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Spell Orb KHII

All wielders of the Keyblade are capable of learning magic, and magic of the Keyblade itself is capable of great feats, being able to lock a world's Keyhole, open gates, and transform into different forms. Magic can be either offensive or supportive, and it differs from weapon skills in that its usage is generally limited by some factor, such as the player's current MP, and that its potency is determined by the Magic stat. Unlike Magicl Commands, basic magic spells do not require cooldowns, but still contibute to the Command Gauge, Each Player is given 7 basic forms of Magic as they level up. The other 3 are unlocked through special events. In Total, there are 10 elements in the roleplay.

The speed of learning these spells depend on which Path was chosen in Dive to the Heart.

FireEdit

Fire magic allows the player to launch a fireball with slight homing properties at a single enemy.

Ability MP CG Power Description Obtained
Fire 1 25% 150%

Projectile

Ignite the opposition with basic fire magic.
- 10% chance to inflict the Burn status

Level 1 (Warrior)
Level 5 (Hunter)
Level 13/15 (Guardian)
Level 17 (Mystic)
Fira 1 30% 190%

Projectile

Sizzle the opposition with powerful fire magic.
- 15% chance to inflict the Burn status

Level 20 (Warrior)
Level 23 (Hunter)
Level 29 (Guardian)
Level 35 (Mystic)
Firaga 1 35% 250%

Projectile

Scorch the opposition with supreme fire magic.
- 20% chance to inflict the Burn status

Level 30 (Warrior)
Level 33 (Hunter)
Level 39 (Guardian)
Level 45 (Mystic)
Firajza 2 40% 350%

Projectile

Torch the opposition with masterful fire magic

- 30% chance to inflict the Burn status

Defeat the Elemental Guardan of Fire
????? 3 45% 500%

Projectile

Incinerate the opposition with unmatched fire magic

- 50% chance to inflict the Burn status

?????
  • Ground Accuracy: 95
  • Air Accuracy: 85


BlizzardEdit

Blizzard magic shoots a spreading burst of ice crystals in front of the caster. The spread can hit multiple enemies, and it widens each time the spell is upgraded. Blizzara and Blizzaga fire larger ice crystals, creating a larger spread.

Ability MP CG Power Description Obtained
Blizzard 1 25% 140%

Projectile

Cool the opposition with basic ice magic.
- 10% chance to inflict the Freeze status

Level 5 (Guardian)
Level 9/10 (Warrior)
Level 11 (Mystic)
Level 21/25 (Hunter)
Blizzara 1 30% 180%

Projectile

Chill the opposition with powerful ice magic.
Damages up to 2 targets
- 15% chance to inflict the Freeze status

Level 23 (Guardian)
Level 26 (Warrior)
Level 29 (Mystic)
Level 35 (Hunter)
Blizzaga 1 35% 240%

Projectile

Freeze the opponent with supreme ice magic.
Damages up to 3 targets
- 20% chance to inflict the Freeze status

Level 33 (Guardian)
Level 36 (Warrior)
Level 39 (Mystic)
Level 45 (Hunter)
  • Ground Accuracy: 90
  • Air Accuracy: 90

ThunderEdit

Thunder calls down bolts of lightning to strike the target(s). It is useful for hitting multiple enemies at once. The higher-tier Thundara and Thundaga call down greater numbers of more powerful lightning bolts.

Ability MP CG Power Description Obtained
Thunder 1 20% 170%

Spark the opposition with basic lightning magic.
Damages all targets.
- 10% chance to inflict the Paralysis status

Level 5 (Mystic)
Level 13/15 (Hunter)
Level 21/25 (Guardian)
Level 25/30 (Warrior)
Thundara 1 25% 210% Shock the opposition with powerful lightning magic.
Damages all targets
- 15% chance to inflict the Paralysis status
Level 23 (Mystic)
Level 29 (Hunter)
Level 35 (Guardian)
Level 38 (Warrior)
Thundaga 1 30% 250% Fry the opposition with supreme lightning magic.
Damages all targets
- 20% chance to inflict the Paralysis status
Level 33 (Mystic)
Level 39 (Hunter)
Level 45 (Guardian)
Level 48 (Warrior)
  • Ground Accuracy: 75
  • Air Accuracy: 85


CureEdit

Cure is a form of Light Magic that heals a target ally. Cure restores a little HP to one character; Cura restores a lot of HP to one character; Curaga restores a massive amount of HP to one character.

Ability MP CG Power Description Obtained
Cure 1 1/2 HP

healed

30% Heal Restore a fraction of HP.
(+1HP for each MP you own)
Level 1 (Mystic)
Level 9/10 (Guardian)
Level 13/15 (Warrior)
Level 17/20 (Hunter)
Cura 1 1/2 HP

healed

50% Heal Restore a lot of HP.
(+1HP for each MP you own)
Level 20 (Mystic)
Level 26 (Guardian)
Level 29 (Warrior)
Level 32 (Hunter)
Curaga 1 1/2 HP

healed

80% Heal Restore a very large amount of HP.
(+1HP for each MP you own)
Level 30 (Mystic)
Level 36 (Guardian)
Level 39 (Warrior)
Level 42 (Hunter)

AeroEdit

Aero is a Defensive magic that creates a wind barrier around the user that halves any damage taken while it is active.

Ability MP CG Power Description Obtained
Aero 2 1/2 Aero 0% Halves Physical Damage taken for 1 Cycles. Level 1 (Guardian)
Level 14 (Mystic)
Level 21/25 (Warrior)
Level 25/30 (Hunter)
Aerora 2 1/2 Aero 0% Halves Physical Damage for taken 2 Cycles. Level 20 (Guardian)
Level 32 (Mystic)
Level 35 (Warrior)
Level 38 (Hunter)
Aeroga 2 01/2 Aero 0% Halves Physical Damage for taken 3 Cycles.
Damages enemy on contact. Deal 10 damage for each MP remaining.
Level 30 (Guardian)
Level 42 (Mystic)
Level 45 (Warrior)
Level 48 (Hunter)

StopEdit

Stop is a form of Time Magic that slows down or prevents a target from moving for a short amount of time. When a stopped enemy is attacked, they receive none of the damage dealt to them until the effect wears off.

Ability MP CG Power Description Obtained
Stop 2 0% 0% Stops the target and prevents them from taking any actions for 3 turns in the turn order. Level 1 (Hunter)
Level 8 (Mystic)
Level 17/20 (Warrior)
Level 25/30 (Guardian)
Stopra 2 0% 0% Stops the target and prevents them from taking any actions for 4 turns in the turn order. Level 20 (Hunter)
Level 26 (Mystic)
Level 32 (Warrior)
Level 38 (Guardian)
Stopga 2 0% 0% Stops the target and prevents them from taking any actions for 5 turns in the turn order. Level 30 (Hunter)
Level 36 (Mystic)
Level 42 (Warrior)
Level 48 (Guardian)
  • Ground Accuracy: 90
  • Air Accuracy: 90
  • Base Accuracy decreases by 10% with each use.


GravityEdit

Gravity is a form of Space Magic that both damages and alters the target's gravity. If the target is grounded, it becomes airborne and vice versa. This is useful and strategic magic used to level the playing field and use techniques that would normally not effect the enemy.

Ability MP CG Power Description Obtained
Gravity 1 20% 100%-200% Deals damage based on how heavy the opponent is.

Grounds Aerial enemies for 1 Cycle.

Level 5 (Warrior)
Level 9/10 (Hunter)
Level 17/20 (Guardian)
Level 20 (Mystic)
Gravira 1 25% 100%-300% Deals damage based on how heavy the opponent is.

Grounds Aerial enemies for 1 Cycle.

Level 23 (Warrior)
Level 26 (Hunter)
Level 32 (Guardian)
Level 38 (Mystic)
Graviga 1 30% 100%-400% Deals damage based on how heavy the opponent is.

Grounds Aerial enemies for 1 Cycle.

Level 33 (Warrior)
Level 36 (Hunter)
Level 42 (Guardian)
Level 48 (Mystic)

MineEdit

Mine is a form of Earth Magic that acts as both an offensive and defensive spell. While only working on ground targets, the Mine spell is planted, and will damage any player who attacks you or crosses it. This style of magic helps to damage the opposition, should they attack you directly.

Ability MP CG Power Description Obtained
Mine 3 10% 50%/Mine

Ground

Places 8 explosive traps around the user or enemy, which damages enemies when tripped. Amount tripped is dependent on the amount of hits by the enemy. Lasts 2 cycles before vanishing. Given by Yen Sid at the end of Chapter 17
Minera 3 20% 100%/Mine

Ground

Places a row of 5 explosive traps in front of your party, which damages enemies when tripped. Amount tripped is dependent on the amount of hits by the enemy. Lasts 2 cycles before vanishing. Given by the Mad Doctor in Wasteland.
Minega 3 30% 100%/Mine

Ground

Summons a group of 5 explosive charges that hunt and seek out any nearby ground targets. Given by Dreamer in Chapter 50

DrainEdit

Drain is a form of Dark Magic that drain's the enemy's HP and adds it to your own.

Ability MP CG Power Description Obtained
Drain 2 15% 200% Heals 25% of your HP by draining life from an enemy target. Given by Megumi after completing the Mark of Mastery Exam.
Drainra 2 20% 275% Heals 50% of your HP by draining life from an enemy target. Given at the end of Olympus Coliseum
Drainga 2 25% 350% Heals 75% of your HP by draining life from an enemy target. Given at the end of the Casle of the Horned King

BalloonEdit

Balloon magic summons an orb of water and launches it at the enemy. Balloonra and Balloonga fire larger water orbs, creating a larger spread.

Ability MP CG Power Description Obtained
Balloon 1 25% 160%

Projectile

Douse the opposition with basic water magic.
- Target becomes vulnerable to thunder attacks

Complete the Returning world set in Road to Light
Balloonra 1 30% 200%

Projectile

Soak the opposition with powerful water magic.
Damages up to 2 targets
- Target becomes vulnerable to thunder attacks

Complete the Water world set in Road to Light.
Balloonga 1 35% 260%

Projectile

Drench the opponent with supreme water magic. Damages up to 3 targets
- Target becomes vulnerable to thunder attacks

Complete the Pirate world set in Road to Light