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General Information

The magic of Langrisser (MD) is used by commanders to restore health, deal damage, and inflict status effects. All of your commanders learn magic from their third tier classes, and most can use magic before that. Except for Stoning, all spells are available to at least one class your commanders can achieve. Each commander has a limited amount of MP to cast spells with, and it only replenishes at the beginning of a scenario. Poor pacing will drain a commander's MP, rendering them unable to cast further spells.

Magic System Details

  • Each class has its own spell list of up to three spells.
  • Your commanders may only cast spells from their current class' spell list. After a class change, you may lose one or more spells indefinitely.
  • Each class has a fixed pool of MP that is only replenished at the start of each scenario.
  • Each spell has a fixed MP cost.
  • Each spell's variable effect, range, and area of effect increase by 1 after reaching level 5 of a given class. A class change, which sets your level to 1, resets spell potency.
  • The Magic Orb halves the amount of MP a spell removes. You must still have the original MP cost to cast a given spell.
  • The Magic Wand increases spell damage by 1.
  • Some classes are always immune to status inflicting spells. This trait is not visible in-game, and is not described in any official game source.
  • Each commander and their subordinates have a chance to be rendered completely immune to magic at the start of a scenario. Magic immunity lasts until the scenario ends. The cause of this bug is unknown.