- This article refers to the recurring gameplay element; for the article on the magic stat, see Magic (stat).
Magic is a staple gameplay function used throughout the Fire Emblem franchise. Magic takes several forms from martial combat to supportive assistance.
Overview
Magic consists of a wide range of spells usable by various characters throughout the franchise. Offensive based magics are generally divided into three disciplines: Anima, Light, and Dark. Anima has also been further subcategorized into Fire, Thunder, and Wind. Classes such as the Mage traditionally use Anima magic in combat, whereas classes such as the Monk and Dark Mage are focused on use of the Light and Dark magic disciplines respectively.
Magic in its various forms is capable of attacking and counterattacking at both close and distant range. There also exist tomes capable of casting spells targeting units at extended range, similar to a ballista. A user's attack strength is determined by their respective Magic stat, while a unit's Resistance determines a unit's defense against magic-based attacked.
In most games, a unit capable of using magic must be equipped with either a tome or a staff of the specific spell they wish to cast, with exceptions as explained below. Tomes are typically used as offensive magic weapons. To cast a specific spell, the unit must have the relevant tome equipped. In games with weapon durability, tomes also have limited uses.
Staves are primarily used for healing and other support magic. Some games also feature staves such as Silence or Fracture that inflict negative statuses on their targets. Even in games that do not feature weapon durability, staves may have a usage restriction. Staves are typically wielded by the Cleric, Priest, and similar support-focused classes.
Martial weapon damage is typically calculated using the wielder's Strength against the target's Defense. However, there are select martial weapons such as the Levin Sword, Flame Lance, and Bolt Axe that, similar to tomes, calculate damage based on the wielder's Magic stat and the target's Resistance. Also similar to tomes, such weapons are typically capable of attacking both up close and at a distance.
As noted above, there are games in which units are not required to equip tomes and staves to use magic. The mechanics of these games are described below.
Gaiden/Shadows of Valentia
In Gaiden and its remake, units in magic-capable classes learn spells as they level up. Each individual unit has their own list of spells that they are capable of learning. Casting a spell expends a portion of the unit's Hit Points, and a unit may cast spells so long as they have HP to do so.
In these games, magic is classified into either Black Magic, which embodies offensive spells, and White Magic, which embodies support and utility spells.
Fódlan Series
In Three Houses, magic spells are learned as a character reaches certain proficiency levels in Reason and Faith. Reason comprises spells traditionally classified as Anima and Dark, while Faith comprises healing and support magic. Similar to Gaiden and Shadows of Valentia, each character has their own list of spells that they can learn.
Each spell has a set number of uses per battle. Once a unit has exhausted their uses of a specific spell, it can no longer be cast, but spell uses are completely restored between battles.
In the action game Three Hopes, tomes are used as weapons by magic-capable classes, but otherwise have no effect on the spells a unit can cast.
Fire Emblem Heroes
In Heroes, magic, specifically tome magic, is divided into the four core weapon colors (Red, Green, Blue, Colorless), and every tome-wielding unit is assigned a specific color that cannot be changed, save for the character Kiran. As such, magic use is subject to the color-based Heroes Weapon Triangle.
Staves also appear, but are restricted to the Colorless category. They are capable of dealing damage, but the damage calculations are reduced unless the unit has a skill such as Wrathful Staff equipped that nullifies the reduction.