Warriors: Three HopesWarriors: Three Hopes

Spells

An overview of spells and magic in Fire Emblem Warriors: Three Hopes

Magic in Three Hopes

Spells in Three Hopes are essentially combat arts for tomes. They have all of the same characterstics, including might categories, durability costs, and cooldowns. For an explanation of the mechanics, head to the combat arts page.

There are a couple of minor differences between spells and combat arts. Most obviously, spells deal damage based on magic and resistance rather than attack and defense. Additionally, spell usage is not tied to having a tome equipped. Instead, like in Three Houses, the ability to use magic depends on what class a unit is in. The magic-capable classes are listed below.

Using spells will remove durability from whatever weapon is equipped, regardless of whether or not it is a tome. For example, is Fluegel Shez uses Level 1 Blizzard, it will remove 10 durability from whatever sword is equipped.

On This Page

This page contains the following information.


Damage Spells

Combat spells that deal damage to enemies.

List of Damage Spells

SpellMight/Cost/CDDescription
Light Magic:
Inflicts light magic damage on the opponent.
Large/20/20sAdvanced light attack magic. Calls light from the heavens down on foes.
Reduce Stun Gauge:
Depletes the stun gauge.
Large/25/25sThe most powerful form of black magic. A sweltering flame that reduces all to ash.
Light Magic:
Inflicts light magic damage on the opponent.
Large/20/20sAdvanced light attack magic. Assail foes with a column of light.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Medium/15/15sIntermediate dark magic.
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Small/10/10sBasic ice magic.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Medium/15/15sAdvanced fire magic.
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Large/20/20sThe highest tier of lightning magic.
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Medium/15/15sIntermediate wind magic.
Effective vs Cavalry:
Effective against mounted units.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Large/20/20sAdvanced dark magic.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Instant Kill:
Has a chance to instantly defeat non-commander units.
Medium/15/15sIntermediate dark magic. Has a chance to instantly defeat non-commander units.
Effective vs Fliers:
Effective against fliers.
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Guard Break:
Breaks opponent's guard.
Large/20/20sThe highest tier of wind magic.
Ice Magic (Frozen):
Freezes the opponent. Frozen units are unable to move or attack.
Medium/15/15sAdvanced ice magic.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Small/10/10sBasic fire magic.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Large/20/20sAdvanced dark magic. Calls on the morbid might of the underworld.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Medium/15/15sIntermediate dark magic. Ignores enemy Res.
Large/20/20sSummon a volley of meteors.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Small/10/10sBasic dark magic.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Small/10/10sBasic dark magic. Lingers for a while after casting.
Light Magic:
Inflicts light magic damage on the opponent.
Heal:
Recovers the user's or an ally's HP.
Small/10/10sBasic light magic attack. Absorb a portion of inflicted damage as HP.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Large/25/25sThe highest tier of dark magic.
Fire Magic (Burning):
Burns the opponent, causing continual damage for a time. Burning units may combust if hit with a follow-up attack.
Large/20/20sThe highest tier of fire magic.
Small/10/10sStrike the enemy with magical arrows.
Effective vs Monsters:
Effective against monsters.
Light Magic:
Inflicts light magic damage on the opponent.
Medium/15/15sIntermediate light attack magic.
Dark Magic (Spellbound):
Spellbinds the opponent. Spellbound units will move slowly, have reduced defense and resistance, and will not able to prevent damage even when guarding.
Small/10/10sBasic dark magic. Attacks a wide area.
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Reduce Stun Gauge:
Depletes the stun gauge.
Medium/15/15sAdvanced lightning magic.
Lightning Magic (Shock):
Shocks the opponent. Shocked units discharge electricity when sent flying, damaging units around them and rendering them shocked as well.
Small/10/10sBasic lightning magic.
Wind Magic (Windtorn):
Inflicts the windtorn status. Windtorn units take more damage when in the air.
Cannot Guard:
Opponents cannot guard.
Small/10/10sBasic wind magic.

Utility Spells

Spells that provide utility to allied units.

List of Utility Spells

SpellMight/Cost/CDDescription
Heal:
Recovers the user's or an ally's HP.
Large/20/20sAdvanced light magic. Greatly heals allies across a wide area.
Heal:
Recovers the user's or an ally's HP.
Medium/15/15sBasic light magic. Heals surrounding allies.
Heal:
Recovers the user's or an ally's HP.
Medium/15/15sIntermediate light magic. Heals allies across a wide area.
Heal:
Recovers the user's or an ally's HP.
Large/15/15sIntermediate light magic. Greatly heals surrounding allies.
None/20/20sCure the caster and nearby allies of any status effects.
Weaken:
Weakens the opponent.
None/20/20sPrevents an enemy from using magic.
Strengthen:
Strengthens the user.
None/20/20sMagically protect the caster, increasing Def and Res and preventing knockback.