Hal Hunter - Orithan - 06-29-2012
- Power: 25 (+0)
- Courage: 14 (+0)
- Wisdom: 35 (+5)
- Hearts: 21/21 (+0)
- Magic: 24/24 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 8
- Armor: 11
- Stat Points: 0
- Stat Points (Used): 129
- Heart Containers: 9
- Rupees: 52725
Affinities: Water, Fire, Nature, Spirit
Race: Haddaken.
Occupation: Treasure Hunter.
Appearance: Picture
Hal is a Haddaken. The Haddaken are a race of fox-people who is native to Koholint, related to the Keaton (Who are native to Hyrule). Hal is red- and white- furred and boasts a long, bushy tail. He is about 1.9 metres (6 feet, 4 inches) tall and has a slim and slender body. He wears a light-blue tunic (without any hat!), a grey white pair of pants (modified to allow a hole for his tail to go through at the back) a pair of red gloves and a pair of red shoes. Hal has several cuts and tears on his face, giving him a rugged look. His right ear has a small tear in it.
Current goal:
To protect those who he cares about from evil; bearing the brunt of the wrath evil power has to do by standing in their way.
Hal was the last-born in a litter of five pups, the term "runt" being given people born this way, and was vigorously bullied by both his siblings and many other children because "runts" are usually weaker, more feeble people than them, who they feel would not survive in society. Nobody bullied him more than Silvio, who was dead-set on forcing him to feel miserable about himself from a very early age. In order to prove that he wasn't worthless, he felt that he to prove he was better than Silvio and set himself on a personal journey to achieve this end. While his parents were seeking counseling for him; he ran into Harvey, who instantly felt sympathy for him from the moment he mentioned that he was a "runt". This lead to an instant friendship between the two, one which proved vital in sparking his quest to outmatch Silvio in strength and wisdom.
Over the course of several years of long hard work; Hal gradually stood up to his bullies, who gave up when they were outmatched, and eventually begun to challenge Silvio. Silvio didn't respond well to Hal's challenging; never playing fairly with him and became physically aggressive towards him, something his other bullies never did. This all culminated when Silvio, no longer able to handle the insult that he was being outclassed by a "runt", attempted to murder Hal by pushing him into a nearby pool of water and attempted to hold him down in a futile attempt to drown him. Silvio being caught in the act by his parents, Hal lived and Silvio was permanently cast from his family for the murder attempt. This traumatic event was permanently etched into his memory, scarring him for life. It also created a deep, cold grudge against Silvio inside him. At least, it set him free from him.
Entering adulthood; Hal became talented with a sword and a wand and so he begun going on expeditions all over Koholint, often being away from home for months at a time, in search of treasure. This is when he encountered his true rival; a vixen (female) Haddaken by the name of Penelope Lycrose. Penelope is a member of the Third Eye Clan, a clan of Haddaken well established in Mabe Village who are adept at using telepathic skills. She is an explorer too, seeking out treasure from far away, but she ended up crossing paths with him many times, often resulting in fights after they argue about who is going where or who is getting what. Usually, Hal gets the better of the two, but Penelope has won many times. Oddly enough; she turned out to be about as strong as him no matter how long it has been between encounters, turning basically every fight between them into an even match. There are rumors that she actually has a crush on him that she refuses to show.
Upon hearing the news that a portal to Hyrule has appeared in the Wind Fish's Egg on Tal Tal Heights, Hal instantly begun investigating it and the prospect of him traveling there to hunt for treasures from there. Thus his adventure in ZURPG begun.
Friends: Harvey, Mima
Rivals: Penelope
Enemies: Silvio
- Spirit Vision: If you focus on someone, you can see their soul.
- Tools have their dice rolls increased by 6 when used Out-of-combat
- Assistant Healing: Support Spells recover Hearts equal to half of the spells' Magic cost on both you and the target.
- Magic Regen x2.
- Once per round, while defending, you can quickly switch one of your handheld items out for another.
- Once per battle, if you have 6 Hearts or more, you may survive an attack that reduces your Hearts to 0 at 1 Heart
- You gain the Shadow affinity (When Poison Materia is equipped)
- You gain the Nature affinity (When Cure Materia is equipped)
- Damage taken is delayed until the end of your next turn.
- If you have Shadow: Once per turn when you are attacked, you gain 2 Armor.
- If you have Light: Once per turn when you hit with an attack, you gain 2 Armor.
- When you successfully defend against an attack, you can put up a barrier that absorbs Hearts equal to difference in successes of that attack
- +7 Wisdom while augmented cost for robe is paid
- +5 Defense Dice when you have a Sol Orb floating over you.
- Once per round, at any time, you can remove a Nature-based Named Effect from yourself.
- Any negative Power & Defense Dice Bonuses you get are halved.
- Any Bonus Turn you have are skipped
- REQUIREMENTS: Water, Nature, and can only be used by Hal Hunter and a Courage- or Wisdom-based weapon equipped.
- COST: 8 Magic
- CHARGE: 2 Actions
- Begin charging by raising your weapon up high to draw in moisture and electricity from the air, even if there is none. Science is awesome like that.
DESCRIPTION: Once charged, cause a random lightning bolt to strike your weapon and swing it down to unleash a storm of ice and thunder on all enemies.
EFFECT: This bypasses Cover.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT 1: Target(s) hit lose 5 Attack Dice & Power.
EFFECT 2: If there is only one target, it deals +0 Damage instead of Halved Damage and the target instead loses 8 Attack Dice & Power
- RESTRICTIONS: Feral Rage can only be used by Hal Hunter
- COSTS: 10 Magic
- DESCRIPTION: Let the madness and the rage flare within you, and become wild! Harness it, feel it, let your hatred flow through you. Your fur spikes outwards as your fangs and claws grow sharper. Why don’t you go unleash this newfound rage upon someone?
- Power: +5
- Attack Dice: +5
- EFFECT 1: At the start of each round, your Power & Attack Dice increase by 5.
- EFFECT 2: You are forced to melee attack on each of your turns.
- EFFECT 3: The first time you attack, roll $1d4.
- If the result is a 1, you attack a random ally with $1d#.
- On the second time you attack, it’s a $1d3, and the third time going onwards is $1d2.
DURATION: For the remainder of the battle or until you use Wild Control
- RESTRICTIONS: Warlock Sage Mode can only be used by Hal Hunter
- DESCRIPTION: Upon donning the Hero’s Mask, you absorbed the Warlock Blade into yourself, gaining its Sage Powers, as well as total control over Majora’s Madness. Rather than striking with a blade, you’re able to strike relentlessly with your fists. Can use Fury Strikes, Wild Control, or Warlock Punch.
- PASSIVE: Support Actions can be substituted with Offensive Actions.
- Fury Strikes:
- Roll your Power +30 dice vs. targets' Courage dice * 3 (target rolls once to defend)
- Damage: 15
- EFFECT: For each hit, steal 3 of any stat.
Wild Control:
REQUIREMENTS: Must be in Feral Rage
COSTS: 10 Magic & 5 Hearts
DESCRIPTION: Reel in all the anger you let yourself feel and focus it into a tight fist, letting your own claws dig into your hand. This buffs your next attack.
EFFECT 1: If your next attack hits, that rage and madness within you becomes rooted within the target(s), becoming the focus of everyone else.
Anyone attacking the target gains Dice equal to the Power Bonus you had during Feral Rage.
DURATION: For the remainder of the battle
EFFECT 2: Regardless of whether it hits or not, end the effects of Feral Rage.
Warlock Punch:
COSTS: 3 Magic per Action charged
CHARGE: 0 Actions
You don’t have to charge to use this, but for each Action you charge, it drastically grows in power.
Become attuned to the Sages of the past, present, and those yet to be. Become their focal point, and focus all their energies into your fist.
As it charges, your Power stat grows by 5 for each Action charged. During this time, you cannot use any other Offensive Actions.
DESCRIPTION: Once charged, tighten your grip, take a step forward, and unleash this Power into a single target!
Roll your Power dice vs. targets' Power dice
Damage: +15
EFFECT 1: If it hits, siphon Power from the target to you equal to the difference in Successes.
If the target’s Power would hit 0 as a result of this, you may (optionally) apply the Judgment Medallion’s effects on the target, cancelling EFFECT 2.
EFFECT 2: Additionally, send the target flying:
By default, launch em 50 feet. For each Action charged, multiply by x1.5.
The additional damage this causes is based on wherever you yeet them and whatever they get blasted through.
If this would launch them so far that they would go “off-screen”, have them rebound off walls or inconveniently placed objects instead.
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument
- COSTS: 6 Hearts & 6 Magic to maintain at the start of each round
- DESCRIPTION: Play the Song of Healing, a sorrowful tune that digs into the deepest parts of one's soul. Normally, it's used to heal the soul, but you're able to use it to channel your own Majora’s Madness into your abilities, giving them a drastic power boost. Note, if this is played for too long, the Song of Healing will start to echo and affect everyone around you.
- Attack Dice: +5
- The more Majora’s Madness you possess, the higher this bonus will be.
EFFECT 1: All of your attacks deal x1.5 more damage
EFFECT 2: All abilities cast during this time have their numerical effects multiplied by x1.5 (excluding Multipliers)
DURATION: Until you are unable to maintain the COST, or cancelled at any time for no action cost
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Your eyes track on to an object that has a trigger mechanism (or vice versa), enabling you to trace it to the trigger mechanism.
- EFFECT: Place a Trace on an object that has a trigger mechanism.
- So long as the Trace is on the target, you are able to see a route from the object to the location of the trigger mechanism.
- For example, you could place a Trace on a locked door to find the key for the door.
- If there are multiple trigger mechanisms/ objects that the trigger mechanism can trigger, the route to the closest one is shown.
- You can only have one Trace active at a time. If you place another Trace, the first one disappears.
- Trace lasts until the mechanism is triggered or destroyed.
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Target someone who has a Named Effect. This requires entering the target's melee range.
- EFFECT: Named Effects that proc on attack do not proc during this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it succeeds, steal one Named Effect not caused by a charge-up move from the target.
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Project your own spirit, allowing you to protect a portion of yours or an ally’s spirit.
- EFFECT: The next time one of the target’s Positive Bonuses would be affected by an enemy effect, it is entirely prevented.
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken are close with nature, giving them the ability to hear and understand the thoughts of nearby animals as well being able to talk with them in their own language.
- This also includes enemies that are capable of communication with each other.
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken have a natural understanding of technology, giving them the ability to use tools better than others.
- EFFECT: You gain +6 Dice while using Tools out of Combat.
- RESTRICTIONS: This is an Innate Skill. Only Haddaken can learn and use this skill.
- DESCRIPTION: Haddaken are blessed with the essence of nature, healing themselves and their targets through Support Spells.
- EFFECT: Whenever you target someone with a Support Spell, you and your target recover Hearts equal to half the spell's Magic Cost.
- RESTRICTIONS: This is an Innate Skill. Only someone who’s tampered with the Shadow Medallion and learned the ways of the shadows can use this skill.
- COSTS: 6 Magic
- CHARGE: 1 Action
- EFFECT: You tap into the boundary broken by the Shadow Medallion, temporarily removing your physical form from existence and entering Shadow Form.
- During this time, you can’t interact with the physical world, and you can move around as a shadow, as long as you’re attached to another shadow.
- If you’re ever fully detached from any shadow, Shadow Form immediately ends, returning you to your physical states.
- Warning, this can instantly kill you if you happen to appear inside of a wall.
DURATION: You can end this for the cost of a Support Action, or until you’re struck directly by a Light ability.
- RESTRICTIONS: This is an Innate Skill. Only someone who’s tampered with the Shadow Medallion and learned the ways of the shadows can use this skill.
- REQUIREMENTS: Must be in Shadow Form
- COSTS: 3 Magic
- EFFECT: Focus your thoughts and feelings on any shadow in the world. The less attuned you are to the respective target, the harder this will be.
- Roll your Wisdom dice vs. DM’s discretion
- IF SUCCESS: Instantly appear inside their shadow!
- IF FAIL: Instantly appear inside a random shadow and reduce your Magic to 0.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Power dice vs. targets' Power dice
- Damage: None
Roll your Courage dice vs. targets' Courage dice
Damage: None
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: None
EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two shields equipped.
- DESCRIPTION: Attack a target twice in one turn with two small bashes. You roll it two times, the defender only rolls once.
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- EFFECT: If both bashes hit, target gets Delayed.
- SELL VALUE: 50 Rupees
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
This uses your weapon’s standard attack roll + 6 dice
Damage: Halved
- REQUIREMENT 1: Spirit
- REQUIREMENT 2: A Spirit of Light & a Golden Artifact
- DESCRIPTION: By channeling the power of a Spirit of Light through your artifact, you can siphon the spirit of someone that’s fallen into your own soul.
- EFFECT 1: You experience a flash of their memories and generally what they felt in life.
- EFFECT 2: If they had a Signature Move, you gain that as well.
- EFFECT 3: Part of their soul is permanently absorbed into your own. Should you absorb someone whose morality clashes with your own, or absorb too many souls, this will have permanent, adverse effects on your soul.
- REQUIREMENTS: A musical instrument and a song
- SELL VALUE: 75 Rupees
- DESCRIPTION: Enables you to cancel out another player's song with your own song. Yo dawg, we heard you like songs! First, select a song to play. Then roll against the player of the the current song in play.
- EFFECT: This bypasses Cover, but it doesn’t break Cover.
- Roll your instrument's stats vs the enemy's Power stat
- Damage: None
- EFFECT: Your song plays instead, cancelling the target’s song out.
- SELL VALUE: 75 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: Disperse a burst of Magic into the air.
- EFFECT: Any Illusions that are present in the room or area are affected by this.
- If your Magic Cost for Illusion Break was higher than the Magic Cost to cast the Illusion, the Illusion falls.
- If your Magic Cost was for Illusion Break was equal to or lower than the Magic Cost to cast the Illusion, the Illusion is unaffected.
- Stat Point Cost: 0
- DESCRIPTION: Granted to you by Faron, Spirit of Light, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your arms become so fast at switching equipment that it occurs almost instantaneously, allowing you to reactively switch when defending.
- EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: All of your items are bound to your soul.
- EFFECT 1: Your items cannot be stolen.
- EFFECT 2: If any of your items would drop to the ground, they end up back in your inventory, but they remain disabled for the rest of the battle.
- EFFECT 3: When you die, your items go to Item Heaven, where they await your eventual revival before returning to you… unless you’re an enemy, in which case… goodbye items.
- When you are permanently dead, all your Artifacts drop.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: You enter battles in a flash, though it's too fast for an extra move.
- Initiative: +0d8
- EFFECT: If you get a Bonus Turn, it's skipped.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Send an icy wave of Water at a target, slowing them down.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Attack Dice.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 600 Rupees
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 6 Attack Dice.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Cast a missile of ice at a target, reducing their speed.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target loses 3 Courage.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Extinguish a fire raging on a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, you gain Regen x4.
Support:
EFFECT 1: Remove one Fire [color=yellow]Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Armor Bonuses from the target.
- SELL VALUE: 450 Rupees
- INFORMATION: This spell/skill is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water, Spirit
- COSTS: 3 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- EFFECT: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Water
- COSTS: 8 Magic
- DESCRIPTION: Generate a rising tide of water which crashes down upon all enemies and bring you back some vitality!
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: For each target hit, your or an ally recovers 7 Hearts. This effect may only apply once per person.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Water
- CHARGE: 2 Actions
- Begin charging by generating a veil of cold air over your body
COSTS: 12 Magic
DESCRIPTION: Once charged; freeze someone in a pack of permafrost ice, drastically cutting their attack power and making it difficult to recover it. Hits one target
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Damage: +0
EFFECT 1: If it hits, target loses 10 Attack Dice.
EFFECT 2: If it hits, target also gets Half Bonus:
Any Bonuses the target gets are halved.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Fire
- COSTS: 10 Magic
- DESCRIPTION: Spark a great inferno with the great force and passion of Death Mountain and the Goron Tribe!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +4
- Neutral Damage: 12
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
Support:
EFFECT 1: Remove one Nature Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A green flame that ignites the target’s Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target becomes Cursed:
- Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Scorch a target with more burns than they can recover from.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 7
- EFFECT: If it hits, target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic * Number of targets
- Any reductions in Magic costs only affect the total cost.
DESCRIPTION: Spark a fire and split it into multiple parts; each hitting a target.
Roll your Wisdom +7 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) hit lose 5 Armor.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Fire
- CHARGE: 2 Action
- Begin charging by generating a scorching fire in your hands. Thankfully, these flames do not hurt you at this stage
COSTS: 12 Magic
DESCRIPTION: Once charged; Trap someone in a raging pit of flames, burning their life away. Hits one target.
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: +10
EFFECT: If it hits, target gets trapped in Fatal Burn.
At the start of each round, target takes Neutral Damage equal to 34% of their Current Hearts (maximum of 34)
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A basic Nature spell that sends a rumble of Magic through the ground, hitting a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +2
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: A scourge of Lightning zips around the battlefield in an instant, striking a target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A plethora of roots grow from the ground, grabbing a target from below.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target becomes Immobilized.
- Target cannot move or use any melee attacks.
- DURATION: One round.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: A tame jolt of lightning zaps a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive Spell:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, remove one Water Named Effect from the target.
- EFFECT 2: Additionally, remove up to 3 Regen from the target.
Support Spell:
EFFECT 1: Remove one Water Named Effect from the target.
EFFECT 2: Additionally, remove any Negative Attack Dice Bonuses the target has.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: Blast a torrent of powerful winds at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, the target is thrown off balance and gets Delayed.
- Target’s next attack is delayed by 2 Turns, which then removes Delayed.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 800 Rupees
- REQUIREMENTS: Nature, Spirit
- COSTS: 5 Magic
- DESCRIPTION: Overrun a target with a whiplashing vines from every direction!
- EFFECT: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: +0
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Nature
- COSTS: 7 Magic
- DESCRIPTION: Zap a target with a ball of lightning, frying their defense.
- EFFECT: Ignores targets’ Bonus Defense Dice
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, disable any Defense Dice bonuses target has for 1 round.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Nature
- CHARGE: 1 Action
- Begin charging by silently chanting a passage while holding your arm out to generate electricity
COSTS: 12 Magic
DESCRIPTION: Once charged; Send a giant bolt of lightning, crashing down upon a target out of the blue instantly.
EFFECT: Ignores Cover
Roll your Wisdom +35 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If this hits, target gets Electrified:
Target’s Bonus Defense Dice from equipment, skills and spells are negated.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
Support:
EFFECT 1: Remove one Shadow Named Effect from the target.
EFFECT 2: Additionally, target recovers 6 Hearts.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Light
- COSTS: 8 Magic
- DESCRIPTION: Fire a spear of Light at a target, which carries a pulse that can disengage an ability they have.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: Select an Active Skill or a Spell the target has and disable it for the remainder of the battle.
- For Bosses, this only lasts one round.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Light
- CHARGE: 2 Actions
- Begin charging by drawing a golden seal using your hands.
COSTS: 15 Magic
DESCRIPTION: Once fully-charged, seal someone in a realm of Light, dealing incredible damage to a targets’ mind.
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, target loses half of their Wisdom stat.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Shadow
- COSTS: 1 Magic
- DESCRIPTION: A basic Shadow spell that quickly strikes a target with sapling shadows.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: This can be rerolled once for free.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 675 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 7 from it.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, remove up to 4 of a selected Stat Bonus from the target.
Support Spell:
EFFECT 1: Remove one Light Named Effect from the target.
EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Shadow
- COSTS: 6 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Intensify the darkness around a target, which grows stronger and stronger until the target suffocates and dies.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: If it hits, target Bleeds x6.
- EFFECT 2: Additionally, target also gets Support Blocked:
- Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grapple onto a targets' soul and exhaust them, preventing them from charging up
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, cancel anything the target is Charging for.
- EFFECT 2: Additionally, target gets Exhausted:
- Target can not use any actions that involve Charging.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COST: 3 Magic
- DESCRIPTION: By connecting the souls of you and your foe together, siphoning whatever the foe last siphoned.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, siphon Hearts and Magic equal to twice the amount of Hearts and Magic the foe last siphoned from anyone.
- Instead of you getting the siphon back, you can change it to any target.
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Generate a pulse of spiritual power, striking the targets' mind directly in their original state
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Base Wisdom dice+4 vs. targets’ Base Wisdom dice
- Neutral Damage: +0
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- SELL VALUE: 1250 Rupees
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- Offensive Spell:
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
Support Spell:
EFFECT 1: Remove a Named Effect from an ally.
EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Lock the target's soul in your mind and send a pulse of magic that forces them to realize the truth of their soul
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets affected by No Bonus:
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- DURATION: 2 Rounds.
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Spirit
- CHARGE: 2 Actions
- Begin charging by letting your soul blaze. It is visible to the naked eye during this stage.
COSTS: 15 Magic
DESCRIPTION: Once fully-charged, hurl your blazing soul at a target; bypassing everything in the way.
Roll your Base Wisdom +10 vs target’s Base Wisdom
Neutral Damage: +0
EFFECT: Ignore all Bonuses and EFFECTS from target’s equipped Armor.
IF FAIL: You lose Hearts and Magic equal to the difference in successes.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Water, Shadow
- COSTS: 6 Magic
- DESCRIPTION: Fling a bubble of violently corrosive water at a target, heavily scarring them if it hits.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: Target gets Bleeding x8 if they are hit
- EFFECT 2: Target also gets Numbed if they are hit:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: Any amount of Magic
- DESCRIPTION: By manipulating currents of Water, start causing a sound to echo through the room. You can Tether this illusion to an area or to an object.
- Tether to Area:
- EFFECT: A sound of your choice begins echoing through the heads of anyone currently in the room.
- DURATION: Until you leave the room or area.
Tether to Object:
EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
DURATION: Until the object is damaged.
- SELL VALUE: 200 Rupees
- INFORMATION: This is an Endowed Spell. It has had ?/? Augments
- REQUIREMENTS: Water
- COSTS: 1 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Target can negate the next EFFECT to them caused by a Combat Action, which then removes Effect Block.
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 625 Rupees
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 4 Defense Dice
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Surround someone with a veil of thick mist, dispersing damages that bypass their armor.
- EFFECT: Target gains Liquid Armor:
- Any Neutral Damage the target takes is converted to normal Damage.
- DURATION: One round.
- SELL VALUE: 250 Rupees
- INFORMATION: This is an Endowed Spell. It has had ?/? Augments
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Water
- CHARGE: 2 Turns
- Begin charging by focusing a ball of Water over someone who is dead.
COSTS: 6 Magic
DESCRIPTION: Once fully charged; target a dead ally and send them off on a tide… for them to come back alive.
EFFECT: Revive the selected target to 10 Hearts
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: Any amount of Magic
- DESCRIPTION: Using the flames of Fire, create a disguise on someone by tethering the illusion to them.
- EFFECT: Make that target look like someone else.
- They must still be the same Race.
DURATION: Until the target takes Damage
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Ignite a spark inside the target, causing their attacks to literally spark.
- EFFECT: Target gets Sparking:
- All of targets’ single-target Attacks deal an automatic 1 Neutral Damage to their target.
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: A beam of fairy dust that shrouds a target, causing them to recover from their wounds.
- EFFECT: Target recovers 4 Hearts.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 2 Armor.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Nature
- COSTS: Any amount of Magic
- DESCRIPTION: Using the harmonious essence of Nature, cast an illusion that plays with peoples' feelings. You can Tether this to an area or an object.
- Tether to Area:
- EFFECT: Anyone who is in the area begins to get a feeling of that this illusion gives.
- DURATION: Until you leave the room or area.
Tether to Object:
EFFECT: Anyone who touches the object this illusion is tethered to gets a feeling that this illusion gives.
DURATION: Until the object is damaged.
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Nature
- COSTS: 6 Magic
- DESCRIPTION: Create a magical fairy with a fleeting life, capable of restoring life to a dead target.
- EFFECT: Target is revived to 3 Hearts.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: Any amount of Magic
- DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
- EFFECT: Cause an object to become invisible.
- DURATION: Until the object touches anything or is otherwise damaged.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
- NOTE: Although this has global range, if you can’t clearly see your target, it might not hit your intended target.
- REQUIREMENTS: Light
- COSTS: 15 Magic
- DESCRIPTION: Fire a beam of Light from afar with global range, and when it strikes the target, it reacts with their Magic and disperses around them into a Warp Shield. If this is used on an ally, it counts as a Support Action.
- Roll your Wisdom +30 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: Target recovers 10 Magic.
- EFFECT 2: Additionally, if it hits, target gets Warp Shield:
- Any damage the target takes will instead drain it from their Magic.
- As long as the Warp Shield is active, target’s Armor has no impact on damage taken.
- DURATION: Until the target’s Magic drops to 0
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
DURATION: Until you leave the room or area.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Surround someone with a Shadow, which grants them a chance to revoke an instance of time itself.
- EFFECT: Target gains 2 Temporary Reroll Points.
- These automatically expire at the end of the battle, whether they’re used or not.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 5 Courage.
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 5 Power.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: By drawing power from your soul, recover the ground taken from you by enemy attack.
- EFFECT: Remove one Negative Bonus from yourself or an ally.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 5 Magic
- DESCRIPTION: Draw the spiritual energy that exists around you and then use it to form a field; granting everyone else the ability to draw Magic more efficiently.
- EFFECT: Summon the Mana Complex Field Effect:
- Overwrite any current Field Effect in play.
- The Magic Costs for everyone is reduced by 1 Magic.
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Light and Shadow
- COSTS: 6 Magic
- DESCRIPTION: Create a stationary clone of yourself that initially does nothing.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
- EFFECT B: If you already have a clone, then casting Displace again allows you to instantly attack someone from behind, bypassing Cover and gaining 5 Dice. If the attack succeeds, you gain another Displacement Clone.
- INFORMATION 1: This item is a Mythical Artifact.
- INFORMATION 2: There are 0/3 slots remaining for Materia to be slotted in. Currently the Cure Materia and the Poison Materia are slotted into this weapon.
- DESCRIPTION: An enigmatic green cane created by the mysterious Dryad Dekri, now outfitted with three slots featuring the same Aerithan technology that lets Materia be slotted into items. It can target one enemy and can strip off their affinities.
- EFFECT: While this is equipped, you gain Nature, Light and Shadow Affinities.
- Strip Affinity:
- COSTS 3 Magic
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, disable an affinity they have.
- If the target is a boss, it’ll be only disabled until the end of your turn 1 round later.
Cura:
REQUIREMENTS: Nature
COSTS: 4 Magic
EFFECT: Target recovers 12 Hearts.
Curaga:
REQUIREMENTS: Nature
COSTS: 8 Magic
EFFECT: You and all allies recover 8 Hearts.
Bio:
REQUIREMENTS: Shadow
COSTS: 4 Magic
Roll your Wisdom +6 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, target gets Bleeding x6.
Bioaga:
REQUIREMENTS: Shadow
COSTS: 8 Magic
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Neutral Damage: 4
EFFECT 1: Target(s) hit lose 2 Power, Courage and Wisdom.
EFFECT 2: Target(s) hit also get Bleeding x2
Judgement:
RESTRICTIONS: After this is cast, it cannot be cast again until the attack goes off.
REQUIREMENTS: Light
CHARGE: 1 Action
COST: 20 Magic
DESCRIPTION: Once fully charged; call down the power of Alexander and exert his final judgement on all enemies
EFFECT: One round after being cast, Alexander materializes as a great steel-fortress like construct and blasts all enemies with heavenly light!
EFFECT: This bypasses Cover
Roll your Wisdom +22 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT 1: Target(s) hit get Immobolized
Target cannot move or use any melee attacks.
EFFECT 2: Target(s) hit also get Unfocused
Target cannot use ranged attacks.
DURATION: One round.
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long staff-like scepter with negative energy coursing through it. It requires a lot of Magic to use, but the negative energy can be shaped and used in a number of defensive and supportive ways. Can use Dome Shield, Abyss Barrier, and Void Beam.
- EFFECT: Decrease the Charge times of all your Charge-up moves by 1 Action.
- Dome Shield:
- COSTS: 8 Magic
- DESCRIPTION: Create a barrier of darkness that surrounds you in a dome.
- EFFECT 1: You and anyone you’re covering will be protected by this and will serve as a barrier if one of you would get hit.
- EFFECT 2: The barrier has Hearts equal to your Maximum Hearts. It blocks all incoming damage and all incoming effects.
- If the barrier breaks, remaining damage will carryover to you, but not effects.
Abyss Barrier:
COSTS: 10 Magic
DESCRIPTION: Form a thin, hollow barrier that covers you and your whole team.
EFFECT: The next Magic-based attack to strike the barrier is automatically reflected back at the caster at the same success rate. This includes hit-all attacks.
Additionally, roll your Base Wisdom and add the result to reflected attack.
Void Beam:
INFORMATION: This still requires a Combat Action, so if you’re using the traditional turn-based system as opposed to round-based, you hold your turn to make use of this ability.
COSTS: 6 Magic
DESCRIPTION: When someone uses a multi-target projectile ability, you can reactively fire a Void Beam at it, concentrating the negative energy into a beam that strikes the ability before it has a chance to spread.
Roll your Wisdom dice +6 vs. target’s attack roll
Damage: None
EFFECT: If it succeeds, envelop the target in a small barrier, causing the attack to reflect on themselves for full damage.
That is, if the attack would normally do half damage or no damage, it automatically deals full damage instead. Otherwise, use its damage value.
IF FAIL: The negative energy instead amplifies the attack, adding successes to it equal to the difference in successes, and multiplying its damage by x1.5
- SELL VALUE: 475 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +14 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
- SELL VALUE: 450 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A basic wand commonly used by Wizzrobes, which has a rotatable base, allowing you to switch between two different attack modes. You can fire a Focused shot that hits one target, or a Dispersed blast that hits all enemies.
- Focused:
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: +0
Dispersed:
Roll your Wisdom +11 dice vs. targets' Wisdom dice
Damage: Halved
- Amount: 7
- RESTRICTIONS: It can’t hit something that’s flying
- DESCRIPTION: A devious little device that’ll seek in on a specific, programmed point, dealing critical damage! Unfortunately, it’s not infallible...
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: x2
- IF FAIL: Target disables the Homing Bomchu and is able to immediately reprogram it to aim at a target of their choosing.
- After three failed attempts, this little fella fails and dies a horrible, quiet death.
- DESCRIPTION: A wand with several Twilight-lit cubes hovering around its base, rotating faster as the wand’s power is used. Just point it at something, and a burst of volatile magic will shoot forth! Can use Combust on a target or use the Magic Singularity ability.
- Combust:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, target takes extra Damage equal to their Missing Magic (max of 10 Damage).
- EFFECT 2: Additionally, if it hits and the target is out of Magic, convert the full damage to Neutral Damage.
Magic Singularity:
COSTS: 10 Magic
DESCRIPTION: Form a singularity of Magic, which forcefully draws in Magic from everyone in the battle. Everyone is forced to roll their Wisdom stat, with Attack Dice.
EFFECT 1: The one with the lowest successes takes damage equal to the difference between the lowest and the highest successes.
EFFECT 2: Everyone except the one with the highest successes automatically channels half their Maximum Magic (up to a max of 10 Magic) into the singularity.
EFFECT 3: At the end of the next round, the Magic Singularity Uberbomb goes off, hitting everyone in a massive explosion, with Hit Dice & Damage equal to the amount of Magic infused.
Uberbomb:
EFFECT: This bypasses Cover.
Roll (dice equal to Magic infused) vs. targets’ Wisdom dice
Damage: Equal to Magic infused
- SELL VALUE: 500 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Expelliarmus! A green-tinted wand that has a rotating base, allowing it to switch between modes. Can use Disarm or Purge on a target.
- Disarm:
- DESCRIPTION: Target someone and attempt to fling one of their equipped Handheld Items.
- Roll your Wisdom +6 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the item is flung out of the target's hands and into the open.
- The item lays on the ground. Anyone can then spend a Support Action to pick it up and stash it in their inventory.
Purge:
COSTS: 6 Magic
DESCRIPTION: Touch a target briefly with the tip of this wand and watch as a green light of death purity flows into the target, expelling them of an impurity.
EFFECT: Remove remove one Negation, Attrition, Disruption, Dispersion, or Contortion effect from the target.
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: Currently slotted into Cane of Materia Dekri
- DESCRIPTION: A powerful purple stone, resonating with the magical poisons. Simply holding it grants you the power to use Poison (Shadow) abilities. Can be used to cast Bio on a single target or Bioaga on all enemies.
- EFFECT: While this is equipped, you gain Shadow Affinity.
- Bio:
- REQUIREMENTS: Shadow
- COSTS: 4 Magic
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x6.
Bioaga:
REQUIREMENTS: Shadow
COSTS: 8 Magic
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Neutral Damage: 4
EFFECT 1: Target(s) hit lose 2 Power, Courage and Wisdom.
EFFECT 2: Target(s) hit also get Bleeding x2
- INFORMATION 1: This is an Artifact.
- INFROMATION 2: Currently slotted into Cane of Materia Dekri
- DESCRIPTION: A powerful green stone, resonating with the magical essence of healing. Simply holding it grants you the power to use Healing (Nature) abilities. Can be used to cast Cura on a single target or Curaga on all allies.
- Cura:
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- EFFECT: Target recovers 12 Hearts.
Curaga:
REQUIREMENTS: Nature
COSTS: 8 Magic
EFFECT: You and all allies recover 8 Hearts.
- INFORMATION 1: This is a Legendary Artifact
- INFROMATION 2: Currently slotted into Cane of Materia Dekri
- DESCRIPTION: A golden white stone with the ultimate power of justice embedded within. Simply holding it gives you Light powers and allows you to summon the judgement of Alexander, the holy summon of Light, to bring his wrath down upon all enemies!
- EFFECT: You gain the Light Affinity
- Judgement:
- RESTRICTIONS: After this is cast, it cannot be cast again until the attack goes off.
- REQUIREMENTS: Light
- CHARGE: 1 Action
- COST: 20 Magic
- DESCRIPTION: Once fully charged; call down the power of Alexander and exert his final judgement on all enemies
- EFFECT: One round after being cast, Alexander materializes as a great steel-fortress like construct and blasts all enemies with heavenly light!
- EFFECT: This bypasses Cover
- Roll your Wisdom +22 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT 1: Target(s) hit get Immobolized
- Target cannot move or use any melee attacks.
EFFECT 2: Target(s) hit also get Unfocused
Target cannot use ranged attacks.
DURATION: One round.
- SELL VALUE: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +6
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Magical Blade:
REQUIREMENTS: You being at Maximum Hearts
DESCRIPTION: Fire a magical blade of air, powered by your Hearts, at a target.
Roll your Courage +9 dice vs. targets' Courage dice
Damage: +0
- SELL VALUE: 75 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long spear with a steel tip, capable of warding off small attacks and piercing through Cover. You can swing at two enemies at once with a Slash, or you can Stab one target.
- Slash:
- EFFECT: Can target two targets.
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
Stab:
Roll your Courage dice vs. targets' Power dice
Damage: +4
EFFECT: If it hits, this attack also targets anyone who is being Covered by the initial target at Half Damage.
- SELL VALUE: 200 Rupees
- DESCRIPTION: Some blue-colored fire that is extremely cold, freezing things on contact. Did logic get drunk again? You can fling it at a target to have it explode on contact, causing them to freeze (what).
- Roll your Courage dice vs. targets' Courage dice
- Neutral Damage: 3
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: An ancient wooden staff given to you by Old Man Moray as a symbol of gratitude. It is surprisingly dangerous, as it can painfully Whack a target or fire a destructive Blast at a target.
- Defense Dice: +5
- Whack:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: Halved
Blast:
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: +6
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: An elegant, silver frame with a cobra-like crossguard. Its blade is smooth and almost weightless. Imbued with sage powers, it allows its user to strike relentlessly. Can Fury Slice or Fury Stab one target, or use Unleash.
- Fury Slice:
- Roll your Power +25 dice vs. targets' Courage dice * 3 (target rolls once to defend)
- Damage: 10
- EFFECT: For each hit, steal 3 of any stat.
Stab:
Roll your Power +20 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, steal Hearts (stat) equal to the difference in successes.
If this results in the target dying, recover to Full Hearts.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Unleash:
COSTS: 9 Magic
DESCRIPTION: Call forth the power of the sages imbued within the Warlock Blade, unleashing a torrent of wind that hits all enemies.
Roll your Power +15 dice vs. targets' Power dice
Damage: Halved
EFFECT: Target(s) hit lose half of their highest stat.
DURATION: One round
- Amount: 1
- DESCRIPTION: The remains of a Dodongo after the air inside of it has exploded. The husk that remains has shriveled inwards to form a tight ball, one that's still quite combustive. If it hits something with enough of an impact, it'll explode big-time. Can be thrown at one target.
- Throw:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: +5
- EFFECT: If it hits and deals at least 30 Damage in one hit (before Armor), the Dragon Bomb instead explodes, hitting everyone in the area.
- IF FAIL: The Dragon Bomb is instead pocketed into the target’s inventory. Unexploded, of course.
Explosion:
Roll your Power +30 dice vs. targets' Power dice
Damage: +10
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 4
- SELL VALUE: 75 Rupees
- DESCRIPTION: A steel hammer that packs extra punch, this hammer can cripple defenses and disable targets. Can Whack or Cripple a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice
- Damage: +4
Cripple:
Roll your Power -3 dice vs. targets' Power dice
Damage: +0
EFFECT: If it hits, the target gets Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
- INFORMATION: This item is a Legendary Artifact.
- RESTRICTIONS: This can only be used by Hal Hunter
- DESCRIPTION: Corrupted by the power of Majora’s Curse, the Hunter’s Curse Shield is the final evolution Strawberry Shield. Entirely encased in a permanent layer of magical Ice, the crimson heart-shaped bears large permanent ice spikes. Thanks to your dominion over Majora’s Madness, you are immune to the negative effects of this shield.
- Defense Dice: +8
- Armor: +4
- EFFECT: If you successfully defend against an attack, you gain a barrier around yourself.
- The barrier's Hearts are equal to the difference in successes. This can stack with more successful defenses.
- DURATION: The barrier lasts until it runs out of Hearts
Flash Freeze:
COSTS: 8 Magic
DESCRIPTION: Suddenly freeze the surface of your shield over, granting you a number of powerful buffs for a short amount of time.
EFFECT 1: You gain 8 Defense Dice
EFFECT 2: Anyone who attacks you loses 4 Attack Dice after the attack ends
DURATION: Until the end of your turn one round later
Surging Curse:
CHARGE: 3 Actions
While charging, the spikes on the edge of the shield begin glowing, as you bring out the power of Majora’s Curse from within you.
COST: 15 Magic
DESCRIPTION: Once fully charged, you draw on the fragments of Majora’s Power to bolster your strength you enter Chaos Mode:
You gain 10 Attack Dice & Defense Dice
All Magic Costs are halved
Once per round, you can negate the EFFECTS of any attack that would hit you.
However… there is no guarantee that you may be yourself anymore; but under the control of somebody else…
By the way, the likelihood of corruption rises the longer you remain in Chaos Mode and this does not reset after you cancel.
DURATION: You can end this at any time for no cost, removing all bonuses granted by this power.
- DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
- Defense Dice: +5
- Charge:
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Roll your Wisdom +15 dice vs. targets' Courage dice
- Damage: +0
Soul Defense:
COSTS: 5 Wisdom
EFFECT: When defending, you can override your defending stat with Wisdom.
Note this is done after the cost.
Attract Souls:
COSTS: 5 Magic
EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
Absorb Soul:
EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
Release Souls:
DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
- SELL VALUE: 125 Rupees
- DESCRIPTION: A large dense shield made out of heavy metal, which protects very well only against non-magic attacks.
- Defense Dice: +6 against Non-Magic-based attacks
- SELL VALUE: 550 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A magically enchanted platemail that provides you with more Magic.
- Armor: +4
- Magic: +4/4
- INFORMATION: This item is a Mythical Artifact.
- REQUIREMENTS: Either Shadow or Light
- DESCRIPTION: A veil of space and stars surrounds you, delaying damage done to you.
- Armor: +4
- EFFECT 1: Anytime you would take Damage, it's delayed until the end of your next turn.
- EFFECT 2: If you have Shadow, then once per turn, when you hit with an attack, you gain 2 Armor.
- EFFECT 3: If you have Light, then once per turn, after you are hit by an attack, you gain 2 Armor.
- DESCRIPTION: The fluffy, oversized hide of a Lynel, somewhat trimmed down into a Armor, though still overbearing. It still harbors the fierce Lynel spirit, giving it both protective properties and the ability to enter a lesser Fierce Combat.
- Courage: -6
- Hearts: +10/10
- Armor: +5
- Fierce Combat:
- EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
- Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
- You can attack twice in a single turn.
- However, you also cannot recover Hearts.
- DURATION: For the remainder of the battle
- SELL VALUE: 850 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- DESCRIPTION: Enchanted by protectful spirits, this robe amplifies the power of the user’s mind. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Wisdom: +5
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Wisdom: +13
- SELL VALUE: 100 Rupees
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +2
Augmented Mode:
COSTS: 4 Magic at the start of each round
Courage: +7
- Amount: 2
- DESCRIPTION: A scroll imbued with sacred teachings, capable of teaching many physical arts.
- It can teach you any Skills.
Once this scroll is used, it implodes into a speck of nothingness, forgetting that it was ever there.
- Amount: 2
- SELL VALUE: 250 Rupees
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Once this scroll is used, it disappears in a flash of rainbow light, illuminating the area for a few seconds.
- Amount: 0
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
- Amount: 0
- SELL VALUE: 2500 Rupees
- DESCRIPTION: An ornate golden scroll imbued with the magical power of the Goddesses deep within the parchment, containing the knowledge of spells only known to myth.
- It can teach you any Ascended Spell.
Once this scroll is used, it disappears into a flash of white energy which absorbs into people; healing everyone in the area by 10 Magic.
- Amount: 0
- SELL VALUE: 500 Rupees
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
- Amount: 0
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
- Amount: 0
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
- Amount: 12
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
- Amount: 1
- SELL VALUE: 400 Rupees
- DESCRIPTION: A golden potion overflowing with life, capable of restoring you back to your prime even after you've died.
- EFFECT: Consume this to revive you and recover to your Maximum Hearts & Magic.
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- Amount: 4
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Amount: 0
- SELL VALUE: 25 Rupees
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
- Amount: 3
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
- Amount: 2
- DESCRIPTION: Wreathed in shadows itself, this steak was skinned and pulled from the corpse of a Wolfos. It's a tough and chewy steak, but after munching it down, you'll be bathed in the same shadows that surround Wolfos.
- EFFECT: Consume this to recover 10 Hearts and submerge yourself in a cloak of shadows, giving you a natural Camouflage for some time. Anyone without Shadow Affinity loses 5 Successes when trying to attack you.
- DURATION: 2 Rounds
- Amount: 1
- DESCRIPTION: The still-beating heart of a dragon, filled with a burning, lukewarm fire. Give it a grill and eat it, and you’ll become Fire-proof, even allowing you to swim through lava for a little while!
- EFFECT: Consume it to recover to your Maximum Hearts and become immune to the damage and effects of all Fire-based attacks, spell & abilities.
- DURATION: 2 Rounds
- Amount: 1
- DESCRIPTION: A dragonhide-vial formed from the remains of a dragon, containing a true black ink, the likes of which can only come from a dragon's heart. You can feel the ink within the vial pulse with your own heartbeat. Anything written with or stained by this ink is permanent, and can only be removed by being seared off in the molten lavas of Death Mountain.
- EFFECT: If you mark a target with this ink, you'll feel the target's heartbeat when they're nearby, and that ink becomes incapable of going invisible or being Camouflaged.
- Amount: 3
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
- Amount: 4
- SELL VALUE: 50 Rupees
- DESCRIPTION: A foggy but partially clear liquid that has a terribly acidic taste when you drink it. Might wanna use some flavoring to mellow it out.
- EFFECT: Halve one of your Negative Bonuses.
- Amount: 10
- SELL VALUE: 25 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
- Amount: 2
- SELL VALUE: 25 Rupees
- DESCRIPTION: A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A current of wind wraps around you, allowing you to glide over the ground.
- EFFECT: Your ability to jump increases, allowing you to jump 2 feet per 1 Success.
- DURATION: This lasts until you leave the room.
In-Battle:
DESCRIPTION: Wind guides you, giving you increased speed.
Courage: +4
- Amount: 1
- DESCRIPTION: A flame-shaped seed with a clove of flaming fire petals surrounding it. Eating it might not be the best idea, but it can be eaten to gain various effects, depending on whether you're in battle or not. Who knows, maybe you can even plant it somewhere? It can also be Hurled at a target to melt through them.
- Out-of-Battle:
- DESCRIPTION: Your hair turns to a glowing goop, allowing you to swim in Lava temporarily. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
In-Battle:
COSTS: 6 Hearts
DESCRIPTION: It burns to eat it, but your single-target attack causes flames to burst from the target’s Armor.
EFFECT 1: All of your attacks apply Burned:
Every time the target attacks or defends, they take 1 Neutral Damage.
EFFECT 2: Your attacks reduce Armor by 2.
Hurl:
Roll your Power +10 dice vs. targets' Courage dice
Neutral Damage: 5
EFFECT: If it hits, target loses 5 Armor
- Amount: 0
- DESCRIPTION: A potion containing some clear liquid. In fact, it's so clear, you can't see the liquid, but you can feel it squishing around inside.
- EFFECT: Drink whatever's inside to become completely invisible! Not even the light from a Sol will reveal you!
- DURATION: Until you exit the current area or encounter.
- Amount: 3
- SELL VALUE: 500 Rupees
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
- Amount: 1
- DESCRIPTION: A scroll made of a blinding Light, yet somehow, you can physically hold it. If you squint hard enough, you can barely make out the letters, just enough to learn a spell.
- It can teach you Piercing Blade of Light or Radiant Shield.
Afterwards, it flashes and blinks out of existence at the speed of Light.
- SELL VALUE: 1,000 Rupees
- REQUIREMENTS: A Sol Orb hovering over your head.
- Without this, the mask's abilities do nothing.
DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
Sol Shield:
Defense Dice: +5
EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
However, a Sol Shield cannot defend a direct attack against a Sol Orb.
Sol Barrage:
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, disable all of target's Bonuses (except Armor).
DURATION: One round.
- DESCRIPTION: The metal helm dropped from Black Darknut Sithe. Despite being a mask, it’s got some weight to it, and you could probably knock someone unconscious with it. Upon equipping it, the helm wraps around your head, enhancing your strength and capabilities, at the cost of losing some awareness.
- BONUS 1: +15 Power
- BONUS 2: You now roll Power instead of Courage for Courage-based attacks
- BONUS 3: An attack’s Dice Modifier is converted to a Damage Modifier.
- For example, if an attack would list “Roll your Power +15 dice vs. targets' Power dice”, you’d lose that dice bonus, but you’d gain 15 damage on the attack instead.
- If this is applied to attacks that deal Half Damage or No Damage, apply the bonus damage after said damage modifiers.
BONUS 4: You gain an extra 10 Defense Dice when defending against single-target attacks.
BONUS 5: Two-Handed Items are now considered One-Handed for you.
DRAWBACK 1: -15 Wisdom
DRAWBACK 2: You cannot defend against any attack that “bypasses Cover”.
“ Yes, this is it! An imitation of that mask I saw so long ago! A face so perfect and pristine! But something, something is off. No matter what I do, there is an imperfection, a scar! What is it that I lack that prevents me from achieving perfection?”
- DESCRIPTION: An imperfect version of the Fierce Deity Mask, crafted by the Happy Mask Man. It harbors neither madness nor influence, but when it’s equipped, it melds to the user’s face entirely. As it has been freed from the Mask Man’s grasp, it no longer has any effect… but perhaps it can be used for something still?
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- DESCRIPTION: A pulsing crimson red mask with thorns radiating out from its edges, its thorns gradually transitioning to a sickly yellow. Said to be a lesser version of Majora's Mask; this mask anchors to your soul for the remainder of your life. While it prevents removal, it grants a big boost to your health and protects your Magic from being stolen.
- Hearts: +25/25
- EFFECT 1: Your Magic cannot be drained or siphoned from as the result of enemy actions.
- EFFECT 2: All Keaton in your party other than yourself gain 5 Attack Dice & 5 Defense Dice
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: This can only be used by Hal Hunter
- DESCRIPTION: A newly forged medallion inscribed with a Judgment Scale. As the Sage of Judgment, should you strip one’s purpose down to null, you’re able to redefine their life purpose.
- EFFECT 1: You can toggle Warlock Sage Mode on or off at will, at any time and for no Action Cost.
- EFFECT 2: If you shut someone down so hard that they might as well forfeit, then after your next attack on them, you can spare their life and declare their new Life Purpose.
- If the target tries to oppose their new Life Purpose, they’ll be met with Divine Judgment - aka, death by Cuccos.
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
- Magnetic Push:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
- DURATION: Until you attack or defend.
Magnetic Push:
Roll your Power +5 dice vs. targets' Power dice
Damage: None
EFFECT: If it hits, steal target's equipped handheld items.
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
- REQUIREMENTS: Nature
- DESCRIPTION: A small armlet that sparkles with the effect of lightning jumping off. It protects you from Nature-related abilities
- Armor: +3
- EFFECT 1: Once per round, at any time, you can remove a Nature-based Named Effect from yourself.
- EFFECT 2: Any negative Power & Defense Dice Bonuses you get are halved.
- INFORMATION: This item is a Passive Artifact. Having it in your inventory is enough for its effects
- DESCRIPTION: A small bangle glowing in starlight. This helps you cast Light spells.
- Magic Costs: -1 (to Light spells only)
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
- DESCRIPTION: A necklace formed from the frontal shield of a Shadow Beast, with the interior carved and hollowed out. How that was ever managed, no one will ever know. As long as you bear it, however, you will be seen as a Shadow Beast by other Shadow Beasts & Shadow Kargaroks. Also grants the Shadow Screech ability.
- Shadow Screech:
- DESCRIPTION: Emit the hollow, grating screech of a Shadow Beast, which can be heard from end of the Twilight Realm to the other. No matter the distance, they shall hear your call.
- You can channel this to do an extended Screech. Doing so will eventually call more beasts to your position.
- Note, if you’re indoors, its distance is greatly diminished.
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A small key that looks oddly like a scythe. Wonder what door it unlocks?
- SELL VALUE: 150 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument, at least 2 Hearts and 10 Wisdom
- COST: 25% of your current Hearts, rounded up.
- DESCRIPTION: A depressing, hollow tune filled with sorrow. This affects you (specifically).
- EFFECT: When played, a veil of Magic surrounds you and produces a creepy empty (but weighted) shell of yourself that automatically covers you from attacks. This does not require channeling.
- Roll your current Hearts. The result of that roll will be the shell's Hearts * 2.
- The shell can not defend itself and will continue covering you until it hits 0 Hearts, whereupon it breaks.
- This song can be played again to absorb the shell, causing you to recover Hearts equal to the shell's remaining Hearts.
- Elegy of Emptiness’ standard Heart cost does not apply for this. here.
- SELL VALUE: 200 Rupees
- RESTRICTION: Unless you use Overpower Song, you can not play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: A musical instrument, 10 Courage and 15 Wisdom
- COST: 3 Magic to maintain at the start of each round.
- DESCRIPTION: A light, fast-paced tune that, when played, gives you a pair of Magic wings that give you the ability to fly for a short period of time.
- Attack Dice & Defense Dice: +5
- EFFECT 1: If you get hit by an attack during flight, you fall down, possibly taking Fall Damage .
- EFFECT 2: When out of combat, the standard Magic cost doesn't apply and you expend 1 Magic for every 30 feet you travel.
- DURATION: Until you are hit by an attack, run out of Magic or cancelled at any time for no action cost.
- RESTRICTION: Unless you use Overpower Song, you cannot play a Song if there is already another Song being played by someone else.
- REQUIREMENTS: Can be played on any Musical Instrument, or even whistled
- DESCRIPTION: It’s the Song of Healing, but in reverse. Wait a minute… isn’t that just Saria’s Song? Not only that, but it seems this song was effective in treating Harry’s father from being stuck in a Happy Mask Man Mask, who lives in Saria Town. Interesting how that panned out, huh? Can be played to encourage others to dance.
- EFFECT: Anyone that chooses to dance along to this ditty gains 3 Defense Dice, and they become more joyous. Who knows? It might just turn their crummy ol’ day around.
- INFORMATION: Eldin resides within you in Spirit Form, allowing you to access him at any time.
- DESCRIPTION: The great spirit of Eldin, an enormous bird of Light radiating with, well… lots of Light. He’s a free spirit by nature, and loves to stretch his wings to soar, though it can be less than inconspicuous at times. Can use Free Spirit and Spiritual Overwhelm.
- Free Spirit:
- COSTS: 6 Magic
- DESCRIPTION: Eldin can exchange places with you, temporarily inhabiting your body while you gain the ability to freely move your spirit, well… just about anywhere.
- EFFECT: Enter a boundless Spirit Form:
- You are able to float and fly anywhere you’d like, regardless if there’s a Spirit Complex or not.
- During this time, the only Actions you can do are cast Spirit Spells.
- Your soul uses Magic as its form of health. If your Magic reaches 0, you automatically return to your physical body.
- If your physical body dies, you (in spirit form) also die.
Anyone that's not in Spirit Mode or doesn't have Spirit Vision loses 6 Successes when targeting you.
DURATION: Spirit Form lasts until you decide to re-enter your body.
Spiritual Overwhelm:
COSTS: 8 Magic
CHARGE: 3 Actions
Begin charging by having Eldin fly in and out of your body. As you charge, your soul gets charged with pieces of Eldin’s overwhelming spirit.
DESCRIPTION: Once charged, the spirit of Eldin overwhelms your body and soul, overpowering you to great heights.
Attack Dice: +10
Magic Regen: +5
EFFECT 1: Once per round on your turn, you can cast one Light Spell for no Action Cost.
EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
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