SaGa Frontier/Magic

< SaGa Frontier
Magic





Contents

About Magic

Magic is a special type of tech in SaGa Frontier that is used by Humans and Mystics. Unlike Weapon Techs, which can be learned immediately as soon as you equip a weapon, learning new Magic is a complicated process.

For one, there are twelve types of magic, each one with their opposite:



Arcane Magic opposes Rune Magic.

Light Magic opposes Shadow Magic.

Space Magic opposes Time Magic.

Mind Magic opposes Evil Magic.

Mystic Magic opposes Realm Magic.

Life Magic opposes Mirage Magic.

What this means for you, the player, is that you can not equip a character with two opposing schools of magic. For example; If you want to use Rune Magic, you need to give up the gift for Arcane Magic and all learned spells.

The Gift

In SaGa Frontier, certain spells from a school of magic can simply be purchased and used right away. However, not all spells are available to be bought; they must be learned by using magic spells of the same school. There's a catch, though: in order to learn new spells (besides the ones you can buy), you need to earn The Gift for that particular school of magic.



Not all magic can be learned. For example, only one character in the game will ever possess Evil, Life, and Mirage Magic. Some magic for Time and Space can be bought; however, only one person at any given time can have The Gift for Time or Space Magic. Only Mystics have the Gift for Mystic Magic, and only those from the Magic Kingdom (Blue and Rouge) have The Gift for Realm Magic.


That still leaves five conventional schools of magic to choose from, though. Let's look briefly at how to obtain the gift for each:



Arcane Magic summons the power of the Tarot cards. To earn The Gift, go get four cards from the Arcane house in Devin, and turn them into magic Tarot Cards. The Gold Card is in Baccarat, the Grail Card is in Yorkland, the Saber Card is in Wakatu, and the Shield Card is in IRPO.



Rune Magic draws its power from Rune Stones. To earn the Gift, go get four pebbles from the Rune house in Devin, and turn them into magic Rune Stones. The Freedom Rune is in Despair, the Hide Rune is in Koorong, the Victory Rune is in Shrike, and the Vitality Rune is in Tanzer.



Light Magic calls forth the power of light. To earn The Gift, you must pass through the Luminous Labyrinth located in region of Luminous. Mecs, Monsters, and those with The Gift of Shadow Magic can not enter.



Shadow Magic calls forth the powers of darkness. To earn The Gift, you must pass through Omble, the region of Shadows. You can reach Omble from the Region of Luminous. Mecs, Monsters, and people with The Gift of Light Magic can not enter.



Time Magic manipulates the mighty powers of time. Only Time Lord, a mystic, possesses The Gift for Time Magic; however, select spells can be bought from him in Time Lord's Region.



Space Magic manipulates Space and Gravity. Only a Monster by the name of Kylin possesses The Gift for Space Magic; however, select spells can be bought from Kylin.



Mind Magic is calls forth the power of the user's Mind. To earn The Gift, you must endure training at the Dojo in Kyo.



The gift for Evil Magic is unattainable in SaGa Frontier. However, the Mystic, Zozma, knows select spells from the school of Evil Magic.



Realm Magic is a school of magic inherent to residents of the Magic Kingdom. As such, only people from the Magic Kingdom possess The Gift (Blue and Rouge); however, select spells can be bought at the Magic Kingdom.



Mystic Magic is a gift inherent to all Mystics. As such, only Mystics possess The Gift; however, select spells can be bought at the Mystic Region of Facinaturu.



Life Magic is a special school of magic, its Gift attainable only by possessing Light and Shadow Magic simultaneously. This can only be obtained by Blue, in his scenario.



Mirage Magic is a form of Mystic Magic that summons Phantom Beasts. The only character that possesses The Gift for Mirage Magic is the Mystic Rei, obtainable in Asellus's scenario.


Lastly, when you finally acquire The Gift for a school of magic, it is learned in the same way Gun Techs are learned; that is, your character will announce at the end of the fight that they've learned a new spell. (Spells will come sealed by default).

Magic Walkthroughs

This next section will feature a mini-walkthrough on how to acquire The Gift for a school of magic (provided that it's possible), as well a full spell list and my personal analyses on each type of magic.

Arcane Magic

Gold Card

This one is pretty easy, but you're going to need 4 Gold Ingots to do get this card. You can get 4 Gold Ingots at Nelson for 2000 Credits. If you don't have 2000 Credits, you can skip this card and come back later. If you want to make this money quickly, I recommend going to Shingrow, and exploring the ruins on the upper left side; there is a 'Duel Gun' in there somewhere that you can sell at the Junk Shop in Scrap for 5500 Credits. Anyways, once you have four Gold Ingots, you're ready to go.

Head to Baccarat (If you head there with the Region Map with Blue, take the elevator up to the "Hotel." From here, go up one floor, and you should find a lady in a Purple Bunny costume. Talk to her, and you will see a Gnome walk by. You and the girl will follow it up one floor. Continue to follow it until you see it head off in an elevator, then head back down the stairs to another elevator, and take it to the Parking Lot. From here, head south until you see a manhole. When you attempt to head down the manhole, the Purple Bunny will run after you, introduce herself as Emelia, and try to join your party (Or, if you're me, you already completed this part before you even started collecting magic, cos Emelia rules). Now, head down into the manhole.

The sewer is a little confusing, but don't despair. I've got instructions! Just turn up your TV's brightness if you're having trouble. :P First, on this first screen, there's an exit on the bottom left. Exit from there, into the second screen. Now, on the second screen, immediately head left. You won't notice, probably, but there's an exit right there, that'll take you exactly where you need to go. :P Now, on the third screen, Head towards the northern exit. In here are the Gnomes! When you ask them for the Gold Card, they tell you that they can't just give it to you - they want GOLD!!!! LOTS of it! So, give them 4 Gold Ingots, cos apparently that's LOTS of gold, and they'll give you the card. Cool.

Grail Card

Go to Yorkland. Once you leave the port, there are four paths you can take; take the one to the lower left. The people here know all about the Grail card, but to get their info, you have to humour them by drinking their alcohol. Go into all five houses (that's two on the left, one in the middle, and two on the right), and the last one will tell you to go to the Liquor Shrine in the swamp.

Now that you've done this, when you go to the swamp, your party will be drunk. You will move slower, and you will periodically move in a random direction. Theoretically, all you have to do is follow the path to the end, but if you get close to any of those eyes you see, they will attack you. The fights are moderately hard (they get worse as you level up, making this one a better quest to do earlier than later), and at the beginning of each fight, your party will be induced with random status effects.

A good idea given to me by contributor CM1772PF: If you have your Mecs armed to the teeth, you can send teams consisting entirely of Mecs into battle - who won't be affected by the status effects!

Luckily, once you reach the shrine, all you have to do is head for the back, and you're done. Nice!

Saber Card

This one is not hard to get, but it does require a little preparation. You see, in order to travel to Wakatu, you need someone FROM Wakatu to guide you. So, go to Koorong. From the port, head outside and down the stairs. There is someone down here that will tell you about a guy who could sever a rope with an iron pipe, and says that the guy who did it must be from Wakatu. He tells you that you can find him in a bar in Scrap, and that his name is Gen. So, go to Scrap, and find Gen and recruit him. Head back to Koorong and go to the port. Now, you can go to Wakatu no problem.

The first thing you need to do is talk to the Skeleton. He will take you across a moat. Now, head upstairs into the palace.Once inside the palace, take a left. On the next screen, head up and take your first right. You should now be at a screen with some stairs; Head up the stairs, and exit the screen to the north. On this screen, take an immediate right. Follow the path for the next two screens until Gen pops up to tell you where to go again. When he does, follow him into the next screen, where he says, "We'll go in from here." Notice that he's looking towards the northwest side of the screen - head in that direction and you should find an exit into the next screen.

If you went the right way, you should be in another building-type structure. On this screen, notice that there are some stairs in the upper right - head up those stairs. Now, circle around the building to go up another staircase. Now, you'll be on a screen with three skeleton monsters. Head up the staircase on this screen, and you will be in the Saber Chamber. Stand between the three candles. Gen explains that certain apparitions will appear randomly above you. Press the Circle button to make them stop (like a reel machine). If the apparitions appear as three sabers, you will get the Saber Card. This one is really easy - all you have to do is press the Circle button when you hear the noise. If you mess up, you might see monster or bunny apparitions. If three bunnies appear, you simply get to try again; however, if a monster apparition appears, you'll start a mandatory battle before trying again, but they're not all that hard. Just keep trying til' you get the card, and that's a wrap.

Shield Card

Head to the IRPO. When you ask the secretary about the Shield Card, she'll have you wait in an office. A patrolman, Fuse, comes out and tells you that he needs help on partol duty before he can give you the Shield Card. So, you agree to help him. He takes you to a mountain on Mosperiburg; there's a flower that only grows on the top of this mountain, and he intends to get it.

(NOTE: If you lose to the boss at the top, you will not get Game Over; however, you will have to start at the bottom of the mountain, and Fuse will leave your party until you attempt the mountain again.

Also, this is your chance to recruit the Monster, Suzaku. See Suzaku's page in the characters section for details on how.)

So, the mountain is actually a very straightforward dungeon. On the second and third screens are some diversions that you don't need to worry about, and that's it. Once you reach the top, you fight a boss.

Boss Fight: Suzaku -- This one can be a real doozy. Suzaku can hit you with single attacks for good damage, but can also hit you with HeatWave, which hits everyone for a stupidly large amount of damage. As if that wasn't enough, Suzaku is permanently surrounded by a Fire Barrier, which means you can only hit him safely with Magic/Gun/Quick attacks. If you're at 450+ HP, you can brute force him pretty easily; just be careful what sword techs you use!

An alternate way of killing Suzaku very early: If you're currently playing Riki's or Blue's scenario, take Dr. Nusakan into battle with the Arcane Magic 'Death' spell; Suzaku is susceptible to Death.

Anyways, upon completing that, Fuse will have permanently joined your party, and you will get the Shield Card. Congrats!

(Additional notes:

In Red's scenario, you can recruit Fuse before doing the Shield Card quest. If you do, you can go to IRPO to start the quest, and Fuse will GIVE you the Shield Card! If you want to recruit Suzaku, however, it's important to do the Shield Card quest before recruiting Fuse.

In Blue's Scenario, If you want to recruit Fuse without attempting the quest, you can use the Region map to leave the mountain with Fuse! You can get back to the mountain by talking to the secretary at IRPO again.)

Arcane Spell List

Spell JP Cost Description
Death 4 Attempts to kill all enemies; 1 LP is lost for each monster not killed
Fool 4 All allies and enemies' STR reduced by 3/4
Gold 3 Distracts enemies with a whole bunch of gold coins - enemies affected are removed from battle
Grail 3 Neutralizes all status effects
Magician 7 Summons a clone of the caster in front of a random party member; clone takes damage in place of

party member; clone is destroyed upon taking damage; attacker is destroyed if the clone is hit with a close-range attack

Saber 1 Single target attack
Shield 3 Raises Defense of all allies
Tower All Single target attack; uses all of remaining caster's JP

Skankin' Garbage's analysis

Arcane Magic rules you. Saber is the best low-cost (can potentially be 0 WP) spell available to anyone that isn't Blue or Rouge. Tower can decimate just about anyone, and will speed up boss fights like crazy. Shield and Grail are pretty indispensable spells in certain situations. Death works on a surprising number of bosses. Overall, if you have a dedicated magic-user, Arcane Magic can be done without, but not one I'd suggest passing up.


Rune Magic

Freedom Rune

In Koorong, talk to the informant, who will tell you about 'the girl at the restaurant' who may know something about Runes. Then, go talk to Annie (the girl standing outside the restaurant). She will tell you that she can help you get into Despair to find the Freedom Rune. When you're ready, tell her, and she helps you sneak in as some sort of maintenance guys.

Once inside, head right, into the next screen. Now, climb up the ladder in front of you into the next screen. On this screen, just follow the path into the next screen. Here, you'll want to head right - however, you'll fall if you don't take the short ladder up. Take the short ladder up and over the pit, and then head right, into the next screen. In this screen, just head down the ladder, then jump down to the lower ledge, and enter the door. In here, jump down the boxes to the floor, and then go up the elevator. At the top, there's a room with a ShellShield. Grab it, and then head out the door, into the next screen. Here, follow the path until you get to the next screen. You should now be in a locker room. Head left, into the next screen. You might recognize this place - it's the first screen after the entrance! Anyways, there's a garbage chute right in front of you; enter it. Now, in this screen, exit the cage, and there should be a manhole to the left. Enter it. From here, just head left for two more screens. You should be in a room with a conveyor belt. Jump down to the level where it is, but do NOT ride the conveyor belt. There is a flight of stairs to your left; go down them. Here, you'll have to go through laser security! If you touch any of the infared lasers, you'll have to fight a battle. After having done the Rune quest many times, I'm convinced that the pattern changes every time. Thus, if you didn't bring a LaserScope, just find the way through via trial & error - the fights you get into aren't all that tough.

Now, in this screen, go up the ladder and through the pipehole. In this last screen, just walk forward and inspect the grate. You'll now fight a boss.

Boss Fight: Nidheg -- Probly the hardest boss in the Rune Magic Quest, this guy still isn't all that hard. He does a lot of physical attacks that do fair damage (100+), but the only big deal to watch out for is Scream (AOE, 200+ HP). There's not much to say; just have 350+ HP and a good shield, and you can brute force this guy.

After winning, you'll hop through the grate with Annie. Touch the rock in the middle to get the Freedom Rune.

(Notes: Emelia's first mandatory event in her scenario is to acquire the Freedom Rune. As a result, you won't need to redo this quest if you decide to acquire The Gift of Rune Magic with her.

In Riki's scenario, you must start the Rune Magic quest before heading to Despair for the Hermit Ring if you want to grab the Freedom Rune. I'm not sure why you'd want to, though, since Riki can't complete the Rune Quest.)


Hide Rune

The Hide Rune is in Koorong. Normally, you have to traverse the backstreets, which I find to be terribly obnoxious; however, there's a wonderful shortcut to get to the Hide Rune very, very quickly. Go to Mosperiburg, and when you talk to Virgil, say "Nothing", then "No, I didn't". He will get pissed and throw you off into oblivion...and by that, I mean the mountains in Koorong where the Hide Rune is. Way easier, huh?

From the place you land, jump down (you have to be at a running start), and exit through the 'door' on the right. On this screen, exit north into the next screen. From here, you can follow the path straight to the boss - there will be no more diversions.

Boss Fight: QuakeWorm, WormBrood x3 -- This fight is kind of obnoxious. The three WormBroods get in the way of the QuakeWorm, meaning you have to clear a path to hit the QuakeWorm. As if that wasn't enough, the WormBroods can use MagicHeal, Assist, and can regenerate a bit of HP. The QuakeWorm will hit you with a few physical attacks, including Trample (200+ HP), and will eventually start casting Quake at the end of every turn (80+ HP to all members).

Thus, my strategy for winning is this: First, kill the WormBroods; focus all the attacks at one at a time. Don't bother with AOE attacks, because it's faster to just tackle one enemy at a time. Afterwards, just go nuts on the QuakeWorm. If you have JetBoots, equip them, and make sure you have a good Shield and are at 350+ HP. QuakeWorm will go down pretty fast. After winning this battle, you'll get the Hide Rune. End of Event.

(NOTE: In Blue's scenario, you can recruit two different characters for this quest: The first is Dr. Nusakan, who you can find in the southern backstreets of Koorong. Also, you can find Liza to recruit in the restaurant, if you've already recruited Roufas at Mu's Tomb.)


Victory Rune

Go to Shrike, then head to Mu's Tomb. Okay. You're at the dungeon now. :P (NOTE: If you'd like, head west from the entrance, and you can find Roufas and recruit him.) From the entrance, head east into the next screen. Here, enter the stone door on your left (you have to examine it) to enter the next screen. From here, head south for two screens. You should get to a screen with a LOT of monsters; head right, then down the stairs into the next screen. On this screen, head southwest to find an exit (it should be guarded be a TON of enemies). Once you enter that door, you can head north until you find a boss.

Boss Fight: Bone - which turns into - Skulldrake -- Have all non-magic users spend the fight round defending. Casters should cast stat-up spells, maybe even ShadowServant if they have Shadow Magic. After the first round, the Bone turns into Skulldrake, and you can fight it.

Skulldrake is a real pushover; he does a lot of weak physical attacks that can be blocked, and FlameBlast, which is an AOE fire attack that hits for about 200-300 HP. He also regenerates a bit of HP every round, but it's not so much that it makes the battle difficult by any stretch. If you've taken the time to get good shields, and have leveled up to 350+ HP (both of which I recommended), this fight will be done very, very quickly.

Upon your victory, you will recieve...the Victory Rune. Sweet!


Vitality Rune

Seriously, what kinds of magicians put their Runes inside of monsters? That's not even magical! Anyways, you have to enter Tanzer to get the the Vitality Rune. I save this part for last because it's quite possibly the most obnoxious thing to have to do in all of SaGa Frontier. To get to Tanzer, head to the Koorong port and head back and forth to Shrike until your ship gets swallowed up by Tanzer (who is a region AND a monster, wooo). Upon getting there, Some gangsters will start attacking the ship passengers, and a bunch of weird stuff that doesn't matter happens. Lord, I hate this part.

So yeah. As soon as you can move, talk to the bald-headed dude (Fei-On), and then follow him; you'll eventually reach a village inside of Tanzer. There are three 'houses' in this village, and the one on the far right is where you can find Fei-On. Talk to him once, and then when you talk to him again, say "Yes", Fei-On will help you reach the Vitality Rune. (In all scenarios except for Blue's, Fei-On will join you at this point)

Once you leave the village, head left, and up the ladders; exit north into the next screen. On this screen, head north and enter a door (it actually sucks you in) to get to the next screen. Here, exit north (NOT through the sucky door!) into the next screen.

If you went the right way, you should 'hear' Fei-On say "This way." From here, head right and exit north. On this screen, you will see Fei-On waiting in front of the sucky door you need to enter; enter it. From here, there's a straightfoward, no diversions path for a few screens. The next time you hear Fei-On say "This Way", Head east into a sucky door, then north into

a sucky door. On this screen, there will be a purple thing in the center; enter it.

This is the room where the Vitality Rune is; but, getting there is mildly complicated, as there are a bunch of one-way slides. So, here's how to arrive at the Vitality Rune: First, slide all the way down to the bottom of the room, and then

enter the door. Next, take the slide on the left, and then take one more slide. From here, head to the right, and get a

running start to hop to another platform. Now, keep sliding down the slides until you reach the last one. Before you go down,

Fei-On will stop you and ask you if you're ready. Prepare, and then go down the slide and fight the boss.

Boss Fight: HugeSlime, BigSlime x3 -- This is a weird boss fight. You're not in any danger of dying whatsoever; but, the trick is, to win this fight, you have to 'Touch' the Vitality Rune, which is behind the slimes (Touch should be an option in battle for all Humans and Mystics). The slimes also regenerate every turn or so, so you have to just waste them really quick. If you can see the Vitality Rune (HugeSlime is dead), check if you can touch it. Once you do, the fight's over.

Afterwards, a slime will join your party, and Tanzer will spit you guys out somehow. Congrats, you´ve got the Vitality Rune!

(Notes:

Blue can not recruit Fei-On. Because he's a dick.

Riki can not complete the Vitality Rune quest, and thus, The Gift for Rune Magic can not be acquired in Riki's scenario. The reason is because going to Tanzer is a mandatory event in Riki's scenario that happens before you have the chance to go to Devin and start the quest. As a result, you can go fight the HugeSlime and BigSlimes, but you will not recieve the Vitality Rune (and the Slime won't join you).

Rune Spell List

Spell JP Cost Description
DwarfRune 8 Severely lowers an enemy's attack power
FreedomRune 4 Renders target immune to the status effects "Sleep", "Palsy", and "Stone"
HideRune 2 Target will not be hit by single-target attacks; wears off if character attacks, or is hit by a

multi-target attack

SoulRune 7 Raises all stats; target loses 1 LP if fight does not end within four turns
StasisRune ALL Puts user and target in "Stasis" (Unable to make any commands or be damaged for a few turns).
VictoryRune 1 Raises one target's attack power
VitalityRune 2 Target regenerates HP at the end of each turn in battle
WallRune 8 Blocks all projectile attacks (Bullets, Needles, Rockets, etc); wears off after blocking one

attack

Skankin' Garbage's analysis

There are a few okay spells in Rune Magic. For all general purposes, many Rune spells cost a lot of JP and are terribly ineffective. VictoryRune and SoulRune can be nice, but every other spell is pretty pointless. StasisRune can be pretty awesome if you give it to someone who has the Gift for Time Magic, but seriously? That's a lot of crap to go through. Just get Arcane Magic instead.


Light Magic

Go to Luminous. When you leave the port, head to the left. There will be a lady who will ask you if you want to "Challenge" the Luminous Labyrinth and learn Light Magic. Say "Yes" if you want to learn it (I'll assume that's why you're reading this), and you will be teleported to the Luminous Labyrinth.

On the first screen, just head up into the next screen. On the second screen, there are some light reflectors; touch the ones in the middle and on the left to go to the next screen. On the third screen there are three reflectors, and three dome thingies; the trick to the dome thingies is that only one can be on at a time (the middle one is currently on). Turn the middle dome off, and turn the bottom-most dome on; then, touch every reflector and the way should open.

On the final screen, there will be many reflectors, dome thingies, and even some prism thingies that cause the light to change color. When a certain color of light hits the back wall of the room, you can approach it and certain things will happen. Here's how to make them all happen:

Blue (battle): Just touch the top right reflector.

Light Blue (Moonlight Robe): Touch the top left and top right reflectors.

Red (battle): Touch the bottom reflector and the top right reflector.

Yellow (400 Credits): Touch the bottom reflector and both of the top reflectors.

Purple (Sanctuary Stone): Turn off the lower dome, then turn on the upper dome; then, touch the bottom and top right reflectors.

White (Exit): Turn off the lower dome, then turn on the upper dome; then, touch the bottom reflector and both of the top reflectors.

I personally don't reccomend fighting either of the battles unless your at about 350-400 HP, cos they're a little hard, and just not worth it. Anyways, once you're done, you'll have Light Magic. Wasn't that easy?

(Notes: Monsters, Mecs, and anyone who has Shadow Magic will be unable to enter the Luminous Labyrinth.

If your main character is T260, Riki, or has mastered Shadow Magic, anyone who can enter the Luminous Labyrinth will do so

automatically.)


Light Spell List

Spell JP Cost Description
FlashFire 4 Attacks all enemies; can cause Blindness
FlashFlood 5 Removes enemies from battle
LightSword 7 Creates the weapon 'Light Sword' for the user; Attack Power: 80center>
MegaWindBlast 9 Attacks all enemies
StarlightHeal 2 Restores an ally's HP
Sun Ray 1 Attacks one target; extra damage to undead

Skankin' Garbage's analysis

If you have a magic users, this is the magic to get. StarlightHeal is indispensable early in the game when you don't have a lot of money to spare on cures. MegaWindBlast is the most powerful PRACTICAL attack spell in the game (Obviously, Arcane Magic "Tower" is stronger, but you can only use it once; that's not practical!). Light Sword definitely makes Light Magic the magic of choice for Humans, because Light Sword will make your Sword-Users devastatingly powerful at the end of the game. The only downside is that it is the hardest spell to learn in the game. This is the one school of Magic that I acquire The Gift for every time, without fail, for my magic-user.


Shadow Magic

Go to Luminous. When you leave the port, head to the right. There will be a lady who will tell you about Shadow Magic. Choose "Ask about Shadow Magic", then "Ask about the gift", and she will ask you if you want to head to the Shadow Region, Omble. Choose "Yes" and you will set out on a magical journey to Omble.

Once in Omble, your Shadow will run away. Your goal is pretty simple - get it back. In the first screen, if you head left, you will find the Shadow of Silence, a mystic who works with IRPO. If you choose to help Silence's shadow, you can recruit Silence when you get back to Luminous. Anyways, from the starting point, go up the first staircase you see, which should take you through a door on the left side of the screen.

You will now be inside of a building. Walk towards the bottom of the screen, and there will be a short staircase to the left (with 200 credits) and a longer staircase to the right. Once you get to the top of the longer staircase, there will be a fork in the path; exit the screen taking the left fork.

In this screen, there is a three way fork (left, right, center); the right fork takes you to a shop. I wouldn't buy anything there, personally, although it IS the only place in the game that sells magic stones... Anyways, you want to take the left fork first (it's a little hard to see). Through here, follow a path until you reach a dead end room with many shadows (look closely, and you'll notice that they're the shadows of the seven main characters of the game). The goal here is to touch your shadow only. Then, head back to the room with the three-way fork, and take the center fork. In the next room, tag your shadow (any other shadow you tagged in that room in the left fork will be here, too), and then follow it into the next room.

Finally, when you approach your shadow in this dead end, you will have to fight a carbon copy of your current party. Naturally, they can kill you just as fast as you can kill them, so use your strongest attacks right away to kill them. Once that's done, you've learned Shadow Magic. Whopee!

(Notes: Monsters, Mecs, and anyone who has Shadow Magic will be unable to enter Omble.

If your main character is T260, Riki, or has mastered Light Magic, anyone who can enter the Omble will do so automatically.)



Shadow Spell List

Spell JP Cost Description
Dark Sphere 4 Attacks one target.
Hide Behind 1 Distracts an enemy (lowers their defense and evasion rate); wears off immediately when target

performs an action

Power Grab 1 Steals an enemy's HP; ineffective against undead
Shadow Net 3 Effects all enemies with "Palsy"
Shadow Servant 9 Creates a body double that mimics the caster's actions, and takes damage in the place of the

caster; clone is destroyed upon taking damage

Skankin' Garbage's analysis

I hate to say this...but, I would choose Light Magic over Shadow Magic in almost every situation. This is painful, because Shadow Magic is really awesome! If you can get it early, DarkSphere is one of the most useful attack magic spells in the game right up until the end. On top of that, ShadowServant is amazing - its spell description doesn't do it justice. Just imagine it, though - it mimics ANY action your caster takes, doubling the effectiveness of any attack or healing spell! However, with most spellcasters, it's more important to have a powerful attack spell, and thus, Light Magic is necessary. The big exception to this is if you're using Rouge; Rouge will learn VermillionSand, a very powerful Realm Magic spell that no other characters will learn. As a result, it can be more useful to learn ShadowServant with Rouge. Otherwise, pick Light Magic.


Space Magic

Before acquiring Space Magic, you have to have acquired the Gifts for either Light/Shadow Magic and Arcane/Rune magic.

Go to Devin. If you go all the way to the right, and head north, you will find a girl at the top of some steps that can tell you about Space Magic. Choose "Ask about Magic", then "Ask about Space Magic", and she will take you to the Region 'Paradise', where Kylin, the lord of Space Magic, lives.

When you arrive in Paradise, you'll be outside. If you go south, you can talk to the only kid standing still, and she will allow you to leave the place (She sends you to a random part of the Koorong sewers; vindictive, eh?). Otherwise, if you go to the Northeast part of the screen, there will be a building with a candy cane sticking out of the top. It doesn't look like there's any entrance; but, if you approach the center of the building, it will open up. In here, you will find Kylin. If you talk to him, he will say that he needs to test you before he can listen to what you have to say (WTF?). If you say 'Yes', you will be whisked away to Kylin's maze. Otherwise, he will teleport you to the mall in Manhattan (What is with these people?). Anyways, say 'Yes' to advance.

Okay. Please forgive me if these instructions are hard to follow...

Screen 1: Just follow the parth northeast into the next screen.

Screen 2 (Fork Screen 1): Head left into the next screen. (You'll come back through here later)

Screen 3 (Fork Screen 2): First, head up, and follow the path until you find a key (you will change screens a few times). Pick it up, go back to this screen, and head left.

Screen 4 (Fork Screen 3): Follow the path into the next screen. (You can't enter any other doors, but you will come back through here later)

Screen 5: Follow the path until you reach a fork; the correct door to enter is the one with the gate on it. You can unlock it with the key you found earlier. Enter the door. You will now be UNDER where you just were (you'll appear upside-down); follow the path into the next screen.

Screen 6: Follow the path unto the next screen.

Screen 7: There should be a door here that puts you back in rightside-up mode. Enter it. You should also see a flower vase; touch the flower vase in order to shrink. Now (obviously), you can enter the small doors. You should remain shrunk for the remainder of this maze. Exit through the small door into the next screen.

Screen 8 (Fork Screen 1): There should be a small door on the right side of the screen; exit through that door.

Screen 9 (Fork Screen 4): First, head left, and follow the path until you find a switch (you will change screens a few times). Press the switch, go back to this screen, and head down.

Screen 10 (Fork Screen 3): There should be a small door towards the southeast end of the screen; exit through this door.

Screen 11: In here, enter the teacup, and it should teleport you into another screen.

Screen 12: Head north towards the exit.

Phew! You're done! You should now be back in the room where Kylin is. I should note that if you leave Paradise at this point, you'll have to do the maze all over again. Anyways, head back and talk to Kylin.

At this point, you can ask him to join, or decline. If you decline, you can buy select Space Magic spells from Kylin.

(Notes: If you choose not to invite Kylin into your party, you will not get the chance to invite him again.

If your main character is Blue, you will have no choice but to battle Kylin to steal the Gift of Space Magic.)

Space Spell List

Spell JP Cost Description
DarkShift 1 Causes Monsters with the skill "DeathSynthesis" to regenerate HP; Monsters with the skill

"PhotoSynthesis" stop recovering HP

LightShift 1 Causes Monsters with the skill "PhotoSynthesis" to regenerate HP; Monsters with the skill

"DeathSynthesis" stop recovering HP

ReverseGravity 6 Attacks all enemies
Vanish 3 Removes one target from battle
VaporBlast 1 Attacks one target
Vortex 3 Negates status effects and stat buffs for all allies and enemies

Skankin' Garbage's analysis

I'm pretty ambivalent about Space Magic. You can't actually master it in any scenario except for Blue's, unless you recruit Kylin. On the other hand, you can buy the most useful spells (VaporBlast and ReverseGravity). On the OTHER other hand, it's a lot of hassle to get Space Magic in the first place, and you can get more powerful spells from Light, Arcane, and Shadow Magic. You could have Kylin join you, but Kylin is a monster, and his skill list is more or less set; you can not acquire many of the Space Magic spells via enemy absorption, so Kylin isn't a very useful Monster; besides, you can BUY the most useful Space Magic spells, anyways. In the end, I'd say that it's more trouble than it's worth to get Space Magic. If you decide to get it, though, VaporBlast is probably the best 1 JP spell in the game, and ReverseGravity does a hell of a lot of damage considering its JP Cost.


Time Magic

Before acquiring Time Magic, you have to have acquired the Gifts for either Light/Shadow Magic and Arcane/Rune magic.

Head to Mosperiburg. Talk to Virgil, and 'Ask about Time Magic'. He will talk crap about the Time Lord, and then send you to his realm (seriously).

In the Time Lord's realm, there are no real diversions from the main path. Just follow the path until you find a broken hourglass. Examine it (Fine sand spills over your hand...), and then head back to the entrance.

You should be thrown back into Mosperiburg. Go talk to Virgil again, and he will tell you that Time Sand should fix the hourglass. He tells you that there's someone in Facinaturu that can help you, and asks if you want to go to Facinaturu. Say 'Yes' and you will be whisked away to Facinaturu.

Once in Facinaturu, head south to get to the meat of the town. There's not much here; a building in the east side sells Mystic Magic. Other than that, the center building is the one you want. Talk to the guy in there, and he can make you items in exchange for LP.

Let me reiterate: You have to sacrifice LP permanently to get anything from his shop, so you might want to think hard about whether or not you want to get anything from here. If you decide it's worth it, buy a SandVessel (1 LP), and you're good. Now, to leave Facinaturu: Enter the building in the northwest part of town, and ask the man there how to get out of

Facinaturu. He will tell you that he hid a ship underground, and that you should find him. So, leave the building and enter the door at the foot of the stairs. Talk to the slime inside the house, and a secret passageway should open. Follow the path to the end, and you will find the guy and his ship. He will take you to Koorong.

(Note: If you're using Blue, you can just leave using the RegionMap :P)

Anyways, once you have the SandVessel, go back to Mosperiburg and talk to Virgil...Well, he won't say anything, he'll just send you to the Time Lord's region immediately.

Once in the Time Lord's region, to back to the broken hourglass and examine it (collected Time Sand in the SandVessel). Then, head to the top of the stairs, and your main character will jump over to the top of the broken hourglass and fix it. Once this happens, time will have unfrozen.

Anyways, once you've done that, you can continue through to the end of the Time Lord's region. Head to the end and find the Time Lord.

At this point, you can ask him to join, or decline. If you decline, you can buy select Time Magic spells from him.

(Notes: If you choose not to invite Time Lord into your party, you will not get the chance to invite him again.

If your main character is Blue, you will have no choice but to battle Time Lord to steal the Gift of Time Magic.

If your main character is Riki or T260, you will be unable to reach the Time Lord, and consequently, unable to buy Time Magic spells or ask the Time Lord to join your party. The reason is because Gozarus, the man who makes you the SandVessel, will not accept Mec or Monster LP!)


Time Spell List

Spell JP Cost Description
ChaosStream 9 Attacks all enemies; induces random status effects
DelayOrder 1 Lowers target's Quickness
OverDrive ALL Stops everyone but the caster; caster gets 7 consecutive turns (Blue will get 8!)
TimeEclipse 5 Targets an enemy with "Stone"; if "Stone" does fails, deals damage and lowers target's Quickness
TimeLeap 3 Stuns an enemy; never misses
TimeTwister 5 Targeted ally performs their selected action twice

Skankin' Garbage's analysis

Time Magic is the most broken magic in the whole game. There's multiple reasons for this:

1. Overdrive. Now, sure, you have to use the Time Lord for this if you're not playing Blue's scenario, but the Overdrive/Stasis trick is undeniably too damn strong (See Tricks section for more info on the Overdrive/Stasis glitch).

2. TimeTwister Again, you need Time Lord or Blue to use this, but unlike ShadowServant, TimeTwister will double ANY command, including Fist Tech DSC! DSC already does 18000-23000 damage, but to get that kind of damage TWICE in a turn? Ridiculous.

3. Most importantly, TimeLeap. This one is more subtle, but it's the best one because you can buy it: TimeLeap ends an enemy's turn, and it NEVER misses. You can use it on BOSSES! Seriously, just give it to any Mystic, and absorb some enemies that raise Quickness, and you can end any enemy's turn before they can even act. Good grief.

...And yet, still, I find myself not going after Time Magic. Why? Two easy reasons:

1. You have to go through a lot of hassle to get Time Magic, in my opinion (mind you, I rarely complete either Arcane/Rune Quests when I play through SaGa Frontier).

2. It's O V E R K I L L. Seriously! Using Time Magic is akin to lighting a candle with a flamethrower: Sure, it's AWESOME the very first time, but then you look back and go, "Man, that was stupid. I didn't need that much fire to light this candle."

Time Magic will break the hell out this game, so watch it.


Realm Magic

The Gift of Realm Magic is unattainable; Blue and Rouge automatically start the game with The Gift; but otherwise, select spells can be bought at the Magic Kingdom.

Realm Spell List

Spell JP Cost Description
EnergyChain 1 Damages one target; can cause "Palsy" when upgraded (Only for those who have The Gift)
Gate 0 Allows Blue or Rouge to use the Item "Region Map" to transport to any Region they've previously

visited; works without being equipped in skill list; useless to Rouge, as he does not have a RegionMap when he joins you

Implosion 3 Damages one target; can cause "Faint"
Psychic Prison 7 Target's next spell will fail, causing them to take damage in the process
Psycho Armor 3 Raises target's Psychic and Vitality
Vermillion Sand 8 Attacks all enemies


Skankin' Garbage's analysis

Realm Magic is lame if you don't have the Gift. Thankfully, the most useful human magic-user you can get - Rouge - DOES have the Gift, making this a non-issue in most cases. EnergyChain is absolutely wonderful when used by Blue or Rouge. Implosion is awesome in the early parts of the game. VermillionSand is a worthy substitute for MegaWindBlast, allowing you some leeway in choosing between Light or Shadow Magic. PsychicPrison is situational in its usefulness, but really shines against bosses that cast a lot of magic spells. Overall, if you want to use this magic, pick Rouge - this school of Magic is one of the most worthwhile to have.


Mystic Magic

Mystics begin the game with The Gift for Mystic Magic; it is unattainable for anyone else. Select spells can be bought at Facinaturu. Here is a mini-walkthrough on how to reach Facinaturu, taken straight from the Time Magic walkthrough:

Before acquiring Mystic Magic, you have to have acquired the Gifts for either Light/Shadow Magic and Arcane/Rune magic.

Head to Mosperiburg. Talk to Virgil, and 'Ask about Time Magic'. He will talk crap about the Time Lord, and then send you to his realm (seriously).

In the Time Lord's realm, there are no real diversions from the main path. Just follow the path until you find a broken hourglass. Examine it (Fine sand spills over your hand...), and then head back to the entrance.

You should be thrown back into Mosperiburg. Go talk to Virgil again, and he will tell you that Time Sand should fix the hourglass. He tells you that there's someone in Facinaturu that can help you, and asks if you want to go to Facinaturu. Say 'Yes' and you will be whisked away to Facinaturu.

Once in Facinaturu, head south to get to the meat of the town. There's a building in the east side sells Mystic Magic.

Now, to leave Facinaturu: Enter the building in the northwest part of town, and ask the man there how to get out of Facinaturu. He will tell you that he hid a ship underground, and that you should find him. So, leave the building and enter the door at the foot of the stairs. Talk to the slime inside the house, and a secret passageway should open. Follow the path to the end, and you will find the guy and his ship. He will take you to Koorong.

(Note: If you are using Blue, you can obtain Mystic and Realm magic simultaneously; to do so, you have to discard Realm Magic before acquiring Space/Time Magic and buy all the Mystic spells you want. When you reach the fight with Rouge, lose on purpose; you will retain the Mystic spells, but you will regain The Gift for Realm Magic and all the spells.)


Mystic Spell List

Spell JP Cost Description
Fascination 1 Affects one target with the status effect "Charm"
GlassShield 5 Protects one ally from a physical attack; breaks upon taking damage; attacker is

counter-attacked if the shield was destroyed with a close-range attack

MirrorShade 7 Summons 1-4 Caster illusions in front of party members; illusions are destroyed upon taking

damage

PhantasmShot 3 Summons random Mirage Magic Phantom Beasts; may cause status effect (See Mirage Magic below for

a more detailed explanation)

Skankin' Garbage's analysis

Worst. Magic. Ever. Fascination and GlassShield should be renamed WasteATurn and BurnJPForNoReason. PhantasmShot is nice when you get the really strong Phantom Beasts, which doesn't happen until your Will is incredibly high; but, when your Will is incredibly high, you have much better options for dealing damage at that point. ...Actually, you ALWAYS have better options for dealing damage at ANY point. MirrorShade is not a bad spell, but it's not worth the AGONY of having to use the other three spells to learn, and it's the only spell you can't buy. It's beyond pointless to teach these to a human, and it's much easier to acquire superior spells with a Mystic. Just forget about it.


Mind Magic

Go to Kyo, and go to the -Doujou- in the upper left. Talk to the lady there, and "Ask about Mind Magic", then "Ask about the gift". She'll tell you that you have to train. Tell her that you're ready to train, then go into the next room.

The way the training works is that your party members will be able to semi-randomly engage a monster in a one-on-one battle. You only get one chance; if you win, you get the gift of Mind Magic. If you lose, you miss out forever. If you see a hard monster, try sending someone you don't use against the monster.

Once you've done that, You've mastered Mind Magic. Congrats.

(Notes: Mystics are unable to acquire The Gift for Mind Magic, nor can they purchase spells to use.

Blue cannot acquire The Gift for Mind Magic until just before heading to the final dungeon.

Rouge is unable to acquire The Gift for Mind Magic, meaning that he can only use the spells that can be bought.)


Mind Spell List

Spell JP Cost Description
Awakening 2 Raises all of caster's stats; all WP/JP costs for skills are doubled
Evaporate 2 Caster will not be hit by single-target attacks; wears off if caster attacks, or is hit by a

multi-target attack

LifeWave 2 Damages one target
MindHeal 2 Restores all HP to caster
Spellbound 2 Affects one target with "Palsy"

Skankin' Garbage's analysis

Ahh, I dunno...Certainly, there are some good Mind Magic spells; MindHeal is really awesome if you get it early, and LifeWave is a very useful attack. However, there's one big problem: Mystics and Rouge can NOT acquire The Gift for Mind Magic. This means that Mystics can't use either of the two good spells, and Rouge can only use MindHeal. MindHeal becomes obsolete later in the game, when you can juse use a MaxCure and spend a caster's turn doing actual damage, and LifeWave is pretty nice. It's an okay magic if you get it very early; otherwise, don't waste your time.


Evil Magic

The Gift for Evil Magic is unattainable for any playable character in the game; however, the Mystic Zozma, who can be recruited in Emelia's and Asellus's scenario, begins the game with some Evil Magic spells. There is no way to obtain Evil Magic spells for any other character.

Evil Spell List

Spell JP Cost Description
DeathCurse 4 Attempts to kill one enemy; 1 LP is lost if unsuccessful
PainDoubler 1 Does twice the damage an enemy has received; damage limit is 666 HP
SharpPain 1 Stuns all enemies
RavaShot 1 Damages one target

Skankin' Garbage's analysis

Surprisingly...it's not bad. Sure, RavaShot and PainDoubler are trash; on the other hand, DeathCurse can be used to cheap kill Jotnar and Suzaku, making it easier to obtain Arcane Magic quickly without having to grind so much. SharpPain is easily the most useful spell; it almost always is the first action in the turn order, and has an unusually high success rate, even at the end of the game. It's very useful when grinding against enemies much stronger than you, as a way of almost completely assuring that they won't attack you. I'll admit that it isn't useful when fighting a powerful boss enemy, but don't count out Evil Magic - it'll save your ass when you least expect it.


Life

The Gift of Life Magic is unattainable for anyone except Blue in his own scenario. There is no way to obtain Life Magic spells for other characters.


Life Spells

Spell JP Cost Description
Reviva 9 Target of spell will instantly revive with full HP
Sacrifice 2 Heals entire party (caster exempt) as the expense of 1 LP from the caster

Skankin' Garbage's analysis

Well, it's good, sure; but you only get it in one scenario, at the very end of the game! Oh well. As it turns out, it's

incredibly useful in what little time you will have it. I just wish Reviva didn't cost so damn much.


Mirage Magic

The Gift for Mirage Magic is only held by the character Rei, recruitable only in Asellus's scenario. There is no way to

obtain Mirage Magic spells for other characters.

Mirage Spell List

Spell JP Cost Description
Black Cat 1 Damages one target; may cause "Mess"
Cockatrice 6 Damages one target; may cause "Stone"
Jackal 4 Damages one target; May cause "Venom"
Nightmare 2 Damages one target; May cause "Sleep"
Reaper 7 Damages on target; may cause "Faint"

Skankin' Garbage

What's that, you say? Now I can cast PhantasmShot, but sometimes for MORE than 3 JP? Sign me up!

...In case you couldn't tell, I was being sarcastic. PhantasmShot sucked in Mystic Magic, and even now that you can always get the Cockatrice and Reaper Phantom Beasts, they're not at all worth it for 6 and 7 JP. If that wasn't enough, you don't get the only person with Mystic Magic - Rei, until way late in the game, and she's a pain in the ass to catch up to speed because her HP will be so much lower than the rest of your party! I can't possibly reccomend Mirage Magic to anyone.