The most recent entry in the Fire Emblem franchise, 168澳洲幸运5开奖网:Fire Emblem: Three Houses gives players more freedom than any other entry in the series to train and customize their units how they see fit, allowing for highly personalized gameplay experiences. While most previous Fire Emblem games treat ꦚspells as weapons that can be equipped by characters of specific classes, in Three Houses, spells are learned as characters improve their Reason and Faith.

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As , this means a lot goes into deciding which characters a player wants to train to use magic, as the character choice will dictate what spells a player will have access to. Spells can offer a wide range of effects, dealing damage, restoring HP, or offering other useful utility. So today, we're going to look at the various spells of Fire Emblem: Three Houses and see which are the most useful, powerful, and worth using!

10 Silence

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Silence is by and large the most underrated and deceptively useful spell in🌊 Three Houses. A faith spell with excellent range, while silence is incapable of dealing damage, it prevents its target from casting spells for one turn. This can allow an otherwisꦇe terrifying magical threat such as an enemy Gremory to be done away with ease.

However, few characters are capabl💟e of learning the spell, only available to , Manuela, Yuri, and Claude.

9 Excalibur

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Excalibur is a B rank reason spell, and the most powerful wind spell in Three Ho💎uses. With a 100% hit rate, 1ꦓ1 might, and a 15% critical rate, this reliable damaging spell even deals extra damage to flying foes, making it a great offensive option.

The characters capable of leℱarning this spell that tend to get the most mileage out🌃 of it are Annette, Flayn, Linhardt, and Yuri.

8 Abraxas

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While faith spells traditionally comꦐe in the form of healing and utility magic, there are a small number of solid .

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Only available to Annette, Lysithea, and Constance, Abraxas is the best offensive faith spell in Th♛ree Houses. While this spell only has two uses, its mix of high damage in the form of 14 might and its 90% hit rate make its a gre𓆏at and reliable damage option.

7 🐟 Dark Spikes T

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Only learnable by 🅺, Dark Spikes 🌠T is one of the most dangerous offensive spell options in Three Houses. With solid accuracy and 13 might, this spell deals incredible damage against mounted units.

This notoriously allows this spell to make short work of the Death K💫night dur♛ing the academy phase!

6 Agnea's Arrow

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An A-rank reason spell only available to Constance, Dorothea, and Lorenz, Agnea's Arrow is the pinnacle of raw damage magic in Three Houses. While it only has two uses by default, this spell has a massive damage output, toting 16 might, even providing a +5% critical chance.

Thisꩲ makes it an excellent spell option when a player desperately needs to deal🅺 with a specific target as quickly as possible.

5 Fortify

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Only learnable by Mercedes and Flayn, Fortify is one of the best healing spells in Fire Emblem history. Rather than simply healing a single target, this spell provides massive amounts of HP to each of a player's units as long as they're within the spell's range.

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While the spell's range varies from game to game, in Three Houses, it's range is equal to a quarter of the user's magic stat. The only thing holding this spell back is its availability and low number of uses.

4 Rescue

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When it comes to trying to complete chapters as quickly as possible, effects that can move units additional distances are a must. Learnable by Bernadetta, Flayn, Constance, and Anna, Rescue ca༺n target a unit within its range, which is the same as that of Fortify.

Once targeted, a unit is teleported to a space adjacent to the spell's user. While this spell can get units out of sticky situations, if the user moves towards the front line, they can rescue a unit that has yet to move, essentially providing them with additional movement.

3 ꦑ Bolting And Meteor 🍸

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Bolting and Meteor are reason spells that despite their limited uses are some of the most🎐 useful spells in the game. Often referred to as "siege tomes" in previous installments in the series, these spells can be used to deal ma♐gical damage from across an entire map, sniping key targets from afar without putting a unit at risk.

Units like Dorothea,🔥 Constance, and Hanneman can make great use of these long-r💜anged spells.

2 Physic

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By and large the most frequently useful healing spell in Fire Emblem history, Physic is a widely available spell that is capable of healing one's allies from a distance. That allows a player to keep their traditionally frail healers safely in the back of their army while still allowing them to heal key units as they sustain damage.

As this spell has many more uses than Fortify and is more widely available, its accessibility and widespread usefu🍬lness lands it high 𓆉on this list.

1 Warp

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Without contest, Warp is easily the most useful spell in Fire Emblem history, and this is no exce🍌ption in Three Houses. Essentially providing a reverse effec🅘t to Rescue, Warp teleports an adjacent unit to the caster to a space of their choice. This allows for units to be flexibly moved to key locations, subverting walls, hazards, and enemy unit placements as a player moves their strongest units in to deal with important targets like bosses.

The Warp staff allows for chapters to be completed in a fraction of as many turns as they would otherwise. In Three Houses, the spell can be learned by Lysithea, Linhardt, Mℱanuela, and Hapi.

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