This is where you can find out about the different spells in the game, including their ranges, areas, damage they can cause and how much they cost.
In this game, there will be different types of magic. The main subgroups are, obviously, offensive magic and support magic. Summoning magic is the other subgroup. Within the offensive section, there is: Light, Dark, Fire, Ice, Wind and Lightning magic.
Proficiency
Just like in Shining Force 3, spells won't be dealing out their base power (which can be seen below). Each spell caster in the game will be proficient with varying types of magic, and so will cause more damage (or heal more) with some types of spells than with others. Proficiency also affects a character's magic resistance. When building your character, you will choose in order how proficient he/she will be with each of the six elements.
Damage dealt
The amount of damage spells will cause is determined by both the normal damage they cause combined with the proficiency of the caster, along with a boost to magic power depending on their weapon skill status. Spells can also be boosted in power by having friendships with those who raise magic power. Magic resistance will be included in this game, and so that of course would affect damage. It's likely that only Force members and enemy bosses would have resistances.
Spell availability
As the game is based off SF3, only 3 spells will be available to be learnt by characters. A fourth spell will be granted from equipped weapons. This does not apply to Sorcerers – they will always learn four summoning spells. It’s also similar for Magic Knights – they always get the blaze, freeze, bolt list.
Offensive casters (i.e. mages) will be able to choose two elemental spells and one support spell from their list to make up what spells they will learn. Defensive casters (i.e. healers) will be able to choose any combination of support spells, but a maximum of one offensive spell. Any Light element spell is classed as support in choosing spells in this way.
The Swordsman build works slightly different. He/she will always get Egress, Scan, Bolt and either Inferno or Ice Storm (player's choice). However, this leaves no slot for items that grant spells. In this case, the Swordsman is granted a fifth slot, due to the other spells being essentials.
As for choosing spells, players will submit the spells they want their character to learn, and I’ll allocate what levels each spell will get to. If they aren’t satisfied with that, they can always try with another selection. When I’m allocating, I’ll be basing it off what is seen from SF3 characters. This way, nearly any combination of spells will be available.