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.
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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
NEXT: Romancing SaGa: Minstrel Song - Complete Guide To Classes









