Spreadsheet here.
EFFECT 2: Once you reach 25 Force Meter Points, a spatial distortion will begin to form around you. For the cost of a Support Action, you can activate any of the Force Boost abilities.
EFFECT 3: The Force Meter retains its counter from one battle to the next.
DESCRIPTION: Once charged, use any of its Non-Charge attacks against a target 8 times. You roll all 8 times, and the target only rolls once to defend.
EFFECT: If all 8 attacks hit the target, strike one more time to automatically deal an additional 10 Neutral Damage.
Pressure Pierce:
DESCRIPTION: A powerful Stab (or Cleave) attack impacting upon an opponent, reducing their Power.
Damage: +4 for this attack only.
EFFECT 1: If it hits, the target loses 3 Power.
EFFECT 2: After attacking (successful or not), assume the Clear Stance:
DESCRIPTION: A stance that increases armor for a few rounds.
Armor: +4
DURATION: Clear Stance lasts for three rounds, or until another stance is activated.
Using Pressure Pierce multiple times will simply refresh the duration.
Solid Smash:
DESCRIPTION: A quick Slash (or Slice) attack downwards upon an opponent, reducing their Wisdom.
Successes: +3 for this attack only.
EFFECT 1: If it hits, the target loses 3 Wisdom.
EFFECT 2: After attacking (successful or not), assume the Drawing Stance:
DESCRIPTION: A stance that increases swiftness for a few rounds.
Successes: +3
DURATION: Drawing Stance lasts for three rounds, or until another stance is activated.
Using Solid Smash multiple times will simply refresh the duration.
Support Link:
EFFECT: An ally and yourself (or another ally) become Mana Linked:
Participants share and combine their Magic pools.
The person with the largest Maximum Magic takes priority whenever the participants use Magic.
The person with the smallest Maximum Magic takes priority whenever the participants recover Magic.
Anybody that dies while Mana Linked automatically gets unlinked from everybody else.
DESCRIPTION: Once charged, release your Team Pinwheel Spin Attack as one, hitting all enemies with a massive shockwave of energy!
Roll your total Courage dice +20 vs. targets’ Courage dice
Damage: Halved
DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
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
DESCRIPTION: Once charged, you can leap and attack a target using the melee attack.
EFFECT: If it succeeds, multiply the difference in successes by x1.5.
DESCRIPTION: Once charged, slam the ground with a rumbling quake, hitting all enemies!
EFFECT: This bypasses Cover.
Roll your Power +8 dice vs. targets' Power dice
Damage: Halved
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.
COSTS: 3 Magic
DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
You cannot be targeted by anything Single-Target.
If you take any damage or do anything other than moving around, Camouflage ends.
COSTS: 11 Magic
DESCRIPTION: Once charged; Borrow the power of Hylia herself and strike a target using it, causing a general stat decrease.
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, the target loses 5 Power, Courage and Wisdom
COSTS: 11 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)
COSTS: 14 Magic
DESCRIPTION: When fully charged, rip open the ground from beneath the foe’s party and drop them all into a pit of lava, burning their bodies to a crisp. Hits all enemies
Roll your Wisdom dice vs. targets' Wisdom dice
Damage: +0
Neutral Damage: 3
EFFECT: Target(s) hit lose 7 Hearts (Stat).
COSTS: 11 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.
COSTS: 11 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.
REQUIREMENTS: Light
COSTS: 12 Magic
DESCRIPTION: Once charged; send a shower of star fragments down on all enemies, causing severe damage to their mana pools. Hits all enemies.
Roll your Wisdom +19 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: If it hits, target(s) hit get Magic Bleeding x8
COSTS: 14 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.
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)
COSTS: 8 Magic
DESCRIPTION: Once fully-charged, seal yourself or someone else in a barrier of powerful Spirit magic; reflecting Magic off it. This can be cast as either an Offensive Spell at an enemy or as a Support Spell at yourself or an ally.
Roll your Wisdom +19 dice vs. targets' Wisdom dice
Damage: None.
EFFECT: Target receives Mirror:
The next Spell that is cast at ally gets reflected back to the sender, which removes Mirror.
COSTS: 9 Magic
DESCRIPTION: Once fully charged, cover an ally in a tough and compressed magical foam; taking away from the force of attacks hitting them.
EFFECT: The next 20 Hearts ally would lose are negated.
This can stack.
This occurs after Armor is factored in.
Any carryover damage goes through to ally.
Tether to Object:
EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
DURATION: Until the object is damaged.
Cleave:
Roll your Courage dice vs. targets' Power dice
Damage: +25
Cartridges Equipped:
SLOT 1: The Cooling Cartridge, allowing the use of Heat Sink:
COSTS: 3 Magic
EFFECT: Reduces the duration of the Fiammetta Reconstructor Blade's Overheated State by one round (can result in wiping off the Overheated State).
This can be stacked multiple times in a single Support Action.
SLOT 2: The Enchant Cartridge, allowing the use of Enchant Blade:
EFFECT: Cast an Offensive Spell onto the blade, granting it the following effects:
If the spell deals damage, the next attack with the blade gets additional Dice equal to the Dice Modifier on the spell.
If it lists Halved Damage, this is divided by 2
If the spell deals damage, add Damage to the next attack with the blade equal to the spell's Damage Modifier
Skip this step if the spell's Damage Modifier has any multiplication in it.
Add this spell's EFFECTS to the next attack with this blade.
If the spell is a charge attack, you must charge it before casting it to the blade.
These can be switched out during Equipment Switch.
Burn Overdrive:
REQUIREMENTS: Being in the Overheated state
COSTS: 6 Magic
DESCRIPTION: Wrap the blade in its own Overheated state, allowing it to expend its excess heat through its attacks.
EFFECT 1: All attacks with this weapon cause an additional Bleeding x12.
EFFECT 2: However, you also take 6 Neutral Damage from the heat feedback.
DURATION: Ends when the Overheated state ends
Rev Up:
RESTRICTIONS: This can only be used if the Fiammetta Reconstructor Blade is not in the Overheated State
REQUIREMENTS: Drive Blade Proficiency and Two-Handed
If wielded One-Handed, you must have a free hand to use Rev Up.
DESCRIPTION: Select an attack this weapon has, and then engage the engine via the motorcycle-like starter. The engine takes a while to get running, though, and you're vulnerable until it fully sets off.
EFFECT 1: Your Combat Action is done at the start of your turn next round.
EFFECT 2: During this time, you take x1.5 more damage (before Armor).
EFFECT 3: Your attack deals x2 the Damage it would normally deal.
EFFECT 4: After it successfully hits, the Fiammetta Reconstructor Blade becomes Overheated for 3 Rounds.
Rocket Engine:
COSTS: 15 Magic
DESCRIPTION: In a last ditch effort to save the Twilight Palace and its systems, you threw the Fiammetta Overdrive Blade into a pair of Super Missiles, seemingly sacrificing it. In fact, upon its return as the Fiammetta Reconstructor Blade, it now has a pair of miniature rockets attached to the underside of the blade. If infused with enough Magic, they can enlarge into jet engines, turning the blade into a Rocket Surfblade.
EFFECT 1: Transform the blade into a rocket-flying surfboard! You stand on the blade, and it goes wherever you want, at blazing speeds!
For each Success with a Courage roll you get while moving, you cover 5 Feet of distance.
While this can be used to override a defending roll with Courage, you cannot do Counterattacks while flying with this.
EFFECT 2: If you collide with anything while flying, both you and the target receive Damage equal to the Feet covered in the most recent flight roll.
EFFECT 3: You can use a Support Action to trigger Rocketman, increasing the amount of Feet covered per Success from 5 Feet to 10 Feet.
DURATION: Until you collide with something or use a Support Action to end it manually
Golden Debug Console:
DESCRIPTION: Allows you to access ZURPG’s Debug Console! As of the legendary edition, there’s a golden sheen on the console, and it can access anything (except another player’s inventory). When you access it, time freezes, and a console window appears in front of you, presenting you with a list of options.
Some options may come with particular costs and/or requirements before they can be accessed. In most cases, this includes the Fiammetta Reconstructor Blade.
Twilight Pocket Portal:
DESCRIPTION: After using the Debug Console on the Twilight Mirror Shield, you hacked Bloodwind’s “pocket dimension” from him, allowing you to access a closed, floating chamber in the Twilight Realm. Works as a great storage space!
EFFECT: Fires a silent beam at a location, opening a portal to the Twilight Realm. And before you ask, no, this can’t be used to open holes in enemies.
Slash:
Roll your Courage +35 dice vs. targets' Courage dice
Damage: +0
Stab:
Roll your Courage dice vs. targets' Courage dice
Damage: +35
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Quad Split:
RESTRICTIONS: This ability cannot be reactivated until the previous clones created by Quad Split are defeated or unsummmoned.
CHARGE: 1 Action
Begin charging by focusing your energies and memories upon the blade.
DESCRIPTION: Once charged, your Spirit links itself with the blade, splitting yourself into four near-identical copies of yourself, each with unique personalities.
EFFECT 1: The True Four Sword becomes Spiritbounded to each copy, preventing it from being tampered with or lost.
EFFECT 2: Each copy has primary stats, abilities, and equipment equal to the original's prior to being split (except Consumables, the Creation Medallion, and Lanayru).
EFFECT 3: The True Four Sword can be unequipped freely, as long as it is in the copy's inventory passively.
EFFECT 4: Upon splitting, all four copies must each have a Support Action available.
EFFECT 5: All four copies must share the same actions.
EFFECT 6: Quad Split can end on your turn for a Support Action.
Dispel Spiral:
REQUIREMENTS: The Spin Attack Skill
CHARGE: 1 Action
Begin charging by preparing a Spin Attack, channeling both Spirits of yourself and the Hero of Men.
DESCRIPTION: Once charged, you whirl around, unleasing a golden spiral beam at a single target (can be ally or opponent).
EFFECT 1: Disable any transfiguration on the target.
EFFECT 2: Also remove a (Named) Effect from the target.
Curse Siphon:
INFORMATION: If you don't have to roll for the attack, it counts as a Support Action
COSTS: 5 Magic
DESCRIPTION: Since this blade is no longer being wielded by an Interloper, it no longer possesses the power to create more Interlopers. Instead, it can be used to absorb someone's curses.
Roll your Power +15 dice vs. targets' Wisdom dice
Damage: None
EFFECT 1: Absorb all the Negative Bonuses from a target, so that you now have them all.
EFFECT 2: On your next successful single-target attack, transfer ALL of your Negative Bonuses to the target.
Cleave:
Roll your Power +4 dice vs. targets' Courage dice
Damage: +5
EFFECT: If the target dies, you gain 4 Defense Dice.
Group:
EFFECT: This bypasses Cover.
Roll your Power dice vs. targets' Power dice
Damage: 7
Detonate:
EFFECT 1: This bypasses Cover.
EFFECT 2: This attack hits everyone within a 15 Feet radius.
Roll your Power +4 dice vs. targets' Power dice
Damage: 12
This becomes Neutral Damage if the defender's successes are half that of the attack's successes.
EFFECT: For every 3 Successes (3 Feet) the defender(s) roll above the attacker, the Damage is reduced by 2.
Throw of the Forgotten Kings:
CHARGE:
Begin charging by channeling the spirit of the Forgotten Golden Kings. However, because you can’t remember who they are, you instead forget you have a boomerang, and thus the Charge Duration just ends up being a waiting game, allowing you to do stuff like normally.
DESCRIPTION: After 3 Turns, your boomerang remembers itself and reappears, teleporting directly behind a target.
EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
Roll your Power +16 dice vs. targets' Wisdom dice
Damage: +0
Drain:
DESCRIPTION: Fire a draining beam at the target.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, siphon 4 Hearts & 4 Magic from the target to you, ignoring Armor.
Armor Smash:
Roll your Power +4 dice vs. targets' Power dice
Damage: +2
EFFECT: If it hits, target loses 2 Armor.
Stab:
Roll your Power +6 dice vs. targets' Power dice
Damage: +8
EFFECT: If it hits, siphon 8 of the target’s highest stat to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Stab:
Roll your Power dice vs. targets' Power dice
Damage: +8
EFFECT: If it hits, siphon 6 of the target’s highest stat to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Cleave:
Roll your Power -5 dice vs. targets' Courage dice
Damage: +20
EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
Slash:
Roll your Courage +8 dice vs. targets' Courage dice
Damage: Halved
Neutral Damage: Halved
Cleave:
Roll your Courage dice vs. targets' Courage dice
Damage: +3
Neutral Damage: Halved
Shock Drive:
REQUIREMENTS: Nature
COSTS: 6 Magic
Roll your Courage dice vs. targets' Courage dice
Damage: Halved
Neutral Damage: Halved
EFFECT: If it hits, target gets Immobilized
Target cannot move or use melee attacks.
DURATION: 1 Round
Enchant Blade (not slotted):
EFFECT: Cast an Offensive Spell onto the blade, granting it the following effects:
If the spell deals damage, the next attack with the blade gets additional Dice equal to the Dice Modifier on the spell.
If it lists Halved Damage, this is divided by 2
If the spell deals damage, add Damage to the next attack with the blade equal to the spell's Damage Modifier
Skip this step if the spell's Damage Modifier has any multiplication in it.
Add this spell's EFFECTS to the next attack with this blade.
If the spell is a charge attack, you must charge it before casting it to the blade.
Slash:
Roll your Courage +14 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, target loses 2 Armor.
Stab:
Roll your Courage +6 dice vs. targets' Courage dice
Damage: +5
EFFECT: If it hits, target loses 4 Armor.
IF FAIL: Target gets to Counterattack, regardless of Conditions.
Crystal Break:
COSTS: All Crystal Charges on this scimitar.
Make any attack that this scimitar has and add Damage equal to the number of Crystal Charges it has.
Big Thwack!
REQUIREMENTS: Two-Handed
CHARGE: 1 Action
Ready the weapon over your head with both hands, preparing to strike with all your might!
DESCRIPTION: Once charged, bring the club down on a target!
Roll your Courage + Power dice added together vs. targets’ Courage dice
Damage: +0
EFFECT: If it hits, target gets Bleeding x10.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, siphon 3 Hearts from the target to you, ignoring Armor.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
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
Two-Handed Slice:
REQUIREMENTS: Two-Handed
Roll your Courage +16 dice vs. targets' Courage dice
Damage: +3
Two-Handed Slice:
REQUIREMENTS: Two-Handed
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
Stab:
Roll your Courage +3 dice vs. targets' Courage dice
Damage: +0
EFFECT: If it hits, you gain 3 Attack Dice.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Stab:
Roll your Courage -2 dice vs. targets' Courage dice
Damage: +2
EFFECT: If it hits, you siphon 2 Courage from the target to you.
IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
Thrown:
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +5
EFFECT 1: If it hits, target loses 5 Courage.
EFFECT 2: Afterwards, the Icicle Spear is shattered.
It’ll automatically regenerate at the start of your turn next round, at which point you can choose to automatically equip it or not.
DESCRIPTION: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any One-Handed Weapon, Shield, or Object simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: +0
EFFECT: Add the bonus damage and effect of whatever you launch.
Warning, should you use a person as a projectile, they will take full damage from the impact.
Wave:
COSTS: 3 Magic
DESCRIPTION: Draw magical water from within the pendant and fire it as a raging tide, swamping a target with it.
Roll your Wisdom +12 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: That target loses 6 Dice on their next attack.
Chilling Wall:
COSTS: 3 Magic
DESCRIPTION: Gather water around into a large barrier over an ally, providing a temporary defense bonus and chilling attackers.
EFFECT: The next enemy to attack ally gets Numbed:
Target’s Combat Actions have their Dice & Damage Modifiers removed.
DURATION: Two rounds.
Jabu-Jabu's Pulse:
COSTS: Any amount of Charges
DESCRIPTION: Use the charged water stored in the Golden Scale to imbue a restorative aura of water over an ally; healing their maladies
EFFECT: For each charge spent, remove a point of a Negative Bonus from a target. If you spent 5 or more you can also remove a non-Nature themed Named Effect from an ally.
Disarm Someone’s Arm
Roll your Wisdom +6 dice vs. targets' Power dice
Damage: None
EFFECT 1: If it hits, forcefully remove one Handheld Item from the target and chuck it on the floor for anyone to grab.
EFFECT 2: Additionally, if it hits, target becomes Disarmed:
One of the target’s arms (including the hand) becomes paralyzed. They are unable to use it for any means, even trying to consume a Consumable.
This can stack once more to disable both arms.
DURATION: 1 Round
Aim:
EFFECT: Focus through the sights at your target, guaranteeing a better shot.
Your next shot from this Crossbow Pistol gains 8 Dice.
INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
REQUIREMENTS: Two free hands to operate, also 20 Power to move.
DESCRIPTION: Forged from the scales and fins of mystical fish, the Siegefin Ballista makes an imposing presence on the battlefield for its ability to cripple its foes. It can fire a Scatterfin at one enemy or launch a Siege Wave at all enemies.
Scatterfin:
DESCRIPTION: Fire a flurry of flashing fins at a target, potentially blinding them.
Roll your Courage +24 dice vs. targets' Courage dice
Damage: Halved.
EFFECT: If it hits, target gets Blinded.
Whenever target makes any action that does not target themselves, they roll $1d3. If the result is 1, the action automatically misses.
Siege Wave:
CHARGE: 2 Turns
Begin charging by collecting magical water in the balista.
COSTS: 10 Magic
Any number of people can contribute their own Magic to this COST.
DESCRIPTION: Once fully charged, send a savage torrent of icy water down upon all enemies!
Roll your Courage +19 dice vs. targets' Wisdom dice
Damage: Halved.
EFFECT: Everyone hit gets Chilled:
All positive Dice and Damage Modifiers target has on their attacks are negated.
DURATION: 2 Rounds
Celestial Stargazer:
INFORMATION 1: This can be set once with no Action Cost anytime during your turn.
INFORMATION 2: This gets overwritten by Comet Shield
COSTS: 3 Magic
DESCRIPTION: The face of your shield glows brightly, almost to the point where it is blinding. It also blocks the nasty effects of Shadow
Defense Dice: +5
Magic Costs: -2 (to Light spells only)
EFFECT: You are immune to all EFFECTS from Shadow spells.
DESCRIPTION: A suit of armor with a pair of armored, feathered wings attached. Although they're meant for attaching to Fokka wings, they act as wings on their own. They also blaze radiantly with the fires of a Phoenix... whatever that is in the Zelda Universe. Can use the Wing Shield ability.
Armor: +6
EFFECT 1: Anyone that engages you in melee combat (whether you attack or defend) is automatically burned by your wings' flames, taking 3 Neutral Damage.
EFFECT 2: Allows you to Glide in air, drastically slowing your descent.
Note, this isn't true flight, you cannot fly upwards.
Wing Shield:
COSTS: 6 Magic
DESCRIPTION: Fold your armored wings around yourself, protecting you from attacks on all fronts. However, it renders you unable to act.
EFFECT: Instead of rolling to defend, the respective stat you would defend with is converted to Armor for that attack (without adding Defense Dice).
DURATION: 1 Round, at which point your wings unfurl and automatically deal a minor shockwave of 3 Neutral Damage to all enemies
Divebomb:
REQUIREMENTS: Casting Wing Shield while Gliding
DESCRIPTION: As a result of folding your wings around yourself while Gliding, you rapidly sink to the ground, homing in on a target!
Roll your Courage +10 dice vs. targets' Courage dice
Damage: +0
The higher you fall from, the more damage this will deal
EFFECT: When you land, you take as much Damage as you deal. Afterwards, Wing Shield ends.
Augmented Mode:
COSTS: 4 Magic at the start of each round
Attack Dice: +11
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Defense Dice: +10
EFFECT: You gain 5 Dice when using Escape.
Augmented Protection:
COSTS: 4 Magic at the start of each round to maintain
Armor: +10
Wisdom: +10
Enlightened Spell:
RESTRICTIONS: Can only be used once per battle
DESCRIPTION: When casting one of your spells, you can empower your robe for no Action cost to reduce its cost.
EFFECT: Reduce the cost of one of your spells down to 1 Magic for that instance.
Augmented Mode:
COSTS: 4 Magic at the start of each round to maintain
Power: +19
Thundaga:
REQUIREMENTS: Nature
COSTS: 8 Magic
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) hit lose 8 Power.
Blizzaga:
REQUIREMENTS: Water
COSTS: 8 Magic
Roll your Wisdom +8 dice vs. targets' Wisdom dice
Damage: Halved
EFFECT: Target(s) hit lose 8 Courage.
COST: 8 Magic
DESCRIPTION: Once charged, greatly intensify the force of gravity over an enemy, cutting their health down to size as you crush them.
Roll your Wisdom +14 dice vs. targets' Wisdom dice
Neutral Damage: Half of targets' current Hearts (maximum of 40)
EFFECT: If target is hit and they were in the air, they fall to the ground; taking double fall damage
Graviga:
CHARGE: 1 Action
Begin charging by gripping the materia hard and feeding magic into it. The materia begins to pull loose objects in at this stage
COST: 12 Magic
DESCRIPTION: Once charged, greatly intensify the force of gravity over the enemy team, cutting their health down to size.
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Neutral Damage: 1/3 of targets' current Hearts (maximum of 25)
EFFECT: Target(s) hit who were in the air fall to the ground; taking double fall damage.
COSTS: 15 Magic
DESCRIPTION: Once fully charged, the magic in the materia becomes unstable and ready to burst out at a moments notice. At this point you can fire it in either a highly concentrated Beam that blasts one enemy or a Blast of magic that hits all enemies.
Beam:
Roll your Wisdom +10 dice vs. targets' Wisdom dice
Damage: Doubled
EFFECT: If it hits, remove all Numerical Bonuses from target
Blast:
Roll your Wisdom +5 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: Remove all of one Numerical Bonus from target(s) hit
Resist:
REQUIREMENTS: Water
COSTS: 12 Magic
DESCRIPTION: Produce a wall of bubbles which protect all allies from negative effects.
EFFECT: Grants you and all allies Effect Block.
If the spell deals damage, add Damage to the next attack with the blade equal to the spell's Damage Modifier
Skip this step if the spell's Damage Modifier has any multiplication in it.
Add this spell's EFFECTS to the next attack with this blade.
If the spell is a charge attack, you must charge it before casting it to the blade.
Claw Mode:
You and the target both roll Power when using Fire.
Can pull objects out of supporting structures to potentially collapse them.
Can pull you towards anything that is Anchored.
Fire:
Roll your attacking stat +10 dice vs. targets’ defending stat
Damage: Halved
EFFECT A: If it hits and in Harpoon Mode, reel towards the target.
When you get up to the target, you can follow up with a melee attack with +5 Dice.
EFFECT B: If it hits and in Claw Mode, target reels towards you.
When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Reel:
Roll your Courage +11 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack with +5 Dice.
Reel:
Roll your Courage +5 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack with +5 Dice.
Spike Target, then Pull Me!:
Roll your Power +10 dice vs. targets' Courage dice
Damage: +0
EFFECT 1: If it hits, target loses 3 Defense Dice.
EFFECT 2: Additionally, if it hits, reel towards the target.
When you get up to the target, you can follow up with a melee attack with +10 Dice.
EFFECT 2: If it hits, the boomerang bounces off and directs itself towards one more target at the same success rate.
This effect can not proc itself again.
Burn Notice:
DESCRIPTION: Summon a Pit of Flames in front of you, which automatically Covers you from melee attacks.
EFFECT: Anyone attacking you by melee combat takes 3 Neutral Damage (successful or not).
DURATION: The Pit of Flames lasts until someone runs through it.
Mark Target:
DESCRIPTION: Shoot a lukewarm flame a target.
Roll your Wisdom +9 dice vs. targets' Wisdom dice
Damage: None
EFFECT: If it hits, you and your allies become more aware of the target, gaining 3 Dice when attacking or defending against the target.
Flashbang:
Roll your Courage -3 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, target gets Blinded:
When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Dive Bomb:
RESTRICTIONS 1: Cannot be used again on the same turn you come crashing down.
RESTRICTIONS 2: You cannot use a Charge-Up Move in conjunction with this ability.
REQUIREMENTS: At least 200 ft of vertical space is needed for this ability to work.
DESCRIPTION: Jump up high into the air at insane speed, readying yourself to come crashing down upon your opponent. On your next turn two rounds later, you come crashing down at terminal velocity, dealing massive damage.
EFFECT 1: You are temporarily out-of-battle until you land back down.
EFFECT 2: If you have a melee weapon equipped, you can choose to use it for additional damage and effects. Roll half the attacking stat, and add the resulting successes as Damage.
Roll your Courage +15 dice vs. targets' Power -15 dice
Damage: +15
EFFECT 1: Any EFFECTS from the melee weapon you used for this attack are applied.
EFFECT 2: Anybody (or anything) under the selected Target will also take the same amount of Damage.
ABSOLUTE EFFECT 1: Regardless of whether or not the attack succeeds, you land onto the ground, causing a massive shockwave that hits everyone else in a 200 feet radius.
The total Neutral Damage done is equal to (half?) the original successes of the attack.
The resulting shockwave loses 1 Neutral Damage per 10 feet for every target in range.
This shockwave doesn't carry any EFFECTS of its own.
ABSOLUTE EFFECT 2: Any Air-Borne Target(s) will take additional Neutral Damage equal to the distance (in feet) they are above the ground.
Magnetic Pull:
Roll your Power +5 dice vs. targets' Power dice
Damage: None
EFFECT: If it hits, steal target's equipped handheld items.
DESCRIPTION: Once fully charged, throw the flask onto the ground.
EFFECT: Remove the current Field Effect in play.
In-Battle:
DESCRIPTION: Wind guides you, giving you increased speed.
Courage: +4
Hurl:
Roll your Power +8 dice vs. targets' Courage dice
Damage: None
EFFECT: If it hits, target becomes Immobilized:
Target cannot move or use any melee attacks.
DURATION: One round.
In-Battle:
COSTS: 3 Hearts
DESCRIPTION: It burns to eat it, but your single-target attack cause flames to erupt on the target.
EFFECT: Anytime you hit with a single-target attack, they get Burned:
Every time the target attacks or defends, they take 1 Neutral Damage.
Hurl:
Roll your Power +6 dice vs. targets' Courage dice
Neutral Damage: 2
EFFECT: If it hits, target gets Bleeding x5
Once this scroll is used, it implodes with a strong flash; illuminating the area for a short time and healing anyone in the area by 10 Hearts.
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.
Roller Mode:
EFFECT 1: Your movement on land is slightly increased, allowing you to move 1.5 feet per success.
EFFECT 2: As long as you have enough speed, you'll continue to move even without moving your legs, although you'll lose 0.5 feet per minute this way.
EFFECT 3: If you're on a hilly surface or otherwise not-horizontal surface, you'll slide down.
EFFECT 4: After attacking or defending, roll half your Courage stat against your original successes. If you roll your original successes or higher, you stay stable and do not roll away.
Spiritual Overwhelm:
COSTS: 8 Magic
CHARGE: 3 Actions
Begin charging by having Lanayru coil around your body. As you charge, your soul gets charged with pieces of Lanayru’s overwhelming spirit.
DESCRIPTION: Once charged, the spirit of Lanayru overwhelms your body and soul, overpowering you to great heights.
Wisdom: +10
Magic Regen: +5
EFFECT 1: Once per round, you can cast one Support Spell for no action cost.
EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
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.
DURATION: For the remainder of the battle, after which the Wyrmling devours itself in confusion.
DURATION: 3 Rounds, after which they die out
Princess Melizea Fiammetta
- Power: 21 (+2)
- Courage: 22 (+17)
- Wisdom: 21 (+2)
- Hearts: 20/3 (+17)
- Magic: 13/13 (+0)
- Initiative: $init 1d10
- Attack Dice: 7
- Defense Dice: 0
- Armor: 5
- Stat Points: 0
- Stat Points (Used): 108
- Heart Containers: 7
- Rupees: 11700
Affinities: Fire, Light, Spirit
Loadout Stats
Non-stat Bonuses
Nicknames: Mel, Meli
Race: Geulian (actual), Any (wearing mask)
Occupation: Princess, Samurai, "Traveler"
Age: Twenty (20)
Gender: Female
Height: 6ft, 8in (~2.03 metres)
Race: Geulian (actual), Any (wearing mask)
Occupation: Princess, Samurai, "Traveler"
Age: Twenty (20)
Gender: Female
Height: 6ft, 8in (~2.03 metres)
A tall, Hylian-looking person. Melizea's primary appearance has her donning an orange and white regal dress fused with bits of metallic knight armor. The dress was specifically designed for easier movement, especially around the arms and legs. Melizea also sports black leggings and a minimalistic, reddish battle headpiece signifying her status.
Her long, brown hair looks a slight bit of a mess, but in reality, it's very fluffy. Melizea has cyan-colored eyes and somewhat pale skin.
Eye-color: Dark-cyan
Headwear: Orange Battlecrown (Hawk Insignia, Wings on side); Fluffy, brown hair reaching shoulder-length.
Upper Body: Metal knight chestplate; Orange and White regal dress.
Lower Body: Metal side-plating (hips); Orange puffball skirt, knee-length; Black tights.
Miscellaneous: Metal knight gauntlet; Metal knight boots.
Melizea has some altered appearances depending on disguises.
Her long, brown hair looks a slight bit of a mess, but in reality, it's very fluffy. Melizea has cyan-colored eyes and somewhat pale skin.
Eye-color: Dark-cyan
Headwear: Orange Battlecrown (Hawk Insignia, Wings on side); Fluffy, brown hair reaching shoulder-length.
Upper Body: Metal knight chestplate; Orange and White regal dress.
Lower Body: Metal side-plating (hips); Orange puffball skirt, knee-length; Black tights.
Miscellaneous: Metal knight gauntlet; Metal knight boots.
Melizea has some altered appearances depending on disguises.
Disguises
Melizea is a somewhat easygoing person, occasionally making commentary or suggestions about the situation. She also sometimes talks in a mix of formal and informal speech.
Coming from a faraway land in Loftis called Geulia, Melizea was sent to inspect some of the strange occurrences in Hyrule. Along with her she brings some knowledge and technology to spice things up.
She also claims to be but a mere traveler roaming around the lands. Much of her actual backstory remains relatively unknown to the masses, and it seems as if there is no records of her traveling Hyrule. Various adventurers/travelers stated that Melizea showed up out of seemingly nowhere, occasionally aiding them in the situation.
In reality, Melizea is actually the Princess of Geulia. A prophecy in Geulia foretold her coming to Hyrule to investigate some anomalies. She traveled with some adventurers and soldiers from Geulia, unfortunately, the airship headed to Hyrule crashlanded near the Parapa Palace. A few Wise Wizards around the area took notice and allowed her temporary residence until she reached the Training Grounds of Hyrule City.
She also claims to be but a mere traveler roaming around the lands. Much of her actual backstory remains relatively unknown to the masses, and it seems as if there is no records of her traveling Hyrule. Various adventurers/travelers stated that Melizea showed up out of seemingly nowhere, occasionally aiding them in the situation.
In reality, Melizea is actually the Princess of Geulia. A prophecy in Geulia foretold her coming to Hyrule to investigate some anomalies. She traveled with some adventurers and soldiers from Geulia, unfortunately, the airship headed to Hyrule crashlanded near the Parapa Palace. A few Wise Wizards around the area took notice and allowed her temporary residence until she reached the Training Grounds of Hyrule City.
???
Notice: Quests prior to 2018 aren't recorded and may be retcon'd.
- Sunset in the Dream — Completed
- Invasion in Kokiri Forest — Completed
- Return to Hyrule City — Completed
- Finale — Completed
FORCE (Ancient's Swordsmanship)
- RESTRICTIONS: Ancient's Swordsmanship can only be used by Princess Melizea Fiammetta.
- DESCRIPTION: The ancient power of the blades empowers you, through the will of FORCE.
- Force Meter: 0 Points
- EFFECT 1: At the beginning of any quest, you start with 0 Force Meter Points, which can be incremented by various actions up to a cap of 25 Points:
- Each time you use a Support Action or fail a defense, you gain 1 Force Meter Points.
- Each time you successfully defend an attack, you gain 2 Force Meter Points.
- For every successful Offensive Action, you gain 3 Force Meter Points.
- These points can only be gained during battles. Just keep track of them in your battle status.
FORCE BOOST (Type A) (Peerless Stance)
FORCE BOOST (Type B) (Duality)
FORCE BOOST (Type C) (Ignition)
FORCE BREAK (Meteor Slash)
Omnislash
- RESTRICTIONS: Can only be used by Princess Melizea Fiammetta
- REQUIREMENTS: A melee weapon
- COSTS: 15 Magic
- CHARGE: 3 Actions
- Begin charging by focusing the memories of all battles past into your melee weapon. As it charges, the memories begin to visually appear around you to others, culminating in an incredible glowing effect from your melee weapon as it reaches its maximum potential.
Cover
- 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.
- If you are unsuccessful in defending any attack, Cover wears off.
- 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.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- 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.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- 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.
- 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.
Two Hands for One
- 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.
- 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.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- 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
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- 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.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- 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
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- 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.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- 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).
Taunt
- 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.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- 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).
Blade Strike Stance
- RESTRICTIONS: This is an Innate Skill. Only those who are Samurai can learn and use this skill.
- INFORMATION: Despite costing Magic, the attacks do not modify a non-Magic-based attack into a Magic-based attack.
- REQUIREMENTS: A sword.
- COSTS: 5 Magic for each attack.
- DESCRIPTION: Samurai use their mind to focus on exploiting an opponent's weakness and assume a stance that grants them a small boost. Can use Crosswise Cut, Pressure Pierce, or Solid Smash.
- Crosswise Cut:
- DESCRIPTION: An upwards Slash (or Slice) attack across an opponent, reducing their Courage.
- Attack Dice: +5 for this attack only.
- EFFECT 1: If it hits, the target loses 3 Courage.
- EFFECT 2: After attacking (successful or not), assume the Upper Stance:
- DESCRIPTION: A stance that increases damage for a few rounds.
- Damage: +4
- DURATION: Upper Stance lasts for three rounds, or until another stance is activated.
- Using Crosswise Cut multiple times will simply refresh the duration.
Spiral Slice
- RESTRICTIONS: This is an Innate Skill. Only those who are Samurai can learn and use this skill.
- REQUIREMENTS: A sword.
- COSTS: 7 Magic
- DESCRIPTION: By manipulating Mana, apply a splash effect to all other enemies after targeting a single enemy. Using the Slash (or Slice) attack of the equipped sword, attack the target.
- IF SUCCESS: If it hits, a splash effect hits all other enemies at half damage.
Muscle Enhancement
- RESTRICTIONS: This is an Innate Skill. Only Geulians can learn and use this skill.
- COSTS: 5 Magic
- DESCRIPTION: Geulians can manipulate Mana to channel and amplify muscles for enhancing damage output. How does that work?
- EFFECT: Target gains +3 Damage on all their attacks.
- This does not apply to Neutral Damage or anything that deals no damage.
Swordmaster's Will
- RESTRICTIONS: This is an Innate Skill. Only those who are Samurai can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Being one of the first created branches of the Geulian Knights, Swordmasters (aka Samurai) have undergone training and evolution to serve in battle.
- Power, Courage, and Wisdom: +2
- EFFECT: Samurai can equip Drive Blades, bypassing the Drive Blade Proficiency requirement.
Ancient Inspection
- RESTRICTIONS: This is an Innate Skill. Only Geulians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Geulians have extensive knowledge of the ancient world, allowing them to identify ancient objects.
- EFFECT 1: Whenever there is an ancient object (e.g. 100 years), you are given an extra hint as to what it may be through PM.
- EFFECT 2: You are also given a chance to reverse engineer the ancient object (DM's discretion).
Disturbance Sense
Honestly not sure about this.
- RESTRICTIONS: This is an Innate Skill. Only Geulians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: The pointy ears of Geulians allow them to sense abnormalties/disturbances, like Magic or air differences, within the given area. It doesn't help with what exactly these disturbances are, though, only that they exist.
- EFFECT: You are able to sense whether or not there is an anomaly within the current area at the current time.
- This applies to Illusions, you can still see them, though.
Mana Link (Enabled)
- INFORMATION: Currently replacing Spiral Slice
- RESTRICTIONS: This is an Innate Skill. Only Geulians can learn and use this skill.
- COSTS: 5 Magic
- DESCRIPTION: Geulians can manipulate the flow of Mana to link multiple individuals' Magic pools. It can be used as an Offense Strike or as a Support Link.
- Offense 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
- EFFECT: If it hits, you and the target become Mana Linked.
- IF FAIL: You get Magic Bleeding x2
Team Pinwheel Spin Attack
- REQUIREMENTS: You and 4 others with the Spin Attack skill
- CHARGE: 3 Actions for each of you
- Place yourself in the center of the other 4 teammates in a “+ formation”. Each of then holds out your swords, charging by focusing your energies into your blades.
- As it charges, your spirits become in sync with one another, and you collectively glow as one, starting from blue, up to a violent orange, radiating with energy!
- If one of you dies or is removed from the formation, the entire Pinwheel Spin Attack is cancelled as a whole and must be restarted from 0.
Throw Weapon
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Two hands and a melee weapon.
- CHARGE: 1 Action
- DESCRIPTION: Throw a melee weapon at a target, dealing increased damage.
- EFFECT: Hurl a melee weapon, using it’s standard attack:
- Any positive Dice Modifiers, Damage Modifiers and Numerical Effects that this attack has are multiplied by 1.5
- If the weapon is One-Handed, increase the attack’s Dice Modifier by 4 before applying the above modifier.
- Afterwards, the weapon automatically returns to you
Down Thrust
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
Spin Attack
- 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.
Leap Attack
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee attack
- CHARGE: 1 Action
- Charge by readying your attack, and preparing to leap at the target.
Back Strike
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
Ground Slam
- SELL VALUE: 150 Rupees
- REQUIREMENTS: A Two-Handed weapon
- CHARGE: 1 Action
- Charge by preparing to strike the ground with everything you got!
Swordbeam
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A melee weapon
- COSTS: 3 Magic
- DESCRIPTION: Swing your weapon in the direction of a target, firing a magical Swordbeam variant of a selected attack as a ranged attack.
- EFFECT: The attack also gains 3 Dice.
Bomb Arrow
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow and the Bombs item
- DESCRIPTION: Load a Bomb into your Bow and suddenly the Bomb turns into an Arrow against the laws of logic. You can then fire it using one of the Bomb’s attacks.
- EFFECT: Select an attack that the Bomb has and fire the arrow at the target.
- The Dice Modifier is equal to the combined Dice Modifiers of the bow and the bomb’s attack.
- The Damage Modifier uses the bomb’s attack.
Endowed Poke
- INFORMATION: This spell/skill is an Endowed Skill/Spell. This Skill/Spell has had 3/3 Endowments applied to it.
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 4
- FYI: This does not break Cover.
Illusion Break
- 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.
Steal
- 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
Guard
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A Shield equipped.
- DESCRIPTION: Take a sturdy position on the ground and guard, temporarly increasing your defense.
- EFFECT: You gain 2 Defense Dice.
- DURATION: Until the start of your next turn.
Deep Breath
- SELL VALUE: 100 Rupees
- DESCRIPTION: Breathe deeply for a few moments, recovering some fortitude.
- EFFECT: If you are in combat; you recover 2 Hearts.
- You can use this skill outside of combat, but whether you get the Heart recovery or not is up to the DM's Discretion.
Focus Mana
- SELL VALUE: 100 Rupees
- DESCRIPTION: Focus on your Magic pool for a few moments, scavenging scraps of Magic from it.
- EFFECT: If you are in combat; you recover 1 Magic.
- You can use this skill outside of combat, but whether you get the Magic recovery or not is up to the DM's Discretion.
Camouflage
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Specify what you're camouflaging with
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
Overpower Song
- 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.
(4) Regeneration (Expended)
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Hearts over time.
- EFFECT: You gain Regen x3.
(4) Magic Regeneration (Expended)
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- DESCRIPTION: You naturally recover Magic over time.
- EFFECT: You gain Magic Regen x2.
(5) Critical Strike (Expended)
- SELL VALUE: 250 Rupees
- Stat Point Cost: 5
- DESCRIPTION: Do you have the skills to RNG your way to a victory? If so, then be random when you kill your foes.
- EFFECT: Once per turn, when you are successful in attacking with an attack, roll $1d3.
- If the result is a 3, multiply the attack’s damage by x1.5.
(6) Great Strength (Expended)
- SELL VALUE: 1000 Rupees
- Stat Point Cost: 6
- DESCRIPTION: You become so strong that you are able to wield a heavy weapon considerably easier than normal.
- EFFECT: You can wield one Two-Handed item as a One-Handed item.
(3) Latent Power (Expended)
- SELL VALUE: 1000 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your power increases throughout the battle, granting boosts at the end of each round.
- EFFECT: At the end of each round; you gain 1 Power, 1 Courage, 1 Wisdom.
(3) Soulbound
- 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.
(0) Spirit Vision (Enabled)
- Stat Point Cost: 0
- DESCRIPTION: Granted to you as a quest reward from Sunset in the Dream, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
Subtitles On (Enabled)
- DESCRIPTION: Subtitles will physically appear to you, allowing you to see the inner thoughts of someone nearby, or even hear something through a wall. As long as you can physically see someone (Spirit Vision doesn't count) or hear them, you can read the subtitles.
Split Shot
- SELL VALUE: 100 Rupees
- COSTS: 1 Magic * the number of targets
- DESCRIPTION: A blast of Arcane Magic that can split into multiple attacks, hitting a number of targets equal to the Magic Cost.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
Magic Missile
- SELL VALUE: 250 Rupees
- COSTS: 5 Magic
- DESCRIPTION: With the power to attack the darkness itself, this missile of Arcane energy packs a punch.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +5
Din's Purge
- SELL VALUE: 250 Rupees
- COSTS: 5 Magic
- DESCRIPTION: With Din's Blessing, convert your energies into an Arcane, purging flame, that hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, remove up to 4 points of a specified Bonus from the target.
Hyper Trishard (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Trishard Spell.
- SELL VALUE: 525 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Three intense beams of Arcane light converge in front of you to create a powerful, golden shard that hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 5.
Spiritshard Force (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Trishard Force Spell, with a new description.
- SELL VALUE: 725 Rupees
- REQUIREMENTS: Spirit
- COSTS: 6 Magic
- DESCRIPTION: Three intense Spiritual beams converge in front of you to create a powerful, golden shard, which is fired with a great force at a target.
- EFFECT: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, select either the target's Power, Courage, or Wisdom stat, and reduce it by 5.
Efficient Hylia's Rend (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- CHARGE: 1 Action
- Begin charging by making a prayer to Hylia, convincing her to lend you power.
Valoo's Rage
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: Bring down the rage of the great Fire dragon upon the target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 8
Overmelt (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 2 Magic
- DESCRIPTION: An ultra hot beam that melts the target’s armor.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Armor.
Swift Lava Beam (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 5 Magic
- DESCRIPTION: A searing beam of lava that melts everything it comes in contact with.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 4 Armor.
Spiritual Combustion (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Eruption Spell, with a new description.
- REQUIREMENTS: Fire and Spirit
- COSTS: 5 Magic
- DESCRIPTION: Focus upon all your enemies, combusting them in a ghastly flare.
- EFFECT 1: Ignores Bonus Attack Dice & Defense Dice on both attacker and defender.
- EFFECT 2: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
Swift Eternal Flames (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x7.
Swift Blast (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: A high-powered explosion of Fire that blasts a chunk of the target off.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 5 Hearts (stat).
Hellfire
- 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.
Scorch
- 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
Efficient Fatal Flames (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- 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
Efficient Volcano (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Fire
- CHARGE: 3 Actions
- Charge up by causing a tremor, through the surge of lava rushing to the surface.
Frigid Chunk (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Glacial Ice Spell.
- SELL VALUE: 625 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a hulking, frigid chunk at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 8 Courage.
Frost Breath
- REQUIREMENTS: Water
- COSTS: 10 Magic
- DESCRIPTION: Concentrate your Magic to nearly freeze the air in your body, then expel it into a frosty breath that hits all enemies!
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 5 Attack Dice.
Efficient Permafrost (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Water
- CHARGE: 2 Actions
- Begin charging by generating a veil of cold air over your body
Impede (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Bind Spell.
- SELL VALUE: 600 Rupees
- REQUIREMENTS: Nature
- COSTS: 5 Magic
- DESCRIPTION: Powerful vines appear and impede a target, removing the target of their strength.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target loses 8 Power.
Thunderspark
- 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.
Efficient Blue Bolt (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Nature
- CHARGE: 1 Action
- Begin charging by silently chanting a passage while holding your arm out to generate electricity
Blind
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Light
- COSTS: 2 Magic
- DESCRIPTION: Subject the target to a brief laser of light, with the intensity required to blind them.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Hyper Magic Needle (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Poke a hole in the target’s Magic pool, causing Magic to leak out.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Magic Bleeding x6.
Cross Flash
- 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.
Heaven's Silence
- 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.
Swift Stardust Blow (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- CHARGE: 1 Action
- Begin charging by gazing into space. Even when the sky is blocked, you can still gaze into space this way.
Efficient Golden Seal (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Light
- CHARGE: 2 Actions
- Begin charging by drawing a golden seal using your hands.
Efficient Golden Sunder (Endowed)
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 8 Magic
- DESCRIPTION: Subject the target's soul to much pain and punishment, borrowing strength from the sheer resolve and might of the fierce Gerudo Tribe to fuel your might!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: +0
Rupturing Mana (Endowed)
- INFORMATION 1: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Rend Mana Spell.
- SELL VALUE: 1250 Rupees
- REQUIREMENTS: Spirit
- COSTS: 4 Magic
- DESCRIPTION: Grab a target in a soul lock and forcefully rupture their Magic pool, severely damaging the foe's ability to cast Magic.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 9 Magic (Stat)
Exhaust
- 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.
Mending Wave
- SELL VALUE: 1000 Rupees
- REQUIREMENTS: Spirit
- COSTS: 5 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).
Revelation
- 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.
Quick Mirror (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Spirit
- CHARGE: 1 Action
- Begin charging by preparing a sphere of Magic in your hands.
Hyper Blessing (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Blessing Spell.
- SELL VALUE: 525 Rupees
- COSTS: 3 Magic
- DESCRIPTION: You become blessed by an Arcane light, allowing you to bestow a moderate Bonus to yourself or an ally.
- EFFECT: Select either the target's Power, Courage, or Wisdom stat, and increase it by 5.
Farore's Cleansing
- SELL VALUE: 200 Rupees
- COSTS: Any amount of Magic
- DESCRIPTION: With Farore's Blessing, use your Arcane energies to rid your allies of their impurities!
- EFFECT: For every 1 Magic you spent casting this spell, remove 1 point of a specified Negative Bonus from yourself or an ally.
Scorching Blade (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Burning Blade Spell.
- SELL VALUE: 525 Rupees
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 6 Attack Dice.
Efficient Flare Up (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 1 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 8 Dice.
Kindle
- 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.
Hyper Restoration Bubble (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, greatly regenerating their life.
- EFFECT: Target gains Regen x5.
Efficient Block (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- 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:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Efficient Untouchable (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- SELL VALUE: 625 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 3 Defense Dice
Efficient Mist Armor (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 2 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.
Efficient Sponge (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- 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.
Frost Shield
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Forms a frosty shield around a target, protecting them from the next attack they receive.
- Armor: +5
- EFFECT: The next attack they’re hit by causes the attacker to lose 3 Attack Dice.
- DURATION: This breaks after the target is hit by an attack
Efficient Foam Mass (Endowed)
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- REQUIREMENTS: Water
- CHARGE: 1 Action
- Charge by forming a bubbling mass of foam in your hands.
Efficient Great Rejuvenation (Endowed)
- REQUIREMENTS: Nature
- COSTS: 1 Magic
- DESCRIPTION: With a blessing from the Great Fairy, the target’s wounds are whisked away.
- EFFECT: Target recovers 10 Hearts.
Armoring Earth (Endowed)
- INFORMATION 1: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- INFORMATION 2: This spell is a renamed Earth Shield Spell.
- SELL VALUE: 525 Rupees
- REQUIREMENTS: Nature
- COSTS: 3 Magic
- DESCRIPTION: A mold of earth covers a target in a protective shell.
- EFFECT: Target gains 5 Armor.
Efficient Fairy Beam (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Nature
- COSTS: 3 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.
Hyper Extend (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 8/8 Hearts (Stat).
Hyper Enlighten (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 8 Wisdom
Efficient Mirage (Endowed)
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 1 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.
Efficient Haste (Endowed)
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- 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.
Efficient Recover Ground (Endowed)
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 2 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.
Illusion of Disguise
- 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.
- DURATION: Until the target takes Damage
Illusion of Sound
- 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.
Fiammetta Reconstructor Blade (Equipped)
- INFORMATION 1: This is a Legendary Artifact.
- INFORMATION 2: Up to 5 Materia can be slotted on this blade. Currently outfitted with:
- Thunder Materia
- Ice Materia
- Heal Materia
- Gravity Materia
- Ultima Materia
- RESTRICTIONS: This can only be used by Princess Melizea Fiammetta.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Being one of the first few Drive Blades created in the long past, the Fiammetta Drive Blade is a large, bulky, claymore-sized sword. It was named after the design flare used (literally), and was passed down the Fiammetta family for many generations. This blade’s potential has been taken to the next level, allowing it it to not only hack particular devices and constructs; it can completely reconstruct them. Can Slash or Cleave a target, use the Burn Overdrive, Rev Up, and Rocket Engine abilities, and can access the Debug Console. Also has access to a Mysterious Location.
- EFFECT: Due to the size of the blade, anyone Covered by the target takes the full damage the target takes.
- Slash:
- Roll your Courage +25 dice vs. targets' Courage dice
- Damage: +0
True Four Sword
- INFORMATION: This item is a Sacred Artifact.
- DESCRIPTION: The legendary Four Sword is a blade forged centuries ago, formerly the Picori Blade. Nobody knows how it got to Hyrule, but it contains unwavering potential to split its user into four copies, each with differing personalities. The gemstone on the pommel reflects the current copy, each being a different color; it reverts back to a golden gemstone when the user is not split. The Four Sword can be used to Slash or Stab a target, and can perform Quad Split on the current wielder. The awakened spirit of the Hero of Men from ancient Geulia also gives the user some nifty protection and the ability to use Dispel Spiral.
- PASSIVE EFFECT 1: You are immune to any unwilling transfiguration.
- PASSIVE EFFECT 2: Once per round, at any time, you can remove a Negative (Named) Effect from yourself.
- The above two EFFECTS can occur as long as the True Four Sword is in your inventory.
-
todo: fix up?
Cursed Cleaver
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A great cleaver, wrapped in a manifestation of darkness as glowing red veins pulse outwards from its blade. It was once owned by Death Sword, until he turned into vegetable and got permanently glitched out by Dex the Glitchzard. The blade doesn't physically hit its target. It instead devours their life straight from their soul. Can be used to Death Cleave or Curse a target.
- Death Cleave:
- Roll your Power dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, target loses Hearts (Stat) equal to the difference in successes.
Defender's Claymore
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large claymore with a wide blade that enchants you with a defensive buff with each strike. Can use Slash or Cleave on one target.
- Slash:
- Roll your Power +15 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Defense Dice.
Bombs
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 525 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: 12
Remote Bomb
- RESTRICTIONS: Only one Remote Bomb can be out per user at any one time.
- DESCRIPTION: A medium-sized, gray Bomb, made using Picori Technology since centuries ago. It has a flashing button-like structure in place of a fuse, and even comes with a nifty slab to wirelessly detonate it! Unfortunately, the explosion is pretty large, and the wireless detonation mechanism is tied to the user... Can Throw at one target or Detonate using the slab.
- Throw:
- Roll your Power +8 dice vs. targets' Power dice
- Damage: Halved
- EFFECT A: The Remote Bomb remains intact, allowing the attacker to use Detonate later on.
- EFFECT B: If the Attacker rolls twice the successes of the Defender, the Remote Bomb instantly Detonates on the target, the resulting explosion dealing Neutral Damage instead of Damage to the target.
Spiked Golden Boomerang
- INFORMATION 1: This item is an Artifact
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A nice, golden, metal boomerang, duct tape'd to the brim with spikes. It's a golden wonder you can even hold it, much less throw it. You can hit a target with Throw or use Throw of the Forgotten Kings.
- Throw:
- Roll your Power +8 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, the Spiked Golden Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
Deku Staff
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Crafted from the roots of the Old Deku Tree, this staff provides support abilities. You can Whack or Drain a target.
- EFFECT: Once per round, at any time, you can transfer any amounts of your Hearts and/or Magic to any other target.
- Whack:
- Roll your Power +15 dice vs. targets' Power dice
- Damage: Halved
Swift Iron Ball and Chain
- SELL VALUE: 500 Rupees
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Consisting of an intimidating spiked ball attached to a long, sturdy metal chain; this simple Ball and Chain plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Roll your Power +2 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, target loses 2 Defense Dice.
Augmented Shock Trident
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Decorated from the scales of Zolas past, this trident has been dipped in blood and sharpened by its victims’ bones. It contains a natural paralysis effect, and it can also steal the essence of its opponent. Can hit someone with Cleave or Stab.
- Defense Dice: +5
- Cleave:
- Roll your Power +14 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round
Shock Trident
- REQUIREMENTS: Two-Handed
- DESCRIPTION: Decorated from the scales of Zolas past, this trident has been dipped in blood and sharpened by its victims’ bones. It contains a natural paralysis effect, and it can also steal the essence of its opponent. Can hit someone with Cleave or Stab.
- Defense Dice: +5
- Cleave:
- Roll your Power +8 dice vs. targets' Power dice
- Damage: +0
- EFFECT: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round
Death Knight Claymore
- REQUIREMENTS: Two-Handed OR 30 Power
- DESCRIPTION: A greatsword crafted by a legendary Death Knight. Its durability and strength rivals the Master Sword, and as a pure blade, it’s not one to be trifled with. Can Power Slash or Cleave a target.
- Power Slash:
- Roll your Power dice vs. targets' Courage dice
- Damage: +20
Permagrip Pincers
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of pincers pried from the corpse of a Gohma. When snapped together, it snaps onto your hands, but whatever they're attached to, they won't let go until you or the target dies. Can hit one target.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: +10
- EFFECT: If it hits, clamp you and the pincers to the target.
- Once clamped, you are unable to let go or do anything except defend and cast Support Spells.
- Target is dragged down by you, losing 5 Courage, and they lose 5 Successes on all rolls.
- DURATION: Until you or the target dies, at which point, the pincers unclamp from both you and the target.
Skybreak Driver
- INFORMATION 1: This item is a Mythical Artifact
- INFORMATION 2: This currently does not have Enchant Cartridge slotted in, disabling the usage of Enchant Blade
- REQUIREMENTS: Drive Blade Proficiency and Two hands
- DESCRIPTION: The mystical Drive Blade of wind, Skybreak Driver is named after the fierce crack of thunder that blasted the blade following its ascension. Lightning cackles off the blade, frying the insides of anyone wedged onto the blade as the blood gets turned into a fine crust. With it.
- EFFECT: Attacks made using this blade ignore half of targets' Defense Dice Bonuses
- Charge Up:
- RESTRICTIONS: This can only be used if Skybreak Driver Overheated State has 2 or fewer Rounds to it
- REQUIREMENTS: Drive Blade Proficency
- DESCRIPTION: Flip a switch on the blade and charge it up, causing your blade to radiate with pure electrical power. While it gets going immediately, it quickly overheats if moved too much.
- EFFECT: This blade enters Charged Mode:
- All attacks on this blade ignore all of targets Defense Dice bonuses and deal +0 Neutral Damage instead of Halved Neutral Damage
- Every time you attack or defend, you add 1 Round to Skybreak Driver's Overheated State
- If Skybreak Driver's Overheated State reaches 3 or more rounds while Charged Mode is active, the motor on the blade combusts in a discharge of electricity, canceling it and dealing 8 Neutral Damage to you.
- You cannot voluntarily unequip Skybreak Driver in while in Charged Mode. You can cancel Charged Mode on your turn at the cost of a Support Action
Crystaline Scimitar
- INFORMATION 1: This item is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Covered in magical crystal; this gleaming white scimitar punches through the armor of those it strikes. As it strikes, crystals made from the armor it strikes form on it; which can be broken to power the scimitar's next strike up. It can Slash, Stab or perform Crystal Break
- EFFECT: After every attack made using this scimitar; this sword gains Crystal Charges equal to the amount of Armor it has reduced on the target from that attack.
- This scimitar starts with 0 Crystal Charges
Bokospike Club
- DESCRIPTION: A sturdy club lined with rather pointy steel spikes. It’s quite expertly crafted by Bokoblins, straddling a balance between being lightweight and making things bleed. Can be used to Whack! or Big Thwack! a target:
- Courage: +3
- Whack!
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x5.
Doran's Blade
- SELL VALUE: 100 Rupees
- DESCRIPTION: Engraved on its handle are the words "Fields of Justice". A standard looking sword that makes you look sturdier just by wielding it. Can Slash or Stab one target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you recover 3 Hearts.
White Sword
- 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
Augmented Kutlasstana
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can do a One-Handed Slice or a Two-Handed Slice a target.
- One-Handed Slice:
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: +2
Kutlasstana
- SELL VALUE: 100 Rupees
- DESCRIPTION: A combination between a cutlass and a katana. Ye kin use it with one or two hands, dependin' how bad yer want them cut! Can do a One-Handed Slice or a Two-Handed Slice a target.
- One-Handed Slice:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Swift Potential Blade
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: Every time this sword strikes, your offensive power increases. Can Slash or Stab a target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Attack Dice.
Kokiri Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A short blade enchanted by the fairies of the Kokiri Forest that increases your speed with each strike. Can Slash or Stab a target.
- Slash:
- Roll your Courage +2 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, you gain 2 Courage.
Icicle Spear
- REQUIREMENTS: Water and Two-Handed
- DESCRIPTION: A spear made entirely of enchanted ice, which somehow neither freezes you nor melts in your hands. Can be used to Swing and hit two targets, or be Thrown at a single target.
- Defense Dice: +6
- Swing:
- Roll your Courage +12 dice vs. targets' Courage dice
- Damage: +0
Blue Fire
- 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.
Gravity Slingshot
- SELL VALUE: 750 Rupees
- REQUIREMENTS: Two hands to fire
- Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
Hyper Deku Stick
- Amount: 2
- DESCRIPTION: The half-dead stalk of a once-living Deku Baba. You can still feel Magic coursing through its still pulsing veins… yeesh. Can hit one target.
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: +0
- EFFECT: If it hits, the Hyper Deku Stick breaks, giving the target Magic Bleeding Stacks equal to the difference in successes.
- IF FAIL: The Enchanted Deku Stick breaks and releases a wave of Magic, causing everyone to recover 10 Magic.
Golden Scale
- INFORMATION: This item is a Mythical Artifact
- REQUIREMENTS: Water
- DESCRIPTION: A large golden pendant containing a golden scale embedded which is worn on your wrist with a a frilled guard; forged as a symbol of kinship between Zora King De-Bon XVI and Jabu-Jabu. Contained within are powerful blessings invoked within by the Zoras and Jabu-Jabu. It grants the user the ability to swamp an enemy with a fierce Wave of water but it also allows for them to protect others with a Chilling Wall and heal others with the power of Jabu-Jabu's Pulse.
- EFFECT 1: You can swim and breathe freely in water. On additon, you get double successes on any defense roll against underwater turbulance.
- EFFECT 2: After you attack or use any move with Golden Scale, you gain Charges equal to the amount of magic spent.
- Golden Scale starts off with 0 Charges and has a maximum of 10 Charges
Swift Telekinesis Wand
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: I’m assaulting you with the power of my mind! A new Wizzrobe Wand designed to throw things. Or people. Can Chuck Someone or Disarm Someone’s Arm.
- Chuck Someone!
- Roll your Wisdom +16 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it succeeds, lift the target up and chuck them at another target with the same roll, adding dice equal to the difference from the first roll.
- If it hits, both targets take Full Damage from it.
Hyper-quick Siphoning Wand
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Souls... give me your SOULS! A slightly unstable version of the Siphoning Wand that hits and siphons with a lot more gusto. 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 +18 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the difference in successes.
Voodoo Staff
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff lined with ornaments and rings, often carried by Voodoo Kids, with no ability to damage. In return, it has the ability to mass-siphon from the Magic pools of its targets. Can perform Mass Siphon on all enemies.
- Mass Siphon:
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from all enemies to equal to the Damage against each respective target.
- This can be distributed to you and your allies in any way you want.
Crossbow Pistol
- DESCRIPTION: A smaller, one-handed variant of the Crossbow, with an intricate loading system that supports all of your Arrows & Bolts, and a sight on it that makes it easier to aim. Can Shoot a target, or use Aim to gain a dice bonus:
- Shoot:
- Roll your Courage dice +8 vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
Quickbow
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 450 Rupees
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: A simple yew bow that can Shoot a target using an Arrow:
- Roll your Courage +14 dice vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier
Swift Mini-Ballista
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 100 Rupees
- REQUIREMENTS: The combination of using a Mini-Ballista & Arrows is considered Two-Handed
- DESCRIPTION: Capable of firing arrows that can pierce through enemies, this large Mini-Ballista is perfect for the heavy weapons guy. It can fire a Piercing Shot at a target using an Arrow.
- Roll your Power dice +9 vs. targets’ stat that the arrow hits
- Damage: Uses the arrow’s Damage Modifier +0
- EFFECT: The attack pierces through the target, hitting anyone who is being Covered by the target at the same success rate and dealing half damage.
- This can theoretically hit everyone in a Cover Train. The damage only halves once (after the first hit).
Metal Tipped Arrows
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
Blade Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced arrow with a razor-sharp tip of iron, resembling a blade. Can hit one target.
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x3.
Barbed Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- COSTS: 2 Magic to fire
- DESCRIPTION: A steel arrow imbued with magical barbs, which rebound and attach itself to its user if it hits.
- ATTACK: Roll your attacking stat dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, you get Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Impact Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 3 Armor.
Heartful Bolt
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
Phasing Shot
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
Siegefin Ballista
- INFORMATION 1: This is a Field Weapon. It is unable to be used until it is assembled or put into anyone's inventory until it is disassembled.
- It takes a Support Action to assemble or disassemble it
Celestial Comet Shield
- INFORMATION: This item is a Legendary Artifact
- DESCRIPTION: A highly ornate white shield with what appears to be permafrost coating its face; this shield chills you to the bone on the touch. It offers modest protection on its own but it has two enchantments which it can switch between: Celestial Stargazer and Comet Armor
- Defense Dice: +8
- Comet Armor:
- INFORMATION 1: This can be set once with no Action Cost anytime during your turn.
- INFORMATION 2: This gets overwritten by Celestial Stargazer
- COSTS: 3 Magic
- DESCRIPTION: The ice on the face of the shield grows bigger, partially covering yourself from attack and blocking the nasty effects of Fire.
- Armor: +6
- Magic Costs: -2 (to Water spells only)
- EFFECT: You are immune to all EFFECTS from Fire spells.
Regeneration Shield
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: A kite shield that provides minor defense, but causes you to recover over time.
- Defense Dice: +4
- Regen: +2
Replenishing Shield
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- SELL VALUE: 475 Rupees
- DESCRIPTION: A shield built from material that replenishes your Magic as the fight goes on.
- Defense Dice: +4
- Magic Regen: +1
Dragon Blood's Armor
- SELL VALUE: 125 Rupees
- DESCRIPTION: Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Armor: +2
- Regen: +2
Dragonbone Armor
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Crafted from the bone of a strong dragon, this armor provides improved protection and increases your mobility.
- Armor: +4
- Courage: +8
Bravery Plate
- INFORMATION: This item is a Mythical Artifact
- DESCRIPTION: A small and slender platemail decorated with numerous motifs of the eagle with feathers lining the shoulder plates. While it provides modest protection against damage, it provides you a powerful speed boost.
- Armor: +4
- Courage: +10
- EFFECT: Once per battle, you can override your defending roll with Courage
Mobile Spiked Dragonhide (Equipped)
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: An enhanced Dragonhide Armor with spikes jutting out, striking back at melee attackers.
- Courage: +8
- Armor: +5
- EFFECT: Anyone that strikes you in melee combat is automatically struck by the spikes, gaining Bleeding x5.
Phoenix Wings of Retribution
- REQUIREMENTS: Fire
- If you don't have Fire Affinity, you'll suffer 3 Neutral Damage per round while wearing this.
Aggression Vest (Equipped)
- SELL VALUE: 850 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- DESCRIPTION: A red vest, embedded with emblems of blades, that increases your aggression. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +4
Traveler's Cloak
- SELL VALUE: 850 Rupees
- INFORMATION: This is an Augmented Item. It has had 3/3 Augments applied to it
- DESCRIPTION: A rather sturdy emerald cape that's popular with travelers for its ability to get someone out of a battle with ease. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Defense Dice: +4
Enlightened One's Robes
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: The basic robe given to the newest members of the Followers of Wisdom. It brings a number of handy benefits and can use the Enlightened Spell ability. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- EFFECT: Whether it’s Augmented or not, the great master of the Followers of Wisdom is capable of tracking this robe wherever it goes. But it matters not, for you're a follower yourself. Surely you wouldn't do anything to screw up such an awesome position!
- Basic Protection:
- Armor: +4
- Wisdom: +4
Augmented Weighted Robe
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Woah, what a weighted robe. This heavy robe, made out of thick heavy woven material, somehow amplifies your Power. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Power: +8
Thunder Materia
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A powerful yellow stone, resonating with magical currents of electricity. Simply holding it grants you the power to use Thunder (Nature) abilities. Can be used to cast Thundara on a single target or Thundaga against all enemies.
- EFFECT: While this is equipped, you gain Nature Affinity.
- Thundara:
- REQUIREMENTS: Nature
- COSTS: 4 Magic
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Damage: +4
- EFFECT: If it hits, target loses 6 Defense Dice.
Ice Materia
- INFORMATION 1: This is an Artifact.
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A powerful teal stone, resonating with magical shards of ice. Simply holding it grants you the power to use Water abilities.Can be used to cast Blizzara on a single target or Blizzaga against all enemies.
- EFFECT: While this is equipped, you gain Water Affinity.
- Blizzara:
- REQUIREMENTS: Water
- COSTS: 4 Magic
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +2
- EFFECT: If it hits, target loses 7 Attack Dice.
Gravity Materia
- INFORMATION 1: This item is an Artifact
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A dull purple stone that feels heavy to the touch, almost as if it is weighing you in. Simply holding it in your hands gives you Hearts and enables you to cast Gravira and Graviga
- Hearts: +7/7
- Gravira:
- CHARGE: 1 Action
- Begin charging by gripping the materia hard and feeding magic into it. The materia begins to pull loose objects in at this stage
Ultima Materia
- INFORMATION: This is a Mythical Artifact
- DESCRIPTION: A small dull grey stone, containing perhaps the strongest form of Gaian magic power that exists within. Simply holding it gives you Magic power. It can cast Ultima, either blasting all enemies or blasting a single target with a highly concentrated beam of magic.
- Magic: +7/7
- Ultima:
- CHARGE: 3 Actions
- Begin charging by concentrating deeply on the materia and feeding your magic to it
Heal Materia
- INFORMATION: This item is an Artifact
- DESCRIPTION: A shining azure stone that appears to respond to ailments present in its holder. Simply holding it in your hands gives you Water powers and grants you access to Esuna and Resist
- EFFECT: You gain the Water Affinity
- Esuna:
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Purify a target with bubbles of strong curative magic, ridding them of a negative ailment.
- EFFECT: Remove a Named Effect or up to 6 Points of a specified Negative Bonus from the target.
Cooling Cartridge
- INFORMATION: Currently slotted into Fiammetta Overdrive Blade.
- DESCRIPTION: A cartridge that can be slotted into a Drive Blade to enable usage of Heat Sink.
- Heat Sink:
- COSTS: 3 Magic
- EFFECT: Reduces the duration of a Drive Blade's Overheated State by one round (can result in wiping off the Overheated State).
- This can be stacked multiple times in a single Support Action.
Enchant Cartridge
- INFORMATION: Currently slotted into Fiammetta Overdrive Blade
- DESCRIPTION: A cartridge that can be slotted into a Drive Blade to enable usage of Enchant Blade.
- Enchant Blade:
- EFFECT: Cast an Offensive Spell onto the blade, granting it the following effects:
- If the spell deals damage, the next attack with the blade gets additional Dice equal to the Dice Modifier on the spell.
- If it lists Halved Damage, this is divided by 2
Hookclaw Grappleshot
- DESCRIPTION: A much more refined Grappling Utility using Geulian-Picori Technology that combines both the Hookshot and Clawshot. The head can switch between Harpoon Mode and Claw Mode, and a long, sturdy cable that is highly flexible for crazy maneuvers! It can Fire at a target up to 100 feet away, and even deal minor damage.
- EFFECT 1: The cable can lock and unlock itself at any point.
- EFFECT 2: The cable can freely retract or extend while locked, allowing you to push and pull things at will.
- EFFECT 3: The cable can be strengthened or loosened at any point, allowing you and/or your target to travel in a straight line or wobble with gravity, respectively.
- Harpoon Mode:
- You and the target both roll Courage when using Fire.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
Swift Clawshot
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
- EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
- Get Over Here!:
- Roll your Power +11 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target reels towards you.
- When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Clawshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
- EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
- Get Over Here!:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target reels towards you.
- When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
Swift Hookshot
- INFORMATION: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Hookshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Spikeshot
- DESCRIPTION: It's like a Hookshot, but some sadistic psycho replaced the miniature harpoon with a spiked iron ball, which can reach up to 50 feet away. Just aim this ridiculous thing at someone, click the button, and observe as you impale their face full of spiky doom. Can use Pull Me! or Spike Target, then Pull Me!
- Pull Me!
- DESCRIPTION: This spiked ball on a chain can pull you towards objects.
- Can pull you towards basically anything.
- The chain absolutely can lock.
Switchhook
- SELL VALUE: 75 Rupees
- DESCRIPTION: The Switchhook has two different chains attached to a handle at the end, which can reach up to 50 feet away. Can fire at a target.
- Roll your Courage +10 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the handle reels the target back on one chain while it reels you toward’s their previous position on the other chain, thus switching places.
Bucket of Endless Popcorn
- DESCRIPTION: For endless entertainment, you can eat as much popcorn out of this bucket, and it’ll still have popcorn in it! You can also use it to Flick a Popcorn at a target:
- EFFECT: You expertly flick a piping hot popped kernel at someone, not even requiring a roll! Roll $1d4:
- If the result if a 4, you automatically get the target’s attention, effectively Taunting them.
Magic Boomerang
- INFORMATION 1: This item is an Artifact
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A large curved blue boomerang, sparking with magic as it is thrown. It can be thrown at multiple targets to stun them.
- Roll your Power +9 dice vs. targets' Courage dice
- Damage: None
- EFFECT 1: If it hits, target becomes Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round.
Magic Golden Lamp
- INFORMATION 1: This item is an Artifact
- INFORMATION 2: This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: Oh sure, just drop a golden lamp on your enemies, and light the golden way for their deaths, while you're at it! A golden version of the Magic Candle that has Magic abilities with no Magic costs. Nifty for being shiny. Can use Light it up!, Burn Notice, or Mark Target.
- Light it up!:
- DESCRIPTION: A flame shoots out and dances around the room.
- EFFECT: The room becomes illuminated.
- This also briefly illuminates anyone that's Camouflaged, automatically procing a Spot Check against them.
- DURATION: This lasts until you leave the room.
Geulian Staff
- INFORMATION: This item is a renamed Caster's Staff item.
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large staff covered in ancient Geulian markings. Regardless of wherever or not you can understand it, simply equipping it gives you a large boost to your ability to cast offensive spells.
- EFFECT: The Dice Modifiers on all Offensive Spells you have are increased by 6.
Replenishing Deku Nuts
- SELL VALUE: 100 Rupees
- DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
- Escape Daze:
- EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
- Anyone that uses Escape gains 6 Dice.
- DURATION: This lasts until the end of turn one round later.
Fullmoon Cello
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: A mysterious cello built with some form of palm wood and bears the magic of the Windfish imbued within. It is one of few instruments that can play the Ballad of the Windfish.
- EFFECT: Any Songs played with this instrument can use either Courage or Wisdom for their attacking stat and gain 20 Dice.
- Ballad of the Windfish:
- DESCRIPTION: A soothing melody that's easy to fall asleep to... Normally. It can be used to open portals into someone's dream.
- EFFECT A: Play the song as a channelled move, causing everyone in the area to feel drowsy.
- EFFECT B: If the target is asleep, you may open a portal into their dream.
Fire Armlet
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for it’s effects
- REQUIREMENTS: Fire
- DESCRIPTION: A small armlet that sparkles with the effect of fire blazing off it. It protects you from Fire-related abilities
- Attack Dice: +3
- EFFECT 1: Once per round, at any time, you can remove a Fire-based Named Effect from yourself.
- EFFECT 2: Any negative Hearts & Defense Dice Bonuses you get are halved.
Roc's Cape
- INFORMATION 1: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- INFORMATION 2: This item takes priority over the Magic Feather and thus is incompatible with it.
- DESCRIPTION: A white-and-blue, magical cape that is a relic passed down by the legendary Roc. This cape provides substantial mobility bonuses, practically allowing you to fly. You can also perform the powerful Dive Bomb move.
- Courage: +7
- EFFECT 1: You are immune to any Negative Effects caused by the Stratosphere.
- EFFECT 2: Any Jump-Based Charge-Up Move you have will have its Charge requirements entirely nullified and bypassed.
- EFFECT 3: Whenever you jump or are in the air, gain the following effects:
- Defense Dice: +7
- Your Jump Distance is tripled, meaning for every Success you get when jumping, you cover 3 Feet of distance.
- Any fall damage you would take from any source is completely negated.
- DURATION: Until the end of the turn.
Magic Feather (Disabled)
- SELL VALUE: 75 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
Magic Cape
- SELL VALUE: 100 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- REQUIREMENTS: Camouflage Active Skill
- COSTS: 1 Magic upon equipping it or moving into a new area
- DESCRIPTION: A red cape that, while moving, becomes almost invisible, as does anything touching it.
- EFFECT: While outside of battle, as long as you’re moving, Camouflage is automatically active.
Magnetic Gloves
- SELL VALUE: 250 Rupees
- 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.
Restoration Heart
- Amount: 7
- 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.
Magic Jar
- Amount: 10
- 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.
Reroll Points
- Amount: 18
- SELL VALUE: 50 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. Then, choose which roll the target uses.
Geulian Fairy
- Amount: 0
- DESCRIPTION: A willful Fairy commonly found in Geulia, gifted from the Great Butterfly/Mayfly/Dragonfly Fairies. They have one primary duty: Save adventurers using their wands.
- EFFECT 1A: You can ask the Fairy to manually restore somebody to Maximum Hearts.
- EFFECT 1B: Alternatively, you can ask the Fairy to revive somebody to 3 Hearts.
- EFFECT 2: Afterwards, the Fairy travels along the latent Magic back to its home, dissipating.
Golden Fairy
- Amount: 1
- DESCRIPTION: A lively Golden Fairy, ready to die for your cause! After the Great Fairy was restored to her full form, she sent you one of these. It seems far more potent than a normal Fairy!
- PASSIVE: If you die, you can choose to sacrifice this Fairy’s life to instantly revive you to Maximum Hearts & Magic.
- EFFECT: Alternatively, you can crush it into fairy dust to recover a living target to their Maximum Hearts & Magic.
- Additionally, that target can skip the Charge time of one ability.
Honey
- Amount: 4
- SELL VALUE: 75 Rupees
- DESCRIPTION: A dose of honey from the remains of a Bee. While the Bee isn’t tasty, the honey is a sweet treat for sure.
- EFFECT: Consume this to recover 4 Hearts & 2 Magic, and remove all Bleeding & Magic Bleeding from yourself.
Red Potion
- Amount: 10
- 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.
Green Potion
- Amount: 20
- 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.
Blue Potion
- Amount: 5
- SELL VALUE: 100 Rupees
- DESCRIPTION: A light blue liquid that gives you health and magic back when you drink it. Just like Romulan Ale blueberry juice!
- EFFECT: Consume this to recover half of your Maximum Hearts & Magic.
Magical Bone Dust
- Amount: 10
- DESCRIPTION: A bottle of magical bone dust from the remains of Stal- Enemies.
- EFFECT: Pour it over a dead target to bring them back to life with 1 Heart.
Super Rejuvenation Potion
- Amount: 9
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring most normal people back to their prime.
- EFFECT: Consume this to recover to Maximum Hearts & Magic.
Super Ultra Pure Water
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: It's water so pure and clear, you can't even tell it's there, yet it's capable of completely revitalizing you.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Red Medicine
- Amount: 5
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds... at least for normal people. It actually kinda looks like blood…
- EFFECT: Consume this to recover to Maximum Hearts.
Mana Milk
- Amount: 3
- SELL VALUE: 100 Rupees
- DESCRIPTION: A special form of milk found prominently in Geulia, from blue-spotted cows! For some reason, these particular cows produce a special nutrient that restores Magic.
- EFFECT: Consume this to recover to Maximum Magic.
Chateau Romani
- Amount: 5
- 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 Maximum Magic.
Splash Red Potion
- Amount: 5
- SELL VALUE: 75 Rupees
- DESCRIPTION: A Red Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts.
Splash Green Potion
- Amount: 5
- SELL VALUE: 75 Rupees
- DESCRIPTION: A Green Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… magically.
- EFFECT: Drop this to cause you and your allies to recover 4 Magic.
Splash Blue Potion
- Amount: 5
- DESCRIPTION: A Blue Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… heartilly and magically.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts & 4 Magic.
Stalheart
- Amount: 0
- DESCRIPTION: A lively beating heart, ripped straight from the core of a dead Stalfos! How that works, you’re not sure, but you decide not to question it. Can be… eaten, to gain a hearty bonus.
- EFFECT 1: Gain 10 Hearts.
- EFFECT 2: If an attack would kill you, you’re instead dropped to 1 Heart.
- DURATION: For the remainder of the battle.
Baneroot Juice
- Amount: 1
- 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.
Corrupt Water
- Amount: 1
- DESCRIPTION: Some corrupted fairy fountain water, drinking it may not be a good idea.
Cloudy Flask
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A large flask containing a mixture of odd chemicals that can be shaken to produce a change in weather. It can be Thrown to remove a Field Effect:
- CHARGE: 1 Action
- Begin charging by shaking the contents of the flask together. As it charges, the chemicals transform into a colorful cloud.
Lime Potion
- Amount: 10
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light lime-green coloured liquid which glitters in sunlight, which can be consumed to gradually give back your Magic. Did some crazy guy turn this into jelly?
- EFFECT: Consume this to give yourself Magic Regen x3.
Pegasus Seed
- Amount: 4
- 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. It can also be Hurled at a target to immobilize them.
- 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.
Ember Seed
- Amount: 1
- SELL VALUE: 75 Rupees
- DESCRIPTION: A flame-shaped seed with a clove of leaves 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. It can also be Hurled at a target to set them on Fire.
- Out-of-Battle:
- DESCRIPTION: Your hair turns ablaze, making you a walking torch. Somehow, it doesn’t hurt you, and your hair reverts to normal afterwards.
- DURATION: Until you leave the current area or room.
Ascended Skill Scroll
- Amount: 1
- SELL VALUE: 1,250 Rupees
- DESCRIPTION: An ornate golden scroll with the sacred teachings of the Goddesses etched deep into the parchment, capable of teaching physical arts long regarded as mythical acts that were lost to history.
- It can teach you any Ascended Skill.
Ascended Spell Scroll
- Amount: 0
- SELL VALUE: 1,250 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.
Augment Scroll
- Amount: 0
- RESTRICTIONS: Cannot be used on Mythicals, Legendaries, or anything Amount-based
- SELL VALUE: 125 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 any item, barring the above RESTRICTIONS, to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an Item you currently have.
Force Gem
- Amount: 0
- SELL VALUE: 125 Rupees
- DESCRIPTION: A small golden triangular crystal containing just a small amount of the essence that had chipped out of the Triforce’s seal eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Spell or Active Skill to permanently power it up.
- EFFECT: Select any Endowment listed in this thread and apply it to any Spell or Active Skill (see the post for RESTRICTIONS).
Gerudo Mask (Equipped)
- RESTRICTIONS: EFFECT 1 only works if your character is female. You can wear this as a male character, just don’t expect the disguise to work because male Gerudos are rare and only exist as ultra-powerful rulers.
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Gerudo face which you wear on your face. This mask disguises you and gives you a small taste of what a Gerudo can do.
- EFFECT 1: You become disguised as a Gerudo, giving you +5 Dice when defending against Spot Checks performed against you by Gerudos.
- EFFECT 2: You can perform a small, secondary jump at the top of the arc of your normal jump, with a roll equal to half your Courage stat.
Hylian Mask
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Hylian face which you wear on your face. This mask disguises you and gives you a small taste of what a Hylian can do.
- EFFECT 1: You become disguised as a Hylian, giving you +5 Dice when defending against Spot Checks performed against you by Hylians
- EFFECT 2: You can eavesdrop on telepathic communications.
Shiekah Mask
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Shiekah face which you wear on your face. This mask disguises you and gives you a small taste of what a Shiekah can do.
- EFFECT 1: You become disguised as a Shiekah, giving you +5 Dice when defending against Spot Checks performed against you by Shiekah.
- EFFECT 2: You can converse with Gossip Stones.
Kokiri Mask
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Kokiri face which you wear on your face. This mask disguises you and gives you a small taste of what a Kokiri can do.
- EFFECT 1: You become disguised as a Kokiri, giving you +5 Dice when defending against Spot Checks performed against you by Kokiri.
- EFFECT 2: You can run with small bursts of speed, enabling you to cross distances with 2 Feet per 1 Success.
Mask of Secrets
- SELL VALUE: 25 Rupees
- DESCRIPTION: While it resembles the legendary Mask of Truth, its abilities don’t seem to give insight to “the truth”. It does, however, let you hear voices you normally can’t hear...
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
- EFFECT 2: This mask alters any voice you normally can’t understand into English… or whatever it is people speak ‘round here.
Song of Unhealing
- 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.
ROLLER Boots (Equipped)
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- RESTRICTIONS: Only one pair of Boots or Shoes can be worn at one time.
- DESCRIPTION: A much more refined version of the Wheely Boots Prototype, made using Geulian-Picori Technology for retractable wheels. The Rolling-Optimized Land-Leasing Enhancement mark R. Boots (or R.O.L.L.E.R. Boots for short) features wheels made of processed Chu Jelly that can retract into the soles to function like regular footwear.
- Neutral Mode:
- EFFECT: Disable the EFFECTS of Roller Mode when activated, allowing you to move as normal.
ARBALEST
look up "instant legolas" on youtube, trust me (there's even some medieval variants!)
- RESTRICTION 1: This item can only be applied to Bows and Longbows.
- RESTRICTION 2: This item is an add-on for Bows, it cannot be augmented via Augment Scrolls
- DESCRIPTION: A primitive, yet intricate wooden device that can be put on your Bow for a bit of assistant. The Aim-Refining Bow And Loading-Efficient Specialized Tool (or A.R.B.A.L.E.S.T. for short) can allow up to three different Arrows to be preloaded and fired in quick succession, alongside a helpful, movable mechanism to make loading a bit easier on the arms. For some reason, some people also call this the Insant Legolas...
- EFFECT 1: You gain an additional 6 Dice when firing Arrows with your chosen Bow.
- EFFECT 2: You can load and fire up to 3 different Arrows in a single attack.
- The Arrows can hit any number of Targets you wish.
- The Damage and Numerical EFFECTS of each Arrow is halved.
- The above effects only apply if you choose to fire 2 or more Arrows.
Lanayru, Spirit of Light
- INFORMATION: Lanayru resides within you in Spirit Form, allowing you to access him at any time.
- DESCRIPTION: The great spirit of Lanayru, a massive serpent that bears a striking resemblance to Dragon Majora, except calm and purified. It once offered words of Wisdom to those that worshipped it. Can use Great Enlightenment and Spiritual Overwhelm.
- Great Enlightenment:
- RESTRICTIONS: Can only be used once per round
- COSTS: 6 Magic
- EFFECT: Call out to the spirit of Lanayru, asking for its Words of Wisdom. It’ll pull some magical quote out of thin air, then grant you the ability to use two Support Actions in a row for No Action Cost.
- Note that Great Enlightenment itself still requires a Support Action to use.
A Shard of Farore's Wind
- INFORMATION: Was sent back to Saria.
- COSTS: 10 Magic
- DESCRIPTION: A small piece of Farore's Wind, which seems to have a connection with its other pieces.
- EFFECT: Squeeze your Magic into it, and in an instant, you'll appear where Saria is. This can be used to auto-dodge a single-target attack, and possibly a wider attack if the distance is great enough.
Fluctuating Map of Hyrule Castle
- DESCRIPTION: Ripped from Monroe's newly updated holographic map system in the Spidermech, this map can conjure up a 3D representation of Hyrule Castle Keep on the fly! The only thing is, the map isn't set in stone. It's not that the map is inaccurate, but reality's version of the layout is inaccurate. This map, no matter what's on it, or how it's oriented, determines how Hyrule Castle Keep looks on the inside.
Mana Glass
- DESCRIPTION: A pair of glasses (or a monocle, if you're fancy) that, somehow, allows you to see latent Magic flowing in the area, kind of like Electromagnetic Waves. What are Electromagnetic Waves anyway? You can also rotate the blue rim to adjust the intensity of the visible flow.
- EFFECT: You are able to see the flow of Magic in the given area, including anything that take in or emit Magic.
Thumb Drive
- DESCRIPTION: A drive composed of a thumb. Or maybe it's a thumb that can drive. I'll let you decide how you want to boot it up. Or will there even be a boot involved? You may need bigger boots to fill those shoes.
Bottles of Maple Syrup
- Amount: 3
- DESCRIPTION: A powerful gooey liquid from a distant land called "Canada". Good with pancakes.
Vial of Dragon Ink
- 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.
Skulltula Skull
- Amount: 5
- DESCRIPTION: The skull of a Skulltula, except without the legs or body thereof. You're not sure what you can do with it now, but it's hard enough to be used as a nifty crafting material. Now you just need to find someone that can actually craft or smith it into something!
Poe Whistle
- SELL VALUE: 250 Rupees
- DESCRIPTION: A black whistle that requires no skill whatsoever to play it, yet no matter how you play, it plays a delicate yet eerie song.
- EFFECT: Enables you to call on Shady, who will appear with a Shop and a free full heal.
- Make sure the area is safe, or else he’ll ignore you until the next quest, and you won’t get your free heal.
Peril Ring
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small crimson red ring with a sign bearing a pulsing black exclamation mark on it. It provides a small boost to the wearer's health and protects them from a lethal attack.
- Hearts: +5/5
- EFFECT: Once per battle, if you would be killed by an attack, you hang on with 1 Heart
Heart Ring
- INFORMATION: This is a Passive Artifact. Having it in your inventory is enough for its effects.
- DESCRIPTION: A small ring which bears a Restoration Heart-like relief with a single ruby set in it. It increases your Hearts and your regen.
- Hearts: +5/5
- Regen: +5
Silver Scale
- INFORMATION: This item is Passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A silver Zora scale, suspended inside of an eternal bubble. Whose scale it is or how the physics of its existence works remains a mystery, but as long as it’s on you, you can swim like a Zora! Can also use the Wave ability.
- EFFECT: You can swim, breathe, and fight freely in water, just like a Zora.
- Wave:
- COSTS: 3 Magic
- DESCRIPTION: Draw magical water from within the scale (is this just Zora blood?) and fire it as a raging tide, swamping a target with it.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 3 Dice off their next attack.
Spirit Gem
- SELL VALUE: 150 Rupees
- COSTS: 2 Magic or 2 Hearts
- DESCRIPTION: A green, lifeless gem that's a little larger than a Rupee. Upon activation, it will glow a color based on your soul... wait...
- EFFECT: By activating this, your soul leaves your body and takes on your Spirit Form.
- You are able to float and fly around within the boundaries of any Spirit Complex. However, you cannot attack anything.
- 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.
The Creation Medallion
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: The Creation Medallion can only be used by Princess Melizea Fiammetta.
- DESCRIPTION: Imbued with the The Force and powered by the connection between two princesses from different lands, the Creation Medallion symbolizes Melizea's ascension as the Sage of Creation. With this, you can access a massive repository of skills and items that you don't have to wait on the DM to create, because you yourself have already made your own versions of them via ZURPG's PM System.
- EFFECT: Gain access to all Skills, Spells, & Items written by Forgotten Third Eye on the ZURPG website, including PMs.
- So far, everything sent has been somewhat reasonable; to avoid tempting fate too hard, send a message to DM and confirm everything in there looks fine at a glance before using it in session.
Wyrmling
- Amount: 1
- DESCRIPTION: A tiny Shadow Kargarok, no larger than a standard bird, that helps you attack and defend, and can even sacrifice itself for your cause. Once you feed it a corpse, it’ll fly by your side, giving you some bonuses:
- Attack Dice & Defense Dice: +3
- EFFECT: The Wyrmling can sacrifice itself to protect you from an attack, leaving you unharmed.
- It can protect you from attacks that hit multiple targets, but just you, it doesn’t magically block the entire attack.
Mini Patra Shield
- Amount: 2
- DESCRIPTION: Summons a temporary shield of Patra Flies, which fly around you, tightening their formation to protect you from ranged attacks. However, without a central Patra fly to maintain them, they’ll die out after blocking a few attacks.
- Defense Dice: +6
- EFFECT: You are immune to Ranged Attacks.
- It can protect you from attacks that hit multiple targets, but just you, it doesn’t magically block the entire attack.
Items on Hold (0)