Dragon Quest VII Reimagined - Skills
The spellbook of Dragon Quest VII Reimagined: the fire, ice, wind and explosion attack lines, the Heal, revival and status-cure support spells, and the buff, debuff and ward magic learned through class mastery, alongside the story ritual that closes the campaign.
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of 28 entries
· updated 2026-09-15
| Name | Type | Description | Tree | Cost | Prerequisite |
|---|---|---|---|---|---|
| Frizz | Spell | The basic single-target fire spell that launches a small flame at one enemy. | Offensive magic | 2 | Mage / early class level |
| Sizz | Spell | The next fire spell in the series, a hot blast of flames that damages all enemies in a group. | Offensive magic | 4 | Mage progression |
| Zap | Spell | A powerful lightning spell that strikes all enemies with a crackling bolt. | Offensive magic | 6 | Advanced mage spells |
| Heal | Spell | Restores a moderate amount of HP to a single ally. | Support magic | 2 | Cleric / early class level |
| Midheal | Spell | Restores a greater amount of HP to one ally, bridging early and late healing. Cast by Clerics and Paladins mid-campaign. | Support magic | 4 | Cleric progression |
| Bounce | Spell | Creates a reflective barrier that bounces a single enemy spell back at its caster. | Ward magic | 4 | Cleric class level |
| Kabuff | Spell | Raises the defense of the entire party, reducing physical damage taken for all allies for a short time. | Buff magic | 4 | Cleric class level |
| Whistle | Skill | A utility skill that loudly whistles to attract enemy encounters, useful for grinding class levels by fighting enemies at will. | Utility skill | 0 | Various classes |
| Revival Magic (Kazing) | Spell | Restores a fallen ally to life in battle at full health. | Revival magic | 15 | High-level Cleric class |
| Ritual of the Almighty | Story Skill | The ritual performed by the Roamer tribe (led by Aishe) at their sacred temple, necessary to call forth the Almighty to expose Orgodemir's deception in the climax. | Summoning path | 0 | Story progression / Roamer tribe |
| Frizzle | Spell | The mid-tier single-target fire spell, a larger flame than Frizz that hits one enemy for markedly more damage. | Offensive magic | 4 | Mage progression |
| Kafrizz | Spell | The strongest single-target fire spell in the classic line, engulfing one enemy in a pillar of flame. | Offensive magic | 6 | Advanced mage spells |
| Sizzle | Spell | A stronger group fire spell than Sizz, burning every enemy in a group at once. | Offensive magic | 6 | Mage progression |
| Woosh | Spell | The entry wind spell, cutting through a group of enemies with a blade of air. | Offensive magic | 3 | Mage class level |
| Swoosh | Spell | A heavier wind spell that tears through a group for more damage than Woosh. | Offensive magic | 5 | Mage progression |
| Crack | Spell | The basic ice spell, freezing a single enemy with a shard of cold. | Offensive magic | 3 | Mage class level |
| Crackle | Spell | An area ice spell that encases a whole group in frost. | Offensive magic | 5 | Mage progression |
| Bang | Spell | A burst of explosive force that damages every enemy in a group. | Offensive magic | 5 | Mage progression |
| Boom | Spell | The stronger explosion spell, a rolling blast that hits a group harder than Bang. | Offensive magic | 7 | Advanced mage spells |
| Fullheal | Spell | Restores a large amount of HP to a single ally, the third step of the Heal line after Heal and Midheal. | Support magic | 6 | Cleric progression |
| Multiheal | Spell | Heals the entire party at once. The defining spell of a dedicated healer, and the reason a Priest or Sage is worth a party slot in the late game. | Support magic | 8 | High-level Cleric class |
| Zing | Spell | Revives a fallen ally with roughly half health, the cheaper and less reliable revival spell below Kazing. | Revival magic | 8 | Cleric class level |
| Squelch | Spell | Cures poison on a single ally. Cheap, essential in poison-heavy dungeons, and one of the first utility spells a healer learns. | Support magic | 2 | Cleric class level |
| Oomph | Spell | Doubles the physical attack of one ally for several turns. | Buff magic | 3 | Cleric / Mage class level |
| Kasap | Spell | Lowers the defence of a whole enemy group, making every physical hit land harder. | Debuff magic | 3 | Mage class level |
| Insulatle | Spell | Raises the party resistance to breath attacks, the fire and ice breaths that ignore ordinary defence. | Ward magic | 3 | Cleric class level |
| Fizzle | Spell | Seals an enemy spellcaster so it cannot cast for several turns. | Ward magic | 3 | Mage class level |
| Snooze | Spell | Puts a group of enemies to sleep, removing them from the fight until they are hit or wake up. | Debuff magic | 3 | Mage class level |
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