Field Magics are one-time use spells that can be used on opponents and/or Monsters. You cannot use field magics on yourself. They are most commonly obtained from Magic Spaces and Magic Stores, but you can also receive them by robbing the Magic Store or the Merchant, White Loot Spaces, Red Loot Spaces, and Locked Boxes.
Field Magics come in 3 primary forms; Damaging Elemental Magic, Status Effect Magic, and Others. Elemental Magic contains Fire-type, Lightning-type, Ice-type, and Light-type Magic. The damage from these magics can be cut in half by wearing the corresponding Elemental Bracelet Accessory. Unlike Offensive Magic in Battle, Field Magic can not randomly lower stats based on the element of magic being used. Status Effect Magic contains Weaken-type and Alter-type Magic. Other contains Summon-type, Move-type, and Special-type Magic. All Magic can be bought in Magic Stores except for Town Conjure, Conjure All, Psychokinesis, Death Call, Vacuum, and Mix-up. These spells still can be found in other ways, primarily Kira or Magic Spaces.
The amount of Field Magics you can hold are dependent on the job you have. The chance of hitting is determined by your SP stat compared to their SP stat. If your SP is equal, you will hit at a 60% rate. The lowest hit rate you can have is 20%. (If the target has a Magic Mirror, the hit chance is 0%.) When using damaging spells, your damage is based on your MG stat compared to their MG stat. The minimum damage is 1 HP.
Elemental Damage in the Kingdom Version
Name | Value | Effect |
---|---|---|
Magma | 1,600G | Lightly damages one monster or player on a field space. |
Magma+ |
3,800G | Moderately damages to one monster or player on a field space. |
Magma DX | 17,000G | Very heavily damages one monster or player on a field space. |
Volt | 800G | Very lightly damages monsters and players in an area on the Field Map. |
Volt+ | 2,600G | Moderately damages monsters and players in an area on the Field Map. |
Volt DX | 10,000G | Heavily damages monsters and players in an area on the Field Map. |
Ice | 1,200G | Lightly damages all monsters and players on a field space. |
Ice+ | 3,000G | Moderately damages all monsters and players on a field space. |
Ice DX | 12,000G | Heavily damages all monsters and players on a field space. |
Flash Bomb | 40,000G | Creates balls of light that explode and damage all bosses and players on the map you are currently on. Massive damage. |
Status Effects in the Kingdom version
Name | Value | Effect |
---|---|---|
Tenderize | 280G | Lowers DF by 1/3. |
Atrophy | 300G | Lowers AT by 1/3. |
Slow | 100G | Lowers SP by 1/3. |
Daze | 200G | Lowers MG by 1/3. |
Down | 4,000G | Lowers AT, DF, MG, SP, and max HP by 50%. |
Cobra Strike | 200G | Poisons the target. |
Cobra Storm | 2,800G | Poisons all players. |
Curse | 3,000G | Curses the target. |
Curse All | 6,000G | Curses all players. |
Blistered Feet | 1,200G | Gives the target a footsore. |
Lock | 400G | Seals the target's bag or Dark Arts. |
Lockdown | 3,600G | Seals everyone's bag/Dark Arts. |
Fraidy Cat | 150G | Makes the target afraid. |
Time Out | 800G | Paralyzes the target for 1 turn. |
Sleepy Time | 2,000G | Puts the opponent to sleep. |
Other Spells in the Kingdom version
Name | Value | Description |
---|---|---|
Conjure | 2,400G | Summons a monster to the Empty Space a player is on. |
Town Conjure | 12,000 | Summons a monster to a liberated Town of your choice. Always hits. |
Conjure All | 80,000 | Conjures monsters to all towns on the continent you are standing on. |
Psychokinesis | 8,000G | Moves a player or a Roadblock Rock to any space of your choice on the current map. |
Transfer | 3,200G | Swaps places with the target. |
Squall | 1,500G | Blows one player to a random town. Will miss if the target is on Ocean. |
Typhoon | 3,500G | Blows all players away to random Towns. Targets on Ocean will not be hit. |
Come Here | 5,800G | Calls all players to your space. |
Purse Cutter | 1,500G | Destroys some Items and/or Field Magics that the target has. |
Vacuum | Permanently takes 2–3 (except for HP) stats from the target. | |
Mix-up | 68,000G | Swaps money, a piece of equipment, all Items, all Field Magics, or location of all players. |
Mystery | 40,000G |
"The Legendary Dokapon Spell! Who knows what will happen!" Can't Miss. Can't be blocked by Mirror Necklace, Magic Mirror, or Spellsword's Barrier.1 |
Death Call | 18,000 | Summons the Grim Reaper to harvest a player's soul in a few turns... unless they defeat the caster first! (7–10 days).2 |
1Example effects from the Mystery Spell:
- Permanently increase the caster's stats by 2.
- Causes 2 random Field Status Ailments on all players (including the caster).
- Heals all Characters, AND all Monsters.
- Sets many traps on the World Map (about 20–40).
- Duplicates effects of Mix-up.
2Can be prevented with a Revival potion, but not with deathblocks.