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
Spell | Might/Cost/CD | Description |
---|---|---|
Light Magic: Inflicts light magic damage on the opponent. | Large/20/20s | Advanced light attack magic. Calls light from the heavens down on foes. |
Reduce Stun Gauge: Depletes the stun gauge. | Large/25/25s | The most powerful form of black magic. A sweltering flame that reduces all to ash. |
Light Magic: Inflicts light magic damage on the opponent. | Large/20/20s | Advanced 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/15/15s | Intermediate dark magic. |
Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Small/10/10s | Basic 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/15/15s | Advanced 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/20/20s | The highest tier of lightning magic. |
Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. | Medium/15/15s | Intermediate 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/20/20s | Advanced 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/15/15s | Intermediate 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/20/20s | The highest tier of wind magic. |
Ice Magic (Frozen): Freezes the opponent. Frozen units are unable to move or attack. | Medium/15/15s | Advanced 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/10/10s | Basic 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/20/20s | Advanced 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/15/15s | Intermediate dark magic. Ignores enemy Res. |
Large/20/20s | Summon 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/10/10s | Basic 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/10/10s | Basic 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/10/10s | Basic 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/25/25s | The 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/20/20s | The highest tier of fire magic. |
Small/10/10s | Strike the enemy with magical arrows. | |
Effective vs Monsters: Effective against monsters. Light Magic: Inflicts light magic damage on the opponent. | Medium/15/15s | Intermediate 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/10/10s | Basic 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/15/15s | Advanced 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/10/10s | Basic lightning magic. |
Wind Magic (Windtorn): Inflicts the windtorn status. Windtorn units take more damage when in the air. Cannot Guard: Opponents cannot guard. | Small/10/10s | Basic wind magic. |
Utility Spells
Spells that provide utility to allied units.
List of Utility Spells
Spell | Might/Cost/CD | Description |
---|---|---|
Heal: Recovers the user's or an ally's HP. | Large/20/20s | Advanced light magic. Greatly heals allies across a wide area. |
Heal: Recovers the user's or an ally's HP. | Medium/15/15s | Basic light magic. Heals surrounding allies. |
Heal: Recovers the user's or an ally's HP. | Medium/15/15s | Intermediate light magic. Heals allies across a wide area. |
Heal: Recovers the user's or an ally's HP. | Large/15/15s | Intermediate light magic. Greatly heals surrounding allies. |
None/20/20s | Cure the caster and nearby allies of any status effects. | |
Weaken: Weakens the opponent. | None/20/20s | Prevents an enemy from using magic. |
Strengthen: Strengthens the user. | None/20/20s | Magically protect the caster, increasing Def and Res and preventing knockback. |