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====Magic==== Spells are divided into Basic and Advanced effects. The list of Basic spells are available to choose as items for characters at character generation, and when spells are available for purchase, these are the spells most commonly available. Advanced spells are rarer, and are most often only found as loot or given as quest rewards. Basics spells are able to be modified by magic techniques, while Advanced spells are generally more powerful or can accomplish things outside the scope of the Basic spells. =====Basic Magic===== Basic spells are more easily obtained than advanced spells, but are also less powerful. A starting character may not select advanced spells as starting equipment, only basic spells. Basic spells can also be obtained in-game by paying rupees -- perhaps for an item that casts the spell, as a fee to a sage or other tutor, to purchase a tome or scroll containing instructions on how to cast it, or some other way that makes sense. The recommended cost for a basic spell is 100 rupees, but this can be adjusted at GM discretion. Basic spells are the only spells that can be modified using general |Magic| techniques. '''Blast''' (Power) *Single Action *Cost: 3MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/2H damage per success. If the target takes damage from this spell, they suffer Knockback 1. The spell is considered a Medium creature for the purposes of this knockback effect. '''Burn''' (Power) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/4H (fire) damage per success. If the target takes damage from this spell, they catch fire and continue to burn, taking 1/4H (fire) damage at the start of each of their turns until extinguished. The target or an adjacent creature can spend actions to put out the flames, which requires two actions total. '''Cripple''' (Power) *Single Action *Cost: 4MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: Opposed (defense) *Effect: The target takes a -1k0 penalty to attack and defense rolls per success. If the target's rolled dice are reduced to less than their kept dice by this spell, the target normalizes their roll as normal by pulling from their kept dice, and then makes their roll. '''Freeze''' (Wisdom) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: The target takes 1/2H (cold) damage and their speed is reduced by 2 per success over the target's defense until the start of your next turn. If the target's speed is reduced to 0, it becomes Frozen for 1 round. '''Heal''' (Wisdom) *Single Action *Cost: 4MP *Duration: Instant *Range: 5 *Target: Single creature *Check: N(4) *Effect: The target recovers 1 heart per success. '''Shield''' (Wisdom) *Single Action *Cost: 2MP *Duration: Sustain *Range: 5 *Target: Single creature *Check: 3(2) *Effect: The target of this spell gains 1/2 heart of damage reduction. This damage reduction stacks with armor. '''Inspire''' (Courage) *Single Action *Cost: 2MP *Duration: 1 round *Range: 10 *Target: Single creature *Check: N(4) *Effect: The target gains bonuses to attacks based on the number of successes. For the 1st, 3rd, and 5th success the target gains +1k0, and for the 2nd, 4th, and 6th success they gain +0k1. The maximum number of successes that a target can benefit from is equal to your Magic skill. '''Lift''' (Courage) *Single Action *Cost: 1MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: N(4) *Effect: You increase the distance the target can fly or jump horizontally by 1 meter per success, and increase the distance they can jump vertically by half that amount (rounded down). '''Shift''' (Courage) *Single Action *Cost: 2MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: N(4) *Effect: An ally or object up to medium size is telekinetically moved 1 meter per success. This movement can be in any direction (other than up) and does not provoke opportunity attacks. The spell is not strong enough to overcome the resistance of a creature that is unwilling or the weight of a large object. It also may not be strong or precise enough to operate many switches, levers, or buttons, at the DM's discretion. =====Advanced Magic===== Advanced spells are more powerful than basic spells, but (like most items) are only available as quest rewards distributed at GM discretion. Advanced spells cannot be modified by general active |Magic| techniques, but many advanced spells may have spell mastery techniques specific to the spell that allows for certain ways to modify its use. '''Reflect''' (Wisdom) *Defense *Single action *1 MP (sustained) *Duration: Sustain *Range: 5 meters *Target: Single shield *Check: Unopposed - 3(2) *''The shield takes on a brilliant sheen, reflecting both light and magic.'' *The affected shield gains the Reflective property for the duration of the spell. '''Fairy Form''' (Courage) *Transformation *Single action *2 MP (Sustain) *Duration: Sustain *Range: Touch *Target: Single creature *Check: Unopposed - 3(3) *''With a word, your body explodes into a cloud of glittering dust, revealing a tiny, flying figure when it clears.'' *You or the target becomes Miniaturized and gains a fly speed of 6 for the duration of the spell. '''Fire Arrow''' (Power) *Enchantment (Fire) *Single action *2 MP *Duration: Instantaneous or one round; see text *Range: Touch *Target: A single arrow or crossbow bolt *Check: Unopposed - 2(3) *''An arrow is imbued with magical flame.'' *Add 1/2 heart (Fire) to the damage increment of the affected missile. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn. '''Ice Arrow''' (Power) *Enchantment (Ice) *Single action *2 MP *Duration: Instantaneous or one round; see text *Range: Touch *Target: A single arrow or crossbow bolt *Check: Unopposed - 2(3) *''An arrow is imbued with freezing cold.'' *Add 1/4 heart (Ice) to the damage increment of the affected missile. Additionally, the speed of the target of that missile is reduced for 1 round by 1 for each success on the attack roll. If this would reduce the target's speed to less than half its base value, it is Frozen for 1 round. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn. '''Din<nowiki>'</nowiki>s Fire''' (Power) *Attack *Single action *6 MP *Duration: Instantaneous *Range: 5 meters *Area: 5 meter radius centered on you *Check: Group opposed (defense) *''A burst of flame expands out around you, consuming all in its path.'' *Make an area-effect |Magic| check with damage increment 1h (Fire), opposed by defense, against each creature within 5 meters. '''Nayru<nowiki>'</nowiki>s Love''' (Wisdom) *Defense *Single action *12 MP *Duration: N rounds *Range: 5 *Target: Single creature *Check: Unopposed - N(4) *''A shimmering blue diamond encases the target, protecting it from harm.'' *The subject is immune to all damaging effects for the duration of the spell, but the caster cannot use anything requiring magic power until the spell ends. '''Farore<nowiki>'</nowiki>s Wind''' (Courage) *Travel *Single action *6 MP *Duration: Indefinite and instantaneous (see text) *Range: 0 and unlimited (see text) *Check: Unopposed - 3(3) *''You instantly warp to a previously designated point.'' *This spell is used in two phases: **The first time you cast it, it sets a magical marker at your current location, which is visible to you as a floating green orb but undetectable to all others. **Subsequently, you can cast it again to instantaneously warp back to the marker you set previously. You may transport yourself and up to one additional creature for each rank you have in |magic|. This erases the marker; you must set another marker before you can warp again. '''Magic Cape''' (Wisdom) *Enchantment *Single action *10 MP (sustained) *Duration: Sustain *Range: Personal *Target: You *Check: Unopposed - 4(2) *''You become undetectable and untouchable, moving like a ghost.'' *When activated, you become invisible and incorporeal. You are immune to all attacks and can pass through solid objects unimpeded, but you can't interact with the physical world while this effect is active. '''Cane of Byrna''' (Wisdom) *Defense *Single action *10 MP (sustained) *Duration: Sustain *Range: 1 *Area: 1-meter radius, centered on you. *Check: Unopposed - 5(2) *''You are surrounded by a protective field that shelters you and adjacent allies from harm, and damages enemies who get too close.'' *A force field extends out from your space to a 1-meter radius. You and any allies within the field are immune to all harm, and any enemy that comes in contact with it takes 1 heart of damage for each round it touches the field. A creature is only considered "in contact" with the field if it is within the area of the spell or attempts to attack a creature within the field with a melee attack; creatures adjacent to the field's area do not take damage as long as they don't try to attack a creature inside the field. The field is visible as a faintly glowing, sparkling globe; however, although opponents can see it, they may not necessarily realize what it does. '''Ether Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (defense) *''The air crackles with electricity as bolts of lightning pelt the area.'' *Make an area-effect |Magic| check with damage increment 1H (electricity), opposed by defense, against each creature within 15 meters. Airborne targets take a -1k1 penalty to their opposing roll for this spell. Creatures damaged in this way are stunned. '''Quake Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (|Acrobatics|/Wisdom) *Requirements: Must be standing on a solid surface *''Striking the ground beneath your feet, you cause a violent tremor that damages ground-borne foes and knocks them off their feet.'' *Make an area-effect |Magic| check with damage increment 1H (crushing damage), opposed by |Acrobatics|(Wisdom), against each creature within 15 meters. You gain a +1k1 bonus to your roll for this spell if you are in some sort of location, such as a cavern or stone building, where the tremor might dislodge a rain of rubble and debris from above. Each target of this spell is knocked prone unless it makes at least 3 successes on its opposing roll. Airborne creatures and creatures standing on a surface that is not attached to the one you're standing on are unaffected by this spell. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls, as long as those objects are connected to the ground in some way (eg, resting on the ground, or set into a wall that is connected to the ground you're standing on). '''Bombos Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (defense) *''Fiery explosions rip the air asunder, devastating your foes.'' *Make an area-effect |Magic| check with damage increment 1H (Fire), opposed by defense, against each creature within 5 meters. Each target of the spell is also pushed away from you unless it makes at least 2 successes on its defense roll. Treat this as a knockback 1 effect from a Heavy creature. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls. '''Cane of Somaria''' (Power) *Creation *Single action *2 MP *Duration: Instantaneous *Range: 1 *Effect: 1 conjured cube. *Check: Unopposed - 2(3) *''A cube of solid matter appears out of thin air, then explodes in a burst of flame.'' *Creates a cube of solid matter, 2 meters to a side, occupying a space adjacent to you. If that space is occupied by a creature, the creature is displaced to the nearest square opposite you from the block, and takes 1/4 heart of damage. This block can be pushed around with a Physical Power check against a success threshold of 4, with each success allowing you to move the block 1 meter (though you may choose to move the block a shorter distance than your check would allow if you wish). The cane can be activated a second time without paying any MP to detonate the block, dealing 1/2 heart of [Fire] damage to all creatures within 2 meters of the block, though you are immune to this damage. Blocks created by the Cane of Somaria also detonate in this way if attacked. You may only create one block at a time. '''Fire Rod''' (Power) *Single action *4 MP *Duration: Instantaneous *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *''The air shimmers as a searing bolt of flame streaks toward the target.'' *Roll a |Magic|(Power) attack against the target with a damage increment of 3/4H (fire). Enemies damaged by this attack catch fire, taking 1/4 heart of damage each round until the flames are extinguished (which requires a total of two actions by the burning creature and/or an adjacent creature). '''Ice Rod''' (Wisdom) *Single action *4 MP *Duration: 1 round/2 successes *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *''A frigid blast of magic encases the target in solid ice.'' *The target is Frozen for one round for every 2 successes you scored and takes 3/4H (cold) damage as long as you scored at least one success. '''Sap Strength''' (Power) *Weakening *Single action *2 MP *Duration: 1 round/success *Range: 5 *Target: Single creature *Check: Opposed by |Magic|(Courage) *''A shadowy ray shoots from your hands and suffuses the target with weariness.'' *Roll a |Magic|(Power) check against the target's |Magic|(Courage). If you roll more successes than the target, its damage increment with |Melee| and |Heavy| weapons is reduced by 1/2 heart for 1 round per success you scored. If the target scores at least as many successes as you did, the spell fails. '''Faultline''' (Power) *Weakening (Earth) *Single action *6 MP *Duration: Instantaneous and N/2 rounds; see text *Range: 10 *Area: 3-meter radius *Check: Group opposed (Mental Courage) *With a deafening bellow, the earth collapses in on itself, trapping nearby creatures under a hail of debris. *The affected area becomes dense rubble, reducing ground movement across it by half (moving into an affected space counts as moving twice the distance). This effect is instantaneous. Additionally, make a |Magic|(Power) group opposed check against each non-flying creature in the affected area, opposed by Mental Courage. Each affected creature is Dazed for 1 round for every 2 degrees of failure. **For example, if this spell was cast by a character rolling 6k5 for the attack roll, and an affected creature rolled 2 successes on its Mental Courage roll to resist, that creature would have a degree of failure of 3 (5-2), and so would be dazed for 1 round. '''Haste''' (Courage) *Enhancement *Single action *6 MP *Duration: 1 round/success *Range: 10 *Target: Single creature *Check: Unopposed - N(4) *''You begin to move with blinding speed.'' *The target creature gains an extra action action per round for the duration of the spell. '''Slow''' (Wisdom) *Weakening *Single action *6 MP *Duration: 1 round/success *Range: 10 *Target: Single creature *Check: Opposed by |Magic|(Courage) *''Your foe's movements slow to a crawl.'' *Roll a |Magic|(Wisdom) check against the target's |Magic|(Courage). If you score more successes than the target, it loses one action each round for one round per success you scored. If the target scores at least as many successes as you did, the spell fails.
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