LostMagic Spell Guide V0.02
By Alex (aka Java86)
Morikou (at) gmail (dot) com

Table of Contents
* Version History [VH]
* Introduction [INTRO]
* Combat System [CS]
* Elements [ELE]
* Spells [SPELL]
* Single Runes [SR]
* Duo Runes [DR] *Work in Progress*
* Triple Runes [TR] *Work in Progress*
* General Stratagies [GR]
* FAQ [FAQ]
* Credits and Disclaimer [CAD]
* To Do List [TDL]

To jump to a section, press Ctrl + F and search for the keyword in the [].
(Example: you want to go to the Triple Rune secion, you search for [TR]

== Version History == [VH]
5/03/06 V1.00: Added a new naming system for spells. Going to try it out
for a while. Finished all the duo runes. Added all the triple runes I
could find. Added some submissions. Added a spiffy search system. A few
other things too.

4/30/06 V0.01: Just starting out. Don't have triple runes yet or rank 3
runes so I can't do much about those. :X Al the duo runes with ranks 1 and 2
runes are done though.


== Introduction == [INTRO]
LostMagic is a RPRTS (Role Playing Real Time Stratagy) game where you play
as a young boy named Issac as he fights to save the world from an evil
sorceress bent on world domination. Cliche, yes, but where the game REALLY
shines is in its gameplay. There are over 350 spells in the game which can
be cast by casting either individual runes (symbols) or combonations of
runes. This guide's purpose is NOT to tell you what each an every
individual rune is. It's purpose is to tell you general patterns of spells,
when are the best oppertunities to cast them, and general stratagies.


== Combat System == [CS]
The games combat system is fairly unique so it deserves some explination.
In battle you (the character) are guided around the battle map trying to
complete the maps objective. Some example objectives are defeating all the
enemies, capturing all the crystals, defeating the boss, etc.

By holding the L button (or the R button if you are in left-handed mode)
and then drawing a rune, you can cast a spell. The more accurately you draw
it, the more powerful the spell will be. However, the longer you take to
draw it, the more time the enemy has to move/react to you since you are
stationary while casting. There are 18 runes divided up into 6 elements (3
each). The elements are Fire, Water, Earth, Wind, Light, and Dark.

You cannot cast a rune if you have not been taught it via an event. The
same is true with casting duo rune spells and triple rune spells.

Once you obtain the rank 1 Dark rune, you can use it to capture monsters
and use them in battle. On the world map, you can put up to 3 monster
groups into your line-up and bring them into battle. You can also equip
them with items to increase their abilities. Also, monsters often have an
elemental alignment. There are various limits and abilities of the monsters
but that is the job of another guide.


== Elements == [ELE]
As previously stated there are six elements: Fire, Water, Earth, Wind,
Light, and Dark. Each element has an opposite that it is vulnerable to. The
pairs are:

Fire <=> Water
Earth <=> Wind
Light <=> Dark

So, if you cast a fire spell on a water enemy, it does increased damage to
them. However! if you cast a water spell on a water enemy, it heals them
instead! You can view an enemys elemental alignment by selecting them in
combat (it shows up on the top screen).

Also, each element has a trend of the types of spells that are created with
it.

Fire: Offensive, shorter range, Easy to draw, higher damage. Stat: Attack
Water: normal range, freeze effects. Stat:
Earth: Defensive, normal range. Stat: Defense
Wind: Knock back effects, long range, speed. Stat: Speed
Light: Healing/curing effects, normal. Stat: Magic Defense
Dark: Debuff/capturing effects, normal, more damage Stat:
then average, "double edged sword", Most difficult runes.

As you can see, each element has various strengths. Fire spells are useful
because they can be cast the easiest and the fastest. So it is easy to cast
single rune fire spells over and over if need be. Wind spells are valueable
because they can knock an enemy away from your caster. They can also be
used to knock enemies into stuff. For example, on a lava map, you could
knock a non-fire enemy into the lava and it would hurt them. However, if you
knocked a fire monster into the lava (or dealt fire damage to it), it would
heal it!

Also, when combined in duo runes, the last rune always changes the
element of the spell (and adds or changes certain parts of the effects).


== Spells == [SPELL]
This section lists the various types of spells and stratagies for them.
I use some short hand to make things more condensed:

- SAoE: Static Area of Effect. They hit an area of a set size.
- VAoE: Variable Area of Effect. They hit an area of a chosen size (up to a
limit).
- LoS: Line of Sight. These spells will only hit an enemy if there are no
obsticals in the way. They travel in a line.
- PLoS: Piercing Line of Sight. Same as LoS but they can go through objects
and enemies.

Spell naming system (attributed to VampiricDragonX of the GFAQs message board):
Fire Rank 1 is shortend to F1, Rank 2 to F2, Water rank 1 to W1, Etc. Sells
themselves are refered to by two names: One way is to refer to the name by its
runes surrounded by brackets with commas between each rune. Example:
Fire rank 1 + Water rank 2 is [F1, W2]. The second way to naming spells is
by their actual name. Example [F1, W2] Is homing ice.

F = Fire
U = Water
E = Earth
W = Wind
L = Light
D = Dark
Any = Any rune (ie, Any1 would be Any rank 1 rune)

Note: The names given for each group are just nicknames based off of trends
in the individual names of the spells in the group.

Note: If you ever cast a spell and find out you really don't want to cast
it, just tap the casting key to cancel it.


== Single Runes == [SR]
Although I won't list all (or really any) specific duo/triple rune spells,
I will list the single rune spells (since you get them through required
events anyway).

F1: A fireball
F2: An explosion
F3: A rain of fire that melts the ground into lava.
U1: A ice bolt. May freeze target.
U2: A rain storm that can temporarily harden lava.
U3: Freezeds a single enemy.
E1: A wall of dirt/stone.
E2: Increase the defensive of a single ally.
E3: A rain of boulders.
W1: A long range knock back attack.
W2: An area of effect wind attack that hits multiple enemies
W3: Teleports you to the selected location.
L1: Heals a single target.
L2: Increases a single targest magical defense.
L3: Restores an area altered by magic.
D1: Can capture a monster. Chance increases as the target is weakened.
D2: Reduces a single targets defense against everything.
D3: Poisons a Single Target.

Note: I haven't gotten all the rank 3 runes yet so there isn't much information
on them yet.


== Duo Runes == [DR]
This isn't going to be a list of each rune combonation and what it does.
This will be a list of general trends of spells and how to use them. All
duo rune combonations exist (324 duo rune spells). You become able to cast
duo runes after defeating an early boss. The cost of a duo rune spell is
equal to the combined cost of the two runes it is made up of.

The first rune of a duo rune is the STYLE of the spell. All spells that
start with a specific rune will act in similar manners. At the very least,
they will all target the same. The second rune of a duo rune changes the
element of the spell. Knowing this is imporant when experimenting and
trying to find new spells.

Spells in this section are sorted by rank, then element.


[F1, Any1]: Lance
- A peircing bolt/beam attack of the second runes element. (example, [F1, U2]
= A piercing ice attack. This attack will go through enemies and
terrain.

This attack is one of your most used duo runes for quite a while. It is
useful because it can hit enemies behind walls (either natural or ones you
created). However, its primary use is to hit multiple enemies at once.

Example: Say a line of enemies is walking towards you. You can cast a
piecing attack and it will hit all three (and cost 20 mana by default). If
you had cast a single rune three times it would have cost 30 mana (one for
each) and have taken longer to cast.

It has an advantage over AoE because they are cheper to cast and can be
cast faster. So an option is to repeatedly cast this type of spell into a
group of enemy monsters instead of casting an AoE spell. This is a good
idea because many AoE spells hurt your monsters as well as the enemy.
Piercing spells do NOT hurt your own monsters, just the enemy.

To protect yourself against this spell it is best to spread your units out.
While moving and then bunch up around single targets (such as other mages
and players). When you bunch up around a target they will only hit one or
two of your units.


[F1, Any2]: Homing
- A PLoS homing attack. (example [F1, U2] = a PLoS homing ice attack).

This attack has similar uses to [F1, Any1]. In fact, it can be
used in all the situations the previous one can. The differences? For one
thing it deals a bit more damage. Second, if you want to hit multiple
monsters that aren't in a line, it will curve around to hit them all. It is
also useful to hit monsters that are far away and moving (since it will
adjust if you aimed wrong). Also the range is a bit longer then the weaker
version of this. Unlike [F1, Any1] you don't want to repeatedly cast it early
on since your mana supplies are fairly low. Once you level up a bit it can
basically replace [F1, Any1].

Bunching up around single targets still helps defend from this spell but
spreading out while moving is less effective since it curves.


[F1, Any3]: Crush
- Fires LoS Beams at all enemies in the targeted area. (Example: [F1, D3] =
A series of Dark Lasers)

This attack has a very strange targeting setup. You target a variable sized
area and then all enemy units that were in that area get hit. The shots
won't go through obsticals, but they will go through units. The beams go
in a straight line from the caster to the target (they go fast so they
don't need to adjust for aim). The beams from this attack are much stronger
then any of the AoE abilities and they hit more targets then [F1, Any1] and
[F1, Any2] abilities.

This is a very strong ability. Expecially when combined with W3 because
it knocks back multiple enemies. In most situations, [F2, Any1/2/3] are
more useful. But this is most useful when you need to point defense
enemies and knock them back (via [F1, W3]).


[U1, Any1]: Rapid
- A rapid fire bolt/beam attack of the second runes element. Fires 3 shots.
(example: [U1, F1] is a rapid fire fireball attack).

This attacks purpose is to deal as much damage to a single target as fast
as possible to a single target. It is LoS so you cannot shoot an enemy on
the other side of a wall or in the middle of a group of enemies.

This attack is very useful for finishing off bosses or other strong
monsters. However, if they are weak or low on HP then you are better off
just casting a normal attack instead of a rapid one. Since it isn't
targeted, the bolts can hit multiple mobs instead of just one.

Example: There are three mobs in a group, you fire a rapid spell and the
first bolt kills one monster and then the second two hit another monster.

Since it doesn't travel through monsters or obsticals, using the terrain
is the best way to protect yourself. If your opponent is using this spell
alot, you can use your monsters as a meat shield to protect yourself. Sending
your monsters in and then placing a wall between you and the enemy mage
is also a good stratagy.


[U1, Any2]: Wide
- Fires 3 LoS bolts/beams in a wide pattern. (example: [U1, F2] is
a wide shot fireball attack).

Think of this attack like a shotgun. At longer range it isn't very useful
because the bolts spread out farther and is hard to aim. However, if used
at close range, you can have (theoretically) all 3 bolts hit the same
target! (thus dealing more damage faster even faster then the rapid
version). However, for that to work you have to be almost standing right on
top of them (which is generally a bad idea). It can also be used to attack
a group of monsters. With repeated casts it can mow down a group of monsters.
Generally, though, for that purpose it is better to just use an AoE or a
PloS attack.

Against this ability, it is a BAD idea to spread out since it is more likely
to get all its hits in.


[U1, Any3]: Maxi
- Fires 5 LoS bolts/beams in a wide patter (Example: [U1, D3] is a wide
shot dark attack).

Very similar to [U1, Any2] but with more shots. Much easier to hit enemies
because the more shots are spread over the same area.


[E1, Any1]: Wall
- Creates a wall of the second runes element. (example: [E1, F1]
creates a wall of fire that damages enemies that touch it).

Wall spells are one of your more strategic spells. Enemies cannot pass
through walls and are generally too stupid to go around so walls are more
useful then they sound. One way to use them is to herd enemies into a small
area with them and then unleash a powerful AoE spell on them (hahaha, can't
run away). It is also useful if you accidently pull too many monsters
because you can break them up into smaller chunks by blocking them with
walls. Walls are also useful for stopping LoS attacks (but not PLoS!).

What do you do if someone uses walls against you? The Cure Spell [L1, E1]
restores the ground to its original form. In other words, it destroys all
spell created walls in its AoE.


[E1, Any2]: Wall
- Creates a wall of the second runes element. (example [E1, F2]
creates a wall of fire that damages enemies that touch it).

Sounds the same as the weaker version? Thats because it is. The difference
is that it lasts longer, is stronger, and can be cast farther away.


[E1, Any3]:
- Creates a wall of the second runes element. (example: [E1, D3] creates a
wall of Darkness.)

More of the same, a stronger version of [E1, Any2] and [E1, Any1].


[W1, Any1]: Cloud/Wind/Zone
- Creates a zone that either buffs allys, or debuffs enemies, or both. The
effect given is based on the element of the second rune. (example [W1, W1] =
creates an area that allows your units to run faster).

This series of abilities are really a mixed bag. Some deal damage, some
buff your units, some debuff enemies units. The main thing to keep in mind
is that they affect an area and then the area affects the units in it, not
you affect all the units in an area. That sounds a bit odd and that is
because it is. How these spells work is you place an aura of sorts in a
specific location. As long as a unit is in that location, they get affected
by it. Once they leave, they stop being affected by it. This is different
then otehr AoE buffs in that most AoE buffs affect the units you cast them
on and then they keep that effect even when they wander off.

Since the AI (artifical intellegence, the set of code that controls the
mosnters) is fairly stupid, there is a evil trick you can do. In a big
battle between monsters, you have all but one or two of your units retreat.
Since the AI is stupid, they will keep attacking the two that didn't retreat.
Then you cast a big, AoE spell that hurts both friend and foe like
[W1, D1] (since it does alot more damage then comparable spells for its
mana cost). This way only one or two of your units are hurt and all of
your opponents units are hurt. This works on humans too (it is easy to
get distracted in battle) but it isn't as effective.

If you are caught in the middle of one of these the best stratagy is to get
out as soon as possible. Don't wait to kill that one more mob, don't delay
and try to decide: GET OUT. Even if the effect doesn't hurt you, the enemy
will still have an advantage while you are in that area.

If you see the enemy suddenly start retreating your from your monsters, it
probably means they are going cast one of these.


[W1, Any2]: Cloud/Wind/Zone
- Creates a zone that either buffs allys, or debuffs enemies, or both. The
effect given is based on the element of the second rune. (example [W1, W2] =
creates an area that allows your units to run faster).

Basically the same as the previous version except it affects a larger area
and is stronger.


[W1, Any3]:
- Creates a zone that either buffs allys, or debuffs enemies, or both. The
effect given is based on the element of the second rune. (example [W1, W3] =
creates an area that allows your units to run faster).

Basically the same as the previous version except it affects a larger area
and is stronger.


[L1, Any1]:
- Casts either a single target or SAoE cure on your units (example: [L1, F1]
cures a single unit of freeze and heals them).

Very straight forward. They all cure aliments. Use them when your units are
hurt to heal them, when they are ill to cure them, etc. Situational, but
still very useful. The trick is remembering which one is which.

This catagory of spells are one case of where knowing the trends of each
element is a good idea.


[L1, Any2]:
- Casts either a single target or AoE cure on your units (example: [L1, F2]
cures a group of units of freeze and heals them).

Again, Very similar to the weaker version. The difference is that they are
stronger, and (generally) affect more units although some do differnt cure
effects.


[L1, Any3]:
- Heals all units in the AoE. It also cures of them of an aliement and buffs
them. (example: [L1, F3] heals, cures them of freeze and boosts their attack).

These are great spells if your units are being beat on. Casting one of these can
easily turn things from bad to good. Much more efficent then casting the buff
and healing your units seperately.


[D1, Any1]: Trap
- Captures an enemy monster of the second runes element. (example: [D1, F1]
is used to capture fire monsters).

This is basically an enhanced version of the basic [D1] rune spell.
Depending on what you use as the second rune, it has increased effect on
monsters of that element.

Note: From my testing so far, it does NOT work when fighting other players.


[D1, Any2]: Obey
- Captures an enemy monster of the second runes element. (example: [D1, F2]
is used to capture fire monsters).

Same as the weaker version but stronger. Has a better chance of catching
monsters of the element.


[D1, Any3]:
- Captures an enemy monster of the second runes element. (example: [D1, F3]
is used to capture fire monsters).

Same as the weaker version but stronger. Has a better chance of catching
monsters of the element.


[F2, Any1]: Blast
- Creates a SAoE explosion of the second runes element (Example: [F2, W1]
creates a wind explosion).

This is one of your most basic AoE spells. It deals damage to all enemies
in the blast radius in one single burst of damage. This is one of the more
useful AoE spells because it DOESN'T hurt your own units. However, it is
weaker then some other AoE spells.


[F2, Any2]: Blast
- Creates a SAoE explosion of the second runes element (Example: [F2, W2]
creates a wind explosion).

Same as the [F2, Any1] spells but stronger and has a larger AoE. It is still
staticly sized though.


[F2, Any3]: Blast
- Creates a SAoE explosion of the second runes element (Example: [F2, W3]
creates a wind explosion).

Same as the [F2, Any2] spells but stronger and has a larger AoE. It is still
staticly sized though.


[U2, Any1]: Rain
- Drops 2 bolts into the radius specified. Bolts are of the second runes
element (Example: [U2, F1] drops two fireballs into the specified
radius).

Although you would think it would be similar to the explosion/blast AoE
spells it is (in fact) completely different.  How it works is by droping
stuff (fireballs, bolts of ice, etc) in the target radius. Where it drops
them in that radius is completely random. It won't actually hurt an enemy
unit unless the bolt hits them. Because of this, it is better to draw a
small circle instead of a large one. If you draw a VERY small circle,
both shots will hit the same spot.

The best way to think of this spell is NOT as an AoE spell, but as a
targeted version of the [U1, Any1] spells. It is much stronger
(damage wise) then the [U1, Any1] spells, and can be cast at targets
even if you dont have LoS with them.

A good way to use this is to trap an enemy with a wall and draw a very
small circle on them so both bolts hit them. In such a situation it is
best to use fire runes as the second rune because it deals the most damage
and it turns the ground into lava (which deals more damage).


[U2, Any2]: Hail
- Drops 3 bolts into the radius specified. Bolts are of the second runes
element (Example: [U2, F2] drops three fireballs into the specified
radius).

Same as [U2, Any1] but with 3 bolts instead of 2.


[U2, Any3]:
- Drops 4 bolts into the radius specified. Bolts are of the second runes
element (Example: [U2, F3] drops three fireballs into the specified
radius).

Same as [U2, Any2] but with 4 bolts instead of 3. This version can one shot
many mobs if focused on a tiny area. This version, however, has a REALLY
long cast time so you have to either contain mobs before using it or time
it right.


[E2, Any1]: Aura
- Gives a single allied unit a buff that halfs damage from the second runes
element (example: [E2, U1] gives a buff that halfs water damage).

This spell set is your best friend when fighting certain bosses. Enemy boss
using mostly fire damage? Give all your units protection from fire! Although
the effect isn't as good as being totally immune to fire (ie, units that are
fire element), but it helps alot. It allows you to bring in units based on
other qualifications instead of just what they are resistant to.

The buffs DO stack, so you can have as many as you want on a unit at the
same time. However, since the buff doesn't last forever (about 30 seconds
to a minute), you waste time by sitting around and giving your units
protection from all the different elements (expecially since you have to
regen mana every once in a while). Generally you don't want to use more
then one or two buffs at a time.


[E2, Any2]: Aura
- Gives a group of allied units a buff that halfs damage from the second
runes element (example: [E2, U2] gives a buff that halfs water damage).

Same as [E2, Any1] but affects a group. Because of that it is
much more useful. Duration seems to be about the same as the single target
version.


[E2, Any3]:
- Gives a single unit a magical armor that damages enemies units that get
near it (example: [E2, L3] gives an armor that deals light damage).

I personally don't find this very useful but I'd imagine it would be more
useful if you had a few very strong units instead of alot of weaker ones.


[W2, Any1]: Whirl
- Casts a tornado in the desired direction of the second runes element
(example: [W2, F1] creates a fire tornado).

This ability is VERY hard to aim but it deals alot of damage when it hits.
It is piercing so it will go through walls and enemies but it won't hurt
your units. The reason it is hard to aim is because it randomly curves off
to one side or another of the direction you aimed. If fired into a tightly
packed group of enemies, it can be devistating.

Personally I never use this spell, I use the [W2, Any2] version since it is
MUCH easier to aim. If i can figure out how to aim this spell more
effectively, I'll use this one instead but until then I'll stick to
the stronger version.


[W2, Any2]: Whirl
- Casts a tornado in the desired direction of the second runes element, it
will seek out foes. (example: [W2, F2] creates a fire tornado).

Similar to [W2, Any1] except for the fact that it homes in on
enemies! MUCH more useful but since it requires two rank 2 runes it is
fairly expensive to cast. It works light a high damage version of [F1, Any2]
but with shorter range and moves slower. Use in situations
where you would use [F1, Any2]. If an enemy is running away, it will chase
them and often deal more damage to them.


[W2, Any3]: Whirl
- Casts a tornado at the desired location of the second runes element. It
will seek out foes. (Example: [W2, D3] creates a Darkness tornado].

Unlike the previous version, this one is created at the location of your
choice instead of originating at the caster. This allows you to cast it
from safety.

[L2, Any1]: Up
- Gives a single allied unit a huge buff for a short duration. After that
duration they get a debuff of the same effect for a short duration
(example: [L2, F1] greatly increases the units attack, after a
duration, it decreases it instead).

A double edged sword. By "short" duration, i mean about 10 seconds followed
by a a 10 second debuff. The buff, however, is HUGE. These buffs are great
for blitzs against single opponents (or any skirmish you know won't last
long). Use these abilities sparingly.


[L2, Any2]: On
- Gives a group of allied units a huge buff for a short duration. After
that duration they get a debuff of the same effect for a short duration
(example: [L2, F2] greatly increases the units attack, after a
duration, it decreases it instead).

Again, the same as [L2, Any1] but for a group of units. Use this
spell even less then the [L2, Any1] version. The reason is that it with
the single target version, you can just pull the weakened unit back
during the debuff; with the multiple unit version you have to pull them ALL
back during its debuff duration (expecially if it is a defense buff). Use
very carefully.


[L2, Any3]:
- Gives a unit a HUGE buff for a duration. (example: [L2, D3] gives a unit
a huge buff to accuracy).

Unlike the other L2 buffs, this one has NO side effect what so ever, so
use as you please. The only unfortunate part is that it costs alot to
cast and only affects one unit at a time.


[D2, Any1]: Down
- Gives a debuff to a single enemy unit for a short duration. (example:
[D2, F1] gives an enemy unit a debuff that decreases their attack).

These abilities are far more useful then the [L2] duo runes because they
don't buff the enemy when they run out. These debuffs are great for bosses
and human opponents since such battles are often reduced to a 1 vs 1 magic
slugfest. Best used when combined with buffs for your own units.


[D2, Any2]: Down
- Gives a debuff to a group of enemy units for a short duration. (example:
[D2, F2] gives enemy units a debuff that decreases their attack).

A VAoE version of [D2, Any1] rune spells. Great for use when you get
swarmed by enemy units. Best when used with buffs on your own units.


[D2, Any3]:
- Gives a HUGE Debuff to an enemy unit for a duration. (example: [D2, D3]
gives an enemy unit a Huge debuff to their accuracy).

Basically the inverse of [L2, Any3]. Gives a huge debuff to a single
target with no side effects.


[F3, Any1]: Dragon
- Creates a dragon of the second runes element. The dragon attacks foes
at the chosen location. (example: [F3, F1] releases a fire dragon)

This is one of the cooler Duo runes. It summons a dragon! (yay for dragons).
How it is used is unique though. Unlike most spells which have a maximum
range, this spell can be cast at any distance. The disadvantage is that
it doesn't do a whole lot of damage. It also cannot be directed at
individual targets very well since it has a mind of its own. Very useful
if you are having trouble getting close to someone.


[F3, Any2]: Dragon
- Creates a large dragon of the second runes element. The dragon attacks
foes at the chosen location. (example: [F3, F2] releases a fire dragon)

The bigger brother of [F3, Any1]. The dragon is bigger, faster, deals more
damage, and lasts longer.


[F3, Any3]: Dragon
- Creates a gigantic dragon of the second runes element. The dragon attacks
foes at the chosen location. (example: [F3, F3] releases a fire dragon)

The largest and most fearsome dragon of the series. Deals the most damage
of the three versions.


[U3, Any1]:
- Envelops a single enemy based on the second runes element. (Example
[U3, F1] envelops the enemy in flames)


[U3, Any2]:
- Envelops multiple enemies based on the second runes element. (example
[U3, F2 envelops enemies in flames)


[U3, Any3]:
- Various Effects

- [U3, F3] Causes the targeted enemy unit to explode and deal damage to
surrounding units. Also burns them.

- [U3, U3] Shoots a wide shot of bubbles. Enemies struck take damage and
are are incapacitated while in the bubble. Being struck pops the bubble.

- [U3, U3] Causes a single target to hurt themself any time they attack.

- [U3, E3] Creates a VAoE zone that immoblizes all enemies in it (maximum
area).

Very useful for stopping rushes.

- [U3, L3] Buffs all allies in its AoE and debuffs all enemies. (increases
or decreases defense)

- [U3, D3] Switches your HP with your targets.

This is one of those sudden victory from defeat type abilities. If you are
about to die, cast this on your opponent mage and suddenly they are the one
about to die!


[E3, Any1]:
- Rains death upon the chosen area of the second runes element. Damages
friend and foe. (Example: [E3, W1] is a VAoE wind attack)

This is the more powerful cousin of [U2, Any1]. Unlike its younger cousin,
it hurts friend and foe. However, this can be used to your advantage. Say
you have all wind units and your opponent is using non wind units. There
is a big group battle and your monsters are fighting their monsters and
it is all mixed up. You case [E3, W1] and it will rain wind damage upon
all of them. However, since your units are wind, they get healed instead.
So under certain situations, this is better then [U2, Any1] but in others
it is worse. Expecially since it probably will cost more.


[E3, Any2]:
- Rains death upon the chosen area of the second runes element. Damages
friend and foe. (Example: [E3, W2] is a VAoE wind attack)

A stronger version of [E3, Any1]


[E3, Any3]:
- Rains death upon the chosen area of the second runes element. Damages
friend and foe. (Example: [E3, W3] is a VAoE wind attack)

A stronger version of [E3, Any2]


[W3, Any1]:
- Variety of Effects

[W3, F1]: Turns a target into a bomb. When it detonates it deals damage
to the surrounding units.

Not very useful because it doesn't deal very much damage.


[W3, U1]: Drops a heavy object onto the targeted unit, it wakes them up.

Useful for waking up a unit. It deals exactly one damage.


[W3, E1]: Creates a trap on the ground that deals damage to the next next
enemy who steps on it.


Doesn't deal huge amount of damage but it is useful because it seems to
last the entire battle. So you can drop a few and forget about them.


[W3, W1]: Shoots a long range PLoS arrow.

Very long range. Although damage vs speed/mana wise, you are better off
with the [F1, Any1/2] series attacks.


[W3, L1]: A long range healing spell. Heals a single target.

Very useful if you have to split your group up. Not very mana efficent
otherwise.


[W3, D1]: A long range debuff that lowers accuracy, attack, and defense.

Several nice melee debuffs combined into one that can be cast at long range.
Not very useful against mages.


[W3, Any2]:
- Various effects. Stronger, AoE of the [W3, Any1] series of spells.

Note: The [W3, E3] is still AoE but it basically drops several traps at
once.


[W3, Any3]:
- Various effects. Generally stronger versions of the [W3, Any3]

[W3, F3]: A stronger version of [W3, F2]


[W3, U3]: A stronger(?) version of [W3, U2]


[W3, E3]: A stronger version of [W3, E2]


[W3, W3]: Launches the user at at a target, causing damage at the target.

Why this exists? No clue. Probably just comedic value.


[W3, L3]: A long range version of [L3].


[W3, D3]: A stronger version of [W3, D2]


[L3, Any1]:
- Weakens a single enemies resistance to an element (example: [L3, F1]
Makes a target weak to fire)


[L3, Any2]:
- Weakens a group of enemies resistance to an element (example: [L3, F2
makes them weak to fire)


[L3, Any3]:
- Creates a zone that buffs your units while they are in it (example:
[L3, D3] Increases your units accuracy)


[D3, Any1]:
- Casts a single target debuff on an enemy. (example: [D3, F1] causes an
enemy to fight for you temporarily).

These are some of them most powerful debuffs in the game. They completely
take enemies out of the picture for their duration. Some (namely the
dark ones) cast a strong poison effect on the target.


[D3, Any2]:
- Casts a debuff on enemies in its VAoE. (example: [D3, U2] causes all
enemies in its area of effect to freeze for its duration).

Basically, an AoE version of [D3, Any1]. Enemies have a higher chance
to resist it though.


[D3, Any3]:
- Casts a STRONG debuff on enemies in a VAoE (example: [D3, D3] causes all
enemies in its AoE to get poisoned with a strong poison).

A much stronger version of [D3, Any2] that affects a larger area.


== Triple Runes == [TR]
These are your most powerful spells with a wide range of effects. Unlike
duo runes, not every combonation of runes works. In fact, very few do.
*spoiler*You learn how to do them after gaining all the runes and talking
to Leonards "mother". *end spoiler*


[Any x 3]:
- Does a super powerful version of the rune. [Example: [F1, F1, F1] Is a
powerful fireball attack)

These are basically using the same rune 3 times. They are basically used
the same way as their individual rune but in situations when you want
ALOT more power. [F1, F1, F1], [U1, U1, U1], and [W1, W1, W1] are all
good for repeling a concetrated group of attackers (great for defeating
mage rushes).

[E1, E1, E1] is a circle of stone. It is great for trapping enemies and
then unleasing a powerful point attack on them.

The rest are just overkill and you are better off using something else.


[F1, F2, F3]:
- Sends all your units berserk. Massively boosting their attack power.
You cannot control your units for the duration.

Great for mage rushes because it your units will down the enemy almost
instantly. Dangerous because cannot control what they are attacking.
They'll attack whatever is closest.


[F3, F2, F1]:
- Sends all your units inside its area of effect berserk, massively
boosting their attack power. You cannot control them for its duration.

Also great for mage rushes. Slightly better since you can control what
units go berserk.


[U1, U2, U3]:
- Creates encircles the targeted area with a water element wall. Deals
damage to all that touch it.

Very similar to [E1, E1, E1]. This version deals damage though and costs
more.


[U3, U2, U1]:
- Floods the map dealing huge damage to all units on the map (yours and
the enemies).

This is a very last resort spell. Worse comes to worse, you can cast this
and end the game in a draw. As always, water units are immune and get
healed by it.


[E1, E2, E3]:
- Makes all units in the selected area invicible. However, they cannot
attack or move.

100% invincibility. Keep in mind that if you cast it on yourself (your
mage) you cannot cast spells.


[E3, E2, E1]:
- Makes a single targted unit invicible. They cannot attack or move.

Same as its reverse, but a single target.


[W1, W2, W3]:
- Teleports all your units to you.

Very useful if your opponent manages to sneak up on you.


[W3, W2, W1]:
- An explosion of wind. Shoots wind blasts in all directions from the caster.

Basically shoots [W1] in all directions. Good to knock back enemies
if you are rushed from all sides.


[L1, L2, L3]:
- Turns all units in the selected area invisible.

Not sure of the usefulness of this ability since I have't used it in
multiplayer. However, it doesn't seem to work in single player.


[L3, L2, L1]:
- Turns a single targeted unit invisible.


Not sure of the usefulness of this ability since I have't used it in
multiplayer. However, it doesn't seem to work in single player.


[D1, D2, D3]:
- Sends all units berserk. They get an increase in attack power and
cannot be controled.

It sends units on BOTH sides berserk. If your opponent is better at
controling their units then you but you have better units, this is
a great equalizer.


[D3, D2, D1]:
- Drains HP from enemies units to heal an allied unit.

Not particularly useful because of its mana cost. Great with very high
HP units. If they get low on health, you cast this on them and it drains
HP from your enemies to heal them. The total amount the enemies lose is
equal to how much that allied unit is healed. So if the allied unit is
healed 500 hp and your opponent has a total of 5 units, each opponents
unit loses 100 hp each.


[1, 1, 3]: The elemental gods
- Summons a god of an element. Causes destruction upon a group of enemy
units.

How these spells work is kind of unique. Think of them like a long rope
(a rope of death if you wish). It has has a maximum range although none
is shown. How it works is you target a spot and a dragon god appears from
the caster and flys to the spot selected. It then bounces between enemy
units. It keeps bouncing until it has traveled a set distance. However,
if there are no units at the location targeted it won't do anything. If
there is only one unit, the attack will hit once and then go away (ie,
be a waste of a spell). So it is best if cast on a pair of units because
it will bounce back and forth between them alot. The following are the
different combonation of runes that can summon a elemental god:

[F1, L1, W3]: Wind God

[L1, W1, U3]: Water God

[W1, U1, D3]: Dark God

[U1, D1, E3]: Earth God

[D1, E1, F3]: Fire God

[E1, F1, L3]: Light God




** Work in Progress **


== General Stratagies == [GS]
- Don't go overboard with casting high ranked spells. Higher ranked runes
are more expensive to cast then lower ranked runes. A common mistake of
beginners is to cast AoE spells (like explosion) on a single target. This
is wasteful of mana and wasteful of time.
- Try to go for effiecency: Every spell used to its maximum potential with
no waste. Don't nuke an enemy unit with a sliver of life left, just use a
rank 1 single rune.
- Mana Crystals are your friend. The more more you have, the less downtime
you have between casting your huge spells.
- Enemies can capture crystals too! So never leave them unguarded. At the
very least, make sure to plug up any summoning portals near crystals you
have captured.
- Plug portals: Stop the flow of monsters. Since you are fighting the clock
in missions, it is important to not have to repeat stuff. Always plug
portals even in missions where the objective isn't to kill everything.
- Once a portal is plugged, DON'T TAKE THE MONSTER OFF OF IT. Once you do,
multiple monsters will often spawn at the same time (or in quick
succession). This can easily cost you the mission if you have to deal with
them.
- Monsters are generally colored based on their element. It makes it easier
to avoid casting the wrong element spell. Most of the time you want to cast
whatever element it is weak against. There are some occasions when you
don't want to  (often because another element is cheaper/faster to cast).



== Frequently Asked Questions == [FAQ]

Q: I can't cast any multi rune spells, help!
A: You can't cast multi rune spells until you learn how to from an event.
*** SPOILERS *** you learn it from the sage of the mist after you defeat
him.

Q: I can't cast *insert spell here* and it is listed in your FAQ!
A: To be able to cast a spell you need to know the runes to cast it and the
runes are learned from events, you can't just guess them. Also, you can't
cast multi rune spells until an event teaches it to you.

Q: I don't like/dissagree-with one of your stratagies. And I have a better
one.
A: Cool, I don't claim to know everything. If you have a suggestion (and it
actually is good) email it to me and I'll add it (I'll give credit so make
sure to give me a name to refer to you as).

Q: How do I beat *insert mission here*?
A: No clue. That isn't the purpose of this guide. The purpose of this guide
is to give you the tools to beat missions, not a step by step solution to
missions. A mission guide will appear eventually on GFAQs.

Q: Why don't you have a complete list of spells?
A: The reason I did things in a general specific rune + generic rune type
fasion is because part of the fun of this game is finding new spells. The
purpose of the guide is to give general stratagies for certain catagories
of spells. In the case of duo runes, most of them are almost identical to
eachother (with the only difference being their element) so it is pointless
to list out every single one. If you want a complete list of spells, go
elsewhere. A FAQ of spells will appear eventually on GFAQs.

Q: You missed a spell catagory!
A: Oops. There are 324 duo rune spells, it isn't hard to miss a few. Also
triple rune spells are harder to find since not all combonations of them
exist. If I am missing something, send me an email (with the runes to cast
the spell) and I'll add it (after making sure you aren't making it up =P).

Q: I can't read your E-Mail address! It doesn't work!
A: Are you sure? I replaced the @ symbol with a (at) and the . symbol with a
(dot). The reason is that it foils web bots (that way I don't get innundated
with spam).


== Credits and Disclaimers == [CAD]
I do not own the rights to the Name, License, etc of the game LostMagic.
They belong to Ubisoft and Taito. They did not hire me to write this, nor
do I work for them at all. All this work was done by myself except for when
noted. The only website with permision to post this guide is GameFAQs. If
any other website has it please email me at morikou (at) gmail (dot) com.

Thanks to for helping me fill in the guide:
Jimmy da Elf
EugeneZ

Thanks to Ubisoft and Taito for making such a great game. It is the best
challenge I've had in a while.


== To Do List == [TDL]
* Find more triple runes.
* Fill out the strategy parts.
* Learn to Spell