Three HousesThree Houses

Spells

Magic tomes return as learnable Spells.

Overview of Spells

Magic in Fire Emblem: Three Houses can be categorized into black, dark, and white magic. Black magic is typically purely damage focused, dark magic does damage while afflicting status conditions, and white magic is focused on healing and utility. Units will typically learn spells as they rank up their reason (black/dark magic) and faith (white magic) skills. Some classes also come with abilities that grant spells. Black magic and dark magic spells gain power and range from separate abilities, for example Black Tomefaire and Dark Tomefaire. Only a handful of white magic spells deal damage, the rest are focused around healing and other utility.

All black, dark, and white magic spells are listed below.


Reason

Battle oriented spells that are the mage classes' main source of damage. Includes black and dark magic spells.

List of Black Magic Spells

Spell
Uses
Might
Hit
Crit
Range
Weight
Effect
Agnea's Arrow2167051–213
Blizzard5370151–24
Bolganone588501–26
Bolting21265153–1018Cannot double attack.
Cutting Gale6795101–25
Excalibur411100151–28Effective against Flying foes.
Fimbulvetr31265251–210
Fire1039001–23
Meteor1108003–1019Hits foes adjacent to the target; cannot double attack.
Ragnarok3158051–29
Sagittae1079051–26
Thoron4975101–37
Thunder848051–24
Wind62100101–22

List of Dark Magic Spells

Spell
Uses
Might
Hit
Crit
Range
Weight
Effect
Banshee Θ597551–29Reduces foe's Movement by 5 for 1 turn.
Bohr X3106003–1020Reduces foe's HP to 1; cannot double attack.
Dark Spikes T3138001–211Effective against Cavalry foes.
Death Γ4670201–38
Hades Ω21865101–216
Luna Λ216501–27Nullifies the foe's resistance; cannot double attack.
Miasma Δ1058001–25
Mire B837001–35Reduces foe's Defense by 5 for 1 turn.
Quake Σ18500All20Damages all units except Flying; cannot double attack.
Swarm Z847001–25Reduces foe's Speed by 5 for 1 turn.

Faith

Utility spells used for healing and other helpful effects. Includes white magic spells.

List of Damaging White Magic Spells

Spell
Uses
Might
Hit
Crit
Range
Weight
Effect
Abraxas2149051–213
Aura31270201–212
Nosferatu1218001–28Restores HP equal to half of the damage dealt.
Seraphim887551–210Effective against monsters.

List of Non-Damaging White Magic Spells

Spell
Uses
Might
Hit
Crit
Range
Weight
Effect
Fortify2151000Magic/40Heals all units within range.
Heal108100010
Physic581000Magic/20
Recover530100010
Rescue301000Magic/40Teleports an ally to a space adjacent the user.
Restore1001000Magic/40Cures any status conditions of all allies in range.
Silence3010003–100Foes hit are unable to use magic for 1 turn.
Ward50100010Grants Resistance +7 to an ally, decreasing by 1 each turn.
Warp101000Magic/40Teleports an ally to a targeted space.