In-game description
One of the glintstone sorceries of the Academy of Raya Lucaria.
Draws an academy sigil upon the ground, raising the magic strength of those within.
Once, the sigil would be cast from the highest belfry of the academy, covering the entire institution's grounds. This spell allows such vivid experience of spell-casting success, it turns many a fledgling into a true sorcerer in a flash of newfound understanding.
Where to find
Academy Crystal Cave
Liurnia of the Lakes
Starting Site of Grace: Academy Crystal Cave
Before you go
- Bring two Stonesword Keys.
- Stay at lake level on the western side of Raya Lucaria. Find Academy Crystal Cave in the cliff at the academy's base, use two Stonesword Keys at its imp statue and activate the grace inside. This is not Raya Lucaria Crystal Tunnel on the northeastern shore.
- Follow the tunnel past the rats into the large chamber of glowing crystals. Deal with the nearer sorcerers before drawing the group farther left; the crystal outcrops give you cover from their spells.
- Head north through the chamber, past the fireflies. The small cage room is a side pickup; continue toward the lantern-lit passage and open the wooden door.
- The next room has a strong pointed-hat sorcerer near the doorway and another caster closer to the boss fog. Clear enough space to search without being caught between their spells.
- Continue to the mist gate in the eastern corner and defeat the Crystalian spear and staff pair. Both must be defeated to receive Crystal Release.
- After both bosses are defeated, take the stairs east into the lift and ride up into the academy tower. Do not use the return-to-entrance prompt yet.
- At the top, step outside and follow the stairs to a ladder. Climb to the highest platform and open its chest for Terra Magica. Crystal Release was the separate boss reward below.
Notes
- Requires 20 Intelligence, a glintstone staff and one memory slot. Each cast costs 20 FP before equipment that changes casting costs.
- Creates a sigil that lasts 30 seconds. While you and your allies stand inside, it increases outgoing Magic damage by 22.5% against enemies or 15% against other players.
- The bonus follows the damage type, rather than the casting method. It can strengthen the Magic part of a weapon hit, skill or incantation as well as a sorcery; it does not strengthen Rock Sling's physical damage or a spell's Fire damage.
- The effect refreshes while you remain in the sigil and lingers for up to about 1.5 seconds after you leave. That short grace period is not a separate 30-second portable buff.
- The multiplier is fixed. Higher Intelligence and a more upgraded staff do not make the circle stronger. Overlapping circles do not multiply its bonus.
- Stacks with separate Magic damage bonuses. With Magic-Shrouding Cracked Tear's 20% bonus against enemies, the two factors give 47% more Magic damage before other modifiers.
- You need the benefit when the attack connects. Casting inside and then running far away before a slow projectile lands can lose the bonus.
- It does not restore FP, heal you or protect you from incoming damage. Place it where you have room to fight and be ready to move when an enemy closes in.