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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 Magical 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.

Fire[]

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

  • Ground Accuracy: 95
  • Air Accuracy: 85
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.

Damages up to 3 targets.
- 20% chance to inflict the Burn status

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

Projectile

Torch the opposition with masterful fire magic

- 30% chance to inflict the Burn status

Level 70 (Warrior)
Level 73 (Hunter)
Level 79 (Guardian)
Level 85 (Mystic)
????? 3 45% 500%

Projectile

Incinerate the opposition with unmatched fire magic

- 50% chance to inflict the Burn status

Defeat the Elemental Guardian of Fire

Blizzard[]

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. Extremly deadly

  • Ground Accuracy: 90
  • Air Accuracy: 90
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 3 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 5 targets
- 20% chance to inflict the Freeze status

Level 33 (Guardian)
Level 36 (Warrior)
Level 39 (Mystic)
Level 45 (Hunter)
Blizzaza 2 40% 340%

Projectile

Freeze the opponent with masterful ice magic.
Damages up to 7 targets
- 30% chance to inflict the Freeze status
Level 73 (Guardian)
Level 76 (Warrior)
Level 79 (Mystic)
Level 85 (Hunter)
????? 3 45% 500%

Projectile

Defeat the Elemental Guardian of Ice

Thunder[]

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.

  • Ground Accuracy: 75
  • Air Accuracy: 85
Ability MP CG Power Description Obtained
Thunder 1 20% 170%

Spark the opposition with basic lightning magic.
Damages up to 4 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 up to 8 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 up to 12 targets.
- 20% chance to inflict the Paralysis status
Level 33 (Mystic)
Level 39 (Hunter)
Level 45 (Guardian)
Level 48 (Warrior)
Thundaza 2 40% 350%

Projectile

Electrocute the opposition with masterful lightning magic.
Damages up to 15 targets.
- 25% chance to inflict the Paralysis status
Level 73 (Mystic)
Level 79 (Hunter)
Level 85 (Guardian)
Level 88 (Warrior)
????? 3 45% 500%

Projectile

Incinerate the opposition with unmatched fire magic

- 50% chance to inflict the Burn status

Defeat the Elemental Guardian of Thunder

Cure[]

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)
Curaza 2 25 CG 50% Heal Restore a lot of HP to your party.
(+1HP for each MP you own)
Level 70 (Mystic)
Level 76 (Guardian)
Level 79 (Warrior)
Level 82 (Hunter)
????? 3 50 CG 100% Heal Defeat the Elemental Guardian of Light

Aero[]

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 -- 0% Halves Physical Damage taken for 1 Cycles. Level 1 (Guardian)
Level 14 (Mystic)
Level 21/25 (Warrior)
Level 25/30 (Hunter)
Aerora 2 -- 0% Halves Physical Damage taken for 2 Cycles. Level 20 (Guardian)
Level 32 (Mystic)
Level 35 (Warrior)
Level 38 (Hunter)
Aeroga 2 -- 0% Halves Physical Damage taken for 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)
Aeroza 3 -- 0% Halves Physical Damage taken for 1 Cycle for your entire party..
Damages enemy on contact. Deal 10 damage for each MP remaining.
Level 70 (Guardian)
Level 82 (Mystic)
Level 85 (Warrior)
Level 88 (Hunter)
????? 4 -- 0% Defeat the Elemental Guardian of Wind

Stop[]

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.

  • Ground Accuracy: 90
  • Air Accuracy: 90
  • Base Accuracy decreases by 10% with each use.
Ability MP CG Power Description Obtained
Stop 2 0% 0% Grants the player an additional turn. Level 1 (Hunter)
Level 8 (Mystic)
Level 17/20 (Warrior)
Level 25/30 (Guardian)
Stopra 2 0% 0% Grants the player an additional 2 turns. Level 20 (Hunter)
Level 26 (Mystic)
Level 32 (Warrior)
Level 38 (Guardian)
Stopga 2 0% 0% Grants the player an additional 3 turns. Level 30 (Hunter)
Level 36 (Mystic)
Level 42 (Warrior)
Level 48 (Guardian)
Stopza 3 0% 0% Grants the player an additional 4 turns. Level 70 (Hunter)
Level 76 (Mystic)
Level 82 (Warrior)
Level 88 (Guardian)
????? 4 0% 0% ????????????????????? Defeat the Elemental Guardian of Time

Gravity[]

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.

Affects up to 3 targets.

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.

Affects up to 5 targets.

Level 33 (Warrior)
Level 36 (Hunter)
Level 42 (Guardian)
Level 48 (Mystic)
Graviza 2 40% 100%-500% Deals damage based on how heavy the opponent is.

Grounds Aerial enemies for 2 Cycles.

Affects up to 7 targets.

Level 73 (Warrior)
Level 76 (Hunter)
Level 82 (Guardian)
Level 88 (Mystic)
????? 3 45% 100%-1,000% Defeat the Elemental Guardian of Space

Mine[]

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 2 10% 50%/Mine

Ground

Summons a group of 3 explosive charges that hunt and seek out any nearby ground targets.

Damages up to 8 enemies.

Given by Yen Sid at the end of Chapter 17
Minera 2 20% 100%/Mine

Ground

Summons a group of 4 explosive charges that hunt and seek out any nearby ground targets.

Damages up to 10 enemies.

Given by the Mad Doctor in Wasteland.
Minega 2 30% 100%/Mine

Ground

Summons a group of 5 explosive charges that hunt and seek out any nearby ground targets.

Damages up to 10 enemies.

Given by Dreamer in Chapter 50
Mineza 3 40% 100%/Mine

Ground

Summons a group of 7 explosive charges that hunt and seek out any nearby ground targets.

Damages up to 15 enemies.

Given at the end of the Sanctuary Arc.
????? 4 45% 500%

Projectile

Incinerate the opposition with unmatched fire magic

- 50% chance to inflict the Burn status

Defeat the Elemental Guardian of Earth

Drain[]

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
Drainza 3 35% 500% Heals 100% of your HP by draining life from an enemy target. Increase you Max HP by 5. Given before the battle against 13 Darknesses
????? 4 45% Defeat the Elemental Guardian of Darkness

Balloon[]

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

  • Ground Accuracy: 95
  • Air Accuracy: 85
Ability MP CG Power Description Obtained
Balloon 1 25% 160%

Projectile

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

Damages up to 2 enemies.

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

Damages up to 5 enemies.

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

Damages up to 7 enemies.

Complete the Pirate world set in Road to Light
Balloonza 2 40% 360%

Projectile

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

Damages up to 7 enemies.

Given by the thing Krowley keeps secret from you.
????? 3 45% 500%

Projectile

Defeat the Elemental Guardian of Water
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