Fire Emblem: Three Houses is out now and in the game, there are characters that can use different magic spells. In this Fire Emblem: Three Houses magic spells guide, we are going to walk you through the different spells that characters can use.

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Magic spells are skills that can be learned when you raise the Reason or Faith of a unit. Increasing Reason will unlock Dark Magic spells and increasing Faith will unlock Heal and Assist spells. Some units have innate spells and upon learning the spell again they are able to case it twice the number of times.

Fire Emblem: Three Houses Magic Spells

The following is a list of Dark Magic spells that you can use in the Fire Emblem: Three Houses:

Name Uses Mt Hit Crit Effect
Fire 10 3 90 0
Bolganone 5 8 85
Ragnarok
Thunder 8 4 80 5
Thoron 4 9 75 10
Bolting 2 12 65 15 Deal damage from across the map.
Wind 6 2 100 10 Effective against flying units
Cutting Gale 6 7 95 10 Grants Speed +3
Excalibur 4 11 100 15 Deals extra damage to flying foes
Fimbulevtr 3 12 65 12
Sagittae 10 7 90 5
Meteor 1 10 80 0 Deal damage from across the map.
Agnea’s Arrow 2 16 70 5
Miasma Δ 10 5 80 0
Mire B 8 3 70 0 Inflicts Defense -5 to foe for 1 turn.
Swarm Z 4 1 70 0 Inflicts Speed -5 to foe for 1 turn.
Banshee Θ 5 9 75 5 Inflicts reduced Movement to foe for 1 turn.
Death Γ 4 6 70 20
Luna Λ 2 1 65 0 Nullifies the enemy’s resistance. Cannot double attack.
Dark Spikes T 3 13 80 0 Effective against mounted units
Hades Ω 2 18 65 10
Bohr Χ 3 10 60 0 Reduces foe’s HP to 1; cannot trigger follow-up attacks.
Quake Σ 1 8 50 0 Damages all units except Flying; cannot trigger follow-up attacks.

The following is a list of Heal/ Assist Magic spells that you can use:

Name Uses Heal Hit Crit Effect
Heal 10 8 100 0 Restores a small amount of HP to a selected ally.
(Attack Speed +5, Avoid +15, Range 1)
Recover 5 30 100 0 Instant healing
Physic 5 8 100 0 Restores a small amount of HP to a selected ally.
(Attack Speed +5, Avoid+5, Range 1-9)
Fortify 2 15 100 0 Heals unit within range
Nosferatu 12 1 80 0 Absorbs HP equal to damage dealt to enemy
Seraphim 8 8 75 5 Deals bonus damage to monster units.
Aura 3 12 70 20
Abraxas 2 14 80 5
Torch
Restore 10 100 Cures any status conditions of a selected ally.
(Attack Speed +5, Avoid +15, Range 1-4)
Ward 5 100 Increase Resistance + 7. Decreases by 1 each turn.
Silence 3 100 Prevents target from casting spells for a turn.
Rescue 3 100 Teleports target to a space adjacent to spell caster.
Warp 1 100 Moves ally to a targeted space within a range based on magic.

This guide is a work in progress. We will update it once we learn more about Magic Spells in the game so be sure to stay tuned for updates.

If you are interested in learning more about the game then you should check out our guide on romance options.

This marks the end of our Fire Emblem: Three Houses spells guide.