Techniques

Below is a table of certain techniques, their effect, and how many lessons it takes to learn them. Just as a note, the elemental spells are Fire, Ice, Bolt, Earth, Air, Dark, Holy. See this ELEMENT TABLE for more info on the opposite of elements.

Fire Spells   Ice Spells Bolt Spells Earth Spells
 
NAME DESCRIPTION LESSONS CHARGES / MP
FIRE SPELLS FIRE SPELLS FIRE SPELLS FIRE SPELLS
Fireball Shoots a fireball. Damage=Base Magic Attack. 1 0/5
Blaze Scorch and enemy. Damage=Base Magic attack x 1.5 4 0
Rage Fill your heart with murderous anger. All physical attack damage you do is multiplied by 1.5. 10 0
Smoke Roll 1 10 sided die. If a 5 is rolled, finish the battle as a draw (Not usable in Death Matches or Quest Battles) 15 1
Heat Make an enemy sweat. Lowers enemy Sides by 2 for 3 turns. 20 0
Inferno A very powerful fire spell. Damage=Base Magic Attack x 5 25 2
SigmaFlare The ultimate Fire Spell. Damage=Base Magic Attack x 10 35 (Must be level 35) 3
ICE SPELLS ICE SPELLS ICE SPELLS
Freeze Freeze an Enemy. Enemy gets -1 Dice for his next turn. 1 0/3
Ice Blast Send a frozen spike at your enemy. Damage=Base Magic Attack x 1.5 4 0
Reflect Enemies trying to attack you physically attack Reflection instead. Reflection wears off when attacked or on your next turn.  10 0
Frozen Armor Create a frozen armor of ice. Raises your Defense by 20 for 2 turns. 15 2
Glacier Summons a Glacier to destroy an enemy. Damage=Base Magic attack x 4 20 2
Ice Age Skip your opponents next turn. When Ice Age's effect wears off and your opponent gets a turn, skip your next turn. 25 3
Absolute Zero Utterly torture an enemy with cold temperatures. Damage=Base Magic Attack x 9.5, enemy gets -2 Dice and -2 Sides for his next turn. 35 (Must be level 35) 3
BOLT SPELLS BOLT SPELLS BOLT SPELLS
Thunder Strike A small bolt of lightning attacks enemy. Damage=Base Magic attack x 1.25 2 0/6
Internal Lightning Uses enemy's own electricity against them.  Damage=Base Magic attack x 2.25. 6 1
Smooth Flash Creates a electric flash that recovers. Healing=Base Magic Attack+10  10 0
Chain Lightning A living bolt that does damage over three turns. Damage=Base Magic attack x .25 18 0
Thunderous Spear Fires a spear of pure Lightning. Damage=Base Magic attack x 3.5 25 1
Lethal Screaming Blasts opponent with deafening roars of thunder.  Damage=Base magic attack x 4.25, enemy losses one side for next turn. 30 2
Kinetic Catastrophe Millions of volts of electricity zap the enemy. Damage=Base Magic attack x 10.25 40 (Must be at level 35) 3
EARTH SPELLS EARTH SPELLS EARTH SPELLS
AIR SPELLS AIR SPELLS AIR SPELLS
HOLY SPELLS HOLY SPELLS HOLY SPELLS
DARK SPELLS DARK SPELLS DARK SPELLS
Dark Beam Fires a beam of pure evil at the enemy. Damage=Base Magic attack x 1.75 2 1/8
COSMOS SPELLS COSMOS SPELLS COSMOS SPELLS
HEALING SPELLS HEALING SPELLS HEALING SPELLS
Cure
Cures HP=Base Magic + 20
2
0/10
Heal
Heals any status defects, including -to dice.
2
0/5
ELEMENT MASTERIES ELEMENT MASTERIES ELEMENT MASTERIES
Flame Mastery (Note: All MASTERIES are passive, meaning they do not need to be casted) Enhances the damage of Fire Spells by 50%. 
N/A
Cold Mastery Enhances the damage of Cold Spells by 50%.
N/A
Lightning Mastery Enhances the damage of Bolt Spells by 50%.
N/A
Earth Mastery Enhances the damage of Earth Spells by 50%.
N/A
Air Mastery Enhances the damage of Air Spells by 50%.
N/A
Holy Mastery Enhances the damage of Holy Spells by 50%.
N/A
Dark Mastery Enhances the damage of Dark Spells by 50%.
N/A
Cosmos Mastery Enhances the damage of Cosmos Spells by 50%.
N/A
Chemist Enhances the effect of Healing Spells by 50%
N/A
Super Magi Enhances the damage of all basic element spells (Fire, Ice, Bolt, Earth, Air, Holy, Dark) by 25%.
N/A
PHYSICAL TECHNIQUES PHYSICAL TECHNIQUES PHYSICAL TECHNIQUES
Attack
Not really a technique, its a basic command. You can "attack" with weapons, doing damage=Base Attack
Start with
0
Punch Basic technique. Damage=Strength Start with 0
Chop Karate chop an enemy. Damage=Strength x 1.25 1 5
Slash Slash an enemy with weapon. Damage=Attack Power x 1.25 1 6
Throw


























Final Smash Requires 3 charges to execute. Damage=10 x Attack Power

WEAPON PROFICIENCIES WEAPON PROFICIENCIES WEAPON PROFICIENCIES
STATUS SPELLS STATUS SPELLS STATUS SPELLS
Element Weaken Choose an element. Spells of that element do 50% more damage to the person it is cast on for three turns, and spells of the opposite element do 50% less damage. This spell can be used on anyone in battle.

Element Field Choose an element. Spells of that element do 50% less damage to everyone in battle, and spells of the opposite element do 50% more damage. The effect lasts until a different Field is cast.

Physical Weaken Physical attacks do 50% more damage to the person it is cast on for three turns. This spell cancels Physical Armor.

Physical Armor Physical attacks do 50% less damage to the person it is cast on for three turns. This spells cancels Physical Weaken.

CLASS SPECIFIC CLASS SPECIFIC CLASS SPECIFIC
Cloak Turn invisible. You can't be hit by physical attacks. Cloak wears off when hit by a magical attack. 5
Enchant Enchants a weapon with elemental power. 0 (Prophets have this ability automatically)
Divine Embrace


Mist Releases a Mist. Enemy gets -1 Sides for his next turn, and also takes damage. Damage=Base Magic Attack 2
Amelioration
2
Geomancy Does a random magic attack, depending on your level and a dice roll. Click on the GEOMANCY link to the left for more info. 0 (Can only be learned by Shapeshifters)
Quake A giant earthquake, damaging all fighting. Damage to Enemies=Base Magic Attack x 1.5, Damage to You=Base Magic Attack/1.25. 3
Gust A gust of wind knocks over your opponent. Damage=Base Magic Attack/1.1, enemy gets -2 Dice for his next turn. 2
Holy Beam Shoot a Light Beam at your opponent. Damage=Base Magic Attack+10 2
Dark Beam Shoot a Dark Beam at your opponent. Damage=Base Magic Attack+10 2
Meteor A meteor falls from the heavens. Damage=Base Magic Attack x 1.1 + 1-6sided Dice Roll. 4