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, Sense, Bolt, Inferno/Ice Storm
Mage: Attack, Blaze, Bolt, Charm, Confuse, Desoul, Drain, Dispel, Freeze, Sleep
Sorceror: Demon King, Hell Dragon, Phoenix, Proserpina, Thantos, Thor, Tiamat, Wendigo, Zephyrus
Priest: Aura, Antidote, Blast, Burst, Heal, Resist, Slow, Support, Weaken
Magic Knight: Blaze, Bolt, Freeze
Ninja: Attack, Charm, Confuse, Desoul, Dispel, Katon, Kehhyo-Do, Raijin, Resist, Ripsaw, Sleep, Slow
Thief: Attack, Blast, Blaze, Bolt, Charm, Confuse, Desoul, Dispel, Freeze, Resist, Sleep, Slow
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).
Sorceror Spells
The Sorceror class is not actually native to the Shining Force III system, actually coming from Shining
Force II, though there are some classes with similarities. As such, allocating spells appropriately can
be a difficult task. If the Game Master decides to allow the class to be played, then they can use a
suggested method or come up with their own.
Each Sorceror spell is assignment into a group, and there are two options in selecting spells.
1: pick one spell from group 1, 2, 3 and 4 each. There's no access to Thor with this option.
2: pick one spell from group 1, both group 2 spells and the group 5 spell.
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
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]
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]
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]
Ice Storm 1: inflicts 30 damage, costs 20mp, range of 3 and a medium AoE. [Ice]
Ice Storm 2: inflicts 40 damage, costs 30mp, range of 3 and a large AoE. [Ice]
Inferno 1: inflicts 30 damage, costs 20mp, range of 3 and a medium AoE. [Fire]
Infenro 2: inflicts 40 damage, costs 30mp, range of 3 and a large AoE. [Fire]
Katon 1: inflicts 8 damage, costs 2mp, range of 2 and a small AoE. [Fire]
Katon 2: inflicts 10 damage, costs 5mp, range of 2 and a medium AoE. [Fire]
Katon 3: inflicts 15 damage, costs 8mp, range of 2 and a medium AoE. [Fire]
Katon 4: inflicts 40 damage, costs 8mp, range of 2 and a small AoE. [Fire]
Kehhyo-Do 1: inflicts 10 damage, costs 3mp, range of 2 and a small AoE. [Ice]
Kehhyo-Do 2: inflicts 12 damage, costs 7mp, range of 2 and a medium AoE. [Ice]
Kehhyo-Do 3: inflicts 18 damage, costs 10mp, range of 3 and a medium AoE. [Ice]
Kehhyo-Do 4: inflicts 50 damage, costs 10mp, range of 3 and a small AoE. [Ice]
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]
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]
Raijin 1: inflicts 14 damage, costs 8mp, range of 2 and a medium AoE. [Electric]
Raijin 2: inflicts 16 damage, costs 15mp, range of 3 and a large AoE. [Electric]
Raijin 3: inflicts 25 damage, costs 20mp, range of 3 and a large AoE. [Electric]
Raijin 4: inflicts 65 damage, costs 20mp, range of 3 and a small AoE. [Electric]
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.
Ripsaw 1: inflicts 6 damage, costs 2mp, range of 2 and a small AoE. [Wind]
Ripsaw 2: inflicts 8 damage, costs 4mp, range of 2 and a medium AoE. [Wind]
Ripsaw 3: inflicts 12 damage, costs 7mp, range of 2 and a medium AoE. [Wind]
Ripsaw 4: inflicts 30 damage, costs 8mp, range of 2 and a small AoE. [Wind]
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.
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 30% for 3 turns, costs 5mp, range of 1 and a medium AoE.
Support 2: increases defence and agility by 35% 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]