Van Grants: Artes

The following a list of all artes available to Van Grants in Tales of the Abyss. All artes and features that are exclusive to the localized North American release on the PlayStation 2 and the Nintendo 3DS version are highlighted with a light gray background. All features exclusive to the Nintendo 3DS release are highlighted with a dark gray background.

Radiant Dragon - Upon activation of the arte, the user thrusts their weapon forward, releasing a powerful beam of light with two smaller accompanying beams spiraling around it.

Raging Blast - When Raging Blast is activated, the user reaches forward at the target and gathers explosive energy in their palm, causing any nearby enemies to be blasted away and knocked to the ground. Although this attack does not have a wide blast radius, it is useful to clear away small groups of enemies.

Shining Dragon

Shining Blade

Severing Wind - When Severing Wind is executed, the user spins around, slashing upward while jumping into the air, creating a cyclone of wind that hits all surrounding enemies.

Guardian Frost - The user spins around with the edge of their sword on the ground, creating a circle around them. Then, the user thrusts their sword into the ground, and icicles arise in a circle, attacking the enemy. The attack has the possibility of healing the user, much like the Guardian Field arte it is derived from.

Lightning Tiger Blade - When Lightning Tiger Blade is used, the user slashes upward and jumps high into the air, summoning a large bolt of lightning to deal several hits to nearby enemies, before falling back to the ground.

Negative Gate - the spell creates a sphere of dark energy that damages enemies.

Ground Dasher - When the spell is used, a huge triangular chasm opens under the target, calling forth a wave of several stalagmites that rise and fall through the ground, juggling and dealing very heavy damage to all enemies within range.

Infernal Prison - When cast, Infernal Prison creates a red glyph on the ground. Flame pillars then rise diagonally from four points within the glyph, trapping the foe in a pyramidal "cage" of fire. A final burst of flame gushes from the middle of the glyph, ending the spell effect.

Holy Lance - is a spell that causes many sharp spears of light to form in a circular pattern in the air while a magical glyph is formed around the enemy. The spears point down at an angle toward the target, rapidly striking the earth in sequence to pierce the enemy. This is followed by a small blast of light as the spears detonate.

Prism Sword - The spell itself produces seven crystals that appear over the target, initially arranged like a star, before shooting into the sky, quickly dropping into the ground to deal damage to a large area.

Judgement - is a unique and often story-related Light- or Fire-elemental spell that is commonly associated with characters who can use healing magic, providing them with one of their few offensive options during battle.

Frigid Blast - involves the user concentrating ice energy into their palm. They then release it in an icy explosion.

Crimson Riot - summons a fiery, pulsating ball of energy around the target.

Frigid Coffin - the spell causes icicles to form around the target, trapping it within the formation. Afterward, a large ice shard appears in the sky and launches itself at an angle into the enemy, shattering the ice and injuring the creature before permitting its release.

Raging Mist - summons an opaque-white cloud of steam with a large radius around the target, searing all enemies within range with intense, scalding heat. Unlike most spells in this game, Raging Mist does not stop enemy movement while it causes damage, despite increasing the hit counter passively. It simply deals multiple hits of Fire-elemental damage, contrary to what the in-game description says. Because of this, the spell cannot be used to create effective combos or interrupt enemy attacks.

Cluster Raid - shards of light would simply fall down from the top of the screen, forming a circle on the ground, summoning a crystal orb that appears above the enemy, shooting crystals into the ground within a modest area. When all the crystals are on the ground, they explode.

Imperial Slaughter - In executing Imperial Slaughter, Van first tosses the foe into the air with many streams of light. He then thrusts his sword into the ground, causing a fonic glyph and even more light energy to appear and damage nearby targets.

Celestial Elegy - Van holds his sword overhead, and spirals of light hit any nearby enemies. He then slams his sword against the ground, causing beams of light to appear and hit all enemies within a wide range and deal massive damage.

Ancient Requiem - Van carries the opponent into the air using a storm of fonons, then damages them several times with a ball of energy that appears in front of him. This ball of energy then explodes, knocking the character away.