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Magic Items and Spells

There are different categories for Magic items. A brief list of them includes: magic rods and canes, magic medallions, fairy jewels, spell scrolls, shadow crystals, magic masks, and champion blessings. All of these items and spells consume energy but can help give you an advantage in combat. There are some spells that will be used to attack, and some that will aid and give bonuses to your character. We will split these up into two types, attack magic, and aid magic. When using attack magic, say for example a fire rod, on an enemy I will do a power roll against that enemy to see if I beat their shield stat. If the roll beats it, I successfully hit that enemy with my magic rod (note: there are some spells with specific roll instructions as well). Aiding magic is a bit different though. Since one will be casting the magic on themselves, they will need to beat their own shield/blocking rate. And if you are shield-less when casting this magic, there is no block roll involved. you have to beat your shield/block rate every time. If your shield/blocking rate surpasses the limit of your power rolls, you cannot cast that spell at all. Attack magic and aiding magic will be labeled as such in this list.

 

If you use magic for a turn, it will take the place of a normal attack. You also do not need to equip magic items to use them in battle. In order to find out how much energy your magic items will use, roll a single dice and add 2 to whatever is rolled. So, if I roll a 3, my magic item will cost me 5 energy points each time I use it. The amount of damage done by each attack magic item (depending on what it is) will be determined by your game master when you find/buy the item in game play. Certain attack spells will have a damage rate listed already, these cannot be changed, and armor does not block for these specific spells. I will also highlight them with an * asteriks. Some spells may also use the same damage stat as your regular weapon with bonuses, and these can be affected by armor. Also remember that possible elemental effects are in play when magic is used.  When you write down your magic items in your inventory, make sure you put down both the damage it does, and also how much energy it uses. Aiding magic will only have an energy stat on it. Also, if you fail to execute a spell, no energy will be used.

 

 

Magic Rods

 

Fire Rod: throws balls of fire at enemies at a range of 8 squares giving off an elemental effect.

 

Ice rod: throws an ice beam at enemies at a range of 8 squares giving off an elemental effect. .

 

Lightning rod: blasts bolts of lightning at a range of 8 squares giving off an elemental effect. 

 

Tornado rod: blasts air around the player at a radius of 2 squares, giving off an elemental effect. 

 

Dominion rod:can be used to take control over stone enemies such as Armos for 3 turns, but damages enemy units in the process for 3 damage each turn.

 

Cane of Byrna (aiding magic): can be used to make one’s self invincible to melee attacks for 3 turns. This magic however can only be used once per confrontation or dungeon so use it wisely.

 

Magic Medallions

 

Bombos medallion: Creates a blast of fire from out of the earth in a 3 square radius, with elemental effects. 

 

Ether medallion: Creates an icy energy blast in a radius of 3 squares, with elemental effects. 

 

Quake Medallion: Causes magic lightning to emanate from the player in a 3 square radius, with elemental effects. 

 

Sage’s medallion: allows the player to teleport to enemies to attack them. This spell will always have the same damage rate as whatever weapon you are currently using with a +2 bonus. To perform, do a power roll against the enemy you wish to attack. If the power roll fails, there is no teleportation.

 

Fairy Magic

 

Din’s fire (aiding magic): can create a wall of fire on all squares around the player in a one square radius. Any enemy that stands in these squares takes 3 damage each turn they are there. This spell lasts 3 turns.

 

Farore’s wind: This spell uses your weapon damage stat, and adds a wind effect on it, and also as a bonus adds a stun effect. Only effects 1 enemy at a time. Enemies effected will miss their next turn. Roll power against enemy shields to attack with this spell.

 

Nayru’s love (aiding magic): can be used to create a magical shield, giving a +5 state to the player’s shield/block, and negates a blocking roll for shield less players. This lasts three turns.

 

Magic Armor (Aiding Magic): adds +3 to your armor stat, lasting for 3 turns.

 

Spell Scrolls

 

Shield spell scroll (aiding magic) : When the player is hit, the armor stat is subtracted from the damage points as usual, but when under the influence of this spell, after it has been subtracted, the damage points are then divided in half, and whatever half of the damage points is, that is what is applied to the character as damage. If the regular damage is only 1 health point (a quarter heart) the spell nullifies the damage done completely. This spell lasts for 3 turns.

 

Life Spell Scroll (aiding magic): this spell transfers your energy points into health points. One energy point equals 1 health point.

 

Fairy Spell Scroll (aiding magic): This scroll allows the user to transform into a fairy for one turn. Fairies can get into small spaces, fly, and can heal themselves and others. Roll 1 die and add +2 to see how much you may heal.

 

*Fire spell scroll: Players shoot a fire beam across the map for 10 squares. Any enemy caught in the beam suffers elemental effects for 3 turns. Roll power against the closest enemy’s shield stat to cast.

 

Reflect spell scroll: Roll power dice against the enemy’s attack dice. If you beat it, you can perform the reflect spell. Roll a single die to see the effect of the spell. If you roll 1-3 the spell gives you +3 to your shield for the oncoming attack of the enemy. If you roll 4-6 the enemy’s attack is reflected and they take the damage instead. This works for any type of attack.

 

*Thunder spell scroll: When cast, this spell lasts 4 turns (cannot be used in dungeons). This spell summons a storm which randomly will zap enemies with lightning. Each turn in the confrontation roll one die, if you roll 4 or higher lightning has struck enemies and they take 2 damage and suffer lightning effects. While an attack spell, this spell is cast in the same way as aiding spells.

 

*Ultimate spell scroll: This spell is extremely powerful and can only be used once per game session. This spell turns all enemies in a ten square radius into weak chuchus. To cast, roll power against the strongest enemy in the target area’s shield stat. This spell does no damage, but does make enemies weak.

 

Shadow Magic

 

Dark wave: This spell emits a dark energy field for 3 squares radius. All enemies caught in it are rendered blind, stunning them for a turn and lowering their armor stat for 3 turns. To cast, roll power dice against the enemy with the highest shield stat in the target area.

 

Shadow crystal (aiding magic): This crystal lets the player transform into a wolf for 3 turns, enabling +2 damage to attacks, and also allows players to move 2 extra squares free of energy loss.

 

Dead man’s volley: a defensive magic ability that enables the player to reflect enemy power roll  magic attacks at an opponent on the enemies turn, adding +2 to the damage. Roll Power dice against the enemy power dice.

 

Shadow Cloak (aiding spell): This cloak renders wearers nearly invisible. Casting this spell gives a +4 to any stealth rolls movements made by the player. Wisdom rolls are still needed to perform stealth, but the cloak gives an advantage.

 

Magic Masks

 

Magic masks will not be listed, because they are very simple to figure out. Masks allow you to turn into any other race that is playable for 3 turns. So if you play as a zora, you can change into a goron for 3 turns and utilize their abilities, rather than your native zora ones. This spell is considered an aiding spell.

 

Champion Blessings

 

Goron’s Protection (aiding magic): allows for the user to create a defensive shield around themselves, becoming invulnerable for 3 hits where the enemy dice has beaten the shield stat. This spell can be used once, but then must be reset by the character resting.

 

Zora’s Grace (aiding magic): Refills half hearts when killed. To recast, it must also be reset by resting.

 

Rito’s Gale (aiding magic): pushes players forward with wind. This blessing lets players move +3 spaces past how far they can sprint, at no extra cost to energy for 3 turns, the only energy cost will be the cost to cast the spell. In order to recast it must be reset by resting.

 

Gerudo’s Fury: similar to the quake medallion spell, except it does double the elemental effect. This is the only spell that can do this. Must be reset by resting. 

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