Magic/List of Magic

Overview
Within the universe of The Rising of the Shield Hero is a hard magic system with multiple categories and systems of magic. This page will attempt to list and describe all known spells and techniques. Please note that magic spells, Hengen Muso, and skills are different types of techniques.

Earth

 * Bamboo Claw: Summons a massive stalk of bamboo which shoots from the ground.
 * Diamond Missile: Shoot a large diamond spike at the target.
 * Earth Hammer: The effect of this spell is unknown.
 * Rock Blast: Summons a mass of boulders to shoot at the target.


 * Spite Bamboo Spike: Summons massive poles of bamboo which skewers the enemy.

Fire

 * Hellfire: Summons balls of fire which fly towards the target at a high speed.
 * Anti-Hellfire: Nullifies the Hellfire spell.
 * Fire: Summons a small flame of fire in the caster's hands.
 * Fireflash: Reveals any enemies hidden by concealment magic within the area of the spell. Anyone who is poorly hidden within the area is incinerated..
 * Firefloor: Summons intense flames within the range and area specified by the caster.
 * Firestorm: Summons a flaming tornado.
 * Firewall: Creates a highly concentrated wall of fire which can burn out magical and physical attacks which attempt to cross it.
 * Anti-Firestorm: Nullifies the Firestorm spell.
 * Fire Arrow: Shoots a fiery arrow at the target.
 * Fire Blast: Produces balls of fire which explode upon contact with the target.
 * Fire Squall: Summons magical fire raining from the sky.
 * Anti-Fire Squall: Cancels out the effects of Fire Squall.
 * Fire Place: Produces a blast of fire which covers the target.

Light

 * Holy: Produces a ball of sparkling, magical light to damage monsters.

Lightning

 * Chain Lightning: Summons several blindingly bright bolts of lightning which then jumps from target to target, causing electric damage.
 * Thunder Bolt: Shoots a bolt of lightning. The electricity can be redirected if it strikes a conductive object, such as iron.
 * Thunder Burst: Summons an ultra-thick bolt of lightning.
 * Paralyzing Thunder: Induces the paralyzed condition on the target.

Water

 * Aqua Shot/Water Shot: Materializes a ball of water to shoot at the target.
 * Aqua Slash: Materializes a blade of water to shoot at the target.
 * Anti-Aqua Slash: Nullifies the Aqua Slash spell.
 * Icicle Prison: Encases the targets in ice.
 * Squall: Summons rain clouds in the surrounding area to start a heavy rain.
 * Water: Summons water.

Wind

 * Air Shot: Produces a ball of magical water which flies rapidly towards the target.
 * Tornado: Produces a tornado to blow away the targets.
 * Anti-Tornado: Cancels out the Tornado spell.
 * Wind: Summons a strong gust of wind.
 * Wing Blow: Throws a fist of air at the target which can knock them off balance.
 * Wing Cutter/Wind Cutter: Shoots a blade of wind at the target.

Unified

 * Elemental: A attack spell utilizing multiple types of magic types simultaneous. The details of this spell is unknown.

Fire

 * Fire Mirage: A concealment spell which hides the target.
 * Glowfire: Produces a flame meant to illuminate the surroundings.

Light/Dark

 * Hiding/Hide Mirage: Turns the target(s) invisible.
 * Light: Produces a ball of bright light to illuminate surroundings.

Light

 * Light Shield: Produces a shield of light to defend the target.

Non-elemental

 * Decay: Causes the target's cells to degrade and wounds to fester.
 * Heal: Repairs physical wounds on the target.

Fire

 * Resist Fire: Reduces the target's damage inflicted by fire. This can also be cast using Way of the Dragon Vein.

Lightning

 * Lightning Speed: Envelops the caster in lightning which increases their speed.
 * Thunder Guard: Envelops the caster in lightning which acts as a counter-offensive magic by damaging those who touch it.

Wind

 * Wind God Armor: Engulfs the caster in defensive wind magic like an armor consisting of blades of wind. Enemies who then hit the caster will be cut by these wind blades.
 * Unnamed Flight Technique: The user can utilize wind magic to allow them to fly. However, this is incredibly difficult.

Non-elemental

 * Accel Boost: Gives the target a short but powerful speed boost.
 * Anti-Bind: Removes the blind conditions from the targets.
 * Anti-Aura: Nullifies the effects of the hero-exclusive Aura spell.
 * Boost: Improves the speed of the target.
 * Burst: The effects of this buff spell is unknown.
 * Guard: Buffs the defense of the target.
 * Magic: Improves the magical abilities of the target.
 * Power: Improves the physical abilities of the target.
 * Speed: Buffs the speed of the target.
 * Speed Down: De-buffs the speed of the target.

Hero-Exclusive Magic

 * Absorb: Nullifies any spell within 5 meters which is cast at an equal spell or lower. Exclusive to the Legendary Spear.
 * Aura: A powerful, well-rounded buff spell. Exclusive to the Legendary Shield.
 * Down: A powerful debuff spell which affects all of the target's stats. Exclusive to the Legendary Bow.
 * Enchant: Allows the user to imbue surrounding magic into their sword to enhance their attacks. Exclusive to the Legendary Sword.

Way of the Dragon Vein

 * Aqua Seal: This spell manipulates surrounding water to create a barrier.
 * Black Dragon Flame: Absorbs cursed energy from a nearby source to produce black cursed flames to shoot at the target.
 * Drain Seal: Prevent SP (energy used in skills) from being externally drained from the target.
 * Gravity Field, Extreme Gravity: Summons a semi-transparent black sphere which slammed into the target and causes it to crush into the ground.
 * Gravity Reversal, Float: Allows the targets the levitate.
 * Herculean Strength: Significantly improves the physical abilities of the target.
 * Saint Aqua Blast: Uses holy water to attack the target. This is especially effective against cursed-infused objects.
 * Saint Aqua Seal: Uses holy water to reduce the amount of damage taken by fire and cursed-infused spells.
 * Soul Light: Replenishes the SP (energy used for legendary weapon's skills) in the target.

Cooperative Magic

 * Blossomlight Maelstrom of the Water Dragon: Transforms the users into two water dragons within a small cyclone which then crashes into the target.
 * Erasing Aqua Slash/Annihilating Wave of the Water Dragon: Creates a ball of dense water magic which then directed as a massive torrent of water towards the target.
 * Descent of the Thunder God: Summons lightning to strike and envelops the target. This support spell great buff all stats and inflicts a lightning counter-attack to those who try to hit the target of this spell.
 * Emptiness is Form: A large-scale illusion spell which confuses the targets' senses. It is apparently similar but different than Form is Emptiness.
 * Form is Emptiness: A large-scale illusion spell which confuses the targets' senses.
 * Image of Gale of Thunder Gods/Rain Storm: Summons lightning-filled tornadoes.
 * Saint Rain: Summons a rainstorm of holy-infused water. This spell damages cursed-infused entities.
 * The Great Deep/Zee Wille: Artificially creates an massive floating massive of water to artificially create an underwater environment. Anyone not considered an enemy can breathe normally within this spell.
 * Megalith: Summons a huge rock which falls from the sky to crush the target.

Ceremonial Magic

 * Castle Wall: A defensive ceremonial spell which defends the target
 * Judgment: An incredible powerful attack spell which summons a massive pillar of light to burn the target away.
 * Meteorite: Summons a giant rock from the sky which rains on the ground to devastate the target.
 * Pinwheel: Summons four blades of wind, like throwing stars, to shoot at the target.
 * Sanctuary: A high-level ceremonial spell which negates curses and de-buffs while prevents teleporting.
 * Seal: Seals the target and prevents it from interacting from anything outside of the seal.
 * Typhoon: Summons a small but powerful tornado filled with rain and hail.
 * Last Judgment: A spell similar to judgment. Create a massive ball of light which condenses and falls towards the target. It is much more powerful than judgment but seems to take much more time to use.

Fire

 * Blazing Ball: Summons a large fireball which flies toward the target.
 * Fireworks Ball: Summons a massive pillar of flame which explodes as an area-of-effect attack.

Jewel Magic

 * Ball of Flame/Crimson Flame: Burns all enemies but purifies all allies touched by this magical flame.
 * Blizzard: Creates a frozen, ice-filled tornado to engulf the target.
 * Flame Wall: Creates a wall of flame.
 * Hardened Protection: Buffs the defence of the target.
 * Jewel Aqua Blast: Summons a massive chunk of ice to throw at the target.
 * Jewel High Speed: Gives the target a quick but intense boost of speed.
 * Karma Fire: Summons something like a giant wave of lava to engulf the target.
 * Paralysis Wing: Summons butterflies which inflict a paralyzing effect on the targets.
 * Protection Shatter/Protection Powder: Sends a guided bolt which depletes the defence stat of the target.
 * Shooting Star Rain of Fire: Summons huge balls of fire which rain from the sky.
 * Showering Thunder/Thunder Rain: Summons a crack of lightning to strike the target.
 * Shrinking Explosion: Detonates the gemstone in a powerful explosion.
 * Slumber Smoke: Induces the sleep condition on the targets.
 * Silent Ocean: Calms turbulent bodies of water.

Ofuda Magic

 * Communication: Allows the user to contact someone else over long distances by placing the ofuda on the head and acting like a telephone.
 * Fire: Summons a fire which can be used to get a campfire going.
 * Lightning: Summons lightning to strike the target.
 * Paper Splits Rock: Explode: Utilizes multiple ofuda which fly towards the target and thick to it. Upon command, these ofuda then explode.
 * Purification: Reduces the effects and spreads of curses.
 * Rain of Sleep: Induces the sleep condition on the targets.
 * Servant/Control: Allows people to control monsters and use them as servants. It also can hold the monster as a prisoner within the ofuda. If used on a person, it gives the user control over that person's subconscious.
 * Watatsumi: Using multiple ofuda, this creates a tidal wave of magical water.
 * Wind Weasels: Creates blades of of air to strike the target.

Music Magic

 * Air Block Voice: Produces a shock-wave out of to user's mouth which can damage the target.
 * Charming Voice: Places the targets into a trance-like state.
 * Demon's Melody: Shoots destructive notes at the targets. this magic seems exclusive to the Vassal Musical Instrument.
 * Element Harmony: Creates magic spheres which turn into rocks and then fly towards the target.
 * Fire Song: Sets the target on fire.
 * Hero's Melody: An all-purpose buff spell that is applied to the surrounding allies. This magic seems exclusive to the Vassal Musical Instrument.

Status Magic System Magic
The status magic system is what allows for the level-up system along with other powers. The Legendary and Vassal Weapons, dragon hourglasses, pacifiers and demon dragons derive some of their power from the Status Magic System (SMS).

General Magic

 * Status Magic: Provides a system for people to upgrade their abilities through a leveling system.
 * Class-up/Job Change: Allows the target of the ceremony to upgrade their abilities based on the class-up path they choose. This may only be done once the target has reached a level milestone. This also allows the target to exceed the first level limit. In Raphtalia's World, the class-up ceremony allows the target to exceed level 40.
 * Limit Break: Allows the target to no longer be limited to a level cap. In Raphtalia's World, the level break ceremony allows the target to exceed level 100.
 * Level Reset: Forces the target's level and stats reset so that they are level 1. This also allows the target to redo the class-up and level-break ceremony at its specific level.

Pacifier Magic
This magic is exclusive the the pacifiers of each world such as the Heavenly Emperor of Q'ten Lo in Raphtalia's World. These techniques utilize the authority given to the pacifiers through the SMS within their technique. These techniques also likely utilize life force similar to Hengen Muso.


 * Astral Enchant: Allows someone who has received the blessing from the Heavenly Emperor to imbue their stats upon someone who has received a high-level blessing from the Heavenly Emperor.
 * Five Elements: Destiny Split: An attack exclusive to the heavenly emperor that summons 5 magic balls. These balls can both defend the caster and attack the opponent. When the attack lands, the heavenly emperor can inflict the following effects:
 * Earth Defeats Water: Binds the opponent to the ground.
 * Fire Defeats Metal: Temporarily prevents the opponent from using the weapon they are holding.
 * Fire Overcomes Metal: Reduces the defence of the target and increases their weight.
 * Metal Defeats Wood: The effect of this magic is unknown
 * Metal Quells Fire: Nullifies the Fire Defeats Metal skill which prevents a certain weapon form being used.
 * Tree Grows Fire: Repels the Water Defeats Fire skill which prevents switching weapon forms.
 * Water Defeats Fire: Prevents the opponent from changing weapons.
 * Wood Defeats Earth: The effect of this magic is unknown.
 * Divine Clash of the Five Practices: The Heavenly Emperor's elemental balls which have been summoned are imbued in the caster's weapon for greater effect.
 * Divine Birth of the Five Practices: Nullifies the effect of Divine Clash of the Five Practices (which infuses the user's 5 elemental balls into their attack) and temporarily disables their Heavenly Emperor abilities.
 * Sakura Stone of Destiny Authority: Allows the Heavenly Emperor to manipulate sakura lumina trees and generate sakura stones of destiny. These stones weaken Legendary and Vassal Weapons while powering up anyone who has received a blessing from the Heavenly Emperor.

Demon Dragon Magic
This magic originates from the Demon Dragon Emperor where knowledge of these techniques are kept within Dragon Emperor Fragments.


 * Flames of Purgatory, Solar Prominence, Dark Nova: Summons a black sun which showers the targets with black cursed flames. The power of the spell is greater than the ceremonial spell Judgment and anything that the flames touch will be cursed.
 * Encompassing Mirrors: Summons multi-layered magical barrier around the target.
 * Explosive Assault: Summons explosions surrounding the target to blow others away and to create a temporary protective barrier.
 * Flare of the Nine Heavenly Suns: Similar to ceremonial magic, but different. This spell collects magical energy from willing participants to create dense clusters of magic which burns the targets upon contact and explodes repeatedly.
 * Songbird's Protection: Upon touching the target, this spell flashes white and then envelops the target with a large all-purpose buff.
 * Abyss Bullet: Unleashes and arc of jet-black darkness which carves through the target.
 * Appraisal Camouflage: Returns false readings to those using the Appraisal ability.

Monster Exclusive
This magic is exclusive to monsters such as filolials, griffins and dragons.


 * High Quick/Haikuiku: Envelops the caster in wind magic which increases the speed of the caster for a quick strike. Used by filolials and griffins.
 * Fire Breath: Allows the caster the exhale magical fire. Exclusive to dragons.
 * Flight: Some monsters like dragon and humming fairies can fly magically.
 * Freeze Breath: Allows the caster to exhale cold magic to freeze the target.
 * High Wing Slash: Transforms the user's wings to glitter with light and unleash blades of wind with each slash. Used by dragons.
 * Sanctuary: Creates a zone of safety for the species which cast this spell. Can prevent teleportation, allow teleportation despite interference, and can nullify other sanctuary spells. Used by dragon, filolials, and griffins.
 * Sleep Breath: Allows the caster to exhale magic which forces the target to fall asleep. Exclusive to dragons.
 * Spiral Strike/Screw Strike: The caster envelops themself in wind magic which allows them to produce a quick spin-attack. Used by filolials and griffins.
 * Transformation: Some monsters, such as filolial queens, have the magical ability to transform into different forms.
 * Unnamed Hindering Breath: Allows the caster to exhale magic which hinders the enemy in combat. It is apparently difficult to cast.

Otherworldly Magic
This magic originates from worlds other than Glass' World and Raphtalia's World.


 * Absolute Shield: Creates a defensive barrier which absorbs a certain amount of attacks.
 * Disarming Shot: Earth Evasion: Nullifies buffs and curses alike on the targets of the spell.
 * Explosive Shot: Summons a ball of magical energy. Just before contact, the ball of magic swells out and explodes with a devastating explosion. This spell doesn't hurt the caster.
 * Magic Shot: Meteorite Mobilization: Summons a massive meteorite appears in the sky falling towards the target.
 * Safeguard: Earthen Wall: A wall shoots out from the ground to block oncoming attacks
 * Self-Resurrection: This ability allows the user to return from death with their original body. This skill also allows the user to phase through some weapons. However, this ability cannot work if the soul is destroyed.
 * Translocating Light: Teleports the targets in a burst of light.

Other Types

 * Undead Revival: If a creature dies in a zone of especially powerful magic, the corpse will turn into a zombie in its own accord. The zombies may then follow the will of whomever is the source of magic. This can be done even if the corpse does not have a soul. This may also be exclusive to Glass' World.