Deals modest non-elemental damage to one enemy. Notable only for its tiny MP cost.
Instantly KOs every enemy whose level is a multiple of 5. No damage roll, no resistance check for valid targets.
Casts Holy on every enemy whose level is a multiple of 4.
Cuts the physical defense of every enemy whose level is a multiple of 3.
Puts a countdown on one enemy; it is KO’d when the counter reaches zero. Fails on the immune.
KOs one random combatant — enemy or ally. The wheel does not care whose side you are on.
Water-elemental damage to all enemies. Especially punishing against desert dwellers.
Casts Protect and Shell on the entire party in a single action.
Attempts to reduce one enemy’s HP to exactly 1. Unreliable, spectacular when it works.
Inflicts Confuse, Darkness, Poison, Slow and Mini on all enemies not immune.
Deals 9,999 damage to one enemy if Quina has exactly 1 HP; almost nothing otherwise.
Always deals exactly 1,000 damage to one enemy, ignoring defense and protections.
Deals damage equal to Quina’s maximum HP minus current HP.
Inflicts Sleep on ALL combatants, allies included. Insomniac gear makes it one-sided.
Wind-elemental damage to all enemies. Powerful but with a wide random spread.
Earth-elemental damage to all enemies. Flying targets are unaffected.
Uses a Remedy on every party member at once, curing most status ailments.
Damage equal to the number of frogs caught in Qu’s Marshes multiplied by Quina’s level.
Restores HP to the whole party proportional to Quina’s maximum HP.
Makes one ally untargetable by physical attacks until they act. Magic still connects.
Attempts to inflict Freeze on one enemy; a frozen target shatters when struck physically.
Attempts to inflict Heat on one enemy: it is KO’d the next time it takes an action.
Drains MP from one enemy for a trivial 2 MP cost.
Grants one ally automatic revival the next time they are KO’d.