is cast. The Weapon is treated as having the Equipment Ability Death Strike for that attack and that attack alone.

Ultimate Tier

At the highest level of proficiency, Magic Knights can channel the most destructive powers of Black Magic into the confines of their weapons. These ultimate enchantments focus on unleashing such devastating power that none but the toughest opponents could stand against them. Note that attacks made with Ultimate Tier cannot score Critical Hits or Botches.

Quake Strike 75 MP
Target Self Avail. Level 50 NR

Channeling Earth energy into their weapon, the caster strikes the ground, sending a rippling wave of rocks and soil surging in all directions. Select a Weapon equipped by the caster to be affected by Quake Strike, making a standard Attack Action with that Weapon when Quake Strike is cast. The Weapon is treated as having Target: All and inflicting Earth elemental damage for that attack and that attack alone. The Attack will not affect Floating or Flying combatants.

Whirlwind Strike 85 MP
Target Self Avail. Level 50 NR

Channeling Wind energy into their weapon, the caster swings around, whipping up a furious gale that surges towards the pposition. Select a Weapon equipped by the caster to be affected by Whirlwind Strike, making a standard Attack Action with that Weapon when Whirlwind Strike is cast. The Weapon is treated as being Ranged and having Target: Group as well as inflicting Wind Elemental damage for that attack and that attack alone.

Black Hole Strike 150 MP
Target Self Avail. Level 57 NR

Channeling Gravity energy into their weapon, the caster cleaves the air open, creating a rippling black hole. Select a Weapon equipped by the caster to be affected by Black Hole Strike, making a standard Attack Action with that Weapon for 0% damage when Black Hole Strike is cast. The Weapon is treated as having the Equipment Ability Death Strike for that attack and that attack alone. Should Death Strike fail to affect the target, the Black Hole Strike has a CoS of 60% of reducing the target’s HP to 1, regardless of current HP, ARM, M. ARM or the Damage Cap.

Flare Strike 100 MP
Target Self Avail. Level 57 NR

Channeling orbs of pure magical energy into their weapon, the caster lunges at the target, creating a ferocious series of explosion as their weapon makes contact. Select a Weapon equipped by the caster to be affected by Flare Strike, making a standard Attack Action with that Weapon for 200% damage when Flare Strike is cast. The Attack is not subject to the Damage Cap.

Ultima Strike 250 MP
Target Self Avail. Level 64 NR

Channeling pure magical energy into their weapon, the caster swipes at the air, sending out a way of destructive force to sweep into the enemy. Select a Weapon equipped by the caster to be affected by Ultima Strike, making a standard Attack Action with that Weapon for 200% damage when Ultima Strike is cast. The Weapon is considered to have Target: Group for that attack. In addition, the Attack is not subject to the Damage Cap and ignores as the target’s ARM and the Protect Status, where applicable.