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Shining Force III RPG System Pages - Magic

Magic Proficiency
Unlike in previous Shining Force game, Shining Force III allows characters to become proficient in certain magical elements and deal more damage (or heal more hit points) with spells related to that element. When creating a character, the player chooses the order of elemental proficiency, which affects both their elemental power and their elemental resistance.


Magic Resistance
Most Force members and some enemies will have resistances to the elements. It reduces damage from a spell by the its value as a percent. For example, if Synbios has a fire resistance of 10, and a Blaze spell would inflict 10 damage, resistance would mean Synbios only takes 9 overall damage. As mentioned above, resistance is tied in with a player's choice in magic proficiency.


Spell Lists
Swordsman: Egress, Bolt, Inferno
Mage: Attack, Blaze, Bolt, Charm, Confuse, Desoul, Drain, Dispel, Freeze, Sleep
Priest: Aura, Antidote, Blast, Burst, Heal, Resist, Slow, Support, Weaken
Magic Knight: Blaze, Bolt, Freeze
Ninja/Thief: see below
Officer: see below
Sorcerer: see below

As in Shining Force III (and unlike previous Shining Force games), spellcasting characters only learn a total of three spells. The fourth spell slot is conferred by certain weapons (unless you're the swordsman, who gets a bonus spell).

As for which spells to pick from the selections available, that is more or less up to the GM. For example, you can say a mage has to pick two offensive spells, and one support/defensive spell; similarly a priest has to pick one offensive spell and two support/defensive spells (healing spells counting as support, you understand).


Magician and Priest Starting Spells
A level 1 magician must have either Blaze or Freeze as a starting spell. If they pick Freeze, I recommend it be a weakened version (of equivalent power to Blaze) until that character reaches the level when they would have learned Freeze (level 5)

Similarly, a level 1 Priest must take Heal as a starting spell.


Ninja/Thief Spells
This class has three builds, each based on a character from Shining Force 3. This is merely my own interpretation of how to deal with this style of class; feel free to try something else if you don't like the look of it!

Hagane: Sleep, Soul Steal, Attack
Masamune: Blaze, Slow, Resist
Hera: Hell Blast, Charm, Attack


Officer Spells
This class has three builds, each based on a character from Shining Force 3. This is merely my own interpretation of how to deal with this style of class; feel free to try something else if you don't like the look of it!

Edmund: Antidote, Hell Blast
Produn: Slow, Blaze
Spiriel variant: none


Sorcerer Spells

This class has two builds, each based on a character from Shining Force 3. This is merely my own interpretation of how to deal with this style of class; feel free to try something else if you don't like the look of it!

The three spells that are learned by the sorcerer are determined from a list of available options. Choose one option for each spell, whilst bearing in mind what bonus spells equippable wepaons can give you.

Hedoba build
Spell 1: Blaze or Freeze
Spell 2: Demon King, Golem, Phoenix or Zephyrus
Spell 3: Thanatos or Wendigo

Marky build
Spell 1: Blaze or Freeze
Spell 2: Soul Steal
Spell 3: Tiamat, Proserpina, Thor


Spell Anatomy
Found below are details of every spell available in the game, outlining their base power, how many magic points (mp), the cost to cast, the spell's range and its area of affect (AoE)
Small area of effect: has a singe square area
Medium area of effect: has a five square area
Large area of effect: has a thirteen square area

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Spell Descriptions

Attack 1: increases attack by 15 for 3 turns, costs 7mp, range of 3 and a small AoE.
Attack 2: increases attack by 15 for 3 turns, costs 12mp, range of 3 and a medium AoE.

Aura 1: restores 15hp, costs 7mp, range of 3 and a medium AoE. [Light]
Aura 2: restores 15hp, costs 11mp, range of 3 and a large AoE. [Light]
Aura 3: restores 30hp, costs 15mp, range of 3 and a large AoE. [Light]
Aura 4: restores all hp, costs 20mp, range of 0 and affects all allies. [Light]

Antidote 1: cure poison and paralysis, costs 3mp, range of 1 and a small AoE. [Light]
Antidote 2: cures almost any condition, costs 6mp, range of 2 and a small AoE. [Light]

Blast 1: inflicts 6 damage, costs 2mp, range of 2 and a small AoE. [Wind]
Blast 2: inflicts 8 damage, costs 4mp, range of 2 and a medium AoE. [Wind]
Blast 3: inflicts 12 damage, costs 7mp, range of 2 and a medium AoE. [Wind]
Blast 4: inflicts 30 damage, costs 8mp, range of 2 and a small AoE. [Wind]

Blaze 1: inflicts 8 damage, costs 2mp, range of 2 and a small AoE. [Fire]
Blaze 2: inflicts 10 damage, costs 5mp, range of 2 and a medium AoE. [Fire]
Blaze 3: inflicts 15 damage, costs 8mp, range of 2 and a medium AoE. [Fire]
Blaze 4: inflicts 40 damage, costs 8mp, range of 2 and a small AoE. [Fire]

Bolt 1: inflicts 14 damage, costs 8mp, range of 2 and a medium AoE. [Electric]
Bolt 2: inflicts 16 damage, costs 15mp, range of 3 and a large AoE. [Electric]
Bolt 3: inflicts 25 damage, costs 20mp, range of 3 and a large AoE. [Electric]
Bolt 4: inflicts 65 damage, costs 20mp, range of 3 and a small AoE. [Electric]

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Burst 1: inflicts 6 damage, costs 2mp, range of 2 and a small AoE. [Fire]
Burst 2: inflicts 8 damage, costs 4mp, range of 2 and a medium AoE. [Fire]
Burst 3: inflicts 12 damage, costs 7mp, range of 2 and a medium AoE. [Fire]
Burst 4: inflicts 30 damage, costs 8mp, range of 2 and a small AoE. [Fire]

Charm 1: 60% chance of charming target for 3 turns, costs 7mp, range of 2 and a small AoE.
Charm 2: 60% chance of charming target for 3 turns, costs 12mp, range of 2 and a medium AoE.

Confuse 1: 70% chance of affecting target for 3 turns, costs 6mp, range of 2 and a medium AoE.
Confuse 2: 70% chance of affecting target for 3 turns, costs 11mp, range of 2 and a large AoE.
Note: If affected, 60% chance of target coming under Illusion, 40% chance of target becoming Confused.

Demon King 1: inflicts 30 damage, costs 9mp, range of 1 and a medium AoE. [Dark][Group 2]
Demon King 2: inflicts 55 damage, costs 16mp, range of 1 and a medium AoE. [Dark][Group 2]

Desoul 1: 70% chance of killing target or 10 damage, costs 8mp, range of 2 and a small AoE. [Dark]
Desoul 2: 70% chance of killing target or 12 damage, costs 13mp, range of 3 and a medium AoE [Dark]

Dispel 1: 70% chance of target unable to cast spells for 3 turns, costs 5mp, range of 2, medium AoE.

Drain 1: drains 15hp from a foe, costs 5mp, range of 1 and a small AoE. [Dark]
Drain 2: drains 15mp from a foe, costs 10mp, range of 1 and a small AoE. [Dark]

Freeze 1: inflicts 10 damage, costs 3mp, range of 2 and a small AoE. [Ice]
Freeze 2: inflicts 12 damage, costs 7mp, range of 2 and a medium AoE. [Ice]
Freeze 3: inflicts 18 damage, costs 10mp, range of 3 and a medium AoE. [Ice]
Freeze 4: inflicts 50 damage, costs 10mp, range of 3 and a small AoE. [Ice]

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Heal 1: restores 15hp, costs 3mp, range of 1 and a small AoE. [Light]
Heal 2: restores 15hp, costs 5mp, range of 2 and a small AoE. [Light]
Heal 3: restores 30hp, costs 10mp, range of 3 and a small AoE. [Light]
Heal 4: restores all hp, costs 20mp, range of 1 and a small AoE. [Light]

Hell Dragon 1: inflicts 35 damage, costs 12mp, range of 2 and a medium AoE. [Fire][Group 3]
Hell Dragon 2: inflicts 65 damage, costs 20mp, range of 3 and a medium AoE. [Fire][Group 3]

Phoenix 1: inflicts 25 damage, costs 8mp, range of 2 and a medium AoE. [Fire][Group 1]
Phoenix 2: inflicts 45 damage, costs 15mp, range of 4 and a medium AoE. [Fire][Group 1]

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Proserpina 1: inflicts 40 damage, costs 13mp, range of 2 and a medium AoE. [Ice][Group 4]
Proserpina 2: inflicts 75 damage, costs 22mp, range of 2 and a medium AoE. [Ice][Group 4]

Resist 1: increases target's magic resistance by 30% for 3 turns, costs 5mp, range of 1 and a medium AoE.
Resist 2: increases target's magic resistance by 35% for 3 turns, costs 9mp, range of 2 and a large AoE.

Sense 1: scans target, showing its HP, MP, Attack, Defence, Agility, Luck, Move and Spells, costs 1mp, unlimited range, small AoE.
Sense 2: scans target, showing all Sense 1 shows, plus Evade, Critical, Counter, Specials and Inventory, costs 2mp, unlimited range, small AoE.
Sense 3: scans target, showing all Sense 1 and 2 show, plus Spell Power, Spell Resistance and Attributes, costs 3mp, unlimited range, small AoE.

Slow 1: 80% chance of decreasing defence and agility by 30% for 3 turns, costs 5mp, range of 1 and a medium AoE.
Slow 2: 80% chance of decreasing defence and agility by 35% for 3 turns, costs 9mp, range of 2 and a large AoE.

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Sleep 1: 70% chance of target falling asleep for 3 turns, costs 6mp, range of 2 and a medium AoE.

Support 1: increases defence and agility by 33% for 3 turns, costs 5mp, range of 1 and a medium AoE.
Support 2: increases defence and agility by 33% for 3 turns, costs 9mp, range of 2 and a large AoE.

Thanatos 1: inflicts 35 damage, costs 9mp, range of 2 and a medium AoE. [Light][Group 3]
Thanatos 2: inflicts 65 damage, costs 16mp, range of 2 and a medium AoE. [Light][Group 3]

Thor 1: inflicts 45 damage, costs 16mp, range of 2 and a medium AoE. [Electric][Group 5]
Thor 2: inflicts 85 damage, costs 25mp, range of 2 and a medium AoE. [Electric][Group 5]

Tiamat 1: inflicts 40 damage, costs 14mp, range of 2 and a medium AoE. [Dark][Group 4]
Tiamat 2: inflicts 75 damage, costs 23mp, range of 2 and a medium AoE. [Dark][Group 4]

Weaken 1: 80% chance of decreasing attack by 15 for 3 turns, costs 7mp, range of 3 and a small AoE.
Weaken 2: 80% chance of decreasing attack by 15 for 3 turns, costs 12mp, range of 3 and a medium AoE.

Wendigo 1: inflicts 30 damage, costs 10mp, range of 2 and a medium AoE. [Ice][Group 2]
Wendigo 2: inflicts 55 damage, costs 17mp, range of 2 and a medium AoE. [Ice][Group 2]

Zephyrus 1: inflicts 25 damage, costs 8mp, range of 3 and a medium AoE. [Wind][Group 1]
Zephyrus 2: inflicts 45 damage, costs 15mp, range of 3 and a medium AoE. [Wind][Group 1]

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