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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 {{c|Magic|stat|Magic stat}} (maximum MP in ''{{c|Kingdom Hearts|game}}''). In ''Kingdom Hearts'', ''[[Kingdom Hearts II]]'', and ''[[Kingdom Hearts 358/2 Days]]'', offensive magic is the only way to inflict elemental damage. Additionally, many types of magic inflict [[status effect]]s on enemies. | 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 {{c|Magic|stat|Magic stat}} (maximum MP in ''{{c|Kingdom Hearts|game}}''). In ''Kingdom Hearts'', ''[[Kingdom Hearts II]]'', and ''[[Kingdom Hearts 358/2 Days]]'', offensive magic is the only way to inflict elemental damage. Additionally, many types of magic inflict [[status effect]]s on enemies. | ||
Party members who specialize in magic include [[Donald Duck]], [[Jack Skellington]], and [[Zexion]].{{fact}} | [[Party members]] who specialize in magic include [[Donald Duck]], [[Jack Skellington]], and [[Zexion]].{{fact}} | ||
[[File:Dream Rod KH.png|thumb|right|100px|The Dream Rod, a weapon heavily-associated with magic.]] | [[File:Dream Rod KH.png|thumb|right|100px|The Dream Rod, a weapon heavily-associated with magic.]] | ||
Magical power is associated with wisdom, as indicated by the descriptions of the [[Dream Rod]] and [[Struggle Wand]], as well as [[Wisdom Form]]. It is also associated with the color blue, the color of the [[MP gauge]]s appearing in ''Kingdom Hearts'' and ''Kingdom Hearts II'', the color of [[magic card]]s in ''[[Kingdom Hearts Chain of Memories]]'', and the signature color of Wisdom Form. In the menus, magic is represented by a symbol of Donald's mage hat. | Magical power is associated with wisdom, as indicated by the descriptions of the [[Dream Rod]] and [[Struggle Wand]], as well as [[Wisdom Form]]. It is also associated with the color blue, the color of the [[MP gauge]]s appearing in ''Kingdom Hearts'' and ''Kingdom Hearts II'', the color of [[magic card]]s in ''[[Kingdom Hearts Chain of Memories]]'', and the signature color of Wisdom Form. In the menus, magic is represented by a symbol of Donald's mage hat. | ||
In ''Kingdom Hearts'' and ''Kingdom Hearts II'', choosing the [[Dream Rod]] in the [[Dive to the Heart]] grants greater magic-casting ability upon | In ''Kingdom Hearts'' and ''Kingdom Hearts II'', choosing the [[Dream Rod]] in the [[Dive to the Heart]] grants greater magic-casting ability upon [[level]]ing up earlier in-game. Magic-focused play styles are considered to be among the more difficult to use, owing largely to the care that must be taken of elemental effects, as some enemies may either be immune to and/or healed by certain elements, as well as the limitation of a finite amount of MP which must be carefully managed, with the assistance of restorative [[items]] and [[abilities]] such as [[MP Haste]] and [[MP Rage]]. | ||
==Usage== | ==Usage== | ||
[[File:Ice Barrage KH3D.gif|thumb|right|Sora casts Ice Barrage, a variation of the Blizzard spell, in ''Kingdom Hearts 3D: Dream Drop Distance''.]] | [[File:Ice Barrage KH3D.gif|thumb|right|Sora casts Ice Barrage, a variation of the Blizzard spell, in ''Kingdom Hearts 3D: Dream Drop Distance''.]] | ||
Many individuals in the ''Kingdom Hearts'' universe are capable of using magic. 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 [[gate]]s, and transform into different forms. Some specialize in the use of magic, such as Donald Duck, [[Merlin]], and [[Yen Sid]]. Those that are adept at magic can use it in a wide variety of uses outside of combat, such as transformations, transportation between worlds, realms, or even time periods, or casting enchantments or curses. Like many techniques, spells are often accompanied by an invocation, such as "Light!" when casting a [[Holy]] spell. | Many individuals in the ''Kingdom Hearts'' universe are capable of using magic. 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 [[gate]]s, and transform into different forms. Some specialize in the use of magic, such as Donald Duck, [[Merlin]], and [[Yen Sid]]. Those that are adept at magic can use it in a wide variety of uses outside of combat, such as transformations, transportation between worlds, realms, or even time periods, or casting enchantments or curses. Like many techniques, spells are often accompanied by an invocation, such as "Light!" when casting a [[Holy]] spell. | ||
{{-}} | {{-}} | ||
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There are six types of basic magic in ''Kingdom Hearts II'', which are upgraded upon reaching certain milestones, up to a maximum of three tiers. They are accessible from the [[Commands#Command Menu|Command Menu]] under "Magic", and four of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to [[attack]] combos, ending with a slightly more powerful magic finisher. Magic combos are affected by combo-related abilities, such as [[Combo Plus]] and [[Finishing Plus]], and magic attacks can be interspersed with weapon attacks in one combo. [[Magnet]] and [[Cure]] magic cannot be used to make a combo. | There are six types of basic magic in ''Kingdom Hearts II'', which are upgraded upon reaching certain milestones, up to a maximum of three tiers. They are accessible from the [[Commands#Command Menu|Command Menu]] under "Magic", and four of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to [[attack]] combos, ending with a slightly more powerful magic finisher. Magic combos are affected by combo-related abilities, such as [[Combo Plus]] and [[Finishing Plus]], and magic attacks can be interspersed with weapon attacks in one combo. [[Magnet]] and [[Cure]] magic cannot be used to make a combo. | ||
Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, entering a [[Drive Form]], or by touching a Save Point. If the MP gauge is fully emptied, MP Charge begins, during which the gauge is replaced with the pink Charge gauge. While the Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, entering a [[Drive Form]], or by touching a Save Point. If the MP gauge is fully emptied, [[MP Charge]] begins, during which the gauge is replaced with the pink Charge gauge. While the Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | ||
Wisdom Form, [[Master Form]], and [[Final Form]] have abilities that enhance the casting of magic, while [[Valor Form]] and [[Limit Form]] disable the use of magic. | Wisdom Form, [[Master Form]], and [[Final Form]] have abilities that enhance the casting of magic, while [[Valor Form]] and [[Limit Form]] disable the use of magic. | ||
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In ''Kingdom Hearts Birth by Sleep'', a wide variety of magic techniques are available, basic and advanced, in the form of magic commands. As with {{c|attack command|KHBBS}}s, magic commands go through a cool-down period before they can be used again, but otherwise, their use is not limited. | In ''Kingdom Hearts Birth by Sleep'', a wide variety of magic techniques are available, basic and advanced, in the form of magic commands. As with {{c|attack command|KHBBS}}s, magic commands go through a cool-down period before they can be used again, but otherwise, their use is not limited. | ||
Magic commands may be dropped by enemies, purchased from shops, found in small | Magic commands may be dropped by enemies, purchased from shops, found in small [[treasure chest]]s, or obtained from various [[mini-games]], such as the [[Command Board]]. | ||
<!--Can we say anything about coded?--> | <!--Can we say anything about coded?--> | ||
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''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'' uses the same magic system from ''Kingdom Hearts II''. | ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'' uses the same magic system from ''Kingdom Hearts II''. | ||
There are only four types of basic magic available, which are at their respective third tiers from the beginning. They are accessible from the Command Menu under "Magic", and four of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to attack combos, ending with a slightly more powerful magic finisher.{{?}} | There are only four types of basic magic available, which are at their respective third tiers from the beginning. They are accessible from the [[Command Menu]] under "Magic", and four of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to attack combos, ending with a slightly more powerful magic finisher.{{?}} | ||
Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, or by touching a Save Point. If the MP gauge is fully emptied, MP Charge begins, during which the gauge is replaced with the pink Charge gauge. While the Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, or by touching a Save Point. If the MP gauge is fully emptied, MP Charge begins, during which the gauge is replaced with the pink Charge gauge. While the Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | ||
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''Kingdom Hearts III'' uses the same magic system as ''Kingdom Hearts II'' and ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-''. | ''Kingdom Hearts III'' uses the same magic system as ''Kingdom Hearts II'' and ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-''. | ||
There are six types of basic magic, with three tiers becoming available upon reaching certain milestones. They are accessible from the Command Menu under "Magic", and each type of magic can be switched to any of the available tiers in the menu for access in the field. Up to twelve of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to attack combos, ending with a slightly more powerful magic finisher. Magic combos are affected by combo-related abilities, such as Combo Plus and Finishing Plus, and magic attacks can be interspersed with weapon attacks in one combo.{{?}} Cure magic cannot be used to make a combo. | There are six types of basic magic, with three tiers becoming available upon reaching certain milestones. They are accessible from the Command Menu under "Magic", and each type of magic can be switched to any of the available tiers in the menu for access in the field. Up to twelve of them can be set to shortcuts at one time for easy access during battle. Most magic can be cast in combos, similarly to attack combos, ending with a slightly more powerful magic finisher. Magic combos are affected by combo-related abilities, such as Combo Plus and Finishing Plus, and magic attacks can be interspersed with weapon attacks in one combo.{{?}} [[Cure]] magic cannot be used to make a combo. | ||
Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, or by touching a Save Point. If the MP gauge is fully emptied, MP Charge begins, during which the gauge is replaced with the pink Charge gauge. While the MP Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | Casting magic costs MP, which can be recovered by collecting MP orbs, using restorative items such as Ethers, or by touching a Save Point. If the MP gauge is fully emptied, MP Charge begins, during which the gauge is replaced with the pink Charge gauge. While the MP Charge gauge gradually empties, magic cannot be used, but portions of the gauge can be emptied immediately in the same manner as recovering MP. | ||
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Additionally, the effect of offensive magic changes when they are cast underwater. | Additionally, the effect of offensive magic changes when they are cast underwater. | ||
As playable characters, Riku has access to Thundaga and Curaga magic, while Aqua has access to Firaga, Blizzaga, Thundaga, and Curaga.<!-- As allies, Riku can use Dark Firaga; Aqua can use Blizzaga, Thundaga, and Curaga; Mickey can use Faith and Curaga; Kairi can use | As playable characters, [[Riku]] has access to [[Thundaga]] and Curaga magic, while [[Aqua]] has access to Firaga, [[Blizzaga]], Thundaga, and Curaga.<!-- As allies, Riku can use [[Dark Firaga]]; Aqua can use Blizzaga, Thundaga, and Curaga; [[Mickey]] can use [[Faith]] and Curaga; [[Kairi]] can use Curaga; [[Xion]] can use Curaga.--><!--what are we including for magic? Donald's techniques? what else that doesn't fall under the basic set? anything that uses the magic stat?--> | ||
<!--In ''Kingdom Hearts III Re Mind'', as playable characters, Roxas can use Waterga and Curaga, while Kairi has access to all six spells.--> | <!--In ''Kingdom Hearts III Re Mind'', as playable characters, [[Roxas]] can use [[Waterga]] and Curaga, while Kairi has access to all six spells.--> | ||
The magic Situation Commands from ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'' return, now called '''grand magic'''. Again, the grand magic command will be one tier above the magic that triggered it. Certain {{c|abilities|kh3}} obtained through equipping specific weapons or accessories or through a [[Full Course Bonus]] allow grand magic commands to generate more easily during battle, as well as grant access to the otherwise unavailable Curaza command. | The magic Situation Commands from ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'' return, now called '''grand magic'''. Again, the grand magic command will be one tier above the magic that triggered it. Certain {{c|abilities|kh3}} obtained through equipping specific weapons or accessories or through a [[Full Course Bonus]] allow grand magic commands to generate more easily during battle, as well as grant access to the otherwise unavailable Curaza command. |
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