PropertyValue
rdf:type
rdfs:label
  • Drain Magic
rdfs:comment
  • Drain Magic is a spell in the Dragon Quest game series.
  • This spell is capable of draining TP from the target to recover the spellcaster's own TP. This is one of only four non-elemental artes in the game, the others being Energy Blast, Miracle Hammer, and Meteor Storm. This arte, when used in a fully-charged Water or Dark FOF Circle, will change into Absorption.
  • This spell allows the caster to drain all the magical energy from one target creature. The target is allowed a standard magic test to negate the effects of the spell. If the test is failed the effects are as follows: * Spellcasters are reduced to zero MPs. Wizards (including specialists) are struck unconscious for 2D10 turns, although clerics and druids remain conscious. * Undead and Ethereal creatures are destroyed. * Daemons and elementals are banished.
Level
  • Battle Magic 4
dcterms:subject
Spell
  • Drain Magic
dbkwik:aselia/property/wikiPageUsesTemplate
dbkwik:dragonquest/property/wikiPageUsesTemplate
Range
  • 48
Game
  • Dragon Quest IVIV
Name
  • Drain Magic
MP
  • 12
  • Unknown
Type
  • Other
Romaji
  • Unknown
dbkwik:wfrp1e/property/wikiPageUsesTemplate
Ingredients
  • Any magical wand, wrapped around with copper wire
Duration
  • Instantaneous
Japanese
  • Unknown
abstract
  • Drain Magic is a spell in the Dragon Quest game series.
  • This spell is capable of draining TP from the target to recover the spellcaster's own TP. This is one of only four non-elemental artes in the game, the others being Energy Blast, Miracle Hammer, and Meteor Storm. This arte, when used in a fully-charged Water or Dark FOF Circle, will change into Absorption.
  • This spell allows the caster to drain all the magical energy from one target creature. The target is allowed a standard magic test to negate the effects of the spell. If the test is failed the effects are as follows: * Spellcasters are reduced to zero MPs. Wizards (including specialists) are struck unconscious for 2D10 turns, although clerics and druids remain conscious. * Undead and Ethereal creatures are destroyed. * Daemons and elementals are banished. This spell is hazardous, for if the spell is successfully cast the caster must make a magic test. If failed, the caster cannot control the vast magical energies drawn off by the spell and loses a number of Wound points equal to a quarter of the total MPs of the creature affected by the spell, rounding up. The caster's Wounds cannot be reduced below one by this side-effect.
is Spells of
is Skills of