Seru Magic & Summons
In Legaia every spell is a summon: absorb a Seru in battle and its magic calls that creature onto the field to attack for you, and the Ra-Seru on your characters' arms grow into the big summons of the late game. This page plays every one of those casts - the real model, textures and on-disc keyframes - from your own disc image, in your browser.
Watch the cast
Click a card in either list below to play its cast here. The chip row plays the cast one phase at a time, or the whole thing back to back; drag to orbit. The small tiles under the model are the effect textures the spell streams in while it plays.
Ra-Seru summons
The seven big summons - Meta, Ozma and Terra on the party's arms, plus Horn, Jedo, Palma and Mule from the Ra-Seru eggs. Each is a bespoke body: unlike every other cast, its model matches no enemy in the game, and its textures and animation live in a slot of their own. Click one to orbit it.
Meta · Ozma · Terra · Horn · Jedo · Palma · Mule - load a disc to see them.
Seru magic
The everyday spells - Gimard, Vera, Nova and the rest. Each one summons an ordinary creature from the game's monster roster (the Gimard spell summons a Gimard), so the model you see is the same body you fight in the field, performing its cast animation.
Load a disc to list every cast.
About this data — where the models and animations come from
The streaming side-band
A Seru-magic cast is not kept in memory: the battle engine streams it off the disc mid-fight, in fixed 66 KB slots of \data\battle\summon.dat, while the spell plays. Each cast owns a group of slots - texture pages first, then a summon-creature actor record holding the creature's model, its texture pool, and a table of per-part keyframe streams. This page decodes exactly that, entirely in your browser.
Why the seven Ra-Seru are different
An ordinary Seru spell reuses an enemy body: its model is byte-identical to a record in the monster archive, so the summon resolves to a creature id. The seven Ra-Seru summons cannot be resolved that way - their slot groups are one slot wider, their model matches nothing in the archive, and their texture pool and keyframes live in that extra slot rather than in the record. Each cast carries its attack name as plain text on the disc, and the record's element byte independently agrees, which is how this page pins each summon's identity. The hidden eighth summon, Juggernaut, sits outside the named block.
The .glb export
The .glb button bakes the selected cast into a binary glTF download: the model, its texture pool as one atlas, and every phase clip as a named animation (one rigid node per model part, keyframed straight from the on-disc streams at the record's own playback rate) - ready for Blender or three.js. Nothing is uploaded.
Shading
Retail applies no light source to these bodies: a textured face draws as its texel scaled by the model's own baked colour. This page uploads that per-vertex colour and does the same, so what you see is the game's shading, not a viewer's.
Side-effects: what each spell does besides damage
From magic level 3 up, every Seru spell that reaches its target also carries a secondary effect chosen by the summoned creature's element - the game's own "Magic effect" banner names it. The six damaging elements shave a percentage off one of the target's stats; the light spells cure the party instead. The size is the same for every element and depends only on the spell's magic level: 5% at level 3-4, 10% at 5-6, 15% at 7-8, 20% at 9.
| Element | Spells | Effect on the target |
|---|---|---|
| earth | Mushura, Kemaro, Iota | DEF down (UDF and LDF) |
| water | Gizam, Freed, Slippery | AGL down (the enemy's action gauge) |
| fire | Gimard, Zenoir, Gola Gola | ATK down |
| wind | Swordie, Nova, Barra | SPD down |
| thunder | Theeder, Viguro, Gilium | INT down |
| light | Vera, Orb, Spoon | cure: Venom at level 3-4; Rot and Venom at 5-6; Numb, Rot and Venom at 7-8; some status & AP at 9 |
| dark | Puera | MP down (current MP) |
Nighto, Aluru and the Ra-Seru spells carry no side-effect. Whether a debuff lands depends on the fight: in a random encounter every cast lands and the drops stack; in a boss fight (one the game will not let you run from) four casts in five are thrown away, a stat the boss profile boosted (ATK, DEF, INT) is never touched, and SPD / AGL land once, then print "No effect.". The enemy table shows which effects each enemy can take, and battle formulas has the mechanism.