Magic
All tomes and staves in The Blazing Blade.
Overview
This page shows a general overview of all tomes and staves in Fire Emblem: The Blazing Blade. Click to an individual tome/staff's page to see full detailed information, including stats and locations. If you're looking for a list of locations for all tomes and staves, head over to the Tome and Staff Locations guide.
Magic Categories
Magic can be split into the following categories.
Anima
Magic based on the elements.
Light
Magic based on divine light.
Dark
Magic coming from ancient knowledge.
Staves
Utility magic that does not deal damage.
List of Staves
Name | Rank | Uses | Exp | WExp | Effect |
---|---|---|---|---|---|
C | 15 | +17 | +4 | Increases Res of target ally by 7, decaying by 1 each turn. | |
B | 3 | +40 | +5 | Inflicts the Berserk condition on a target enemy. | |
A | 8 | +60 | +5 | Recovers Mag+10 HP to all allied units in range. | |
C | 3 | +40 | +8 | Repairs a weapon, tome, or staff in target ally's inventory to full uses. | |
E | 30 | +11 | +2 | Heals target ally for Mag+10 HP. | |
D | 20 | +12 | +3 | Heals target ally for Mag+20 HP. | |
B | 15 | +22 | +3 | Heals target ally for Mag+10 HP. | |
C | 15 | +17 | +3 | Heals target ally to full HP. | |
B | 3 | +40 | +7 | Teleports a target ally next to the caster. | |
C | 10 | +20 | +3 | Removes all status conditions from target ally. | |
B | 3 | +30 | +5 | Inflicts the Silence condition on a target enemy. | |
B | 3 | +35 | +5 | Inflicts the Sleep condition on a target enemy. | |
D | 10 | +15 | +5 | Increases caster's fog of war vision by 4 tiles, decaying by 1 each turn. | |
D | 10 | +17 | +5 | Unlocks a target door. | |
A | 5 | +85 | +7 | Teleports an adjacent ally to any tile within the range. |
Status Staves Accuracy
There are three staves that target enemies and inflict various status conditions: Berserk, Silence, and Sleep. The displayed hit of these staves is calculated through the following formula.
\(p = \text{Casting player unit}\)\(e = \text{Target enemy}\)\(D = \text{Tiles to target enemy}\)\(Hit = 30 + 6 * (Mag_{p} - Res_{e}) + Skl_{p} - 2 * D\)Note that the part with \(Mag_{p} - Res_{e}\) does not floor at 0, so an enemy with high Res will be really hard to hit with these staves.