Complete Spell Database
Comprehensive reference for all spells in Vandal Hearts - organized by class with stats, costs, and strategic notes.
Table of contents
- Spell Notation Guide
- Hero Spells (Ash Lambert Only)
- Mage Spells
- Healer Spells (Priest Class)
- Monk Spells
- Enemy-Exclusive Spells
- Item Spells
- Vandalier-Exclusive Spells
- Spell Tier Rankings
- MP Cost Analysis
- Spell Combos
- Spell Acquisition Guide
- 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 spells ✓ ALL Mage spells (Phase Shift, Salamander!) ✓ ALL Priest spells (Supreme Healing!) ✓ ALL Monk spells ✓ ALL 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:
- Life Orb effect (0 MP) - Free full HP/MP restore
- Plasma Wave (15 MP) - Damage ALL enemies
- Plasma Wave (15 MP) - Again!
- Phase Shift (12 MP) - Finish survivors
- 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)
- Plasma Wave (Enemy/Vandalier) - Hits ALL enemies, broken
- Phase Shift (Mage) - Game-changing AOE
- Supreme Healing (Priest) - Full party heal
- Salamander (Mage) - Ultimate fire AOE
A-Tier (Excellent)
- Mystic Shield (Priest) - Preemptive damage reduction
- Healing (Priest) - Efficient primary heal
- Rolling Fire (Hero) - Best Hero AOE
- Ultra Healing (Priest) - Strong AOE heal
B-Tier (Good)
- Roman Fire (Mage) - Solid AOE option
- Healing Plus (Priest) - Efficient AOE heal
- Bless Weapon (Priest) - Cheap attack buff
- Ice Storm (Hero) - Reliable magic damage
C-Tier (Situational)
- Thunder Flash (Monk) - Best Monk attack
- Healing Wave (Monk) - Decent Monk heal
- Avalanche (Mage) - Boss damage
- Dark Star (Mage) - Cheap basic attack
D-Tier (Rarely Used)
- Perfect Guard (Monk) - Too expensive
- Mystic Energy (Monk) - Too expensive
- Holy Lightning (Priest) - Better to heal
- 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
- Supreme Healing (30 MP) - Worth it (saves entire party)
- Dynamo Hum (20 MP) - Enemy spell
- Perfect Guard (15 MP) - Not worth it (too expensive)
- Mystic Energy (15 MP) - Not worth it (too expensive)
- Plasma Wave (15 MP) - WORTH IT (hits everyone)
- Dark Fire (15 MP) - Enemy spell
- Explosion (15 MP) - Enemy spell
- Salamander (14 MP) - Worth it (massive AOE)
Spell Combos
Optimal Spell Sequences
Mage Opening (Rounds 1-3):
- Phase Shift → clusters of 4-5 enemies
- Phase Shift again → different cluster
- Salamander → finish survivors
Priest Support (Ongoing):
- Mystic Shield → front-line fighters (Round 1)
- Bless Weapon → main attackers (Round 2)
- Healing → wounded allies (as needed)
Vandalier Dominance:
- Life Orb → free full HP/MP
- Plasma Wave → ALL enemies take 60 damage
- Plasma Wave → ALL enemies take 60 more
- Phase Shift → finish survivors
- Repeat
Boss Battle:
- Mystic Shield → party (before boss attacks)
- Salamander → boss + adds (massive damage)
- Phase Shift → finish adds
- Avalanche/Delta Mirage → boss
- 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
- Review Mage Class Guide for offensive spell strategies
- Review Priest Class Guide for healing spell strategies
- Review Hero Class Guide for Vandalier spell access
- Check Bestiary to see which enemies cast which spells
“With the right spells, victory is assured.”
Complete Spell Database