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'''Wizards''' are enemies from ''[[Kingdom Hearts]]''.
'''Wizards''' are enemies from ''[[Kingdom Hearts (game)|Kingdom Hearts]]''.


Wizards are one of the enemies [[Sora]] encounters on the balconies of [[Hollow Bastion]].  It is one of the two Heartless in its family to not have a name referring to a color and a form of music (the other is the [[Bookmaster]]).
Wizards are one of the enemies [[Sora]] encounters on the balconies of [[Hollow Bastion]].  It is one of the two Heartless in its family to not have a name referring to a color and a form of music (the other is the [[Bookmaster]]).

Revision as of 10:43, 4 January 2009

Template:Heartless

Wizards are enemies from Kingdom Hearts.

Wizards are one of the enemies Sora encounters on the balconies of Hollow Bastion. It is one of the two Heartless in its family to not have a name referring to a color and a form of music (the other is the Bookmaster).

Wizards are masters of magic. Unlike their relatives, which only use one form of magic, Wizards use all but three types. They use Fire, Blizzard, Thunder, and Gravity magic; but they don't use Cure, Aero, and Stop magic (and in terms of the games as a whole, they don't use Reflect either). They additionally have the ability to teleport. Wizards may be found most commonly in Hollow Bastion, but are also a common appearance in Wonderland after the castle's keyhole is revealed. There is a 5% chance of a Wizard leaving a Wizard's Relic after being destroyed. It's possible those who become a wizard hearltess also create a Sorcerer Nobody.

Journal Entry

Kingdom Hearts

Heartless that attack with various powerful spells. Eludes enemy attacks by teleporting, making them tough to beat.

Kingdom Hearts: Chain of Memories

A Heartless proficient in magic.

The Wizard is a formidable opponent that attacks with high-level Fire, Blizzard, and Thunder spells.

Appearances

Kingdom Hearts

Kingdom Hearts: Chain of Memories

Abilities

Wizards use all forms of magic except Cure, Aero, and Stop. They also teleport around the battlefield and cast from far away. They cannot be harmed by most magic, and instead absorb the spells and go into a frenzy of casting. This can be countered if close, and will result in no damage.