Spells List [Dragon Quest 8 3DS/ DQVIII 3DS]

This section contains information on the different spells that are executed in the 3DS version of Dragon Quest VIII: Journey of the Cursed King. Details including the spell name, MP cost, effect and classification are summarized.

Note that this section will be updated when new information is revealed.

In Dragon Quest, Spells consume magic energy (MP) and are categorized into 4 types: attack, support, healing, and other spells. In addition, some spells are usable only during battle, some only outside of battle (on the move) while others can be performed both in and outside of battle. As your characters gain even more experience (EXP), they can learn even more spells. However, pay attention to your character’s MP as there are different costs depending on which spell you choose.

Click here for the complete Dragon Quest VIII abilities list.

Types of Spells

Attack Spells

These spells range from delivering damage to one enemy to hitting multiple targets.

Spell Name MP Cost Effect Classification
In Battle On the Move
Frizz 2 Singes a single enemy with a small fireball Yes No
Frizzle 4 Burns a single enemy with a large fireball Yes No
Kafrizzle 10 Incinerates a single enemy with an enormous fireball Yes No
Sizz 4 Singes a group of enemies with a blazing fire Yes No
Sizzle 6 Burns a group of enemies with a blazing wall of fire Yes No
Kasizzle 10 Scorches a group of enemies with the blazing flames of the underworld Yes No
Crack 3 Pierces a single enemy with razor-sharp icicles Yes No
Crackle 5 Rips into a group of enemies with sharp icicles Yes No
Kacrackle 12 Skewers all enemies with a hail of sharp icicles Yes No
Woosh 2 Slices through a group of enemies with a small whirlwind Yes No
Swoosh 4 Slices through a group of enemies with a powerful whirlwind Yes No
Kaswoosh 8 Slices through a group of enemies with a ferociously destructive whirlwind Yes No
Bang 5 Damages all enemies with a small explosion Yes No
Boom 8 Engulfs all enemies in a large explosion Yes No
Kaboom 15 Blasts all enemies with an incredibly violent explosion Yes No
Whack 4 A cursed incantation that sends and enemy to the hereafter Yes No
Thwack 7 A cursed incantation that sends a group of enemies to the hereafter Yes No
Kathwack 15 A cursed incantation that sends all enemies to the hereafter Yes No
Zap 8 Calls down lightning on all enemies Yes No
Pearly Gates 20 Opens heaven’s door to baptise a group of foes with sacred light Yes No
Magic Burst ALL Unleashes all remaining MP in a fearsome explosion Yes No
Kamikazee 1 Sacrifices your own life to destroy all enemies Yes No

Support Spells

These spells range from incapacitating enemies or buffing your allies.

Spell Name MP Cost Effect Classification
In battle On the move
Snooze 3 Puts a group of enemies to sleep Yes No
Kasnooze 8 Puts a group of enemies into a deep sleep Yes No
Fuddle 5 Sends a group of enemies into confusion Yes No
Kafuddle 10 Confuses all enemies Yes No
Dazzle 5 Envelops a group of enemies in illusions Yes No
Fizzle 3 Prevents a group of enemies from using magic Yes No
Drain Magic 0 Steals MP from a single enemy Yes No
Bounce 4 Forms a protective barrier that reflects enemy spells Yes No
Magic Barrier 3 Forms a protective barrier that reduces the effectiveness of foes’ offensive spells Yes No
Sap 3 Reduces the defence of a single enemy Yes No
Kasap 4 Reduces the defence of a group of enemies Yes No
Divine Intervention 4 Reduces a group of enemies’ resistance to magical attacks Yes No
Ban Dance 4 Stops one group of enemies from dancing for several turns Yes No
Oomph 6 Increases the attack of a single party member Yes No
Buff 2 Raises the defence of a single party member Yes No
Kabuff 3 Raises the defence of all party members Yes No
Oomph 6 Increases the attack of a single party member Yes No
Acceleratle 3 Raises the agility of all party members Yes No
Insulatle 3 Forms a barrier that protects all party members from fire- or ice-based attacks Yes No
Share Magic 0 Shares some of your MP with an ally Yes No

Healing Spells

These spells either restore the HP of allies, cure them of status abnormalities, or resurrect a fallen ally.

Spell Name MP Cost Effect Classification
In battle On the Move
Heal 2 Restores at least 30 HP to a single ally Yes Yes
Midheal 3 Restores at least 75 HP to a single ally Yes Yes
Fullheal 6 Restores all HP to a single ally Yes Yes
Multiheal 10 Restores at least 100 HP to all party members Yes Yes
Omniheal 36 Restores all HP to all party members Yes Yes
Zing 8 Resurrects a fallen ally with a 50% success rate Yes Yes
Kazing 15 Resurrects a fallen ally Yes Yes
Kerplunk ALL Sacrifice your own life to resurrect and fully Yes No
Squelch 2 Cures a single ally of the effects of poison Yes Yes
Tingle 2 Cures all party members of the effects of sleep and paralysis Yes No

Other Spells

These spells either transport yourself and the party or allow you to avoid monster enchantments.

Spell Name MP Cost Effect Classification
In Battle On the Move
Evac 2 Allows you to exit instantly from dungeons caves and towers No Yes
Zoom 1 Allows you to return instantly to certain places you have visited before No Yes
Holy Protection 4 Generates a holy aura that causes weaker monsters to avoid your party No Yes

Source: Dragon Quest VIII PS2 Manual

Birlew, D. (2006). Dragon Quest VIII: Journey of the Cursed King Official Strategy Guide. Indianapolis, Indiana: BradyGAMES.

Leave a Reply



Be the first to comment