Magic


MAGIC





PRESENTATION

Magic is the other way at your disposal to affect your enemies or the members of your party, at the cost of Magic Points (MP or JP Jutsu Points).
Like techs, magic spells must be learnt; but unlike techs, they can only be bought from Magic Teachers.

Characters may only learn 2 types of magic at most:
- one of the 4 Earthly/Terrestrial Magics (地術): Wind (蒼龍 Seiryu / Soryu), Fire (朱鳥 Suzaku / Shucho), Earth (白虎 Byakko), Water (玄武 Genbu)
- one of the 2 Heavenly/Celestial Magics (天術): Sun (太陽 Taiyo / Solar), Moon (月 Tsuki / Lunar)

It is possible to reset (replace your current type by a different type, all levels previously gained being lost in the process). This is partly impossible for 4 characters (permanent Earthly magic, see below).

Also, each character can have 10 spells at most at any given time (there are 10 slots in the Equip Magic Menu in the Select Menu).
Each type of magic gives one non-removable default basic spell (so if a character has one type of magic, there are 9 slots left; two types, 8 slots).

Notes:
- There is one extra magic type, Abyss, specific to Leonid, that belongs to the Heavenly Magic category.
- There is no equivalent of 'Weapon Power' for Magic, and INT/MAG is all-important for attack mages (Magic LVLs become negligible): pick someone with high INT/MAG (21+) and to equip him/her with INT/MAG-boosting items (see the Items section and Command-F for 'INT/MAG +', or see the ready-made list in the Mage Party section). See also the Spell Damage section below.
- For Spell Fusion, Combined Spells & Secret Multi-Magics, see the Commander Mode section in the Gameplay section.
- There are bugs to have up to 4 Earthly magics & 3 of the strongest spells on one character.
- For Mage characters and parties, as well as further insights on Magic in RS3, see the Gameplay > Special Playthroughs > Mage Party section.



LEARN MAGIC

Some characters start with some magic:

- Bai Meiling/Bai Meiniang: Wind/Soryu (permanent)
- Black: Wind/Soryu
- Boston: Water/Genbu (permanent)
- Fullbright: Earth/Byakko, Sun/Solar
- Mikhail: Sun/Solar
- Robin: Wind/Soryu
- Sharl/Sharl: Fire/Shucho (permanent)
- Snowman/Flurry: Water/Genbu (permanent)
- Thomas: Water/Genbu
- Tiberius: Water/Genbu, Sun/Solar
- Undine: Water/Genbu
- Yan Fan/Yang Fan: Moon/Lunar

You can buy magic spells by talking to various characters.
This is the list of the locations of the Magic Sellers, sorted by type of magic:

Wind/Soryu:
Mules/Myules (Pub)
Xuan City (Bai Meiling's house, top-right)
Fire/Shucho:
Farce/Faros (Pub)
Ake/Ache (top-right house)
South Moses/Mahzoz (Volcano after defeating Undine or both together)
Earth/Byakko:
Pidona (Pub)
Zweig (Inn/Pub)
Water/Genbu:
Stanley (Pub)
Justerm (bottom-right house)
North Moses/Mahzoz (Undine after defeating Volcano or both)
Limit Island/World's End
Sun/Solar:
Librof/Ryblov (Inn)
Pidona (Pub)
Moses/Mahzoz (Undine / Volcano's house)
Xuan City (Pub, lower-left house)
Moon/Lunar:
Pidona (Pub)
Podol/Podorui (top house)
Moses/Mahzoz (Undine / Volcano's house)
Xuan City (Pub, lower-left house)

It doesn't matter where you go to learn magic:
each location has the same set of magic spells for Fire, Water, Earth & Wind (i.e. all spells except the 'strongest spells').
For Sun & Moon, only Xuan City has the full set (all other locations only have the first three spells of each list).

You can buy the top Sun & Moon spells in Xuan City.
Anna (in Lance) gives you the strongest spells for all 4 Earthly Magics for free (after sealing the corresponding Abyss Gate): Dragon God/Dragon Descent, Reviver/Revive, Super Gravity/Hypergravity, Quick Time/Hasten Time. Which means that she can teach magic in general to a character with no magic, for free (you also get the basic spell).




MAGIC SPELLS


Each Magic has a set of 7 spells.
Since you can only equip 10 spells at most at any given time, you'll have to choose (preferably wisely)(or not, haha).

The complete magic spell list is:

WIND/SORYU

Wind Dart
Nap/Snooze
Dancing Leaves
Sewn Bind/Binding Thorns
Suction
Tornado
Dragon God/Dragon Descent

FIRE/SHUCHO

Air Slash
Hard Fire/Flashfire
Self Burning/Self-immolation
Feather Seal
Bard Song/Birdsong
Fire Wall/Wall of Fire
Reviver/Revive
EARTH/BYAKKO

Stone Ballet/Stone Bullet
Berserk
Crack/Tremor
Stone Skin/Stoneskin
Earth Heal
Touch Gold/Gilded Touch
Super Gravity/Hypergravity
WATER/GENBU

Squall
Life Water/Water of Life
Mystic Water/Libation
Water Ball/Water Column
Sparkling Mist
Thunder Clap/Thunderclap
Quick Time/Hasten Time
SUN/SOLAR

Sunshine
Heat Wave
Star Fixer
Day Break/Daybreak
Sun Wind/Corona
Revival Light/Ray of Hope
Illusion Sun/Parhelion
MOON/LUNAR

Shadow Bolt
Moonglow
Soul Freeze
Moon Shine/Lunar Light
Moon Read/Lunar Mirror
Charm Light/Glamor Glow
Shadowservant/Shadow Servant
ABYSS

Blood Suck/Suck Blood
Stare/Gaze
Control Undead/Rise of the Damned
Gentle Touch/Caress

In italics are the spells for HP recovery, status healing, stat boosting, or magic shields.
Suction, Blood Suck & Gentle Touch/Caress: HP drain (not HP recovery), may fail.
Mind that magic shields cannot be used (the spell will fail) for a character equipped with the Devil King/Archfiend Shield.
Note about the halving penalty of Abyss items for HP recovery spells & techs.


Note on Magic Shields

Magic Shields: Ice Sword/Everfrost Blade Counter (Freeze Wall/Frigid Veil), Water Ball/Water Column, Dancing Leaves, Feather Seal, Self Burning/Self-immolation, Reviver/Revive, Illusion Sun/Parhelion, Shadow Servant, Dragon God/Dragon Descent.
Aside from the Devil King/Archfiend Shield exception mentioned above, there is also an incompatibility between Dancing Leaves, Water Ball/Column, Self Burning/Self-immolation & Illusion Sun/Parhelion: each character can only have one individual magic shield, and only the last spell cast, if the battle environment allows it, will be active – i.e. if you cast Water Ball/Column then Illusion Sun/Parhelion, then only Illusion Sun/Parhelion activates; but if you cast Illusion Sun/Parhelion then Water Ball/Column, then only Water Ball/Column can activate (in a Water battle environment).

There is also an activation order. When a character is hit, activate, when available and possible: first Evade Techs, then Waterball / Dancing Leaves / Self Burning / Illusion Sun, then Shadow Servant, then Items (Shields) & Items Counters (Ice Sword's Freeze Wall, Fire Mantle's Self Burning), then Counter Techs, then Reviver. This can be important if you want to take advantage of the 9999 dmg bug vs Female, Undead & Dragon enemies, for example.

There is a Perfect Magic Shields Bug involving several magic shields cast in a specific order.
Dancing Leaves can also be used in order to deal damage to the Destroyer.


Note on MP Cost and Expenditure

All spells cost 1 MP less when a character has a MP / Magic Mastery Crown, acquired when Max MP ≥ 45 + (MaxTP x10).

Effective MP cost is calculated as such by order of priority:
1) If Quick/Hasten Time is used, all MP is consumed
2) If Dragon God Descent is active, further MP cost=0
3) If applicable, -1 MP discount (Undine & Boston for Earth Magic, or Magic Mastery Crown, non-cumulative: max MP discount= -1)
4) If any Devil King/Archfiend item is equipped, MP cost is doubled
E.g. Water mage Undine (innate Earth discount, doesn't apply) with a MP Crown (discount= -1MP) and equipped with the Devil King/Archfiend Shield (MP cost x2) uses Water Ball/Column (5 MP Water spell): MP consumed = (5-1) x2 = 8MP.

Note: In the Remaster Edition, the Mage Ring halves the raw MP cost of spells, rounded down. E.g. Undine with a MP Crown and equipped with the Archfiend's Shield casts Thunderclap: ([7/2 = 3]-1) x2 = 4MP.


Note on the Effect of Magic on Battle Environment


When using magic, there is a 25% chance to change the battle environment.

There are in fact 2 environments: Earthly (Wind, Fire, Earth, Water) and Heavenly (Sun, Moon, Abyss, Super Abyss).
Earthly and Heavenly environments are independent and do not interfer with one another.

Environments can boost your spell damages (see the Spell Enhancement section below), activate magic shields (Water Ball, Dancing Leaves) and trigger the auto-regenerative abilities of some cast magics (Water Ball, Dancing Leaves, Reviver, Dragon God) & equipped items (see the Armor Item section).

The Wind, Fire, Earth & Water environments are visually obvious.
Sun & Moon environments are not visible and their damage-enhancement ability is unfortunately bugged.
Abyss environment is invisible also, whereas the Super Abyss environment is visible (last boss).

When casting a spell (and successfully changing the environment), if there was a different environment, it gets cancelled and the environment becomes neutral. If the environment was neutral, it turns into an environment of the type of the spell.

Varia:
- Leonid's Vampire Magic is of the Abyss type.
- A few items and spells have a success rate of 100%: Sands of Mars (Fire), Eternal Ice (Water), Squall (Water), Quicktime (Water, forcibly).
- A few techs also have a magic attribute and can change the battle environment: see the Tech section.
- Some battlegrounds have default environments: Wind (Shinon Forest, West Forest, Highways, Great Prairie, Dragon Car Battle, Real Byunei, and at every turn: Ake Jungle) - Fire (Real Aunas, and at every turn: Fire Palace & its replica in the Abyss) - Earth (all Caves, Real Arakes/Alloces) - Water (Ice Lake, Ice Galaxy, Undersea Palace & its replica in the Abyss, Ship Deck, Waterfall Cave, Real Forneus) - Sun (Air-borne Byunei/Buné Battle, Naj Desert & at every turn: Divine Tower Top) - Abyss (Leonid's Castle, Devil King Palace, Dead Man's Well, Death Desert, Rotten Ruins, Abyss Gate, and at every turn: Ancient Temple Ruins).



Note on Strategy

- Damage-wise, the most powerful spells are: Super/Hyper Gravity, Sun Wind/Corona, Tornado. As stated before, a high INT/MAG (over 21) is necessary to get a high output. See the All-Mage Party Section for a more detailed account on characters and items to use magic more efficiently.
- Characters with low INT/MAG can (and probably should) also use magic effectively, for at least two reasons. Firstly, many spells are not dependent on INT/MAG: such are all Magic Shields (Water Ball/Water Column, Dancing Leaves, Feather Seal, Self Burning/Self-immolation, Reviver/Revive, Illusion Sun/Parhelion, Shadow Servant, Dragon God/Dragon Descent; the possible counter damage excepted; see also this Note on Magic Shields), but also (de)buff spells, that depend on your Magic LV (Berserk, Moon Glow, Stone Skin, Sparkling Mist), QuickTime/Hasten Time (dependent on spent MP), the Charming attack Charm Light/Glamor Glow (dependent on CHA) and the HP%-shaving spell Moon Read/Lunar Mirror (dependent on MoonLV for extra dmg). Secondly, one healing spell on each character can be a life-saver (after an AoE attack, for example), even if the spell is not extremely potent! The combination of one healing spell and one Magic Shield per character (be careful of the Battle Magic Environment for the MShields to activate) can sensibly increase your survival rate.
- If you care, be mindful not to give magic to your TP/SP-Crowned tech-sparking characters until they are done with their job. (But others might perform just as well.)


Note on the following Tables

The mined Data, partly commented, on KaeruLabo [jp]:
Magic / Heal Cure / Status / (De)Buff

MP is the spell cost in MP.
Target can be: 1E (one enemy) CR (close range only), All (all enemies), or 1P (one character) or your Party.

Pwr is a base dmg indicator and Mod is a dmg modifier.
Acc is an accuracy indicator. (For all those, the higher the better.)

Type states the Types & Attributes of the spell:
- SL (Slash), HI (Hit), PI (Pierce), SH (Shot), HE (Heat), CO (Cold), BO (Bolt), STS (Status)
- WTR (Water), TH (Throw), SO (Sonic), STA (Stare), GR (Ground)
Monsters may have defenses & immunities against all these categories.
- Additionally: FL means critical vs. Flying status.

E Def: Any attack may trigger the Enemy's Defenses, if available:
MS (Magic Shield), CT (Counter Techs), EV (Evade Techs), SD (Shield Defense or Evade; SD- means halved activation rate).

The names of the Remaster Edition are found below the Japanese.



WIND / SORYU

Wind Dart
ウインドダート
MP Target Pwr - Mod Type E Def Special
1 1E 60, n - 3 PI MS SD- Default Wind spell. Throws Wind Darts at 1 enemy. More Darts as WindLV goes up (n = 1 + LV/5).

Nap (300G)
ナップ
Snooze
MP Target Acc Type E Def Special
3 All 50 STS
Sleep
MS SD- Attempt to put all enemies to Sleep.

Dancing Leaf (500G)
ダンシングリーフ
Dancing Leaves
MP Target Pwr - Mod Type E Def Special
5 1P x x x Wind Magic Shield. When in Wind battle environment: HP regen at the end of every turn, and 50% chance to nullify physical dmg.

Sewn Bind (600G)
ソーンバインド
Binding Thorns
MP Target Pwr - Mod Type E Def Special
4 All 80 - 3 PI, GR
Stun
MS Ground attack with thorns to all enemies (Thorn Bind). Attempt to Stun.

Suction (1200G)
サクション
MP Target Pwr - Mod Type E Def Special
5 1E 80 - 4 STS SD- Status dmg + HP drain.

Tornado (2000G)
トルネード
MP Target Pwr - Mod Type E Def Special
8 All 300 - 8 PI STS, FL MS Pierce & Status dmg to all. Crit to Flying units.

Dragon God
龍神降臨
Dragon Descent
MP Target Pwr - Mod Type E Def Special
18 Self x x x Instead of HP dmg, -1 LP for every hit. Can freely use techs & spells (except Quicktime & Final Strike). HP regen in Wind environment.




FIRE / SHUCHO


Air Slash
エアスラッシュ
MP Target Pwr - Mod Type E Def Special
1 1E 60 - 3 SL, FL MS Default Fire spell. Crit vs. Flying units.
FireLVL20+: dmg to 1 enemy row.

Hard Fire (200G)
ハードファイアー
Flashfire
MP Target Pwr - Mod Type Def Special
2 1P x x x SPD up by (5 + FireLV/4).

Self Burning (500G)
フェザーシール
Self-immolation
MP Target Mod Type E Def Special
5 Self 5 HE x Grants Heat immunity. A direct hit (any Type or Attribute) activates a Fire Counter (hit turn only) and cancels further action this turn. The Fire Counter dmg depends various factors.

Feather Seal (600G)
フェザーシール
MP Target Mod Type E Def Special
3 1P 15 STS x Invisible: cannot be targeted, but can be hit by hit-all attacks.

Bard Song (800G)
バードソング
Birdsong
MP Target Pwr - Mod Type E Def Special
3 All
+Party
4 - 1 STS, SO
Stun Silence
x Plays first. Small Sonic Dmg + attempt to Stun & Silence (Magic Stun).

Fire Wall (1800G)
ファイアウォール
Wall of Fire
MP Target Mod Type E Def Special
7 Party 7 HE x Protection from Heat & Cold for 1 turn.
Fire LVL21+: Fire dmg to enemy front row at the end of the turn.

Reviver
リヴァイヴァ
Revive
MP Target Pwr - Mod Type E Def Special
16 1P x STS x If the character's HP reach 0, restored to full (instead of LP -1). HP regen in Fire environment.




EARTH / BYAKKO

Stone Ballet
ストーンバレット
Stone Bullet
MP Target Pwr - Mod Type DE ef Special
1 1E 40 - 3 HI MS SD- Default Earth spell. Hit dmg to 1 enemy.
Earth LVL20+: dmg to 1 row.

Berserk (300G)
ベルセルク
MP Target Pwr - Mod Type E Def Special
3 1E x x x STR & CON/STA up by (8 + EarthLVL/5).

Crack (800G)
クラック
Tremor
MP Target Pwr - Mod Type E Def Special
4 1E 100 - 6 PI, GR
Stun
x Piercing Ground attack to enemies in a straight line. May Stun.

Stone Skin (1000G)
ストーンスキン
Stoneskin
MP Target Pwr - Mod Type E Def Special
3 Self x STS
Stone
x Phys Def up by (10+EarthLVL/8). Gradually Petrify (takes 10 turns).

Earth Heal (1000G)
アースヒール
MP Target Mod Type E Def Special
4 1P 4 STS x Recover HP (amount depends on MaxHP EffectValue INT EarthLVL). Earth LVL15+: cure Sleep. EarthLVL30+: cure Paralysis.

Touch Gold (1600G)
タッチゴールド
Gilded Touch
MP Target Acc Type E Def Special
6 1E 25 STS
Stone
MS EV Attempt to Petrify 1 enemy and change it into gold. G= (MaxHP+(1∼100)RGN)/32. Max=100G.

Super Gravity
超重力
Hypergravity
MP Target Pwr - Mod Type E Def Special
9 1E 1000 - 7 HI STS MS SD- High Hit & Status dmg, SPD -5.




WATER / GENBU

Squall
スコール
MP Target Pwr - Mod Type E Def Special
1 All 20 - 2 STS SD Default Water spell. No dmg to Water-immune enemies. Changes battle environment (100%).

Life Water (200G)
生命の水
Water of Life
MP Target Mod Type E Def Special
1 1P 2 STS x Recover HP (amount depends on MaxHP EffectValue INT/MAG & WaterLV). WaterLVL15+: cure Sleep. WaterLVL30+: cure Paralysis.

Mystic Water (500G)
神秘の水
Libation
MP Target Pwr - Mod Type E Def Special
3 1P x STS x Cure all status ailments except Death & Petrify.

Water Ball (500G)
ウォーターポール
Water Column
MP Target Pwr - Mod Type E Def Special
5 1P x STS x Water Magic Shield. When in Water battle environment: HP regen at the end of every turn, and 50% chance to nullify physical dmg (SL HI PI SH).

Sparkling Mist (800G)
スパークリングミスト
MP Target Acc Type E Def Special
2 All 60
WIL, LVL
STS MS Electric fog. Attempt to reduce the DEX of all enemies by (WaterLVL/3).

Thunder Clap (2800G)
サンダークラップ
Thunderclap
MP Target Pwr - Mod Type E Def Special
7 All 180 - 7 BO
Silence
MS SD Bolt dmg to all. May Silence.

Quick Time
クイックタイム
Hasten Time
MP Target Pwr - Mod Type E Def Special
All Party x STS x Activation cancels enemy's further actions this turn & changes the environment to Water. Then party plays first for (usedMP/16 +1) turns.




SUN / SOLAR

Sunshine
サンシャイン
MP Target Pwr - Mod Type E Def Special
1 All 40 - 2 HE STS MS SD Default Sun spell. Heat + Status dmg.
Crit vs. Undead.

Heat Wave (600G)
ヒートウェイヴ
MP Target Pwr - Mod Type E Def Special
4 All 100 - 4 HE MS SD- Heat dmg & SPD -5 to all.

Star Fixer (1000G)
スターフィクサー
MP Target Pwr - Mod Type E Def Special
5 1E 220 - 7 HE
Paralyze
MS SD- Heat dmg to one enemy. May Paralyze.

Day Break (1500G)
デイブレーク
Daybreak
MP Target Acc Type E Def Special
7 All 20 STS
Insta-Death
MS Attempt to Insta-kill all enemies.

Sun Wind (2800G)
太陽風
Corona
MP Target Pwr - Mod Type E Def Special
9 All 400 - 7 HE CO BO
Confusion
MS Heat Cold Bolt dmg to all. May cause Confusion.

Revival Light (2000G)
再生光
Ray of Hope
MP Target Mod Type E Def Special
7 1P 5 STS x Recovers HP (Healing Pwr depends on the Skill value used for the previous action this turn), cures all status ailments except Petrify, and resets all stats (including Stone value).

Illusion Sun (9999G)
幻日
Parhelion
MP Target Pwr - Mod Type E Def Special
11 Self x STS x 25% chance to nullify any dmg.




MOON / LUNAR

Shadow Bolt
シャドウボルト
MP Target Pwr - Mod Type E Def Special
1 1E 40 - 3 STS
Silence
MS SD Default Moon spell. Status dmg. May Silence.

Moon Glow (400G)
ムーングロウ
MP Target Pwr - Mod Type E Def Special
2 1P x STS x SPD & MDef up by (4+MoonLVL/4).

Soul Freeze (1800G)
ソウルフリーズ
MP Target Pwr - Mod Type E Def Special
6 All 180 - 5 CO
Paralyze
MS Cold dmg to all. May Paralyze.

Moon Shine (2000G)
ムーンシャイン
Lunar Light
MP Target Mod Type E Def Special
5 1P 6 STS x Recover HP (amount depends on MaxHP EffectValue INT/MAG & MoonLVL).
MoonLVL20+: cure Dark.

Moon Read (2000G)
月読の鏡
Lunar Mirror
MP Target Acc Type E Def Special
2 1E 70 STS, SO MS SD- Status Sonic Atk. Basic dmg = MaxHP/4+RGN(1∼MoonLVLx3).

Charm Light (3200G)
幻惑光
Glamor Glow
MP Target Acc Type E Def Special
3 All 75 STS, Mind
Charm
MS Attempt to Charm all enemies of the opposite sex.

Shadowservant (9999G)
シャドウサーバント
Shadow Servant
MP Target Pwr - Mod Type E Def Special
10 Self x x x A shadow clone repeats your actions. When hit by a direct phys atk, will nullify it, and disappear.




ABYSS

Blood Suck
吸血
Suck Blood
TP Target Pwr - Mod Type E Def Special
0 1P 80 - 2 (Kungfu) x Non-removable Vampire magic. Drain HP to ally. 2-handed.

Stare
凝視
Gaze
TP Target Acc Type E Def Special
4 All 40 STS, STA
Charm
(Kungfu)
MS SD Vampire magic. Attempt to Charm all Female enemies. 2-handed.

Control Undead
アンデッド支配
Rise of the Damned
TP Target Acc Type E Def Special
8 Front Row 75 STS
(Kungfu)
x Vampire magic. Attempt to control Undead enemies or enemies with no specified race.

Gentle Touch
ジェントルタッチ
Caress
TP Target Acc Type E Def Special
12 1E CR 35 STS
(Kungfu)
MS SD- Vampire magic. 100LP dmg & 999HP drain. Does not work on Undead.

Note about Leonid's Special Magic
In the mined data, all 4 spells are listed as Kungfu and they effectively use TP/SP (WP), but since they appear in the Select Magic screen I list them here also. All 4 spells cannot be removed, and Leonid cannot learn any other kind of magic.




SPELL ENHANCEMENT

Spell damage can be boosted by Formations, Items & Battle Environment.

Formations Dragon Form/The Dragon, Power Raise/Seer's Focus & Spell Pyramid/Magic Pyramid grant +25% spell power to the character in position 1.

The following items grant +25% spell power at most (non-cumulative):
- All magics: Devil King/Archfiend's Shield
- Water: Dolphin Statue/Figurine, Lobster Mail
- Sun: Fire/Sunflare Robe
- Moon: Moon Bone/Lunar Bone, Moon/Moonlight Robe
For full details on these items, see the Items section.

When using a certain type of magic (and certain techs that have magic attributes), you may change the battle atmosphere (e.g. using Squall can change the battle atmosphere to Water). In the corresponding atmosphere, spell power is boosted (+25%). This doesn't work for Sun/Moon due to a bug.

Additionally, your reserve character's Support LV boosts all party members' magic power by a maximum of 39% (at SupportLV 50).

These four different boosts stack: regular spell damage x1.25 (formation) x1.25 (item) x1.25 (environment) x1.39 (support).

Hence, the maximum spell power boost is +95% without a reserve character, and a whooping +171% at most with a reserve character.




SPELL DAMAGE FORMULAE

See the Tech DMG formulae section for the Preliminary Notes, Explanations and RS3-specific calculation rules.


GENERAL SPELL DMG FORMULA

For all offensive spells except Wind Dart, Suction, Moon Read (for Moon Read, see the Ratio DMG Formula in the Tech section):

DMG = D×(128-DEF-ECON÷2)÷128 - DEF×2
where D = PwrxHit# + CxMod + [CxMAG + (MAG-19) ÷2x (MAG+4)] xMod÷4 + RGN


C values for magic are as follows:
- For Soryu/Wind: C = (LV+11)÷2
- For the other magics: C = (LV+9)÷2
where LV = Character's Magic Level

(MAG-19)÷2×(MAG+4) means that with a MAG of 21+ you will get very high (exponential) dmg even if your Magic LV is low (and Magic LV indeed becomes irrelevant with adequately maximized MAG). This is why, for a pure attack mage, MAG is the most important damage factor and must be as high as possible. See the Gameplay > All-Mage section.

Note: Item Counters
This formula is also applicable for Item Counters (Flame Mantle Self-Burning, Ice Sword Freeze Barrier) but [128-DEF-ECON÷2)÷128 - DEF×2] exceptionally refers to your character's DEF, so the lower your DEF, the higher the dmg to the enemy. A valid battle strategy can be built on this.

Specificities for Item Counters:
- 'C' for Freeze Wall = Greatsword 'C' +1 (see the Tech DMG formulae).
- Self-Burning refers to Fire (Shucho) magic.


WIND DART DMG FORMULA

DMG = D×(128-DEF-ECON÷2)÷128 - DEF×2
where D = 60 + (LV÷5+1) x [(LV+9) ÷2 + MAGx3] + RGN

Dmg increases significantly when Wind (Soryu) LV > 5.
Unfortunately MAG has no significant impact on dmg.


SUCTION DMG FORMULA

DMG = D×(128-DEF-ECON÷2)÷128 - DEF×2
where D = 80 + (LV+9) ÷2xMAG + RGN

Strangely, Dmg x4 when using Shadow Servant (instead of x2).


BATTLE-USABLE ITEMS DMG FORMULA

DMG = D×(128-DEF-ECON÷2)÷128 - DEF×2
where D = PwrxHit# + MaxHP x Mod ÷4 + (MAF-19) ÷2 x Mod x8 + RGN

RNG depends here on MAG and varies, like the rest, between 1 and MAGx3.

A quick table for the relevant items:

NamePwrMod
Spirit Stone (Faerie Stone)403
Sand of Mars (Celestial Dust)804
Eternal Ice (Everfrost Crystal)803