Mallow , Kirsch , and Pistachio fighting with magic.
Magic [ a] is the foundation of all existence in the Magical Vacation series . Magicians are able to change the laws of physics and conjure magic of their designated element, which is represented by a spirit . There exists a magic element, corresponding spirit, and plane for every known concept in the universe . Extraordinary magicians, also called "Chosen Ones," are able to learn spells from multiple attributes and even bend reality to their will .[ 1]
Party members cast magic in combat by consuming various amounts of MP , and learn new spells as their magic levels increase. Damage output is determined by many factors, such as the targets' spirit stat, magic levels, elemental compatibility, equipped seals , the spell's base power, and whether a Spirit Combo was triggered.
List of spells
Fire
Main article: Toast
Wind
Main article: Air
Poison
Main article: Boo
Beauty
Main article: Powder
Blade
Main article: Slash
Sound
Main article: Humming
Stone
Main article: Flint
Insect
Main article: Buzz
Wood
Main article: Stick
Name
MP
Strength
Area
Effect
Call Stick
1
—
—
Summons one Stick
Acorn
3
3
Single
40% chance to debuff spirit by 40% for 6-7 turns
Walnut
20
3
2x2 square
20% chance to debuff spirit by 40% for 6-7 turns
Clear Grr
1
—
—
Clears all Furries
Matsubokkurinko
30
5
Single
40% chance to debuff spirit by 60% for 8-10 turns
Double Stick
50
—
—
Summons two Stickies
Chestnut
70
5
2x2 square
20% chance to debuff spirit by 60% for 8-10 turns
Grassy prayer
5
—
Single
Buffs ally's spirit by 60% for 8-10 turns
Beast
Main article: Grr
Water
Main article: Flow
Thunder
Main article: Tesla
Ancient
Main article: Clock
Dark
Main article: Nirva
Name
MP
Strength
Area
Effect
Call Nirva
1
—
—
Summons one Nirva
Mijote
4
5
Single
20% chance to drain 10% of target's present MP
Shadow die
15
7
Single
20% chance to drain 10% of target's present MP
Clear spirits
1
—
—
Clears all spirits apart from dark, light , and love
Abyss
50
7
3x1 row
20% chance to drain 20% of target's present MP
Double Nirva
50
—
—
Summons two Inkies
Black hole
80
7
All
20% chance to drain 20% of target's present MP
Dark breath
40
5
3x1 row
—
Razor pot
25
7
1x2 column
—
Black razor
80
5
All
50% chance to drain 20% of target's present MP
Dark sun
80
7
All
100% chance to drain 20% of target's present MP
Light
Main article: Holy
Name
MP
Strength
Area
Effect
Call Holy
1
—
—
Summons one Holy
Sunlight
30
5
Single
50% chance of blind (accuracy down 50%) for 5 turns
Moonlight
50
6
1x2 column
40% chance of blind (accuracy down 50%) for 5 turns
Clear Nirva
1
—
—
Clears all Inkies
Starlight
70
7
3x1 row
30% chance of blind (accuracy down 90%) for 8-10 turns
Double Holy
50
—
—
Summons two Holies
Spacelight
100
8
All
20% chance of blind (accuracy down 90%) for 8-10 turns
Light breath
40
6
3x1 row
—
Dancing lights
15
1
All
30% of blind (accuracy down 50%) for 5 turns
Love
Main article: Wish
Name
MP
Strength
Area
Effect
Call Wish
1
—
—
Summons one Wish
Angel's smile
All
—
Single
Restores ally's HP relative to MP consumed
Angel's kiss
All
—
Single
Restores ally's MP relative to MP consumed
Angel's shout
All
—
All
Restores allies' HP relative to MP consumed, divided by no. of allies
Angel's charge
20
—
Single
Buffs ally's MP% by 20%
Double Wish
50
—
—
Summons two Charities
Angel hug
60
—
—
Clears spirits of all attributes
Recover
All
—
Single
Restores ally's HP relative to MP consumed
Mindpower
40
10
Single
20% chance of paralysis for 6-7 turns
See also
Notes
References