Complete Spell Database

Comprehensive reference for all spells in Vandal Hearts - organized by class with stats, costs, and strategic notes.

Table of contents

  1. Spell Notation Guide
    1. Format Explanation
    2. Examples
  2. Hero Spells (Ash Lambert Only)
    1. Spell List
    2. Strategic Notes
  3. Mage Spells
    1. Spell List
    2. Strategic Notes
  4. Healer Spells (Priest Class)
    1. Spell List
    2. Strategic Notes
  5. Monk Spells
    1. Spell List
    2. Strategic Notes
  6. Enemy-Exclusive Spells
    1. Enemy Healing Spells
    2. Enemy Attack Spells
    3. Strategic Notes
  7. Item Spells
    1. Battle Items That Cast Spells
    2. Strategic Notes
  8. Vandalier-Exclusive Spells
    1. What Vandalier Can Cast
    2. Most Powerful Vandalier Spells
    3. Vandalier Strategy
  9. Spell Tier Rankings
    1. S-Tier (Must-Use)
    2. A-Tier (Excellent)
    3. B-Tier (Good)
    4. C-Tier (Situational)
    5. D-Tier (Rarely Used)
  10. MP Cost Analysis
    1. Most MP-Efficient Spells
    2. Most MP-Expensive Spells
  11. Spell Combos
    1. Optimal Spell Sequences
  12. Spell Acquisition Guide
    1. Key Spell Milestones
  13. Next Steps

Spell Notation Guide

Format Explanation

Each spell listed as: Spell Name | Type | Range/Field | MP Cost

Range (R):

  • Number = tiles away you can target from caster
  • 0 = Self-centered (area around caster)
  • inf = Infinite range (anywhere on battlefield)

Field (F):

  • Area of effect diameter in squares
  • 0 = Single target only
  • 1 = 3×3 area (1-tile radius)
  • 2 = 5×5 area (2-tile radius)
  • 7 = Large AOE (~25+ tiles)
  • 10 = Massive AOE (~50+ tiles)
  • inf = Entire battlefield

Examples

  • 4/0: Range 4 tiles, single target
  • 5/2: Range 5 tiles, 2-tile diameter area (5×5)
  • 0/1: Self-centered, 1-tile radius around caster (3×3)
  • inf/inf: Hits every unit on battlefield

Hero Spells (Ash Lambert Only)

Spell List

Spell Type R/F Cost Learned At
Faerie Light Healing 0/0 2 MP Level 1 (start)
Ice Storm Attack 1/0 4 MP Level 1 (start)
Rolling Fire Attack 2/1 8 MP Level 10 (Champion)
Faerie Star Healing 2/0 5 MP Level 18 (Champion)
Delta Mirage Attack 1/0 10 MP Level 23 (Paragon)

Strategic Notes

Faerie Light (0/0, 2 MP)

  • Self-heal only
  • Emergency healing when no Priest nearby
  • Cheap MP cost (use liberally)
  • Keeps Ash alive (critical - his death = Game Over)

Ice Storm (1/0, 4 MP)

  • Single-target magic damage
  • Good vs armored enemies (bypasses DEF)
  • Decent damage for low cost
  • Reliable offensive spell

Rolling Fire (2/1, 8 MP)

  • Best Hero spell - AOE fire damage
  • 3×3 area (1-tile radius)
  • Use on clustered enemies (3+ targets)
  • High value when hits multiple enemies

Faerie Star (2/0, 5 MP)

  • Heal nearby ally (range 2)
  • Emergency healing for others
  • More expensive than Faerie Light
  • Use when Priests busy

Delta Mirage (1/0, 10 MP)

  • Strongest single-target Hero spell
  • Good vs bosses
  • Expensive (10 MP)
  • Save for tough enemies

Mage Spells

Spell List

Spell Type R/F Cost Learned At
Dark Star Attack 4/0 2 MP Level 1 (Mage)
Spellbind Hold 5/0 2 MP Level 3 (Mage)
Piercing Ray Attack 4/1 4 MP Level 5 (Mage)
Envenom Poison 5/0 3 MP Level 7 (Mage)
Phase Shift Attack 0/7 12 MP Level 12-14 (Sorcerer)
Roman Fire Attack 5/2 6 MP Level 15 (Sorcerer)
Poison Cloud Poison 5/2 4 MP Level 16 (Sorcerer)
Spread Force Attack 0/3 7 MP Level 17 (Sorcerer)
Avalanche Attack 6/0 9 MP Level 19 (Sorcerer)
Salamander Attack 0/10 14 MP Level 22+ (Enchanter)

Strategic Notes

Dark Star (4/0, 2 MP)

  • Basic attack spell
  • Cheap and efficient
  • Use on weak enemies
  • Conserves MP

Spellbind (5/0, 2 MP)

  • Paralyzes enemy (hold magic)
  • Prevents enemy from acting
  • Tactical use vs dangerous foes
  • Very cheap (2 MP)

Piercing Ray (4/1, 4 MP)

  • Small AOE attack (3×3)
  • Early AOE option
  • Decent damage
  • Replaced by Phase Shift later

Envenom (5/0, 3 MP)

  • Poisons single target
  • Damage over time
  • Less useful than direct damage
  • Situational

Phase Shift (0/7, 12 MP) ⭐

  • GAME-CHANGING SPELL
  • Massive AOE (0/7 = huge area)
  • 60-100 damage to 4-6 enemies
  • Self-centered (casts around mage)
  • Most important spell in game
  • Wins battles single-handedly

Roman Fire (5/2, 6 MP)

  • Fire elemental AOE
  • Range 5 (can cast from distance)
  • Good vs groups
  • Moderate cost

Poison Cloud (5/2, 4 MP)

  • AOE poison
  • Damages multiple enemies over time
  • Less reliable than direct damage
  • Cheap (4 MP)

Spread Force (0/3, 7 MP)

  • Self-centered AOE
  • Smaller than Phase Shift
  • Use when Phase Shift overkill
  • Moderate cost

Avalanche (6/0, 9 MP)

  • Strong single-target
  • Good vs bosses
  • Long range (6 tiles)
  • Expensive but powerful

Salamander (0/10, 14 MP) ⭐⭐⭐

  • ULTIMATE MAGE SPELL
  • Massive AOE (0/10 = enormous area)
  • Fire elemental
  • 100+ damage
  • Essential for Trials
  • Boss-killer spell

Healer Spells (Priest Class)

Spell List

Spell Type R/F Cost Learned At
Healing Healing 4/0 3 MP Level 1 (Healer)
Mystic Shield Defense Up 4/0 3 MP Level 3 (Healer)
Cure Cure Status 4/0 2 MP Level 4 (Healer)
Healing Plus Healing 4/1 4 MP Level 10 (Bishop)
Bless Weapon Attack Up 4/0 3 MP Level 12 (Bishop)
Holy Lightning Attack 4/0 7 MP Level 14 (Bishop)
Ultra Healing Healing 5/2 5 MP Level 16 (Bishop)
Magic Charge Restores 10 MP 4/0 10 MP Level 18 (Bishop)
Holy Pressure Attack 5/1 7 MP Level 19 (Bishop)
Supreme Healing Healing inf/inf 30 MP Level 22+ (Archbishop)

Strategic Notes

Healing (4/0, 3 MP) ⭐

  • Primary healing spell
  • Efficient (3 MP)
  • Range 4 (safe distance)
  • Use constantly

Mystic Shield (4/0, 3 MP) ⭐

  • Increases target’s defense
  • Cast BEFORE combat (preemptive)
  • Reduces incoming damage 25-35%
  • Very cost-effective

Cure (4/0, 2 MP)

  • Removes poison, paralysis, etc.
  • Critical vs status-inflicting enemies
  • Very cheap (2 MP)
  • Keep ready

Healing Plus (4/1, 4 MP)

  • AOE healing (3×3)
  • Heal 2-3 allies at once
  • More efficient than multiple Healing casts
  • Good for clustered allies

Bless Weapon (4/0, 3 MP)

  • Increases ally’s attack
  • Cast on main damage dealers
  • Ends battles faster
  • Very cheap (3 MP)

Holy Lightning (4/0, 7 MP)

  • Attack spell for Priests
  • Decent damage
  • Use to finish weakened enemies
  • Usually better to heal than attack

Ultra Healing (5/2, 5 MP)

  • Stronger AOE healing
  • 5×5 area
  • Heals 3-4 allies
  • Mid-tier healing spell

Magic Charge (4/0, 10 MP)

  • Restores 10 MP to ally
  • Costs 10 MP (net zero for you)
  • Transfer MP to Mages when they’re low
  • Priests usually have better MP pools

Holy Pressure (5/1, 7 MP)

  • AOE attack spell
  • Moderate damage
  • Rarely used (healing more important)
  • Situational

Supreme Healing (inf/inf, 30 MP) ⭐⭐⭐

  • ULTIMATE HEALING SPELL
  • Infinite range - cast from anywhere
  • Infinite field - heals ENTIRE PARTY
  • Full HP restoration for everyone
  • Expensive (30 MP) but game-changing
  • Essential for Trials and bosses

Monk Spells

Spell List

Spell Type R/F Cost Learned At
Stone Shower Attack 0/1 10 MP Level 10 (Monk)
Cure Wide Cure Status 0/1 4 MP Level 12 (Monk)
Healing Circle Healing 0/1 6 MP Level 14 (Monk)
Perfect Guard Protect (AGL Up) 4/0 15 MP Level 16 (Monk)
Thunder Flash Attack 0/2 12 MP Level 18 (Monk)
Healing Wave Healing 0/2 10 MP Level 19 (Monk)
Mystic Energy DEF+ATK Up 4/0 15 MP Level 22+ (Ninja)

Strategic Notes

Stone Shower (0/1, 10 MP)

  • Self-centered AOE attack
  • Small area (3×3)
  • Expensive (10 MP)
  • Mediocre damage
  • Weaker than Mage spells

Cure Wide (0/1, 4 MP)

  • AOE status cure
  • Useful vs poison/paralysis
  • Self-centered (3×3)
  • Cheap (4 MP)

Healing Circle (0/1, 6 MP)

  • Self-centered AOE heal
  • Small area (3×3)
  • Moderate healing
  • Cheaper than Healing Wave

Perfect Guard (4/0, 15 MP)

  • Increases ally’s AGL (evasion)
  • VERY EXPENSIVE (15 MP!)
  • Not cost-effective
  • Rarely worth using

Thunder Flash (0/2, 12 MP)

  • Self-centered AOE attack
  • Larger than Stone Shower (5×5)
  • Best Monk attack spell
  • Still weaker than Phase Shift

Healing Wave (0/2, 10 MP)

  • Self-centered AOE heal
  • Larger area (5×5)
  • Decent healing
  • Expensive compared to Priest heals

Mystic Energy (4/0, 15 MP)

  • Buffs DEF + ATK
  • VERY EXPENSIVE (15 MP!)
  • Not cost-effective
  • Better options exist

Monk Problem: All spells cost 10-15 MP (expensive!). Monk quickly runs out of MP. Priest spells (3-5 MP) more efficient.


Enemy-Exclusive Spells

Enemy Healing Spells

Spell Type R/F Cost
Self Healing Healing 0/0 2 MP
Healing Healing 4/0 3 MP
Extra Healing Healing 5/1 5 MP
Hyper Healing Healing 5/2 8 MP
Healing Circle Healing 0/1 5 MP

Enemy Attack Spells

Spell Type R/F Cost
Piercing Light Attack 4/0 3 MP
Rainbow Stroke Attack 6/0 5 MP
Magic Arrow Attack 5/1 5 MP
Thunder Ball Attack 5/2 5 MP
Dark Hurricane Attack 6/1 8 MP
Rainbow Storm Attack 4/2 7 MP
Dagger Storm Attack 0/1 5 MP
Plasma Wave Attack inf/inf 15 MP
Dark Fire Attack 5/2 15 MP
Explosion Attack 6/0 15 MP
Dynamo Hum Attack 0/2 20 MP

Strategic Notes

Plasma Wave (inf/inf, 15 MP) ⭐⭐⭐

  • MOST POWERFUL SPELL IN GAME
  • Damages EVERY ENEMY ON BATTLEFIELD
  • Infinite range + infinite field
  • 50-80 damage to all enemies
  • Only accessible to Vandalier class (Ash after Trials)
  • Enemy bosses (Kane, Xeno) can cast this
  • Devastating when enemies use it

Enemy Spell Threat Levels:

  • High Threat: Plasma Wave, Dark Fire, Explosion
  • Medium Threat: Dark Hurricane, Thunder Ball
  • Low Threat: Single-target spells

Counter Strategy:

  • Kill enemy Mages FIRST (before they cast)
  • Use Archers to snipe them from range
  • Don’t let them survive to cast turn

Item Spells

Battle Items That Cast Spells

Item Effect R/F Spell Equivalent
Mad Book Hold magic 5/0 Spellbind
Mushroom Poison magic 5/2 Poison Cloud
Moon Pie Restores HP 0/0 Self Healing
Ironboot Protect magic 4/0 Perfect Guard
Unicorn Attack magic 4/2 Rainbow Storm
Kingfoil Restores HP 0/1 Healing Circle
Helstone Attack item 5/2 Thunder Ball
Shivbook Attack item 0/1 Dagger Storm
Ncklace Attack item 6/1 Dark Hurricane

Strategic Notes

Attack Items:

  • Fire Gem, Moodring, Aura Gem, Wyrmfang
  • One-time use (consumed)
  • Moderate damage
  • Rarely worth using (spells better)

Consumable Items:

  • Herb, Megaherb (healing)
  • Mage Oil, Mage Gem (MP restoration)
  • Elixir (status cure + healing)
  • Life Orb (full HP/MP restore)
  • Holy H2O (party HP restore)

When To Use Items:

  • MP conservation (use Herb instead of Healing)
  • Emergencies (Life Orb for full restore)
  • Non-spell characters (Knights can use Herbs)
  • Running out of MP (Mage Gems essential)

Vandalier-Exclusive Spells

What Vandalier Can Cast

When Ash becomes Vandalier (complete all 6 Trials), he gains access to:

ALL Hero spellsALL Mage spells (Phase Shift, Salamander!) ✓ ALL Priest spells (Supreme Healing!) ✓ ALL Monk spellsALL Enemy-exclusive spells (Plasma Wave!)

Most Powerful Vandalier Spells

Spell Source R/F Cost Notes
Plasma Wave Enemy inf/inf 15 MP Damages ALL enemies
Salamander Mage 0/10 14 MP Massive fire AOE
Phase Shift Mage 0/7 12 MP Large AOE devastation
Supreme Healing Priest inf/inf 30 MP Full party heal
Life Orb Item effect - 0 MP! Free full HP/MP restore

Vandalier Strategy

Ultimate Combo:

  1. Life Orb effect (0 MP) - Free full HP/MP restore
  2. Plasma Wave (15 MP) - Damage ALL enemies
  3. Plasma Wave (15 MP) - Again!
  4. Phase Shift (12 MP) - Finish survivors
  5. Repeat until victory

Why It’s Broken:

  • Life Orb costs 0 MP (infinite MP effectively)
  • Plasma Wave hits every enemy (50-80 damage each)
  • 8 enemies × 60 damage = 480 total damage per cast
  • Most efficient damage in game

Spell Tier Rankings

S-Tier (Must-Use)

  1. Plasma Wave (Enemy/Vandalier) - Hits ALL enemies, broken
  2. Phase Shift (Mage) - Game-changing AOE
  3. Supreme Healing (Priest) - Full party heal
  4. Salamander (Mage) - Ultimate fire AOE

A-Tier (Excellent)

  1. Mystic Shield (Priest) - Preemptive damage reduction
  2. Healing (Priest) - Efficient primary heal
  3. Rolling Fire (Hero) - Best Hero AOE
  4. Ultra Healing (Priest) - Strong AOE heal

B-Tier (Good)

  1. Roman Fire (Mage) - Solid AOE option
  2. Healing Plus (Priest) - Efficient AOE heal
  3. Bless Weapon (Priest) - Cheap attack buff
  4. Ice Storm (Hero) - Reliable magic damage

C-Tier (Situational)

  1. Thunder Flash (Monk) - Best Monk attack
  2. Healing Wave (Monk) - Decent Monk heal
  3. Avalanche (Mage) - Boss damage
  4. Dark Star (Mage) - Cheap basic attack

D-Tier (Rarely Used)

  1. Perfect Guard (Monk) - Too expensive
  2. Mystic Energy (Monk) - Too expensive
  3. Holy Lightning (Priest) - Better to heal
  4. Spellbind (Mage) - Hold magic, niche use

MP Cost Analysis

Most MP-Efficient Spells

Healing:

  • Healing (3 MP) - 30-40 HP restored
  • Efficiency: ~13 HP per MP
  • Winner: Healing

AOE Damage:

  • Phase Shift (12 MP) - 60 damage × 5 enemies = 300 total
  • Efficiency: 25 damage per MP
  • Winner: Phase Shift

Single-Target Damage:

  • Ice Storm (4 MP) - 30-40 damage
  • Efficiency: ~8 damage per MP
  • Winner: Ice Storm

Most MP-Expensive Spells

  1. Supreme Healing (30 MP) - Worth it (saves entire party)
  2. Dynamo Hum (20 MP) - Enemy spell
  3. Perfect Guard (15 MP) - Not worth it (too expensive)
  4. Mystic Energy (15 MP) - Not worth it (too expensive)
  5. Plasma Wave (15 MP) - WORTH IT (hits everyone)
  6. Dark Fire (15 MP) - Enemy spell
  7. Explosion (15 MP) - Enemy spell
  8. Salamander (14 MP) - Worth it (massive AOE)

Spell Combos

Optimal Spell Sequences

Mage Opening (Rounds 1-3):

  1. Phase Shift → clusters of 4-5 enemies
  2. Phase Shift again → different cluster
  3. Salamander → finish survivors

Priest Support (Ongoing):

  1. Mystic Shield → front-line fighters (Round 1)
  2. Bless Weapon → main attackers (Round 2)
  3. Healing → wounded allies (as needed)

Vandalier Dominance:

  1. Life Orb → free full HP/MP
  2. Plasma Wave → ALL enemies take 60 damage
  3. Plasma Wave → ALL enemies take 60 more
  4. Phase Shift → finish survivors
  5. Repeat

Boss Battle:

  1. Mystic Shield → party (before boss attacks)
  2. Salamander → boss + adds (massive damage)
  3. Phase Shift → finish adds
  4. Avalanche/Delta Mirage → boss
  5. Supreme Healing → party (after boss special attack)

Spell Acquisition Guide

Key Spell Milestones

Level 1 (Start):

  • Healers: Healing, Mystic Shield
  • Mages: Dark Star
  • Ash: Faerie Light, Ice Storm

Level 10 (First Advancement):

  • Priests: Healing Plus, Bless Weapon
  • Mages: Continue learning spells
  • Ash (Champion): Rolling Fire

Level 12-14 (CRITICAL):

  • Mages learn Phase Shift ⭐⭐⭐
  • GAME CHANGES FOREVER
  • Battles become dramatically easier

Level 20 (Second Advancement):

  • Archbishops: Supreme Healing ⭐⭐⭐
  • Enchanters: Salamander ⭐⭐⭐
  • Ash (Paragon): Delta Mirage

Vandalier (Complete All Trials):

  • Ash gains ALL SPELLS ⭐⭐⭐
  • Including Plasma Wave
  • Becomes strongest character in game

Next Steps


“With the right spells, victory is assured.”

Complete Spell Database


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.