Spells
Table of contents
- Bari’s Coat
- Bellum’s Consumption
- Blizzagia’s Breath
- Bombos
- Bubble’s Touch
- Cadence’s Shovel Strike
- Camera
- Chilfos’ Javelin
- Create Ammunition, Lesser
- Create Ammunition, Greater
- Cryonis
- Dark Brambles
- Daruk’s Protection
- Din’s Fire
- Fairy’s Light
- Fairy’s Rejuvenation
- Freezor’s Touch
- Geldman’s Grasp
- Ghirahim’s Daggers
- Great Bay Barrier
- Great Fairy’s Light
- Hylia’s Light Arrow
- Impa’s Disguise
- Jabu-Jabu’s Switchhook
- Korok Leaf’s Wind
- Keeta’s Touch
- Kotake’s Ice Beam
- Koume’s Fire Blast
- Kyameron’s Splash
- Lana’s Lightning Block
- Lanmola’s Stonespray
- Lens of Truth
- Magnesis
- Mipha’s Grace
- Moa’s Invisibility
- Morpha’s Tentacle
- Nayru’s Love
- Nightmare’s Shadow
- Pacci’s Flip
- Plasmarine’s Orb
- Rauru’s Shield
- Ravio’s Hookshot
- Reapling’s Sweep
- Redead’s Shriek
- Revali’s Gale
- Samasa’s Sands
- Saria’s Lifewater
- Shabom’s Encasements
- Sol’s Gleam
- Stone Spikes
- Tantari Jump
- Terrakinesis
- Titan’s Strength
- Twili Transit
- Urbosa’s Fury
- Vanish
- Wizzrobe’s Wave
- Wrath’s Whip
- Yarna’s Vortex
- Zaganaga’s Torrent
- Zant’s Shadowbolts
- Zola’s Fireball
While any Weapon can be used for spells, when you use a Wizardly weapon (like a Rod or Staff) to cast a Spell, your Willpower is increased by (Weapon’s Rank / 2) for __all__ purposes of the Spell. Casting a Spell while making use of this bonus counts as successfully using that weapon, for the purposes of calculating Durability damage at the end of a fight.
When a Spell says its cost is (Willpower) Magic, you may choose to spend less than that, resulting in a less powerful spell. (All Spells with a cost based on the caster’s Willpower have at least one effect that is based on the Magic spent on the spell.)
Bari’s Coat
3 Tokens
Cost: 6 Magic (Bind)
**Range: Self
Minor Action
**Effect: You are Electrified. If a foe takes damage from striking you with a metallic weapon while you are Electrified, you may perform the following Reaction: Burn the Magic Bound in this spell (ending the Electrified status) to immediately attempt a Disarm Maneuver against the foe. This Disarm attempt must target the metallic weapon that struck you.
Bellum’s Consumption
6 Tokens
Cost: 5 Magic
Range: Melee
Damage: Weapon + Willpower, Dark
Effect: You gain (Willpower / 4) Temporary Hit Points.
Blizzagia’s Breath
6 Tokens
Cost: 5 Magic (Bind)
Range: Blast 3
Effect: The squares turn to Slick Ice.
Bombos
9 Tokens
Learn Requirement: One other Spell that deals Fire-type damage
Cost: 20 Magic
Range: 4 Targets within 12 squares
Damage: Weapon + (2 x Willpower), Fire
Effect: Roll To-Hit target’s Concentration; on success, target is On Fire.
Bubble’s Touch
3 Tokens
Cost: 4 Magic
Range: Melee
Damage: Weapon + Willpower, Light
Effect: Roll To-Hit target’s Concentration; on success, target is Cursed.
Cadence’s Shovel Strike
6 Tokens
Cost: 8 Magic
Range: Blast 3
Damage: Weapon + Willpower, Earth
Effect: You destroy any created blocks (such as from Cryonis or Terrakinesis), and end any artificial terrain (such as from Dark Brambles or Yarna’s Vortex) within the area of effect.
Camera
3 Tokens
Cost: 2 Magic (Bind)
Range: Your current field of vision
Effect: You may perfectly remember what you are looking at in this exact moment – well enough to read written words, or produce a high-quality reproduction by sketch. This does not provide you with details that you could not see at the time, nor any capacity to ‘zoom in’ on the mental picture. When the spell ends, your perfect recall of what you saw also ends, though you may remember it normally.
Chilfos’ Javelin
3 Tokens
Cost: 3 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Ice
Create Ammunition, Lesser
3 Tokens
Cost: 1 Magic (Burn)
Use Requirement: At least one empty hand, or space in your inventory.
Range: Self
Effect: Select either an Arrow or a Bomb. When you cast this spell, a single unit of that ammunition appears in your hand, ready to be used. (If your hand is not empty, the ammunition appears in your inventory.) The ammunition is ephemeral, and obviously both magical and temporary to anyone who observes or handles it. This may only create normal Bombs and Arrows. Ammunition made with this spell cannot be used in crafting. The ammunition in question lasts until your next Short or Extended Rest.
Create Ammunition, Greater
6 Tokens
Learn Requirement: Create Ammunition, Lesser
Cost: 2 Magic (Burn)
Use Requirement: At least one empty hand, or space in your inventory.
Range: Self
Effect: Select either a type of Arrow or a type of Bomb, worth no more than 50 Rupees. When you cast this spell, a single unit of that ammunition appears in your hand, ready to be used. (If your hand is not empty, the ammunition appears in your inventory.) The ammunition is ephemeral, and obviously both magical and temporary to anyone who observes or handles it.
Ammunition made with this spell cannot be used in crafting. The ammunition in question lasts until your next Short or Extended Rest.
Cryonis
3 Tokens
Cost: 1 Magic per square (Bind)
Range: Up to (Willpower / 2) water squares within 8 squares
Effect: Each square of water freezes into a 2-square tall, 1-square wide block of solid ice. Any creatures or objects in the square are raised by the freezing ice, and end up on top of the block. This ice can be climbed and stood on. No matter where it was formed, the block will stay put, and cannot be moved by natural means. During their turn as a Free Action, the caster may dismiss the block(s), returning the bound Magic. A block is destroyed by any attack that damages it, Spending the Magic. You may have up to (Willpower) total Magic Bound in this spell.
Dark Brambles
3 Tokens
Cost: 1 Magic per 2 squares (Bind), rounded up
Range: (Willpower) unoccupied squares within 8 squares
Effect: A tangle of thorned vines sprout from the ground. Brambles are 1 square wide and 1 square tall, and count as Difficult Terrain. Dark Brambles are thick enough to count as cover against Ranged attacks, but do not utterly block line of sight.
Brambles must be placed on a solid surface, or next to (or atop) other brambles. Anyone starting their turn in, or entering, a square of brambles takes 1 damage, ignoring Defense.
During your turn as a Free Action, you may dismiss all of your brambles, returning the Bound Magic (round down). Brambles can be destroyed by any Light or Sharp attack. If struck with Fire, the brambles transform into Brushfire terrain, and the bound Magic is Spent (round up, up to the Magic Bound).
Daruk’s Protection
6 Tokens
Cost: 10 Magic
Use Requirement: You or an ally within range is hit by an attack
Range: 1 target within 8 squares
Reaction
Effect: The target suffers 50% less damage from the attack. Roll To-Hit the Concentration of the attacker; on a success, all damage and negative effects (such as status ailments) are negated instead.
Din’s Fire
6 Tokens
Cost: 8 Magic
Range: Burst 1
Damage: Weapon + Willpower, Fire
Effect: Roll To-Hit target’s Concentration; on success, target is On Fire.
Fairy’s Light
3 Tokens
Cost: 2 Magic (Burn)
Range: Self, or Melee
Effect: The target regains Health equal to (your Willpower / 2).
Fairy’s Rejuvenation
6 Tokens
Cost: 6 Magic
Range: Self, or 1 Target within 8 squares
Minor Action
Effect: The target removes one Status Effect of their choice (except Helplessness) from themselves or their equipped weapon(s).
Freezor’s Touch
9 Tokens
Learn Requirement: One other Spell that deals Ice-type damage
Cost: 12 Magic
Range: Melee
Damage: Weapon + (3 x Willpower), Ice
Effect: Roll To-Hit target’s Vitality; on success, the target is Frozen.
Geldman’s Grasp
9 Tokens
Learn Requirement: One other Spell that deals Earth-type damage
Cost: 12 Magic
Range: Melee
Damage: Weapon + (3 x Willpower), Earth
Effect: Roll To-Hit target’s Vitality; on success, the target is Sand-Covered.
Ghirahim’s Daggers
6 Tokens
Cost: 10 Magic
Range: Projectile 8
Damage: Weapon + (2 x Willpower), Dark
Effect: Roll To-Hit target’s Concentration; on success, the target is Halted until the end of their next turn.
Great Bay Barrier
3 Tokens
Cost: 4 Magic
Learn Requirement: Zora
Range: Self (retaliation is 1 Target in 4 sq.)
Reaction
Damage: Weapon + Willpower, Shock
Use Requirement: You are the target of a Blast, Burst, Cone, Melee, or Sweep attack
Effect: Reduce the damage received by 50%, after applying Defense. The foe who struck you takes damage as per this ability.
Great Fairy’s Light
6 Tokens
Learn Requirement: One other Spell that restores Health
Cost: 3 Magic per target (Burn)
Range: Up to 4 targets in 8 squares
Effect: All Targets regain Health equal to (your Willpower / 2).
Hylia’s Light Arrow
9 Tokens
Learn Requirement: One other Spell that deals Light-type damage
Cost: 12 Magic
Range: Projectile 12
Damage: Weapon + (3 x Willpower), Light
Effect: Roll To-Hit target’s Concentration; on success, target is Cursed.
Impa’s Disguise
3 Tokens
Cost: 2 Magic (Bind)
Range: Self
Effect: You alter details about your appearance as you see fit, up to and including your race, gender, and worn armor. (Your weapons’ appearances are not altered.) This spell does not alter the smell, sound, or tactile feeling of your person or weapons, and cannot change your visible size category. When you make Guile checks related to this disguise, the spell grants you a +2 Spell Bonus to the check. The effect persists even through Short or Extended Rests, so long as you keep the Magic cost bound. This disguise can be seen through with the Lens of Truth spell.
Jabu-Jabu’s Switchhook
9 Tokens
Learn Requirement: Ravio’s Hookshot
Cost: 12 Magic
Use Requirement: You and the target are not in mid-air or in damaging terrain.
Range: Projectile 8
Effect: You switch places with the target.
Korok Leaf’s Wind
3 Tokens
Cost: Up to (Willpower) Magic
Range: Line (Magic spent on spell)
Effect: You create a gust of wind, blowing in the direction you are facing. The wind lasts only for a few seconds, but is strong enough to propel a small sailing-raft, knock apples out of trees, fan flames, or otherwise affect the environment. It will also push creatures 2 squares along the spell’s Line, unless they are secured, Halted, very heavy, or otherwise immovable.
Keeta’s Touch
3 Tokens
Cost: 4 Magic
Range: Melee
Damage: Weapon + Willpower, Earth
Effect: Roll To-Hit target’s Vitality; on success, one of the target’s currently-equipped weapons is Rusted.
Kotake’s Ice Beam
6 Tokens
Cost: 6 Magic
Range: Line 4
Damage: Weapon + Willpower, Ice
Effect: Roll To-Hit target’s Vitality; on success, target is Frozen.
Koume’s Fire Blast
6 Tokens
Cost: 6 Magic
Range: Line 4
Damage: Weapon + Willpower, Fire
Effect: Roll To-Hit target’s Concentration; on success, target is On Fire.
Kyameron’s Splash
3 Tokens
Cost: 6 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Water
Effect: The Projectile from this Spell may bounce off of a single wall, solid object, or other creature, but may only move 8 squares in total. (If it bounces off of a creature, that creature is also considered a target of this spell.) Roll To-Hit target’s Vitality; on success, the target is Soaked.
Lana’s Lightning Block
9 Tokens
Learn Requirement: One other Spell that does Shock-type damage
Cost: 12 Magic (Bind)
Range: 1 square within 8 squares
Effect: The air solidifies into a 2-square tall, 1-square wide block of solid lightning. This block can be pushed, climbed or stood on, but only by its caster. It is immobile and intangible to all others.
Any creature entering or starting their turn in the block’s space takes (your Willpower) Shock damage.
A block can be destroyed by its caster as a Minor Action. This causes the block to implode, Spending the Magic, and dealing (Weapon + (3 x Willpower)) Shock damage to any creature inside it.
The caster may dismiss the block as a Free Action, returning the bound Magic. You may have only one Lightning Block up at a time.
Lanmola’s Stonespray
6 Tokens
Cost: 8 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Earth
Effect: Roll To-Hit target’s Vitality; on success, all targets within 1 square of the original target are struck for (Weapon + Willpower), Earth damage.
Lens of Truth
6 Tokens
Cost: 2 Magic (Burn)
Range: Self
Effect: Until the end of your next turn, you can now see invisible objects and creatures, into closed containers, and through illusions and doors (but not walls). This spell does not reveal the truth behind non-magical deceptions. When you cast this spell, you may make a Perception check on a target you can see as a follow-up Free Action (including targets you could not see before casting the spell). While active, you may re-cast this spell as a Free Action.
Magnesis
3 Tokens
Cost: 4 Magic
Range: 1 metallic target within 8 squares
Effect: You may move a single metallic creature or object in a direction you choose: up, down, side to side, towards or away from you. The object must stay within the spell’s range, or it immediately falls to the ground. Your magnetic grip on the object lasts until the start of your next turn; you may then re-cast Magnesis again to keep your magnetic grip uninterrupted.
To determine how heavy an object you can move, calculate your 2h Lifting capacity, using Willpower instead of Athletics. If the object’s weight is less than your “2h Burdened” weight, you may move it up to 3 squares; if it’s less than your “2h Easy” weight, you may move it up to 6 squares.
Magnesis is a spell with lots of potential uses. Below are some common examples!
- If you attempt to slow down a creature wearing metal armor, Roll To-Hit target’s Vitality; on success, the creature is Slowed until the end of their next turn.
- If you attempt to wield a metallic weapon at range with this spell, you may only use Basic Attacks with it, substituting your Willpower for Combat.
- You may draw an unattended metallic item to or from an empty hand with this spell, immediately equipping it.
- You may pull yourself towards a heavy metallic creature or object in a direct line, at a rate of 6 squares per turn. You take 2 damage for each square of Difficult Terrain you pass, ignoring Defense.
- If you attempt to take a metallic object from another creature’s hands, make a Disarm attempt, using Arcana in place of your Combat. On success, the item is yanked from the creature’s hands, and you may move it up to 3 squares away from the target. If you fail, your magnetic hold on the object ends.
Mipha’s Grace
9 Tokens
Cost: Up to (Willpower x 4) Magic (Bind)
Learn Requirement: One other Spell that restores Health
Range: Self, or Melee
Effect: The next time the target reaches 0 HP, Burn the Magic Bound to this spell. The target is set to Prone, instantly revived, healed (bound Magic) Health, and granted bonus Temporary Health equal to (bound Magic / 4). This spell cannot be cast on someone already at 0 Health.
Moa’s Invisibility
9 Tokens
Cost: 12 Magic
Range: Self
Effect: You become Invisible until the end of the encounter. Being successfully struck with an attack will end the effect, as will performing an attack.
Morpha’s Tentacle
6 Tokens
Cost: 12 Magic
Range: Line 4
Damage: Weapon + (2 x Willpower), Water
Effect: Roll To-Hit target’s Vitality; on success, the target is Soaked.
Nayru’s Love
9 Tokens
Use Requirement: You or an adjacent Ally are hit by an attack
Learn Requirement: One other Spell that reduces damage or increases Defense
Cost: 6 Magic (Burn)
Range: Self or Melee
Reaction
Effect: The target suffers no damage from the attack, nor any other effects (ailments, forced movement, etc.).
Nightmare’s Shadow
9 Tokens
Learn Requirement: One other Spell that does Dark-type damage
Cost: 12 Magic
Range: 1 target within 8 squares
Damage: Weapon + (3 x Willpower), Dark
Effect: Roll To-Hit target’s Concentration; on success, the target is Blinded.
Pacci’s Flip
3 Tokens
Cost: 4 Magic
Range: 1 Target in 8 squares, or 1 unattended object within 8 squares
Effect: If the target is an object, it is flipped upside-down perfectly. This does not guarantee that its new configuration is stable; it may tip over shortly thereafter, to disastrous effects. If the target is a creature, Roll To-Hit target’s Concentration; on a success, the target is Prone and Off-Balance. You cannot use this spell on anything that is rooted, glued, nailed down, mortared, or otherwise firmly secured.
Plasmarine’s Orb
3 Tokens
Cost: 3 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Shock
Rauru’s Shield
3 Tokens
Cost: Up to (Willpower) Magic (Bind)
Range: Self, or 1 Target within 8 squares
Effect: Grant the target additional Defense equal to (the Magic bound in this spell / 2).
Ravio’s Hookshot
6 Tokens
Cost: 8 Magic
Range: Projectile 8
Effect: If the target is lighter than you, you pull it towards you. If it is an unattended object, you may place it in your hand or inventory; if it is a creature, it lands in the square adjacent to you. If the target is heavier than you, you are pulled towards it, and placed in the nearest empty square adjacent to it.
Reapling’s Sweep
6 Tokens
Cost: 10 Magic
Range: Sweep 3
Damage: Weapon + (2 x Willpower), Dark
Redead’s Shriek
6 Tokens
Cost: 10 Magic
Range: Cone 2
Damage: Weapon + Willpower, Dark
Effect: Roll To-Hit target’s Concentration; on success, target is Frozen.
Revali’s Gale
6 Tokens
Cost: Up to (Willpower x2) Magic
Range: Burst 1
Effect: An Updraft begins in the affected squares. This updraft has a maximum height of 20 squares, and will persist for 5 minutes. The updraft blows at a rate of (the Magic you spent on this Spell / 2).
Samasa’s Sands
9 Tokens
Learn Requirement: One other Spell that deals Earth-type damage
Cost: 20 Magic
Range: Blast 3
Damage: Weapon + (2 x Willpower), Earth
Effect: Roll To-Hit target’s Vitality; on success, the target’s currently-equipped weapons are Rusted.
Saria’s Lifewater
6 Tokens
Learn Requirement: One other Spell that restores Health
Cost: 5 Magic (Burn)
Range: Self, or 1 Target within 8 squares
Effect: The target regains HP equal to your Willpower.
Shabom’s Encasements
9 Tokens
Learn Requirement: One other Spell that deals Water-type damage
Cost: 12 Magic
Range: 1 Target within 12 squares
Damage: Weapon + (2 x Willpower), Water
Effect: Roll To-Hit target’s Vitality; on success, target is now Soaked, and is trapped in a rainbow-colored bubble. While in the bubble, the target is considered underwater, and must use either their Swimming capability, or may walk as if Slowed. (The bubble is heavy, and rolls along the ground.) You may wriggle yourself free during your turn by spending 8 Stamina, consuming your whole turn. Striking the foe with a Shock or Piercing attack ends the bubble. Bosses and Mini-Bosses are immune to being trapped in the bubble, but will still be Soaked on success.
Sol’s Gleam
3 Tokens
Cost: (Willpower) Magic (Bind)
Range: An object or creature that you can touch, no bigger than 10 feet on a side
Effect: The object or creature now exudes a Dim Light, in a color of your choice, in a Burst equal to (half of the Magic you spent on this spell). If the target is a creature, it may instead focus the light from its eyes in a Cone equal to (the Magic you spent on this spell). If you target a hostile creature or an object held by a hostile creature, you must roll To-Hit the target’s Concentration to successfully cast Sol’s Gleam on the target. Despite its name, light from Sol’s Gleam is a poor replacement for true sunlight, and does not succor Deku Scrubs.
Stone Spikes
3 Tokens
Cost: 2 Magic
Learn Requirement: Goron
Range: Self
Minor Action
Effect: You sprout spikes of stone from your body until the start of your next turn. Once per turn, whenever you move adjacent to a foe or a foe moves into any square adjacent to you, the foe takes 1 damage. Swarms can be damaged multiple times per turn.
Special: If you are in Goron Goroll, while this spell is active, you ignore all Difficult Terrain, and you can move through (but not end your turn in) an enemy’s space.
Tantari Jump
3 Tokens
Cost: (Willpower) Magic (Bind)
Range: Self, or 1 Target within 8 squares
Effect: Add (half of the Magic you spent on this spell) to the target’s Athletics Trait, for the purposes of calculating their Horizontal and Vertical jumping capability.
Terrakinesis
3 Tokens
Cost: 1 Magic per square (Bind)
Range: Up to (Willpower / 2) sand or loose earth squares within 8 squares
Effect: The earth solidifies into a 2-square tall, 1-square wide block of solid earth. Anything in the square is raised up on top of the block. This block can be climbed and stood on. Wherever it was formed, the block will stay put, and cannot be moved. During their turn as a Free Action, the caster may dismiss the block(s), returning the bound Magic. A block is destroyed by any attack that damages it, Spending the Magic. You may have up to (Willpower) total Magic Bound in this spell.
Titan’s Strength
3 Tokens
Cost: (Willpower) Magic (Bind)
Range: Self, or 1 Target within 8 squares
Effect: Add (half of the Magic you Bound in this spell) to the target’s Athletics Trait, for the purposes of calculating their one-handed and two-handed Lifting capability.
Twili Transit
6 Tokens
Cost: 4 Magic
Learn Requirement: Twili
Use Requirement: Must be standing in a deep shadow in the Light World
Range: Self
Effect: You merge with the shadow, becoming Invisible and intangible. While merged with the shadow, you can see, hear, and speak, but you cannot interact with objects, or take any Actions (Standard, Move, Minor, or Reaction), except to end this spell. You cannot be harmed by any physical attack, though magical attacks will harm you and cause you to be revealed, ending the spell. You cannot move, but if your shadow’s source moves, then you are carried along with it. If your shadowy spot is exposed to Bright Light or otherwise ceases to be, you are immediately revealed and the spell ends. You may end the spell as a Minor Action. This spell ends when you take a Short or Extended Rest.
Special: While in the Dark World, this spell’s effects are reversed: you may hide in areas of bright light, and are revealed when shadowed.
Urbosa’s Fury
6 Tokens
Cost: 10 Magic
Range: Burst 1
Damage: Weapon + Willpower, Shock
Effect: Roll To-Hit target’s Concentration; on success, target is Off-Balance.
Vanish
3 Tokens
Cost: 8 Magic
Range: Burst 1 or Blast 3
Effect: Roll To-Hit target’s Concentration; on success, target is Blinded until the end of their next turn. When you cast this Spell, you may choose to begin Sneaking as part of it, automatically succeeding against all foes caught in the attack (whether or not they are Blinded by it). Movement or actions on subsequent turns may elicit Sneaking checks as normal.
Wizzrobe’s Wave
3 Tokens
Cost: 3 Magic
Range: Projectile 8
Damage: Weapon + Willpower
Effect: The damage from this Spell is always typeless, regardless of the weapon used.
Wrath’s Whip
3 Tokens
Cost: 4 Magic
Range: Melee or Projectile 3
Damage: Weapon + Willpower, Dark
Effect: Roll To-Hit target’s Concentration; on success, target is Off-Balance.
Yarna’s Vortex
6 Tokens
Cost: 5 Magic (Bind)
Range: Blast 3
Effect: The affected area becomes Quicksand.
Zaganaga’s Torrent
6 Tokens
Cost: 6 Magic
Range: Projectile 4
Damage: Weapon + Willpower, Earth
Effect: The target is pushed away from you in a straight line, until there are 4 squares between you and them. Roll To-Hit target’s Vitality; on success, target is Sand-Covered.
Zant’s Shadowbolts
6 Tokens
Learn Requirement: One other Spell that deals Dark-type damage
Cost: 12 Magic
Effect: Make three separate Magic Salvo attacks, even if you are not wielding an Arcane weapon. These Basic Attacks have their Range halved, and deal Dark-type damage. You do not need to target the same enemy with each attack. You cannot move between attacks.
Zola’s Fireball
3 Tokens
Cost: 3 Magic
Range: Projectile 8
Damage: Weapon + Willpower, Fire