Spells are the incantations read from a book that is given to a Mamodo.
Each Mamodo has its own unique set of spells. These spells usually revolve around elements (Lightning, Fire, Water, Wind, Earth, Gravity, etc.), some form of combat (Defense, Martial Arts, Body Enhancement, Self-Healing, etc.), or a mix between the two. Each Mamodo has their own spells and ability, though it's not uncommon for 2 Mamodo to have the same spell or ability (for example, Kolulu and Kido both have Zerusen and Hyde and Fein both have wind abilities). Spells are divided into 6 categories: attack, defense, assist, immobilization, transformation, and illusion.
Attack SpellsAttack spells are the first type of spells. They usually involve some kind of energy (for example, Brago's Oruga Reis), or a solid mass (for example, Bari's Doruzonis). These spells are primarily used in battle to damage the enemy and burn books. They don't really have weaknesses, but they can be countered by another spell of equal or greater power, and they often cannot change direction once they are shot. The more spells a Mamodo learns, the more powerful the attack spells become, though they're often improved versions of the last attack spell.
Defensive SpellsDefense spells are the second type of spells, usually identified by having -shield or -rudo in their name. These all work in blocking attacks by either making a shield that blocks straight forward attacks (for example, Goomu's Boojirudo Dioborosu), making a dome like shield that can hold and defend more than just the user (for example, Rein's Aagasu Aborodo), ones that destroy attacks (for example, Clear Note's Ba Supurifo), or ones that reflects them (for example, Tia's Giga La Seoshi). Out of all spells, defensive ones have the most discernable weaknesses. First off, straight-forward attack-blocking spells don't cover a wide area. If a mamodo is fighting two Mamodo (or one that uses controllable spells), another attack can hit the caster by going behind the spell. Also, dome-like shields can be susceptible to attacks from underground.
Assistance SpellsAssist spells are the third type of spells. They always affect either the user (for example, Victoream's Chagur), or another target (for example, Yopopo's Shin Yopopoi Topopoi Supopopoi) in a way that is not considered attacking. Self-affecting assist spells always boost the user in some way, whether by increasing their strength (for example, Gyaron's Dio Ma Basukarugu), their speed (for example, Ashuron's Shin Feiuruk), or both (for example, Ted's Doragunon Dionagaru). Assist spells that affect others usually sends some sort of energy at them that activates immediately (for example, Reycom's Freezudo) or has an effect that activates from a trigger (for example, Zatch's Zagurzem). There are also assist spells specifically designed for assisting other Mamodo, though they are very rare (almost exclusively used by Tia; for example, her Saifojio spell). Assist spells don't have any real weaknesses, except for the fact that they can usually affect only one target at a time. Also, some assist spells work together to make attack spells work (for example, Victoream's Shin Chagur Imisdon won't work without Laila's Miberuna Shin Miguron and Pamoon's Faruseeze Baaron).
Immobilization spells are the fourth kind of spells. These spells all involve stopping the enemy from moving, either by making a downward force (for example, Brago's Gravirei), an attack that draws an enemy in (for example, Zatch's Maazu Jikerudon), or a physical restriction (for example, Pamoon's Dioga Farusudon). The only real weakness to these spells is that if the target has enough strength, endurance, or willpower, they can defeat the spell.
Transformation spells are the fifth type of spells. These work simply in a way that transforms the user's appearance (for example, Kanchome's Poruk), size (for example, Koral Q's Ganji Rudo Roburon), or both, including strength (for example, Riya's Go Niodoruk). These don't really have any known weaknesses (except in Kanchomé's case where he can only change his appearance while his physical capabilities do not change), and are uncommon when compared to the previous four types.
Illusionary or Trickery Spells
Illusion spells are the sixth type of spells. Only the Mamodo Kanchomé uses them. These are always used to trick the enemy into believing something (for example, Kanchome's Fo Suporuk makes the enemy think their attack failed). Illusion spells' only true weakness is that they will become useless if the enemy sees through the illusion (with the exception of Shin Poruk), but that doesn't usually happen (with the exception of Dika Poruk). This is usually referred to as Trickery in attributes.
Types of Spells
Besides abilities and categories, spells are grouped in a 3rd way: by type.
A spell's type, and consequently its effect and power, is decided in two ways. The first is its nature, shown by the root word pertaining to that spell's particular element, such as za (lightning), gik (ice), ji or ui (wind), ak (water), gadyu or emu (fire), fanon (beasts), and ginisu (light). (For example, Penny's So Giaku, seen to the right)
See Main Article: Spell Nomenclature
The second way is its form, dictated by the various root words, prefixes, or suffixes which pertain to the effect the spells will have. Here are some examples:
A spell with the root word ganzu or ganreizu in its name means the spell involves firing multiple shots of something, like a gatling gun (for example, Zatch/Zeno's Ganreizu Zaker). However, the root gan alone can mean multiple shots as well (for example, Zofis' Digan Teoradom and Qoral Q's Ganjirudo Roboruku).
A spell with the root words kurou or disugurugu is something involving dragons, though the former refers exclusively to a dragon's claw (for example, Zatch's Baou Kurou Disugurugu).
The final thing that dignifies a spell is its level. A level of a spell comes before the words that tell what kind it is. A spell with nothing like this is a basic attack spell (for example, Cherish's Kofaru).
Basic or Low-Level Spells
The weakest class of spell, usually one of the the first spells obtained in a Mamodo's book. Examples: Zatch's Zaker, Tia's Saisu, Reycom's Gikor.
Gigano Second-Level Spells
The 2nd level of spell is Go or Teo which means the spell is usually a stronger and faster form of another spell (for example, Zofis' Teoradomu), though some mamodos have a Teo or Go level spell that isn't a stronger form of another.
Raja Third-Level Spells
The 3rd level of spell is raja which means the spell is one with a large size or range (for example, Clear Note's Raja Radisu, shown to the right).
Teo Fourth-Level Spells
The 4th level of spell is Teo which is around the strength and style of Gigano but possibly far stronger (for example, Zeno's Teozakeru).
Dioga Fifth-Level Spells
The 5th level of spell is Dioga which is the 2nd strongest kind of spell (for example, Ashuron's Dioga Amu Giruk) and is the one require to free Faudo, the Dioga level spell doesn't need to have the word Dioga in it like many of the levels.
Shin Sixth-Level Spells
The 6th, final, and absolute strongest level of spell is Shin, but due to their power, it causes a lot of stress on the Mamodo's body, limiting their use of spells of this class (for example, Ponygon's Shin Shudoruk or Zatch's Shin Beruwan Bao Zakeruga).