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Magic in Fire Emblem: Fortune's Weave sits outside the five weapon types rather than alongside them. Classes with magical affinity attack with spells instead of an equipped weapon, and Nintendo's own summary gives magic two jobs: it is effective against foes in heavy armour, and it heals or otherwise supports allies in trouble. Its resource works differently from a weapon's too, which is the practical reason it needs its own page.
Casting Economy
Each spell holds a limited number of casts rather than a durability bar. That is a genuinely different economy from the one governing Combat Arts, where Uses tick down only when an art is fired and ordinary swings are free.
Hands-on coverage of the pre-launch build describes casts refilling after clearing a stage that belongs to the main story. During the free periods between matches they do not refill on their own; a unit has to rest. Sharing a three-person meal at an inn is reported to fully restore HP and magic stocks for everyone at the table, and rest points inside dungeons restore both during a run of Dungeons and Clashes. Those specifics come from previews rather than published documentation.
Schools and Vocabulary
Two different sets of terms are in circulation, and no source has reconciled them, so this page keeps them apart.
Reason and Faith are the proficiency names. They appear in class requirements and in class descriptions: the Diviner, one of the five Beginner classes, is the entry point for both, wielding Reason and Faith magic with 4 movement. White Magic is named separately in Nintendo's own class rundown, in the descriptions of the Bishop and of the Guardian, an Advanced class skilled with both spears and White Magic.
The published spell table uses a different vocabulary again, sorting spells into Black magic, Dark magic and White magic as weapon types. Both sets may be true at once, with Reason and Faith as proficiencies and the three-way split as the item classification, but nothing official states that, so the two are recorded here as they were found.
Spells
Most stat lines have not been published yet. Might, Weight, Hit and Critical values are blank for every spell in the released table, which is why the columns below stop at range and casts.
Spell | Type | Range | Casts | Effect |
|---|---|---|---|---|
Fire | Black magic | Not published | Not published | Not published |
Thunder | Black magic | 1 to 2 | 8 | Basic lightning magic that causes a focused strike |
Wind | Black magic | 1 to 2 | 10 | Basic wind magic that strikes with a blade of vacuum air. Effective against flying units |
Cutting Gale | Black magic | 1 to 2 | Not published | Not published |
Bolganone | Black magic | 1 to 2 | 10 | Advanced fire magic that incinerates an enemy |
Miasma Δ | Dark magic | 1 to 2 | 10 | Attacks a foe with a ball of concentrated dark matter |
Mire Β | Dark magic | 1 and up | Not published | Not published |
Heal | White magic | 1 | 10 | Sacred magic that heals wounds, restoring HP to an ally |
Physic | White magic | 1 and up | 5 | Sacred magic that heals a distant ally |
Nosferatu | White magic | 1 to 2 | 16 | Absorbs lifeforce, restoring the caster HP equal to half the damage dealt |
Seraphim | White magic | 1 to 2 | 6 | Attacks with a ball of pure light. Effective against undead |
Starlight | White magic | 1 to 2 | Not published | Not published |
The two Greek letters in Miasma Δ and Mire Β are part of the English names as published, not transliteration artefacts. Pre-launch footage has filled in a couple of the gaps above: Fire was seen with 10 casts, and Physic restored 24 HP at a range reaching out to 10 squares.
Range and Presentation
Where swords, spears, axes and gauntlets reach one square and bows reach two, magic covers a range of 1 to 2, taking in both the orthogonal and the diagonal squares that the physical types split between them. On screen, the casting circle is drawn in yellow for white magic and red for offensive magic. See the Combat System for how range and counterattacks interact.
Magic Classes
Magic use is gated by class, so a unit's access changes when it passes a Certification Exam. The Diviner is the Beginner class for spellcasters. Among the Specialty tier, the Shaman and the Priest both carry Reason and Faith. In the Advanced tier the Ovate specialises in offensive Reason magic, the Bishop in White Magic, the Guardian pairs spears with White Magic, and the War Monk fights with fists while also handling white magic. The full tier structure is on the Classes page.