List of spells in Dragon Quest III

From Dragon Quest Wiki

The following table lists all spells available in every version of Dragon Quest III.

Note that the listed levels at which spells are learned is only a general guideline; a character's Wisdom stat greatly influences how quickly or how slowly he or she may learn a given spell.

Name JP name MP Hero Mage Priest Sage Description
Frizz メラ Mera 2 2 1 1 A simple fire spell; affects one enemy.
Frizzle メラミ Merami 6 17 17 A large fireball launched at one enemy.
Kafrizzle メラゾーマ Merazōma 18 36 36 Colossal fireball obliterates one foe.
Sizz ギラ Gira 4 10 7 7 A weak fire spell that affects a group of enemies.
Sizzle ベギラマ Begirama 6 23 14 14 Larger fire spell that burns a group of enemies.
Kasizzle べギラゴン Begiragon 12 29 29 Wave of hellfire torches a group of enemies.
Bang イオ Io 5 13 11 11 Weak explosion damage to all enemies.
Boom イオラ Iora 9 23 23 A larger explosion damages all enemies.
Kaboom イオナズン Ionazun 15 38 38 Gigantic explosion pulverizes all enemies.
Crack ヒャド Hyado 3 5 5 Deals ice damage to one foe.
Crackle ヒャダルコ Hyadaruko 6 20 20 Ice spears thrown at a group of enemies.
Kacrack ヒャダイン Hyadain 12 26 26 Ice damage to all enemies.
Kacrackle マヒャド Mahyado 12 32 32 Massive volley of ice spears to one enemy group.
Woosh バギ Bagi 4 12 12 Slices a group with a small whirlwind.
Swoosh バギマ Bagima 6 26 26 Slices a group with a large whirlwind.
Kaswoosh バギクロス Bagikurosu 9 36 36 Slices a group with a towering tornado.
Zap ライデイン Raidein 8 26 Affects one enemy; the first lightning type spell.
Kazap ギガデイン Gigadein 30 41 Vaporizes all enemies with hellacious voltage
Whack ザキ Zaki 7 22 22 Instantly kills one foe
Thwack ザラキ Zaraki 7 28 28 Instantly kills a group of monsters.
Kamikazee メガンテ Megante 1 41 41 Kills all enemies in exchange for the caster's life.
Heal ホイミ Hoimi 3 4 1 1 A simple healing spell.
Midheal ベホイミ Behoimi 5 29 14 14 A stronger form of Heal.
Multiheal べホマラー Behomarā 18 34 34 Heals the party.
Fullheal ベホマ Behoma 7 33 30 30 Restores an ally to full health.
Omniheal ベホマズン Behomazun 62 38 Restores the party to full health.
Zing ザオラル Zaoraru 10 35 24 24 50% chance to revive a deceased party member.
Kazing ザオリク Zaoriku 20 38 38 Fully revives a character.
Squelch キアリー Kiarī 3 11 11 Cures Poison.
Tingle キアリク Kiariku 6 15 15 Cures Paralysis.
Cock-a-doodle-doo ザメハ Zameha 3 16 16 Awakens the party.
Sheen シャナク Shanaku 18 30 30 Removes a curse.
Poof ニフラム Nifuramu 2 6 2 2 Blows away weak enemies.
Bazoom バシルーラ Bashirūra 7 20 20 Banishes one enemy from battle.
Acceleratle ピオリム Piorimu 3 5 5 Increases the party's Agility.
Buff スカラ Sukara 3 4 4 Increases one character's Defence.
Kabuff スクルト Sukuruto 4 9 9 Increases the party's Defence.
Oomph バイキルト Baikiruto 6 21 21 Doubles a character's Attack.
Bounce マホカンタ Mahokanta 8 24 24 Reflects spells back at the caster for several turns.
Insulatle フバーハ Fubāha 6 32 32 Cuts the damage of breath attacks in half for the whole party.
Puff! ドラゴラム Doragoramu 24 34 34 Turns the caster into a Dragon.
Morph モシャス Moshasu 12 37 37 Copy the stats and abilities of another party member.
Kaclang アストロン Asutoron 6 12 Makes the Hero immune to all enemy attacks for a short period of time.
Drain Magic マホトラ Mahotora 0 15 15 Steals MP from one foe.
Snooze ラリホー Rarihoo 3 16 9 9 May put a group of enemies to Sleep.
Fizzle マホトーン Mahotoon 3 18 13 13 Try to block the enemies' spell.
Fuddle メダパニ Medapani 5 27 27 Confuses one foe.
Dazzle マヌーサ Manūsa 4 7 7 Wraps a group of foes in illusions.
Deceleratle ボミオス Bomiosu 3 12 12 Slows down a group of enemies.
Sap ルカニ Rukani 3 18 18 Lower a foe's Defence.
Kasap ルカナン Rukanan 4 18 18 Lowers a group's Defence.
Zoom ルーラ Ruura 8 7 12 12 Instantaneous travel to a previously visited location. Also reset the time to day, which is exclusive to III only.
Evac リレミト Riremito 8 14 9 9 Exit a cave with this spell.
Holy Protection トヘロス Toherosu 4 19 Causes weak enemies to leave you alone.
Peep インパス Inpasu 3 18 18 See the contents of a treasure chest.
Safe Passage トラマナ Toramana 2 19 19 Take no damage from dangerous terrain.
Tick-tock ラナルータ Ranarūta 12 25 25 Warp time and space to change day to night.
Fade レムオル Remuoru 15 33 33 Turns the party invisible for a brief time.
Click アバカム Abakamu 0 35 35 Opens any lock.
Storeyteller フローミ Furōmi 2 10 Denotes the dungeon name and the floor the party is exploring.
Snoop レミラーマ Remirāma 2 20 Causes hidden items to glimmer.
Hocus Pocus パルプンテ Parupunte 24 40 40 Only Rubiss Herself knows what will happen...
Thief
exclusive spells
JP name MP Level Description
Storeyteller フローミ 2 10 States the name of the dungeon the party is in and what floor
Snoop レミラーマ 2 20 Makes hidden items shine with a faint glimmer in dungeons

While only the Hero, Mage, Priest, and Sage vocations can innately learn to use magic, several other professions have utilities that can aid the party as well:

  • Gadabouts will learn to randomly perform a wide variety of antics as they level up, with several mimicking spells directly. Furthermore, they learn the Whistle skill at level 13 in all remakes and ports of the title, instantly triggering a battle when on the overworld.
  • Merchants are able to apprise items, revealing the details of a given object. In all remade versions of the title the traders are also able to learn the Dig skill at level 12. This ability's effect is it has a chance at acquiring random loot (partially determined by the mobs encountered in the region) or gold by digging up to 5 tiles in a map. There is a 1/28th chance for the excavated gold to be half of what the party is currently carrying, meaning exceptionally patient players can experience exponential gains during any point in the adventure. A merchant will also learn Service Call at level 17: the skill's effect is it lets the player call for a service such as a church, inn, or the last shop Item/weapon/armour shop most recently visited, being a Hail Mary for when the Evac spell is unavailable or the party does nto have any Chimaera wings.

Creative players can also take advantage of the vocation-swapping system of Alltrades Abbey, in that a character's spells will be remembered when changing lifestyles. This can lead to Martial Artists using Kaswoosh to deal with crowd control, Thieves keeping the party going with Multiheal, and so forth. The only limits to this system are that the Hero cannot change vocations and a character will never gain more MP when switching to a vocation that does not naturally accrue any.