Zelda Universe RPG

ZURPG Behind the Scenes: Legendary Spells - Printable Version

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ZURPG Behind the Scenes: Legendary Spells - Orithan - 05-29-2022

To my surprise, Legendary Spells never ended up getting used by the players. The only time a Legendary Spell actually came into play was Great Nightmare and only by Dethl. Here's the full list of the ones I wrote that didn't come into play:

Fimbulvetr
  • REQUIREMENTS: Water
  • CHARGE: 5 Actions
  • COSTS: 25 Magic
  • DESCRIPTION: Once charged, plunge the battlefield and surrounding region into a neverending and all-consuming winter, freezing everything.
    • EFFECT: Summon the Final Winter Field Effect:
      • This is a Legendary Field Effect. This effect overrides all other field effects. If another Legendary Field Effect is to be summoned, the old one is overwritten.
      • A billowing all-consuming winter blows across the affected area, wearing down even the mightiest of survivors.
      • At the start of each round, everyone loses 5 Courage.
        • If they go down to 0 Courage as a result, they become frozen over; dying instantly.
      • All attacking rolls are halved.
      • Any water in the area affected by it is frozen.
      • DURATION: 1 Day (ingame time) or until it is removed through an effect caused by another Legendary Skill, Spell or Artifact.
The scroll for this was slated to come into play in a quest that never happened. Tl;dr General Stella was going to be seeking to seize this sucker from the depths of Spryte Village on a covert mission while also implanting nightmares into innocent residents and also removing the Magic Sword from play. The quest was supposed to be run before Battle over the Domain and, if she got her hands on it, the Savladman Bandits would have easily won the battle over the domain.

Pyroclastic Flow
  • REQUIREMENTS: Fire
  • CHARGE: 5 Actions
    • Begin charging by summoning a volcano, which begins life as a cone rising from the ground
  • COSTS: 20 Magic
  • DESCRIPTION: Once charged, set off a cataclysmic eruption and send the ashes it erupts down in a flurry of fire and ash down on all enemies and causing large-scale environmental damage.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: +10
      • EFFECT: Regardless of wherever anyone is hit or not, summon the Pyroclastic Flow Field Effect:
        • This is a Legendary Field Effect. This effect overrides all other field effects. If another Legendary Field Effect is to be summoned, the old one is overwritten.
        • A scorching river of burning ash and gas courses through the battlefield and area around it, burning everyone within alive.
        • Everyone affected by Pyroclastic Flow loses 10 Hearts (Stat) at the start of each round.

Windfish Calamity
  • REQUIREMENTS: Light
  • CHARGE: 4 Actions
  • COSTS: 20 Magic
  • DESCRIPTION: Once charged, bring the wrath of the Windfish down onto the land; punishing the enemy with only the might that a god of dreams can deliver.
    • Roll your Wisdom +30 dice vs. targets' Wisdom dice
      • Neutral Damage: 10
      • EFFECT: If it hits, target(s) hit get Curse of the Windfish.
Gradius had this spell but, thanks to Darte slipstreaming, he was killed before he could use it.

Looming Death
  • REQUIREMENTS: Shadow
  • COSTS: 20 Magic
  • DESCRIPTION: By chanting an unholy passage filled with evil and death, curse an enemy with the true power of death itself; an inescapable curse that guarantees their death.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, the target gets Death’s Curse:
        • At the start of the next round, the target takes 8 Neutral Damage.
        • After the Neutral Damage is dealt each round, the amount of Neutral Damage Death’s Curse deals is doubled on the next round.
          • This continues until the target dies.
        • If a non-player target dies, they can not be revived for the remainder of the battle.
This was the old Suffocating Veil spell, before ZURPG was redone.