Magic Barrier: Difference between revisions
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Called MagicWall in this game, this ability can be learned by various monsters. It requires the monster to be at least Level 19, with at least 80 {{MP}}, and 74 | Called MagicWall in this game, this ability can be learned by various monsters. It requires the monster to be at least Level 19, with at least 80 {{MP}}, and 74 {{Intelligence}}. It is naturally learned by the [[Amber weed|AmberWeed]], [[DarkCrab]] and [[WeedBug]], among others. | ||
==={{DQM2}}=== | ==={{DQM2}}=== |
Revision as of 06:20, 9 February 2022
Magic Barrier | |
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Japanese | マジックバリア |
Rōmaji | Majikkubaria |
Type | Support |
Older names | MagicWall |
Magic Barrier is a recurring spell in the Dragon Quest series. It raises the magic resistance of the whole party in all appearances, with the accuracy of status ailment spells also being cut in the first three games.
Appearances
Dragon Quest VI: Realms of Revelation
This spell is obtained by advancing to either Rank 5 of the Paladin Vocation or rank 7 of the Sage Vocation. Magical damage is cut by 25%, lasts until the end of battle, and costs 3 MP to cast. Ailment accuracy varies depending on the status itself, but each one is lowered by one stage regardless.
Dragon Quest VII: Fragments of the Forgotten Past
Magic Barrier is learned by reaching the same ranks as in the previous game in the PSX version, and also by reaching rank 4 pf the Monster Masher Vocation in the 3DS remake. The spell now lasts for 11~14 turns in either version.
Dragon Quest VIII: Journey of the Cursed King
Jessica Albert will learn Magic Barrier after investing 31 skill points into her Staves. The spell operates as before, but will now only last for 6~9 turns.
Dragon Quest IX: Sentinels of the Starry Skies
Magic Barrier is learned by sages at Level 38. It costs 6 MP to cast, increases resistance by 25% when first cast, 50% on the second application, and lasts for 6~9 turns. Magic Barrier now only affects spell damage, and this would continue in the following games.
Dragon Quest X
This article is a stub. You can help by expanding it. |
Dragon Quest XI: Echoes of an Elusive Age
Magic Barrier is known by Veronica when she joins the party and costs 4 MP to cast. It functions exactly as it did in IX, aside from the lowered cost as well as cutting the amount of MP drained by an enemy's action by 25%.
Dragon Quest Monsters
Called MagicWall in this game, this ability can be learned by various monsters. It requires the monster to be at least Level 19, with at least 80 MP, and 74 Intelligence. It is naturally learned by the AmberWeed, DarkCrab and WeedBug, among others.
Dragon Quest Monsters 2
MagicWall now requires 134 Intelligence to learn. It is naturally learned by the KiteHawk and Scallopa.
Dragon Quest Monsters: Joker
Magic Barrier can be learned from:
- Antimagic (38 points)
- Antimagic II (25 points)
- Bolsterer (66 points)
- Diabolist (100 points)
- Dragovian Lord (8 points)
- Über Healer (35 points)
Dragon Quest Monsters: Joker 2
Magic Barrier can be learned from all the skills is could be previously, though Diabolist now requires 85 points, and Über Healer requires 31 points.
Dragon Quest Tact
Magic Barrier is known naturally at level 1 by Thwarthog, and costs 16 MP to use. It greatly raises the Spell Resistance of 1 ally for 3 turns.