Magic Barrier

From Dragon Quest Wiki

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[edit]

Dragon Quest VI: Realms of Revelation[edit]

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.

The enemies Splutterfly, Pudgedevil, and Stormsgate Citadel (boss) can use this spell.

Dragon Quest VII: Fragments of the Forgotten Past[edit]

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.

It can be cast by the enemies Discombombulator, Cardinal Sin, The Time Being, Cumulus rex, Slaughtomaton, Gnumesis, and Orgodemir's first form in the first battle against him.

Dragon Quest VIII: Journey of the Cursed King[edit]

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[edit]

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[edit]

Magic Barrier can be learned by Item Masters at level 48 and Druids at level 75. It costs 4 MP to cast and increases an ally's magic resistance by one stage.

Dragon Quest XI: Echoes of an Elusive Age[edit]

Magic Barrier is already known by both Veronica and Hendrik when they join 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[edit]

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[edit]

MagicWall now requires 134 Intelligence to learn. It is naturally learned by the KiteHawk and Scallopa.

Dragon Quest Monsters: Joker[edit]

Magic Barrier can be learned from:

Dragon Quest Monsters: Joker 2[edit]

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 Monsters: Terry's Wonderland 3D[edit]

Dragon Quest Monsters 2: Iru and Luca's Marvelous Mysterious Key[edit]

Dragon Quest Monsters: Joker 3[edit]

Dragon Quest Monsters: The Dark Prince[edit]

Dragon Quest Tact[edit]

Magic Barrier is known naturally at level 1 by Mythstead, Prince of darkness, and Thwarthog, and can be learned by Coal slime at level 16, costing 16 MP to cast. It has a range of up to two squares away from the caster, can be self-cast, and greatly increases a single ally's Spell Res for 3 turns.

Magic Barrier (マジックバリア Majikkubaria)Tactlogo.png
Ability information
Magic Barrier
Role * Type * Element MP cost
Support Spell DQTact Non-elemental.png 16
Range Additional effects
DQTact Range1.png
1-2 (+self)
DQTact SpellRESUp.png
Spell Res Up
Description
Greatly raises 1 ally's Spell Res for 3 turns
Naturally learnt by
Coal slime, Mythstead, Prince of darkness, Thwarthog


Related spells[edit]