Please disable your ad blocker to support our website.

Spells - Dragon Quest VIII: Journey of the Cursed King

This are the list of all Spells in the game Dragon Quest VIII: Journey of the Cursed King. In this list you'll find all the spells in the game along with their usage and effects. If you're looking for the Armor, Items, Weapons, Skills or Accessories, just follow one of the links below to their pages.

Dragon Quest VIII: Journey of the Cursed King
- Accessories
- Armors
- Items
- Skills
- Spells
- Weapons

 

Accelerate: Doubles your Agility. The spell will last the entire battle.

Ban Dance: Stops the enemy from using dancing attacks for 6-9 turns.

Bang: A small explosion that causes 15-25 base damage, and up to 45 damage.

Boom: A medium explosion that causes 40-55 base damage, and up to 105 damage.

Bounce: Reflects all spells including your own and enemies for 6-9 turns.

Buff: Increases your Defence by 50% for 7-10 turns.

Crack: An ice spell that causes 20-30 base damage, and up to 55 damage.

Crackle: An ice spell that causes 35-45 base damage, and up to 85 damage.

Dazzle: Makes the enemy more likely to miss when using physical attacks for 5-8 turns.

Divine Intervention: Lowers the enemy's resistance to spells for 6-9 turns.

Drain Magic: Steals MP from the enemy. The amount of MP the enemy has left and the level of the character determine how much MP you will steal.

Evac: Allows the party to escape from a dungeon.

Fizzle: Stops the enemy from casting spells for 7-10 turns.

Frizz: A fire spell that causes 10-15 base damage, and up to 25 damage.

Frizzle: A fire spell that causes 55-70 base damage, and up to 120 damage.

Fuddle: Confuses the enemy for 5-8 turns.

Fullheal: Fully restores HP.

Heal: Restores 30-40 HP.

Holy Protection: You will not encounter enemies that are lower in level then the caster.

Insulate: Makes a barrier that cuts the damage of fire and ice spells by 50% for 6-9 turns.

Kaboom: A large explosion that causes 105-120 base damage, and up to 200 damage.

Kabuff: Increases your Defence by 25% for 7-10 turns.

Kacrackle: An ice spell that causes 65-85 base damage, and up to 160 damage.

Kafrizzle: A fire spell that causes 145-160 base damage, and up to 265 damage.

Kafuddle: Confuses the enemy for 5-8 turns. This is more likely to succeed then Fuddle.

Kamikazee: The caster dies, but most enemies are killed or left with very few HP. This spell does not work on all enemies and any enemies killed by it do not give you experience points.

Kasap: Lowers the enemy's defence by 25% for 7-10 turns.

Kasizzle: A fire spell that causes 70-90 base damage, and up to 170 damage.

Kasnooze: Puts the enemy to sleep for 2-5 turns. It is more likely to succeed then Snooze.

Kaswoosh: A wind spell that causes 65-145 base damage, and up to 200 damage.

Kathwack: Attempts to instantly kill the enemy. The caster's level and the enemy's resistance to magic determine the success rate.

Kazap: A lightning spell that causes 100-140 base damage, and up to 220 damage.

Kazing: Revives a dead party member with full HP.

Kerplunk: The caster dies, but all party members are revived and HP is fully restored.

Magic Barrier: Damage from attack spells and the success of status effect spells is reduced for 6-9 turns.

Magic Burst: A giant explosion that causes about 2 points of damage for every 1 MP used.

Midheal: Restores 75-100 HP.

Multiheal: Restores 100-120 HP.

Nose for Treasure: Tells you the number of treasures left in that area.

Omniheal: Full restores HP.

Oomph: Doubles your attack power for 6-9 turns. While this spell is in effect that character can not get critical hits.

Padfoot: Lowers the encounter rate and lasts longer then Holy Protection, but it is not as effective.

Pearly Gates: A holy spell that causes 180-210 damage. Enemies of the Zombie family will take an extra 50% damage from this spell.

Sap: Lowers the enemy's defence by 50% for 7-10 turns.

Share Magic: The character will give about 40% of their max MP to another character.

Sizz: A fire spell that causes 15-20 base damage, and up to 35 damage.

Sizzle: A fire spell that causes 25-35 base damage, and up to 65 damage.

Snooze: Puts the enemy to sleep for 2-5 turns.

Squelch: Cures poison.

Swoosh: A wind spell that causes 20-45 base damage, and up to 75 damage.

Tingle: Cures sleep and paralysis.

Thwack: Attempts to instantly kill the enemy. The caster's level and the enemy's resistance to magic determine the success rate.

Whack: Attempts to instantly kill the enemy. The caster's level and the enemy's resistance to magic determine the success rate.

Whistle: Instantly puts you into a battle with enemies from that area.

Woosh: A wind spell that causes 5-20 base damage, and up to 35 damage.

Zap: A lightning spell that causes 40-55 base damage, and up to 90 damage.

Zing: Revives a dead party member with 50% HP. Only works about 50% of the time.

Zoom: You can teleport to any town and some dungeons that you have already visited.

 

 

Return to Dragon Quest VIII: Journey of the Cursed King