Jump To Top

goodgameempireplay

Romancing SaGa: Minstrel Song – Complete Guide To Magic

Quick Links

  • The Basics Of Magic
  • All Spell Locations
  • Spell Synthesis

Romancing SaGa: Minstrel Song has a pretty robust magic system that allows all characters to become mages to a certain extent – some will always be better than others, after all. The closer you look at the collection of magic spells available to you, the more complicated things get.

In addition to making sure your spell school skill levels are up to date, you can dabble in Spell Synthesis to create new spells or upgrade old spells in exactly the ways you want. The possibilities are truly endless.

The Basics Of Magic

Unlike other skills in this game, spells must be purchased – they are purchased individually for each character, and there are ten schools of magic that each character can gain levels in – though only eight are accessible to all but one character.

You don't have to be in a class that is proficient with a school to use spells from that school.

The ten schools of magic are split into five pairs of two. A character cannot have both halves of a pair 'active' at any one time – switching the active school in a pair requires either purchasing a new spell of the desired school or paying a very small fee to switch at a merchant who sells spells of the target school. Refer to this table for more details.

The two schools that normal characters cannot access are Sorcery and Necromancy. These are only used by a temporary character and will not be covered in this guide.

Your skill with a spell's school and your class's proficiencies will affect how much BP that spell costs in battle. Spells also have skill level requirements like regular skills, so learning very high-level spells too early will make them cost LP in addition to BP.

Characters who know no weapon skills, only spells, gain a bonus to their spells in the form of a cost reduction. They have to know a lot of spells before this bonus kicks in.

All Spell Locations

​​​​​​​

The tables below detail every spell from each school of magic, as well as how much they cost and where you can purchase them. They will not detail the unique synthesized spells, as they cannot be purchased.

Prices are a little bit higher in temples.

Pyrology

Spell

Cost

Effect

Locations

Hellfire

200 gold

Deals fire damage to one enemy.

Gato's Village, Jelton, South Estamir, Weiserheim

Flame of Life

300 gold

Grants a regen buff to an ally.

Gato's Village, Jelton, South Estamir, Weiserheim

Self-Immolation

500 gold

Raises a shield of fire. When broken, harms the attacker.

Gato's Village, Jelton, South Estamir, Weiserheim

Summon Elemental

1,000 gold

Summons a fire elemental to fight in your stead.

Village, Jelton, Weiserheim

Bird of Fire

1,800 gold

Deals fire damage to all enemies.

Ettinham, Weiserheim

Revive

3,200 gold

Grants an ally an auto-revive status.

Ettinham, Weiserheim

Hydrology

Spell

Cost

Effect

Locations

Healing Water

200 gold

Restores an ally's HP.

Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim

Water Blast

300 gold

Deals blunt and cold damage to a single enemy.

Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim

Holy Water

500 gold

Cures an ally's status ailments.

Melvir's Temple of Yucomb, Pirate's Coast, South Estamir, Tarmitta, Weiserheim

Summon Elemental

1,000 gold

Summons a water elemental to fight in your stead.

Melvir's Temple of Yucomb, Tarmitta, Weiserheim

Fold Time

1,800 gold

Ends the current turn immediately after casting.

Ettinham, Melvir's Temple of Yucomb

Freeze Time

3,200 gold

Sustains all statuses and values for a single ally for five turns.

Ettinham, Melvir's Temple of Yucomb

Aerology

Spell

Cost

Effect

Locations

Blades of Wind

200 gold

Deals slashing damage to one enemy.

Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim

Strengthen Pull

300 gold

Increases the amount of damage an ally deals when using bows.

Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim

Blood Curdle

700 gold

Deals cold damage and can inflict the unconsciousness status ailment.

Northpoint, Pirate's Coast, South Estamir's Temple of Yucomb, Weiserheim

Summon Elemental

1,000 gold

Summons a wind elemental to fight in your stead.

Northpoint, South Estamir's Temple of Yucomb, Weiserheim

Missile Shield

1,200 gold

Protects the entire party from projectile attacks for a turn.

Northpoint, South Estamir's Temple of Yucomb, Weiserheim

Snowstorm

3,600 gold

Deals cold damage to all enemies.

Ettinham, South Estamir's Temple of Yucomb

Terrology

Spell

Cost

Effect

Locations

Pulverize

200 gold

Deals blunt damage to one enemy.

Crystal City's Temple of Nisa, Taralian Camp, Weiserheim

Camouflage

300 gold

Resets the caster's hostility score, which means they will be targeted less by enemies.

Crystal City's Temple of Nisa, Taralian Camp, Weiserheim

Earthen Grasp

500 gold

Attempts to inflict paralysing status ailments on all enemies.

Crystal City's Temple of Nisa, Taralian Camp, Weiserheim

Summon Elemental

1,000 gold

Summons an earth elemental to fight in your stead.

Crystal City's Temple of Nisa, Weiserheim

Tremor

1,800 gold

Deals blunt damage to all enemies and might stun them.

Crystal City's Temple of Nisa, Ettinham

Aegis

3,200 gold

Shields a single ally from damage.

Crystal City's Temple of Nisa, Ettinham

Illusions

Spell

Cost

Effect

Locations

Fire Illusion

300 gold

Deals fire damage to a single enemy.

Eugenstadt, Godongo, Melvir

Ice Illusion

300 gold

Deals cold damage to a single enemy.

Eugenstadt, Godongo, Melvir

Lightning Illusion

300 gold

Deals lightning damage to a single enemy.

Eugenstadt, Godongo, Melvir

Break Illusions

500 gold

Removes the sleep ailment from the entire party.

Eugenstadt, Godongo, North Estamir's Temple of Amut

Hypnotism

1,800 gold

Inflicts the sleep ailment to every enemy in an area.

Godongo, Melvir, North Estamir's Temple of Amut

Phantom Warrior

3,800 gold

Summons a phantom warrior to fight in your stead.

Ettinham, North Estamir's Temple of Amut

Demonology

Spell

Cost

Effect

Locations

Energy Bolt

200 gold

Deals energy damage to a single enemy and might sometimes silence them with the shock ailment.

Jelton, Oapu, Tarmitta, Uso

Weapon Blessing

400 gold

Increases the damage an ally does with their weapon attacks.

Jelton, Mirsaburg, Oapu, Uso

Armor Blessing

400 gold

Increases an ally's defense.

Jelton, Mirsaburg, Oapu, Uso

Enhance Spells

400 gold

Increases an ally's intelligence.

Oapu, Tarmitta, Uso

Shock Wave

2,400 gold

Deals enegy damage to all enemies and might silence them with the shock ailment.

Tarmitta, Uso

Mind Blast

3,200 gold

Deals energy damage to all enemies and might lower their willpower.

Ettinham, Uso

Cosmology

Spell

Cost

Effect

Locations

Sunray

200 gold

Deals fire and energy damage to a single enemy.

Godongo, Loban, Melvir's Temple of Elore

Moonbeam

800 gold

Restores an ally's HP and cures willpower-based status ailments.

Godongo, Loban, Melvir's Temple of Elore

Starlight

1,200 gold

The caster receives a barrier that blocks attacks.

Loban, Melvir's Temple of Elore

Bind to Earth

1,600 gold

Deals energy damage and might paralyze a single enemy.

Godongo, Loban, Melvir's Temple of Elore

Starbeam

2,400 gold

Deals energy damage to a single enemy based on the strength of the barrier conjured by Starlight.

Ettinham, Melvir's Temple of Elore

Cosmic Tide

3,200 gold

Deals energy damage to all enemies based on the strength of the barrier conjured by Starlight.

Ettinham, Melvir's Temple of Elore

Bewitchery

Spell

Cost

Effect

Locations

Way of Defense

600 gold

The caster's defense increases.

Crystal City's Temple of Mirsa, Oapu, Mirsaburg

Way of Spirit

600 gold

The caster's willpower increases.

Crystal City's Temple of Mirsa, Oapu, North Estamir's Temple of Amut

Way of Strength

600 gold

The caster's strength increases.

Oapu, Mirsaburg, North Estamir's Temple of Amut

Wave of Life

1,200 gold

Deals energy damage to a single enemy. Deals extra damage to the undead.

Crystal City's Temple of Mirsa, Mirsaburg, North Estamir's Temple of Amut

Way of Focus

1,200 gold

The caster recovers some HP and is cured of poison and blindness.

Crystal City's Temple of Mirsa, Mirsaburg, North Estamir's Temple of Amut

Mark of Awakening

3,800 gold

The caster's weapon damage improves and they become resistant to certain attacks.

Crystal City's Temple of Mirsa, Ettinham

Spell Synthesis

There are two specific classes that can access Spell Synthesis.

  • Imperial Scholars can use Double Synthesis, combining two spells to either improve the base spell or create a new spell entirely.
  • Rosalian Mages can use Triple Synthesis, combining three spells instead of two. New, synthesis-unique spells are more commonly accessible with Triple Synthesis.

While Rosalian Mages have more flexible options when it comes to Spell Synthesis, they are only proficient (and thus get far lower BP costs) with Hydrology, Demonology, and Bewitchery spells. Imperial Scholars have four magic proficiencies, with Hydrology, Aerology, Illusions, and Cosmology. Both are viable.

When you start Spell Synthesis (which is accessed from that character's spell list in the Abilities menu) you must choose a base spell and then modifier spells. In most cases, this will simply modify the base spell, raising power, adding a secondary effect, or lowering BP cost. Certain combinations will make new spells entirely, however.

The table below details the spells that are only accessible through synthesis. All of them can be made with Triple Synthesis, but some of them are accessible with Double Synthesis, too.

The first spell in a combination is always the base spell.

Spell

School

Effect

Example Combination

Song of Souls

Pyrology

Grants the Flame of Life effect to the entire party.

Flame of Life + Self-immolation


Flame of Life + Strengthen Pull + Sunray

Crimson Flare

Pyrology

Deals fire damage to a single enemy and can lower their Intelligence stat.

Hellfire + Sunray + Starbeam

Overdrive

Hydrology

Freezes the entire enemy party for five turns.

Fold Time + Earthen Grasp + Fire Illusion

Hasten Time

Hydrology

Ends the turn immediately, but only for the enemy party.

Fold Time + Snowstorm


Fold Time + Snowstorm + Energy Bolt

Whiteout

Aerology

Ends the battle without incurring an LP cost.

Missile Shield + Blades of Wind + Cosmic Tide

Simulacrum

Aerology

Summons a snowman to fight in your stead.

Summon Elemental (Aerology version) + Blades of Wind + Summon Elemental (Hydrology version)

Petra Delta

Terrology

Deals energy damage to enemies in an area and might petrify them.

Tremor + Enhance Spells


Tremor + Earthen Grasp + Mind Blast

Wallbreaker

Terrology

Breaks and gets rid of all barrier and wall statuses on the field.

Tremor + Aegis + Way of Strength

Phantom Shield

Illusions

The caster gets an illusory shield that blocks attacks.

Phantom Warrior + Self-immolation + Starlight

Veil of Fog

Illusions

Improves the rate of combo initiation for everyone on the field.

Hypnotism + Healing Water + Fold Time

Anti-Magic

Demonology

Grants an ally a shield that protects from magical attacks.

Armor Blessing + Enhance Spells


Armor Blessing + Enhance Spells + Sunray

Shield Breaker

Demonology

Destroy's a single enemy's shields.

Shock Wave + Self-immolation + Tremor

Galactic Rift

Cosmology

Deals energy damage to all enemies.

Cosmic Tide + Strengthen Pull


Cosmic Tide + Hellfire + Blades of Wind

Andromeda

Cosmology

Raises a barrier across the entire field that prevents HP alteration for all allies and all enemies.

Starlight + Holy Water + Aegis

Rain of Life

Bewitchery

Restore HP for all allies.

Way of Focus + Holy Water


Way of Spirit + Holy Water + Moonbeam

Spirit Barrier

Bewtichery

Raises a damage-reducing barrier for the entire party for one turn.

Mark of Awakening + Tremor + Aegis

Source: Read Full Article