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At certain times, the runes can give men immense powers. The power they provide is magic. Each rune provides four magical powers. But, the great ancient magician Crowley, found a method of surpassing teachings. If two souls are united, two runes are united, and their ultimate power is unleashed, a power greater than the sum of the parts is generated. The union of souls means that two runemasters apply their magic almost at the same time.

The union of runes refers to harmony. In other words, Fire and Earth, Earth and Wind, Wind and Water, Water and Lightning, Lightning and Fire are harmonious. Ultimate power means the release of the maximum runic magic.

"Ancient Teachings, Old Book Vol. 2, Suikoden I"

SpellElementsEffect
Scorched Earth + 1300 & DMG / all enemies.
Storm Fang + 1000 & DMG / all enemies.
Water Dragon + 800 & DMG / all enemies.
Revives / all allies.
Heals all HP / all allies.
Cures all negative status / all allies.
Thor + 2000 & DMG / 1 enemy.
Revives / all allies.
Heals all HP / all allies.
Cures all negative status / all allies.
Blazing Camp + 1500 & DMG / all enemies.
  • Each spell requires two lv4 spells by two elemental runes (low or high) cast in the same round.
  • Unite Magic is cast automatically once the requirements are met.
  • The caster with more SPD adds his MGC to the spell. So it's base + [fasterMGC/2].
  • The only way to target a specific enemy with Thor is if the faster caster has a Lightning Rune. Lightning Rune's lv4 (Ball of Lightning) is a single target spell. The Thunder Rune's lv4 (Thunder God) and Water Rune's (Water of Kindness)/Flowing Rune's (Mother Ocean) lv4 spells do not target, so Thor will just hit the first target on the list of enemies.
  • Unite Magic checks resistance for their elements in this order:
    • If the enemy is Invulnerable to one of the elements, it takes 0 DMG.
    • If the enemy is Strong against one of the elements, it takes 0.5x DMG.
    • If the enemy is Weak against one of the elements, it takes 2x DMG.
    • Otherwise, enemy takes normal damage.
    Once something is satisfied, it does not check the rest.
SpellElementsEffect
Scorched Earth + 1300 & DMG / all enemies.
Storm Fang + 1000 & DMG / all enemies.
Revives / all allies.
Heals all HP / all allies.
*Visually glitched as it does not show characters being healed or revived. Revived characters will still look unconscious!
Water Dragon + 800 & DMG / all enemies.
Revives / all allies.
Heals all HP / all allies.
Cures all negative status / all allies.
Thor + 2000 & DMG / 1 enemy.
Revives / all allies.
Heals all HP / all allies.
Blazing Camp + 2000 & DMG / 1 enemy.
1300 & DMG / all enemies except target.
  • Each spell requires two lv4 spells by two elemental runes (low or high) cast in the same round.
  • Unite Magic is available if a character has at least two corresponding elemental runes attached and 2 lv4 MP.
  • Otherwise Unite Magic is cast automatically by two characters if both use their lv4 spell in one turn.
  • The caster with more SPD adds his MGC to the spell. So it's base + [fasterMGC].
  • Unite Magic checks resistance for their elements in this order:
    • If the enemy is Invulnerable to both elements, it takes 0 DMG.
    • If the enemy is Invulnerable to one of the elements, it takes 0.3x DMG.
    • If the enemy is Strong against both elements, it takes 0.3x DMG.
    • If the enemy is Strong against one of the elements, it takes 0.6x DMG.
    • If the enemy is Weak against both elements, it takes 2x DMG.
    • If the enemy is Weak against one of the elements, it takes 1.5x DMG.
    • Otherwise, enemy takes normal damage.
    Once something is satisfied, it does not check the rest.
SpellElementsEffect
Scorched Earth + 1500 & DMG / all enemies.
Fierce Wind Fangs + 1500 & DMG / all enemies.
Water Dragon + 900 & DMG / all enemies.
Revives / all allies.
Heals all HP / all allies.
Cures all negative status / all allies.
Thunder God + 1500 & DMG / 1 enemy.
Revives / all allies.
Heals all HP / all allies.
Cures all negative status / all allies.
Flame Array + 2000 & DMG / 1 enemy.
1000 & DMG / all enemies except target.
  • Each spell requires two lv4 spells by two elemental runes (low or high) cast in the same round.
  • Unite Magic is available if two characters have at least two corresponding elemental runes attached each with 1 lv4 MP.
SpellElementsEffect
Scorched Earth Lv1 + 300 & DMG / all enemies on the ground.
Scorched Earth Lv2 + 500 & DMG / all enemies on the ground.
Scorched Earth Lv3 + 1000 & DMG / all enemies on the ground.
Scorched Earth Lv4 + 1600 & DMG / all enemies on the ground.
Fierce Wind Fang Lv1 + 300 & DMG / all enemies.
Fierce Wind Fang Lv2 + 500 & DMG / all enemies.
Fierce Wind Fang Lv3 + 1000 & DMG / all enemies.
Fierce Wind Fang Lv4 + 1600 & DMG / all enemies.
Water Dragon Lv1 + 300 & DMG / all enemies.
Water Dragon Lv2 + 500 & DMG / all enemies.
Water Dragon Lv3 + 1000 & DMG / all enemies.
Water Dragon Lv4 + 1600 & DMG / all enemies.
Thunder God Lv1 + 300 & DMG / all enemies.
Thunder God Lv2 + 500 & DMG / all enemies.
Thunder God Lv3 + 1000 & DMG / all enemies.
Thunder God Lv4 + 1600 & DMG / all enemies.
Flame Array Lv1 + 300 & DMG / all enemies.
Flame Array Lv2 + 500 & DMG / all enemies.
Flame Array Lv3 + 1000 & DMG / all enemies.
Flame Array Lv4 + 1600 & DMG / all enemies.
Creation Lv1 + 500 DMG / all enemies.
Heals 100 HP / all allies.
Cures all negative status / all allies.
Creation Lv2 + 750 DMG / all enemies.
Heals 200 HP / all allies.
Cures all negative status / all allies.
Creation Lv3 + 1000 DMG / all enemies.
Heals 300 HP / all allies.
Cures all negative status / all allies.
Creation Lv4 + 1500 DMG / all enemies.
Heals 999 HP / all allies.
Cures all negative status / all allies.
  • Each spell requires two spells of the same lv by two high elemental runes or by both Dawn and Twilight Rune cast in the same round.
  • Unite Magic is available if two characters have at least two corresponding runes attached each with 1 MP for the appropriate lv.