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.
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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