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    Spell Guide by Serenitys_Cat

    Version: 1.3 | Updated: 05/08/15 | Search Guide | Bookmark Guide

                                                         
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    Secret of Mana Magic and Spell Guide
    Version 1.2
    Serenitys_Cat, Resident Feline on the Firefly-Class Transport Serenity
    First Posted 09/07/2009
    
    Table of Contents
    
     1.0   Version History
     2.0   Introduction
     3.0   Terms and Formats
     4.0   The Elemental Spirits
       4.1 Undine
       4.2 Gnome
       4.3 Sylphid
       4.4 Salamando
       4.5 Shade
       4.6 Lumina
       4.7 Luna
       4.8 Dryad
     5.0   Frequently Asked Questions
     6.0   Credits and Disclaimers
    
    
    
    ************************
    1.0 Version History
    ************************
    
    Version History:
    
    - Version 1.3
         Corrected several damage inconsistencies and updated my opinions of some
         spells and their usefulness.
    - Version 1.2
         Smoothed out some wording and fixed the effect of Evil Gate, which I
         apparently had wrong all this time! Who knew?
    - Version 1.1
         Fixed some inaccuracies and inconsistencies in the document.
    - Version 1.0
         Initial release.
    
    
    
    *********************
    2.0 Introduction
    *********************
    
    Greetings and salutations to you all. I am Serenitys_Cat, follower of fantasy
    and fiction, and this is my first FAQ on GameFAQs. Yay!
    
    This is a guide written to describe the various effects and usages of the 
    many fantastic spells in that marvelous game, Secret of Mana. I have played 
    this game many a time, and I have noticed in myself that in a typical 
    playthrough, I never used anything other than the offensive elemental spells 
    of the Sprite and the Cure Water spell of the Girl to get me through. Now this
    can win you the game perfectly adequately, without any trouble or fuss. 
    However, there are forty-eight spells in this game, each with a unique and
    bedazzling effect, and to only go through the game using seven of them is a 
    terrible shame.
    
    In order to help other players not make this same saddening mistake that I
    have made so many times, I have here compiled the effects and various uses of 
    all forty-eight spells in the game. How many MP does Dark Force cost? Can you 
    multitarget Moon Energy? What is the only spell that can be cast on treasure
    chests? The answers to all these questions and more can be found in this 
    document.
    
    I sincerely hope it will prove of use to you on your journey to save Mana.
    
     -Serenitys_Cat
    
    
    
    **************************
    3.0 Terms and Formats
    **************************
    
    I have this guide set up as follows. Under the heading of each elemental 
    spirit, I address the Sprite and the Girl's spells separately. Each spell also
    has its own separate section.
    
    NAME OF SPELL (MP Cost)
    Purpose: What effect the spell has.
             Offensive spells cause damage.
             Statistics spells affect parameters such as ATK and DEF.
             Healing spells restore HP or MP.
             Curative spells remove status ailments from your allies.
             Saber magic enchants the target's weapons.
             Status effects place various conditions upon the targets.
    Multitarget: Whether the spell can target multiple targets with one casting.
                 Note that damage dealt by spells is split between all targets, so
                 a spell that does 100 damage to one target will do 50 each to two
                 targets or 25 each to four targets.
    Stackable: This refers to a phenomenon where a spell has such a long animation
               time that the caster can cast the same spell again before damage is
               actually dealt. This "stacks" the damage, preventing the enemy from
               moving and forcing it to cumulatively absorb the damage of every
               spell cast, up to a maximum of 999. This means you can force a 20-
               HP Rabite to take 999 damage from a series of seven stacked Lava
               Wave spells. Stackable spells generally make leveling up a spirit
               substantially easier, because you can find one enemy and cast spells
               until your MP runs out instead of finding a new enemy for each cast.
    Added Effects: Clarification of the spell's effect, i.e. "Lowers DEF" or 
                   "Revives fallen ally."
    
    I will then finish the spell off with a full description of its effects and 
    several occasions where it might prove useful.
    
    Enough talk. On with the show!
    
    
    
    ******************************
    4.0 The Elemental Spirits
    ******************************
    
    #############
    4.1 UNDINE
    #############
    
       Undine is the first spirit you receive power from. The Sprite will usually
    stop using Undine magic against anything except ice-vulnerable bosses once it 
    receives the power of Gnome, but the Girl will be using Undine magic until the
    final boss battle, owing to the restorative powers of Cure Water. Essentially,
    Undine is a primarily curative spirit, so don't expect much offensive punch
    out of her.
    
    ~~~~~~~~~~~~~~~~~~~~~~~
    UNDINE - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~~
    FREEZE (2 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: No
    Added Effects: None
    
    Ah, Freeze. The first spell in the game, and usually the only one people use
    until they free Gnome. Freeze is the first of what I call the "cheap spells":
    the stackable elemental spells with high damage output and a nice, cheap, 2-MP
    casting cost. Much to my surprise, however, it is also the strongest of said
    "cheap spells," dishing out the most damage of all the 2-MP spells - almost as
    much as the 3-MP Earth Slide! There aren't really that many enemies weak to
    Undine throughout the game, but a lot of the ones that are (Red Drop, Emberman)
    are pretty damn annoying, so one cheap blast of Freeze in such situations can
    go an awfully long way, probably further than you were expecting. I think most
    people forget about Freeze as soon as they get Gnome - an error I am certainly
    guilty of myself - but in actuality, you should be using it throughout the
    entire game as one of your cheapest and most reliable damaging spells.
    
    
    ACID STORM (3 MP)
    Purpose: Offensive/ Statistics
    Multitarget: Yes
    Stackable: No
    Added Effects: Lowers DEF
    
    This is one of those spells that’s good in theory, but not so good in practice.
    Acid Storm does water-based damage - slightly less than Freeze - and lowers the
    defense of everything it hits. This sounds like it would be great on bosses,
    but in truth magic is so much more powerful than physical attacks in this game
    that the extra damage added by the defense-down status is not going to surpass
    the damage of simply casting two Freeze spells. And let's not even go into the
    uselessness of using Acid Storm on non-boss enemies. If you're going to use
    Acid Storm at all, it'll be early in the game, when the Sprite doesn't have
    enough MP to chain-cast bosses to death; bosses like Kilroy and Jabberwocky
    may outlast the Sprite's MP pool, so using Acid Storm to increase the physical
    damage you'll do after the Sprite is done casting isn't a bad idea. However,
    from around the Great Viper onward, you'll probably never cast this spell
    again.
    
    
    HP ABSORB (2 MP)
    Purpose: Offensive/ Healing
    Multitarget: Yes
    Stackable: No
    Added Effects: Drains HP equal to damage done; never deals more damage than the
                   target's current HP
    
    Freeze may be the most-used Undine spell, but to be perfectly honest, HP Absorb
    is probably the best. As you probably could have guessed, HP Absorb drains HP
    from its target and heals the Sprite for an equal amount. However, since HP
    Absorb can actually be MULTITARGETED, you can sap HP from multiple enemies at
    the same time, easily fully healing the Sprite. Although this spell doesn't do
    as much damage as Freeze (and, for the record, will NEVER do more damage than 
    an enemy has HP remaining,) the added healing effect is well worth it. Just be
    sure you never cast this spell on an undead enemy such as a Zombie, however, or
    else the absorption will be reversed and the Sprite will actually LOSE HP.
    
    
    
    ^^^^^^^^^^^^^^^^^^^^^
    UNDINE - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^^
    CURE WATER (2 MP)
    Purpose: Healing
    Multitarget: Yes
    Stackable: No
    Added Effects: Restores HP
    
    Here we have the best spell in the game, no competition. Cure Water simply
    restores HP to your allies. It is cheap, it is multitargetable, and it is 
    ridiculously effective. Always make leveling Undine for the Girl your first
    priority, simply to max out the recovery powers of Cure Water; no player
    should go without it.
    
    
    REMEDY (1 MP)
    Purpose: Curative
    Multitarget: Yes
    Stackable: No
    Added Effects: Removes all status effects except Dead
    
    Remedy is always comforting to have around, but in reality, you'll probably be
    using it to get rid of status effects from trapped treasure boxes more often 
    than from enemies. There really aren't many enemies that cause status effects,
    and by far the most common one - Moogle - can be cured with the Moogle Belt
    instead of Remedy anyway. This does not mean that Remedy is useless, however.
    Remedy has a power you might not expect; during its (LONG) spell animation, the
    targets are immune to damage. If you can tell that your enemy is charging up a
    powerful spell or attack, cast Remedy on your party; as long as the attack
    completes while your characters are surrounded in Remedy’s blue shimmer, you
    will take no damage.
    
    
    ICE SABER (2 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effects: Adds “Frosty” property to weapons
    
    Ice Saber enchants your weapons with ice magic, adding the Water property to
    your physical attacks and causing them to sometimes Snowman their targets. Ice
    Saber is handy because Snowman enemies cannot move or attack, which means if
    you can Snowman all enemies on screen, you can run away from them all without 
    fear of reprisal, allowing you to swiftly travel through long dungeons such as
    the Earth Palace. Snowmen are sadly invulnerable to all attacks made on them,
    so you can’t sneak some damage on them the way you can with Balloon, but Ice
    Saber can still be a lifesaver if you really need to get back to town and 
    there is a horde of enemies in your way (Earth Palace, I'm looking at you!)
    
    
    
    
    
    ############
    4.2 GNOME
    ############
    
    Gnome is notable for giving the Sprite its first power spell (Earth Slide,) but
    really offers little else. Although Defender is often lauded as a must-use
    spell, I find it quite pointless in comparison to Speed Up, let alone Lucid
    Barrier.
    
    ~~~~~~~~~~~~~~~~~~~~~~
    GNOME - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~
    GEM MISSILE (2 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effects: None
    
    Gem Missile is slightly weaker than Freeze, but is otherwise identical, being
    a 2-MP spell that can target all enemies and be stacked on bosses. There are
    very few enemies weak to Earth to take advantage of it with, but most of those
    enemies are bosses and therefore important targets to use magic against, and
    conversely there are also very few enemies strong against Earth to resist this
    spell either, whereas many enemies resist Undine. If you don't know/ have the
    elemental weakness of an enemy, the 2-MP spells are usually the spells you'll
    want to default to, and Gem Missile is usually a safe bet due to the rarity of
    earth-resistant enemies, so I'm pretty fond of it. (It also has one of my
    favorite level-8.99 spell animations.)
    
    
    EARTH SLIDE (3 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effects: None
    
    Earth Slide gets a lot of hype because, as a 3-MP spell, you'd expect it to be
    stronger than Freeze or Gem Missile, and you get it right before you fight
    several Earth-weak bosses in a row, making it a seemingly attractive option.
    In reality, however, Gem Missile is FAR more cost effective and Freeze is
    actually almost as powerful, making this poor spell nigh-obsolete in any real
    practical sense. You should never actually have to cast Earth Slide except to
    fulfill the needs of those annoying Crystal Orbs that require it. (It IS worth
    casting at least once at level 8.99 just to see the boosted animation, though,
    this I will admit!)
    
    
    SLOW DOWN (1 MP)
    Purpose: Statistics
    Multitarget: Yes
    Stackable: Yes
    Added Effects: Lowers SPD, HIT, EVD
    
    Slow Down is pretty worthless for the most part. It lowers three statistics, 
    but unfortunately, none of those statistics are that useful. Most enemies’ 
    evasion is far too low already for you to need to lower it further. However, 
    there are a few enemies Slow Down is quite useful against, among them Chess 
    Knights and all of the Drop enemies, and of course, its low MP cost and lack of
    damage makes it the ideal Gnome-leveling spell.
    
    
    
    ^^^^^^^^^^^^^^^^^^^^
    GNOME - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^
    DEFENDER (2 MP)
    Purpose: Statistics
    Multitarget: Yes
    Stackable: No
    Added Effects: Raises DEF
    
    Like Acid Storm, Defender is a spell that is better on paper than in practice.
    Defender raises your defensive powers, meaning you take less damage from enemy
    physical attacks; however, it doesn’t last too long, meaning that you’ll have 
    to be casting it constantly for it to be of much use. You would expect Defender
    to be useful during boss battles, but by the time the Girl’s Gnome magic is on
    a level that makes Defender last long enough to be efficient, most bosses will 
    ignore physical attacks in favor of magical ones. To make things even worse,
    Lumina's Lucid Barrier will simply block all physical attacks, period, making
    Defender completely useless right at the point where it might have otherwise
    started lasting long enough to consider.
    
    
    SPEED UP (3 MP)
    Purpose: Statistics
    Multitarget: Yes
    Stackable: No
    Added Effects: Raises HIT, EVD
    
    Speed Up grants a boost to HIT - although I've heard this aspect of the spell
    is bugged - and EVD. A high-leveled Speed Up spell will allow you to evade just
    about any physical attack thrown your way without problem. Unfortunately, Speed
    Up is limited early on by its short period of duration; although this will
    change as Gnome grows in experience, by that point Speed Up will be outshone
    (somewhat literally) by Lumina's Lucid Barrier, which just blocks all physical
    attacks outright. Speed Up is thus a good spell without the room to perform as
    it deserves. I often feel rather sorry for it.
    
    
    STONE SABER (4 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effects: Adds “Petrify” property to weapons
    
    To enemies, Petrify equals instant death. That’s right: Stone Saber enables you
    to one-hit kill everything you poke. Granted, the rate of petrification isn’t 
    nearly as good as Ice Saber’s rate of frostification, but instant death is 
    quite a bit more powerful than frostification anyways, so I’d say that it evens
    out. This is unequivocally the best Saber to be using when you’re fighting your
    way through a long, difficult dungeon (coughcough-Pandora Ruins-coughcough). 
    However, since bosses cannot be petrified, switch this Saber for another when 
    entering the boss' chamber - unless the boss is weak to earth, of course.
    
    
    
    
    
    ##############
    4.3 SYLPHID
    ##############
    
    Sylphid is the first spirit who gives the Girl a seriously dangerous spell, 
    in — of all things — Balloon. To the Sprite, Sylphid doesn’t offer nearly as 
    much; only the prosaic Air Blast and the overpriced Thunderbolt.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    SYLPHID - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~~~
    AIR BLAST (2 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: No
    Added Effects: None
    
    Although Air Blast is kind of cool to watch, it is unfortunately not stackable,
    which puts it at a disadvantage in comparison to the other "cheap spells." In
    spite of this, however, if you're smart, you'll find yourself using Air Blast a
    lot. A surprising amount of bosses are weak to Sylphid’s magic, and since Air
    Blast is half as expensive as Thunderbolt and about 0.80% as powerful, it is by
    far the more cost-efficient way to eliminate such bosses. Otherwise, put this
    spell on the shelf in favor of Freeze or Gem Missile.
    
    
    THUNDERBOLT (4 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effects: None
    
    Thunderbolt is supposed to be some sort of power-nuke spell, but it utterly 
    fails at this. It does about the same damage as Earth Slide for an extra magic
    point, and when you have Air Blast for half the cost, you should never have to
    use this spell for anything. If you really want to nuke something, go for 
    Burst, not this overpriced livewire.
    
    
    SILENCE (2 MP)
    Purpose: Status effect
    Multitarget: Yes
    Stackable: No
    Added Effects: Prevents magic use, reverses control pad directions
    
    Silence is an often-forgotten spell that... kind of deserves to be forgotten. 
    Despite the name, its effect is that it confuses your enemies, causing them to
    move in the opposite direction as they would normally and forget that they can
    use spells. In and of itself, this isn’t a bad effect — great for preventing 
    Burst spells from Mad Mallards, for example — except Sylphid grants the Girl 
    the Balloon spell, which is superior to Silence in every way. Let the Sprite 
    stick to killing things; immobilizing them is the Girl’s domain.
    
    
    
    ^^^^^^^^^^^^^^^^^^^^^^
    SYLPHID - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^^^
    ANALYZE (1 MP)
    Purpose: Informative
    Multitarget: No
    Stackable: Yes
    Added Effects: Shows enemy/ Crystal Orb weaknesses, reveal traps
    
    Analyze is a useful little spell that will show you an enemies’ stats, a 
    Crystal Orb’s weak element, or whether a treasure chest is trapped or not. Any
    respectable guide will make Analyze’s first two uses superfluous, but there is
    no other way to ascertain whether a treasure chest is trapped or not aside from
    opening it, at which point it’s too late. When you first enter a new area, be 
    sure to Analyze every treasure chest that drops to ensure you don’t end up 
    unconscious or petrified. (Incidentally, Analyze is the ONLY spell in the game
    that can target treasure chests. Now you know!)
    
    
    BALLOON (2 MP)
    Purpose: Status effect
    Multitarget: Yes
    Stackable: Yes
    Added Effects: Prevents enemy action and movement
    
    Balloon is inarguably one of the game's top five spells. For a measly 2 MP, you 
    can immobilize all enemies on the screen. They can’t move, they can’t attack, 
    and they cannot defend themselves in any way while you whale away at them to 
    your heart’s content. When it wears off, you can recast it again — and again, 
    and again, and again, as many times as it takes. Balloon seems to work on just
    about any enemy, albeit not on bosses; however, it really doesn’t need to 
    affect bosses to make itself the Girl’s ultimate and often overlooked weapon. 
    It may not do any damage, but then, it doesn’t need to. Give Balloon a try. 
    You will not be disappointed. (Also, its level 8.99 spell animation turns the
    common red balloon into a GIANT MOOGLE BALLOON. BEST SPELL EVER.)
    
    
    THUNDER SABER (3 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effects: Raises critical hit rate (debatable; see description)
    
    If you have no idea what the elemental weakness of your enemy is (or if they 
    just don't have one) but you still really want to apply a Saber effect for some
    reason, you might as well go with Thunder Saber. It has no added status effect,
    but it does raise your critical hit rate, and the natural damage boost applied
    by Saber magic is still in place. It’s good for dealing a lot of damage very 
    quickly, which makes it handy, but difficult to say much else about.
    
    I've heard conflicting things about the Thunder Saber spell since writing this
    guide. User Regrs has informed me that Thunder Saber actually does nothing
    other than provide the basic Saber attack boost, and I read elsewhere that
    Thunder Saber can cause Balloon. I've never seen Thunder Saber cause Balloon,
    and I was quite sure that I deal more critical hits when Thunder Saber on than
    off, but that could very easily be coincidence. In short, Thunder Saber's real
    effect is a little up in the air and might be nothing at all.
    
    
    
    
    
    ################
    4.4 SALAMANDO
    ################
    
    Salamando is notable for striking the weakness of a good fifth of the enemies 
    in the game, and also for actually giving the Girl her first direct offensive
    spells.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    SALAMANDO - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    FIREBALL (2 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: No
    Added Effects: None
    
    Salamando is offensive, offensive, offensive! There are very minor differences 
    between the three Salamando spells of the Sprite; Fireball is the cheapest, the
    middle-most effective in damage, and the only one that does not stack. The
    inability to stack it makes it pretty useless in the long run for anything
    other than building Salamando levels for minimum MP. It's strong enough to be
    worth using on generic enemies you can one-shot with it, but all in all it's
    pretty meh in comparison to its big brothers. (At least until it hits level
    8.99 and gets its incredibly amazing animation upgrade. At that point it is
    superior in aesthetics if nothing else.)
    
    
    LAVA WAVE (3 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effects: None
    
    As Lava Wave is stackable, it is simultaneously the best boss-killer and the 
    fastest (if not cheapest) leveling spell Salamando has to offer. To make up
    for this, Lava Wave does less damage than Exploder or Fireball, making it only
    worth using if you're ready to stack it up to high heaven. However, since that
    is probably your goal if you're using magic on a target, then this quality
    makes Lava Wave my fire spell of choice. Learn to "lava" it! </bricked
    
    
    EXPLODER (4 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effects: None
    
    The strongest of the MANY fire magic spells, Exploder sadly isn't strong enough
    to warrant actual usage when Lava Wave's around. In the same vein as Air Blast
    and Thunderbolt or Gem Missile and Earth Slide, Exploder does not do enough
    damage over Lava Wave to justify the increased MP cost, unless you for some
    reason have less than 6 MP left and no MP restoration available. Leave this
    spell alone except for the times you are confronted by a Crystal Orb that
    demands its usage.
    
    
    
    ^^^^^^^^^^^^^^^^^^^^^^^^
    SALAMANDO - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^^^^^
    FLAME SABER (2 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effects: Adds "Engulf" property to weapons
    
    Although your characters cannot poison enemies, they can Engulf them through
    the Girl's Flame Saber, and Engulf is really much more useful. A combination
    Poison and Paralyze spell, Engulfed enemies can neither move nor attack while
    their HP helplessly ticks away. Flame Saber thus does damage AND stuns enemies
    while simultaneously targeting the weakness of a majority of the enemies in 
    the game. This is definitely a worthy Saber spell.
    
    
    FIRE BOUQUET (3 MP)
    Purpose: Offensive/ Statistics
    Multitarget: Yes
    Stackable: No
    Added Effects: Lowers ATK
    
    At long last, the Girl can cause direct damage with her spells! They have lower
    damage multipliers, so she won't do as much damage as the Sprite, but she
    still can hold her own in random battles. Fire Bouquet is a lovely little spell
    that reduces the offensive powers of the enemies it hits; against powerful
    enemies, such as Beast Zombies or Needlions, Fire Bouquet will at least reduce
    their ATK power even if it doesn't kill them. It's a little pricey, considering
    that it doesn't do much damage and the Girl has no MP-absorbing spell as the 
    Sprite does, but it still has its uses (Lime Slime comes immediately to mind).
    
    
    BLAZE WALL (4 MP)
    Purpose: Offensive/ Status effect
    Multitarget: Yes
    Stackable: No
    Added Effect: Prevents enemy action and movement, damages over time
    
    Blaze Wall is another offensive spell for the Girl, but unfortunately, it is
    far less satisfactory than Fire Bouquet. For an extra magic point, the Girl
    deals LESS damage than Fire Bouquet and sets the Engulf status effect, which
    she can cause with less trouble and cost by using Flame Saber and smacking the
    enemy around a bit. File this under the "Useless Spell" list and go cast Lava
    Wave a few more times to make up for it.
    
    
    
    
    
    ############
    4.5 SHADE
    ############
    
    Shade grants the magic of darkness to the Sprite alone, not to the Girl, making
    Darkness the only element to have no Saber spell. This really isn't much of a 
    loss, since Darkness magic is useful against very few enemies. There is a boss
    or two vulnerable to the element, but for the most part, you have little to
    lose by neglecting it.
    
    Interestingly, although most people enter the Palace of Darkness after they get
    the Flammie Drum (since this is what the story tells them to do,) this is not
    required. You may fly to the Gold City and free Lumina first instead, if this 
    is your wont.
    
    ~~~~~~~~~~~~~~~~~~~~~~
    SHADE - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~
    DARK FORCE (2 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effect: None
    
    The final "cheap spell" of the game, Dark Force is certainly the dark-magic
    spell of choice, but mostly out of necessity rather than any real power. Dark
    Force actually does the LEAST damage out of all of the Sprite's spells, across
    all MP costs, making it completely ineffectual against anything that isn't
    specifically weak to Dark. Near the end of the game, you'll instead be swimming
    in enemies that are STRONG against Darkness, leaving Dark Force out in the cold
    for a very long time indeed. Don't neglect it completely, as there are a few
    bosses (Dread Slime) and some irritating enemies (Terminators) that are indeed
    weak to Darkness, and Dark Force can be used upon them with great effect. In
    most other situations, however, Dark Force is better left alone.
    
    
    EVIL GATE (8 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effect: Damage is based off target's current HP:
       ([TargetMaxHP + TargetCurrentHP] /2) / (10 - [ElementalLevel / NumTarget])
       If the target is a Boss then Damage is always 1.
          *Thanks to Regrs for the specifics.
    
    If Revivifier didn't exist, Evil Gate would probably be the most useless spell
    in the entire game, and that includes the one-battle-usage-only spell Mana 
    Magic. For an insane 8 MP, you can deal darkness damage to your enemies based
    on their current HP, meaning that any damage you've done so far in the battle
    will reduce the damage Evil Gate will end up doing. How many ways can one spell
    suck? Most enemies simply do not have the base HP for Evil Gate to do any kind
    of respectable damage, and the ones who do - bosses - are immune to it anyway,
    in the tradition of Gravity-style magic everywhere. It's stackable, but with a
    casting cost of 8, who's going to stack it? And even if you did, each casting
    would deal less damage due to the previous casting, completely negating the
    point. Evil Gate: providing Schadenfreude for the Acid Storms and Lunar Magics
    of the world since 1993.
    
    Pretty much the only redeeming feature to Evil Gate is, once in a while when
    cast at level 8.99, instead of the normal animation or the boosted animation
    (which are both at least cool, if nothing else,) you will get a secret special
    animation wherein, rather than being sucked into a gate of shadows, the enemy
    gets trampled by a massive throng of Shadow Zeroes. It's... pretty surprising
    the first time it happens, let me tell you!
    
    
    DISPEL MAGIC (4 MP)
    Purpose: Statistics
    Multitarget: Yes
    Stackable: No
    Added Effect: Removes positive status effects
    
    When enemies cast Defender or Speed Up on themselves, Dispel Magic is there to
    remove it. I usually find enemies' attempts to save themselves with Defender
    laughable, but Speed Up can prove annoying. The irritating thing about Dispel
    Magic is that it doesn't remove the most important spells you'd want to use it
    on: Lucid Barrier and Wall (although it does at least help wear down Wall; see
    below). You can easily go through the game without ever needing Dispel Magic,
    but on occasion a situation arises where it's nice to have around.
    
    User Regrs was kind enough to inform me that while Dispel Magic brings up a
    message saying "Cannot undo Wall!" it does in fact reduce the duration of the
    Wall buff, even if it doesn't remove it immediately. This is probably not that
    useful in most situations, but it's some nifty trivia to know at least.
    
    
    
    
    
    #############
    4.6 LUMINA
    #############
    
    Lumina is an extremely powerful spirit. She can block physical attacks, grant
    the power of light onto your weapons, or focus light into the Girl's most 
    powerful offensive spell in the game: Lucent Beam. Unfortunately, Lumina's 
    spells are VERY expensive in terms of MP, which makes them very difficult to
    level up. Furthermore, only the Girl receives Lumina's blessing, and since the
    Girl can't recover her MP through MP Absorb the way the Sprite can, the high MP
    cost is a real problem.
    
    Interestingly, although most people enter the Palace of Darkness after they get
    the Flammie Drum (since this is what the story tells them to do,) this is not
    required. You may fly to the Gold City and free Lumina first instead, if this 
    is your wont. Note that you MUST have Lumina in order to find Luna in the Moon
    Palace.
    
    ^^^^^^^^^^^^^^^^^^^^^
    LUMINA - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^^
    LUCID BARRIER (4 MP)
    Purpose: Status effect
    Multitarget: Yes
    Stackable: No
    Added Effect: Blocks all physical attacks
    
    Lucid Barrier is the ultimate protection spell. It blocks every physical attack
    your enemies attempt to strike with, rendering you invincible against monsters
    with no spellcasting abilities (and, when coupled with Wall, even such magical
    monsters have no recourse). Weep for days long gone, Speed Up. Eat your heart
    out, Defender. Lucid Barrier brings all the Boys (haha, game joke... yes, I'm
    lame, I'm sorry) to the yard.
    
    
    LIGHT SABER (5 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effect: None
    
    Light Saber is the only Saber spell not to have an added effect (possibly; see
    Thunder Saber,) probably because it's the only way for anyone other than the
    Girl to do light-elemental damage, which is helpful enough to make it useful
    in the endgame. It's even pricier than Stone Saber, though, so make sure you
    only use it for bosses; against normal enemies, Ice, Stone, or Moon Saber are
    far more useful.
    
    
    LUCENT BEAM (8 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: Yes
    Added Effect: None
    
    Considering the lack of strong light-elemental enemies in this game, Lucent
    Beam is a very useful spell. Unfortunately, its power is far outclassed by
    its MP cost, which is sadly RIDICULOUSLY high. Lucent Beam is the Girl's most
    powerful and most useful offensive spell, but it's far too expensive to be
    used on anything less than bosses, which is a real pity. (Also, the ultimate
    level-8.99 version looks AWESOME.)
    
    
    
    
    
    ###########
    4.7 LUNA
    ###########
    
    Luna is my absolute favorite spirit, but I am the first to admit that this
    opinion has basically nothing to do with his usefulness (or lack thereof).
    Although MP Absorb, Moon Saber, and Moon Energy are fantastic, Luna's other
    spells are nothing more than curious novelties, being randomized and incapable
    of causing damage. However, they are incredibly fun to mess around with.
    
    Note that you MUST have Lumina in order to find Luna in the Moon Palace.
    
    ~~~~~~~~~~~~~~~~~~~~~
    LUNA - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~
    LUNAR MAGIC (8 MP)
    Purpose: Making your life more interesting
    Multitarget: Yes
    Stackable: No
    Added Effects: Heh heh heh...
    
    Lunar Magic just does weird things. You cannot control the effect of Lunar 
    Magic, although having a higher level of Luna power might (key word there being
    MIGHT) influence it. You cannot specifically target your allies with Lunar 
    Magic, but sometimes its effects will affect your party instead of or in 
    addition to the enemies. If you target multiple enemies with Lunar Magic, it 
    will choose its effect randomly for every enemy, meaning that it might have the
    same effect on all targets... or it might not.
    
    To sum it up, Lunar Magic is not a USEFUL spell per se, but it’s a lot of fun 
    to experiment with when you’re doing some hard-core training and you want to 
    mess around a little.
    
    Lunar Magic might:
       Cause the target to become “burned out”; ATK, HIT, EVD, and DEF will fall.
       Cause the target to become “raring to go”; ATK, HIT, EVD, and DEF will rise.
       Restore HP to all allies.
       Restore HP to all allies AND enemies present on the screen (even if you only
    targeted one enemy).
       Confuse all allies AND enemies present on the screen (even if you only 
    targeted one enemy) (the message will be "All are confused!")
       Pygmize your entire team (the message will be “World’s bigger?!”)
       Mooglify your entire team (the message will be “Kupi ku po po?”)
       Render all enemies and allies unconscious (the message will be “Knocked 
    senseless!”)
       Cause an enemy to “Wimp out,” changing them into a weaker enemy for a short
    time. Unlike Change Form, this effect is not permanent.
    
    Whether this is the full extent of Lunar Magic's effects or not, I do not know.
    These are just the ones that I have personally seen.
    
    
    CHANGE FORM (5 MP)
    Purpose: Transformative
    Multitarget: Yes
    Stackable: No
    Added Effects: Transforms target(s) into different species
    
    Change Form permanently transforms one enemy into one of the weak early-game 
    enemies. For example, if you change a Howler into a Rabite, it will have the HP
    and stats of a Rabite, and battle messages will no longer say Howler, but 
    Rabite. If the Howler’s current HP was lower than 20, its HP would be refilled
    to the Rabite maximum of 20. Any status ailments the target was suffering from
    (Balloon, etc.) will be removed when Change Form is cast. If the enemy is 
    changed into a Drop-type enemy, it will be able to multiply in precisely the 
    same manner as natural Drop-type enemies. For some reason, casting another 
    spell on the Changed enemy (Analyze, Slow Down, etc.) will cause the enemy to 
    change form again. It is also worth pointing out that casting this spell on a
    Walled enemy WILL reflect it back onto your team, but will NOT have any effect
    on you whatsoever.
    
    I have seen Change Form transform monsters into: Rabites, Lullabuds, Kid 
    Goblins, Mushbooms, and Green Drops. Whether this is the full extent of Change
    Form's forms or not, I do not know. Also, apparently the super Level 8.99
    Change Form spell will crash the game if it is cast on a boss, due to a bug
    of some kind with the animation script. Who knew?
    
    
    MP ABSORB (1 MP)
    Purpose: Cheapness
    Multitarget: Yes
    Stackable: No
    Added Effects: Drains MP
    
    MP Absorb makes the Sprite a completely self-sufficient character that can run
    through the game ripping enemies to shreds with its magic, stealing more power
    from its hapless foes in order to fuel its spells of mass destruction. To put 
    it more simply, MP Absorb gives the Sprite access to an unlimited amount of MP
    as long as there are enemies with more MP to absorb around. Make sure that you
    never hit exactly 0 MP and you will always be able to cast this spell to 
    restore your supply. Similar to HP Absorb, however, be sure not to cast this
    on ghost-type enemies, or the Sprite will actually lose MP.
    
    
    
    ^^^^^^^^^^^^^^^^^^^
    LUNA - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^
    MOON ENERGY (2 MP)
    Purpose: Statistical
    Multitarget: No
    Stackable: No
    Added Effects: Guarantees critical hits
    
    Moon Energy is actually even better than I originally thought when I wrote
    this guide. This unique spell makes the crit rate of the beneficiary 100% for
    a number of attacks equal to the Girl's Luna magic level plus one (so maximum
    9). Nine guaranteed critical hits for 2 MP is a pretty good tradeoff, and Moon
    Energy is well worth casting on the Boy at the start of every boss battle just
    to maximize his battle performance. If only Moon Energy could be multi-targeted
    on your entire team, it would be absolutely perfect. Still, I shouldn't be
    greedy. "Nine guaranteed critical hits" is nothing to sneeze at, after all!
    
    
    LUNAR BOOST (2 MP)
    Purpose: Statistical
    Multitarget: Yes
    Stackable: No
    Added Effects: Raises ATK, lowers EVD
    
    Lunar Boost provides a decent damage boost, and its evasion loss isn't great
    enough to hamper your chances of survival even in a tough boss battle. The
    main problem with Lunar Boost is just that it's outclassed. Saber spells also
    provide a damage boost and throw in a status effect (usually) in the bargain,
    and Moon Energy is a bigger damage boost overall at no penalty. The nice thing
    is, all of these different buffs can stack... but that's a lot of MP that could
    be going toward Lucid Barrier or Cure Water instead, and if you're only going
    to cast one buff in a boss fight, I'd take a Saber over this. Still, if you're
    really looking to maximize the Boy's damage, Lunar Boost will be an important
    part of doing so, and on the bright side... at least it's not Evil Gate.
    
    
    MOON SABER (3 MP)
    Purpose: Saber magic
    Multitarget: Yes
    Stackable: No
    Added Effects: Drains HP
    
    Moon Saber is absolutely the best saber in the game, better even than Stone
    Saber's one-hit kills or Flame Saber's paralyzing pain. Moon Saber basically
    adds 25% extra damage to your weapons with no disadvantage (since no enemy I 
    know of is strong against Moon magic,) then takes that boosted damage you do
    AND ADDS IT TO YOUR OWN HP. Every hit you make restores your HP by an equal
    amount; do 250 damage and you will be healed for 250 HP. Once you add in
    critical hits (Moon Energy, anyone?) the amount of healing you'll be receiving
    is just plain ridiculous. Really, this spell is about as crazy as the Sprite's
    MP Absorb. Just keep in mind that against undead enemies such as Zombies or the
    Dark Lich, your allies will LOSE HP by attacking (but that's what Light Saber
    is for, now isn't it?)
    
    
    
    
    
    ############
    4.8 Dryad
    ############
    
    Dryad has a multitude of disadvantages. You gain her powers very late in the
    game, meaning you have to build her up in a very short period of time and you
    have little opportunity to use her. A grand total of three enemies, none of 
    them bosses, are weak to her magic, and two of them will be long gone by the
    time you obtain it. To top things off, her Mana spell is sealed when you find
    her, meaning you only have two spells of hers to work with until the final
    battle and one of them (Revivifier) is so bad that it makes Evil Gate look
    useful. Regardless, Dryad is a very powerful spirit, who would be a definitive
    force to be reckoned with if only you found her earlier.
    
    ~~~~~~~~~~~~~~~~~~~~~~
    DRYAD - SPRITE VERSION
    ~~~~~~~~~~~~~~~~~~~~~~
    BURST (4 MP)
    Purpose: Offensive
    Multitarget: Yes
    Stackable: 
    Added Effects: None
    
    Burst is Secret of Mana's version of Ultima. It does a ridiculous amount of 
    damage to anything you hit with it, and although it costs more than spells 
    like Gem Missile and Freeze, it does a pretty good job making up for the cost
    (against anything that isn't strong against Dryad, at least). Burst is a great
    spell for the Sprite to use on enemies weak against light, since it has no
    light magic to rely on instead, but is probably a little too overpriced and
    overpowered to justify using on your normal garden-variety foes. (Although it
    sure is fun to do it anyways!)
    
    
    SLEEP FLOWER (2 MP)
    Purpose: Status effect
    Multitarget: Yes
    Stackable: No
    Added Effects: Renders enemies unconscious
    
    Sleep Flower is the Sprite's equivalent of Balloon. It has precisely the same
    effect as that most powerful spell, for the same cost and approximately the
    same duration. You can still attack the afflicted enemy while they're asleep,
    and since the Sprite can restore its own MP but the Girl cannot, Sleep Flower
    is probably slightly better than Balloon when taken in a vacuum. However, as
    you have Balloon for most of the game and Sleep Flower for the last three
    dungeons, Balloon has a definite advantage in practice. Of course, there's no
    reason to only use one of these spells; when you're farming for weapon orbs
    in the final dungeon, porque no los dos?
    
    
    MANA MAGIC (1 MP)
    Purpose: Special
    Multitarget: Yes
    Stackable: No
    Added Effects: Temporarily upgrades the Sword weapon to the Mana Sword
    
    Mana Magic is... well, it actually might be kinda cool if you didn't get it
    seconds before the final battle of the game. It temporarily transforms the
    Sword weapon into the otherwise-unobtainable (except by glitches) Mana Sword,
    regardless of your Sword weapon's current level, making it dramatically more
    powerful than anything else you could wield. Upgrading the Boy's weapon for
    bosses would be kinda nifty, but as previously stated, you receive the spell
    so late that you don't have any time to really play around with it. Use it
    while you can.
    
    
    
    ^^^^^^^^^^^^^^^^^^^^
    DRYAD - GIRL VERSION
    ^^^^^^^^^^^^^^^^^^^^
    WALL (6 MP)
    Purpose: Status effect
    Multitarget: Yes
    Stackable: No
    Added Effects: Reflects spells away from allies towards the enemy party
    
    Wall is a valuable and powerful spell, but unfortunately, owing to the way the
    battle system works, it is a little TOO powerful. In effect, Wall works just
    like Reflect from the Final Fantasy games: it deflects spells targeting your
    party members and redirects them towards your enemies. This means that an
    offensive spell cast on your team will "bounce back" at your enemies and cause
    damage to them instead. However, by the same token, casting Cure Water on your
    allies while Wall is in place will cause it to bounce off onto your enemies
    instead.
    
    There are two problems with this spell (aside from the obvious interference
    with Cure Water). Firstly, Wall has a chance of not working. On higher levels,
    Wall's successful reflection rate rises, but below about level 4, it has a 
    high chance of just not working. The second problem is much more insidious; the
    only way to get rid of Wall is to let its timer run out. Resting at an inn,
    casting Remedy, using Medical Herbs; the only spell that removes Wall is Dispel
    Magic, which you cannot cast on your own party members. In Final Fantasy, 
    Reflect ends when the battle does. In Secret of Mana, there is no "end battle,"
    meaning Wall does not end until it runs out. On level 8, Wall lasts for a LONG
    TIME. This can be inconvenient if you want to renew Lucid Barrier or cast a 
    Saber spell on your team.
    
    Despite its dangers, Wall is still a powerful and interesting spell, mostly
    because once it is cast on your allies, you can cast it on yourself again and
    bounce the Wall onto your enemies! This can be amusing when it comes to an
    enemy that can cast Cure Water, as Wall "tricks" the enemy into healing you
    instead. The same holds true for boosting spells such as Speed Up and Defender,
    or even enemies like Steamed Crabs who cast Sabers on themselves; however, for
    the 12 MP it costs to cast Wall twice, it's really not worth the effort to
    mess around with.
    
    
    REVIVIFIER (10 MP)
    Purpose: Curative
    Multitarget: No
    Stackable: No
    Added Effects: Revives fallen ally
    
    Literally the only thing standing between Evil Gate and the "Worst Spell of the
    Millennium" award is this terrible, terrible atrocity of a spell. Revivifier is
    first of all noteworthy for being the only spell in the entire game to have a 
    two-digit MP cost, which, in a game where 99 is the maximum MP, is EXPENSIVE AS
    HELL. You MIGHT cast this spell if you somehow run out of Cups of Wishes during
    a dungeon, but by the time you have this spell, that should never (and I mean
    NEVER) happen. Ever. In all likelihood, you will not cast this spell even once
    for any reason other than to see the graphic (which, by the way, is COMPLETELY
    underwhelming, as it looks exactly the same as a Cup of Wishes with no added
    effort or effect). At least Evil Gate has the Shadow Zero gimmick to make it
    cool!
    
    
    MANA MAGIC (1 MP)
    Purpose: Special
    Multitarget: Yes
    Stackable: No
    Added Effects: Temporarily upgrades the Sword weapon to the Mana Sword
    
    Mana Magic is... well, it actually might be kinda cool if you didn't get it
    seconds before the final battle of the game. It temporarily transforms the
    Sword weapon into the otherwise-unobtainable (except by glitches) Mana Sword,
    regardless of your Sword weapon's current level, making it dramatically more
    powerful than anything else you could wield. Upgrading the Boy's weapon for
    bosses would be kinda nifty, but as previously stated, you receive the spell
    so late that you don't have any time to really play around with it. Use it
    while you can.
    
    
    
    ***********************************
    5.0 Frequently Asked Questions
    ***********************************
    
    ."How does Saber magic work?"
    Saber magic enchants your weapons with a specific element, allowing you to hit
    an enemy’s weakness with weaponry instead of spells. It also automatically 
    boosts the amount of damage done by all physical attacks by 25%. Saber magic 
    only lasts for a specific number of attacks you make; if you do not use your 
    weapon to hit things, the Saber enchantment will not wear off. Resting at an 
    inn does not remove Saber magic, although saving, turning off the game, and 
    loading previous data will.
    
    ."How do you raise your magic level?"
    You increase the level of the elemental spirits you receive power from by 
    casting the spells they grant you. As an elemental spirit rises in level, it 
    becomes harder and harder to raise them to the next level, because spells will
    give you increasingly smaller paybacks. On level 0, casting Moon Energy will 
    raise Luna by 9 magic points; on level 1, the same spell will only increase 
    Luna by 8. The level-to-magic-point ratio is as follows:
    
     Level 0   9 points      12 castings.
     Level 1   8 points      13 castings. Note: spell animation becomes larger
     Level 2   7 points      15 castings.
     Level 3   6 points      17 castings.
     Level 4   5 points      20 castings. Note: spell animation becomes larger
     Level 5   4 points      25 castings.
     Level 6   3 points      34 castings.
     Level 7   2 points      50 castings.
     Level 8   1 point (!)   99 castings (!!!) Note: Chance of Super Spellcasting
    
    A spell cannot actually be powered up to level 9; the gauge stops at 8:99.
    
    ."What the bleep is Super Spellcasting?"
    Super Spellcasting is a phenomenon that occasionally occurs when a spell has
    reached level 8, and seems to happen with slightly more frequency the closer to
    8.99 the spell's elemental is. When a spellcasting becomes a Super Spellcast,
    the spell's graphics are enhanced and the spell does MUCH more damage than
    usual. This happens by chance (and might only happen with offensive spells, 
    I'm not entirely sure,) but is super-cool when it does happen.
    
    ."Why can't I cast Slow Down instead of Earth Slide on a Crystal Orb?"
    Because Crystal Orbs are picky. If a Crystal Orb claims to be weak to a certain
    element, it is actually specifically weak to a certain SPELL. Thus, if the Orb
    wants Earth Slide and you cast Slow Down or Gem Missile on it instead, nothing
    whatsoever will happen. It's annoying early on, when you need to conserve MP,
    but later on, it really won't matter much.
    
    ."Whaddaya mean, you can get Lumina before Shade?"
    I describe this in the course of the actual document, but I'll put it here
    again. Despite common conception that you gain spirits in the order of Undine,
    Gnome, Sylphid, Salamando, Shade, Lumina, Luna, Dryad, you can actually receive
    Shade, Lumina, and Luna out of order. Once you get the Flammie Drum, you can 
    fly to the Gold City immediately to free Lumina instead of going to Mandala 
    and finding Shade. You MUST have Lumina before you can obtain Luna’s power, 
    however, since you must cast Lucent Beam on a Crystal Orb inside of the Lunar 
    Palace in order to find him.
    
    
    
    ********************************
    6.0 Credits and Disclaimers
    ********************************
    
    Thank you to...
    
    .My roommate, Andrew, who provided me with the Secret of Mana emulator that
    enabled me to play it without having my Super Nintendo at school with me.
    
    .My beautiful brilliant bejeweled bedazzling magnificent muffin-lips minx of a
    Moogle, who makes me so happy that I just have to create. Thus this document.
    Belated thanks to my jaguar as well, as well as two certain special tuxedo
    cats and a rather unusual rescue dog, all of whom I love dearly.
    
    .Ultimecia, Dahlia Hawthorne, and Princess Peach: my video game idols.
    
    .Lunar Magic, for being such an unusual spell that I started looking for SOM
    spell information, which clued me into the fact that there was no guide on the
    subject.
    
    .User Regrs, who pointed out several errors in this document and cleared up
    the mysterious damage formula for Evil Gate.
    
    .The RPGDL page for Secret of Mana, which clued me in to harder damage numbers
    than my own testing: http://www.rpgdl.com/forums/index.php/topic,1811.0.html
    
    .Squaresoft, for all the fabulous games they've ever made. Final Fantasy 6
    forever!
    
    This guide was written in 2008 by me, Ian Sentelik. All of it is my 
    intellectual property: found by me, experienced by me, and written by me. The
    information itself is property of Squaresoft, so ripping this document off is
    actually to rip a video game company of monumental proportions off. Good luck.
    You are not permitted to copy this document, in part or in whole, without 
    attributing the proper credit to me. This guide belongs NOWHERE except for 
    GameFAQs, under the account of Serenitys_Cat.
    
    All rights, including the one to compress time upon anyone who dares to copy
    this document, reserved.
    

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