List of Super Mario RPG: Legend of the Seven Stars special moves

A comprehensive, sortable list of special moves from the game Super Mario RPG: Legend of the Seven Stars.

Mario's Party
Legend Name: The name of the special move. Mastered By: The character that can use the special move. Level Mastered: The level the character that can use the special move must reach for them to use it. Type: The nature of the special move. It can either inflict damage, heal others, or have other properties. FP Cost: The amount of Flower Points required to use this special move. Magic Power: The strength of the special move. Hit Rate: The chances of the special move hitting the enemy successfully. Element: The elemental properties of the special move: Neutral, Jump, Fire, Thunder and Ice. Range: This statistic lists whether the special move is aimed at a single target or all targets. Effect: The effect of the special move. These can range from inflicting status effects (Fear, Poison, Sleep, Silence) to healing others and nullifying status effects, or other. Description: The in-game description of the special move. Usable in Menu?: This statistic lists whether or not a special move can be used outside of battle. #: Not an in-game statistic, but lists the order the of the spells according to the character and the order of their special moves.

Spells
Like Mario's party, enemies can use spells. Generally, spells are used to inflict damage to a single character, or multiple characters at once, and cannot be blocked by defending. Most spells have certain elemental properties -- despite Mario's party not having any elemental strengths or weaknesses -- which can be nullified with the use of Armor or Accessories. Spells cost Flower Points for an enemy to use -- if an enemy runs low or depletes its FP, "Monster's out of FP!" will be displayed on the screen and the enemy cannot use it at all.

Legend Name: The name of the spell. Used By: The enemies that can use the spell, listed by order of appearance. Type: The nature of the spell. It can either inflict damage, heal others, or have other properties. FP Cost: The amount of Flower Points required to use the spell. Magic Power: The strength of the spell. Hit Rate: The chances of the spell hitting the enemy successfully. Element: The elemental properties of the spell: Neutral, Jump, Fire, Thunder and Ice. Range: This statistic lists whether the spell is aimed at a single target or all targets. Effect: The effect of the spell. These can range from inflicting status effects (Fear, Poison, Sleep, Silence) to healing others and nullifying status effects, or other. Damaged Reduced?: This statistic lists wither or not the damage from the spell can be reduced or negated completely from the use of Armor or Accessories.

Special Attacks
Special attacks are more physical in nature and only target a single character. Unlike Spells, special attacks are non-elemental and do not use Flower Points. The player can reduce the damage they can receive from most special attacks by defending, like any regular physical attack. Most are capable of inflicting status ailments.

Legend Name: The name of the special attack. Used By: The enemies that can use the special attack, listed by order of appearance. Type: The nature of the special attack. It can either inflict damage, boost one's stats, do critical damage, or have have other properties. Hit Rate: The chances of the special attack hitting the enemy successfully. Attack Level: The strength of the special attack. Effect: The effect of the special attack. These can range from inflicting status effects (Fear, Poison, Sleep, Silence) or other. Blockable: This statistic lists whether or not the damage from the special attack can be reduced or blocked by defending. Special attacks that inflict status ailments are unblockable unless the target is wearing Accessories or Armors that block them.