~The Akero Family Sword~
The Akero Family Sword has several fire-based spells to be used in combat and allows Walker to use his fire powers to the fullest.
Blaze Beast: Blaze Beast is activated by using Eruption, Fire Wall or Fire Storm while the target is staggered by a combo. As an aerial attack, it is activated without casting time. When it is used, Walker strikes the enemy with enough force to create an aura of a lion's head wreathed in flames, visually similar to the initial blast of Fiery Beast, pushing the enemy away.
Eruption: Causes columns of lava to erupt around the enemy. Eruption typically involves several waves of magma pulsing out of the ground. As a follow up, fireballs rain down over the affected area.
Explode: Generates a giant explosion around the enemy. This spell summons a small ball of fire that is dropped from the sky, creating a massive explosion upon impact with the ground. The spell's explosion has a massive effect radius and deals a great amount of damage often with a single hit, similar in style and strength to Indignation.
Fearful Flare: Fires off multiple rounds of fireballs at enemy. The spell summons several large spheres of fire that rain down upon the targeted enemies,
Fireball: Shoots off a fireball at the enemy. Throughout most of its appearances, the spell shoots off three fireballs at the enemy. These fireballs are capable of homing in on an enemy target regardless of position on the battle field. This spell tends to do weak damage, decreasing its usefulness as more powerful area-based spells are learned. He can also make a non-targeting variant of the spell, instead shooting a single fireball along the ground for a short distance, towards the direction Walker Akerois facing while casting the spell. If no enemy is close enough to be hit by the fireball, it simply disappears after reaching its range limit. It has the added effect of increasing physical attack power by 10% for 8 seconds, making it helpful early on, until Walker gained access to Goushourai. However, Fire Ball has the additional ability to change into Flame Shoot if it is used while airborne, providing Walker with a very spammable version of the same long-range homing abilities most characters with Fire Ball are capable of.
Fire Storm: Creates a storm of fire around the enemy, Fire Storm either appears as a fire tornado that floats the enemy upward, or a horizontal vortex of flames, visually similar to Storm and Blizzard.
Fire Wall: Traps the enemy in a wall of flame. This spell is a part of the elemental "Wall" spells, like Ice Wall and Stone Wall, which creates flames from the ground.
Flame Shoot: Flame Shoot is activated by using Fire Ball while the target is staggered by a combo. As an aerial attack, it is activated without casting time. When it is used, Walker releases two small streams of flame, separating and travelling in mirrored arcs to hit the targetted enemy from both directions.
Flare Tornado: Shoots off a tornado of lava from the ground. This spell creates a vortex of flame that affects a moderate range of the battle field, capable of launching enemies into the air and knocking them down.
Raging Flare: Raging Flare is activated by using either Fearful Flare or Flare Tornado while the target is staggered by a combo. As an aerial attack, it is activated without casting time. When it is used, Walker engulfs himself in a massive sphere of flame for a short time, lifting up any nearby enemies while dealing many hits rapidly. It has a good reach, often damaging enemies on the ground even from midway through the air.
Volcanic Rage: Volcanic Rage is activated by using Explode while the target is staggered by a combo. As an aerial attack, it is activated without casting time. When it is used, Walker creates a large bolt of searing heat that extends to his left and right, pushing away all enemies in both directions, followed by releasing four small streams of flame that shoot directly toward the target without failure.
~Materia~
He also has a pair of materia, small glowing orbs that enable the user to wield magic. His provide basic ice and bolt spells; as he gains experience and collects more materia, his repertoire will greatly increase.
Blizzard: Blizzard is a Black Magic spell that summons a small shard of ice that hovers above an enemy for a moment before slamming downward. It may inflict Stun, and has a spell power is equal to 0.5x the base magic damage.
Blizzara: Blizzara summons a shard of ice that slams down on enemies, possibly inflicting Stun and has a base spell power equal to 1.25x the base magic damage.
Blizzaga: Blizzaga summons a large shard of ice above an enemy to slam down on them. There is a chance it will inflict Stun and it has a base spell power equal to 4x the base magic damage.
Thunder: Thunder fires a single bolt of lightning, potentially hitting multiple enemies and has a spell power equal to 0.5x the base magic damage. Thunder is effective against heavy metal enemies, machine enemies, Water-based enemies, and Air-based enemies. It has appeared as a usable attack many times, for humans and creatures alike.
Thundara: Thundara fires several bolts of light at an enemy, potentially hitting multiple targets and has a base spell power equal to 1.25x the base magic damage.
Thundaga: Thundaga fires many bolts of light forward, hitting multiple targets. Compared to Thunder and Thundara, Thundaga has the widest radius and longest range and has a base spell power equal to 4x the base magic damage.
~White Magic~
Mike Giovanni once taught Walker fundamental basics of White Magic. Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells. However, because this channels the power of the Divine to perform, he would have to be Human.
Blindna: Blindna, also known as LAMP or Wash is a White Magic spell that removes the Blind status from a single ally. Blindna is a type of Healing Magic, and can be learned by White Mages and Scholars.
Blink: Blink, also known as Image, Mirage, or Ruse, is a recurring spell that increases Evasion. Blink is a spell that grants the caster two shadow images that may randomly absorb physical attacks or single-target magic spells, causing to miss. Blink can be wiped by a Dispel effect (unless the Dispel lands on a shadow image), both images absorbing attacks, or if the protected target is hit with an multi-target magical ability.
Cura: Cura, also known as Cure 2 is a more powerful version of Cure, restoring a more moderate amount of HP to a single party member
Cure: Cure is the most basic of White Magic spells and restores a small amount of HP to a single party member. Cure and its stronger variants can be used to inflict damage on the undead.
Invis: Invisible, also known as Invisible, Invs, Invis1, and Vanish, increases a single ally's Evasion and preventing the character from being seen by enemies that are aggressive by sight. It will not prevent detection from enemies with true sight or enemies that detect by sound.
NulShock: NulShock, also known as ALIT or Barthunder, is a White Magic spell that protects against Lightning damage, which reduces Lightning-elemental damage inflicted on all allies by half.
NulBlaze: NulBlaze, also known as AFIR or Barfire, is a White Magic spell that protects against Fire damage, which reduces Fire-elemental damage inflicted on all allies by half.
Protect: Protect, also known as Barrier, Fog, Armor, Shield, or Safe, is a recurring White Magic, and it generally halves all physical damage dealt to the target. In all cases it increases a target's resistance to physical attack.
Silence: Silence, also known as Mute, is often a White Magic spell that inflicts the status of the same name. However, it has a low success rate.