Learn how magic works in Paladins Quest! Discover the 8 spirits, spell combinations, HP-based casting, and how to increase spiritual affinities for stronger spells and defenses.
In Paladin's Quest, magic doesn't use an MP pool. Instead, casters draw from their own HP to power spells. This system is most relevant in random encounters and some later boss fights.
Magic is tied to eight spirits: Earth (E), Light (L), Water (W), Air (A), Fire (F), Heart (Ht), Sky (Sk), and Sphere (Sp). Every spell is a combination of two spirits (including a spirit with itself), resulting in eight spells per spirit. The final spell combines all eight spirits, totaling thirty-seven spells in the game.
Each magic-user has affinities with each spirit, determining spell effectiveness. Higher affinities mean more damage from attack spells, increased accuracy, or greater range. They also grant resistance to spells using the associated spirit. For example, the spell Bury (Earth + Air) damages all enemies. Higher Earth and Air affinities increase its damage and range, eventually hitting three-quarters of the battlefield. These affinities also reduce damage taken from spells associated with those spirits, and seem to apply to status effect resistance.
Spiritual affinities can be increased in two ways: by using consumable spiritual cards (e.g., Fire cd) or by casting spells in combat. Using magic outside of combat, like the Peace spell, does not affect affinities. Using a spiritual card typically adds 1-5 points to an affinity, while the first casting of a spell in combat adds 2 points to the associated spirit(s). Subsequent uses of the same spirit in a single battle have no effect. It takes approximately 64 battles to max out a spirit from zero without cards, assuming gains from each encounter.
There are some inconsistencies noted with the magic system. Spiritual affinities don't always seem to affect magic defense as expected. For instance, during a fight with the boss Bubbley, his Storm spell (Water + Sphere) dealt the same damage to most party members, regardless of their affinities, with only Midia taking less damage despite having lower affinities in the spell's associated spirits. This suggests potential opposing element interactions or unique boss mechanics.
Additionally, affinity gains can be erratic with certain spells like Spirit, SPup, Storm, and takeHP, sometimes giving gains for fewer than all associated spirits. It is unclear if these are intended mechanics or bugs.
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