Aqua Grenade

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Aqua Grenade
Type Offensive Spell
Fields Bomb, Projectile, Summon, Water, Zora
Cost Normal Cost

W5: 40 rupees
W4: 50 rupees
W3: 60 rupees
W2: 70 rupees
W1: 80 rupees
Rent: 10 rupees

Aqua Grenade is an offensive spell. Casting this spell takes slight mental concentration; an experienced user can do this in less than a second. The casting creates a small orb of clear water in the user's palm, slightly larger than their fist. This sphere is lightweight, and has fragility comparable to a wine glass. If the sphere breaks, it will immediately explode in a five foot diameter, sending out water at high speeds, which acts akin to shrapnel from a more traditional explosive. Water will fly farther than the diameter, but will not do significant physical harm beyond that distance. The forceful pressure of the bomb is powerful, and akin to that of a normal bomb.

After creating the aqua grenade, the user can most easily throw it to break it. Alternatively, they can use a bit of magical power to instead shoot the sphere forward from their palm--and do so at a speed comparable to an average adult Hylian's best throw. If the grenade breaks while being held by the user, they receive the full blast damage.

Finally, any user of this spell can choose to create a non-explosive aqua grenade. In this case, the created sphere acts only as a magical source of water.

The user can never manifest more than one aqua grenade simultaneously. Normally, the caster can create one aqua grenade every 3 minutes. With one level of Magic Power, the caster can create an aqua grenade every 1 minute. With two levels, one can be created every 20 seconds. If the caster knowingly attempts to break these limits, the grenade created will malfunction, usually causing it to explode prematurely.

If the caster has a Specialty in the ice field, or is a Child of Frost, the water-shrapnel can instead be sleet, snow, or ice.

This treasure is a racial perk for River Zora. As such, a River Zora can choose to gain it as a perk upon character creation. If a River Zora chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed cost. For the purposes of Aqua Grenade, a River Zora is treated as having one more level of Magic Power than she actually does.

Augment

Remote Detonation
Additional
Fields
Trap
Additional
Cost
Lower Cost

W5: 20 rupees
W4: 25 rupees
W3: 30 rupees
W2: 35 rupees
W1: 40 rupees

The user can gain the Remote Detonation augment simultaneously with the original treasure, or separately at a later time. A user with this augment gains two benefits.

First, the user may choose to create a grenade that will not explode when broken, and is considerably more difficult to break, comparable in this regard to solid glass. Instead, such a grenade will explode telepathically when the user wills it. This detonation trigger requires conscious thought. If the grenade does break, it will not explode on its own, but also cannot be triggered remotely.

Second, the time restrictions on creating aqua grenades may be reduced, as if the user had one more level in Magic Power. If the user already has two levels in Magic Power, the time restriction remains the same.

Trivia

The Aqua Grenade treasure is an original creation by one of Hyrule Castle's members. Its concept is credited to Eevachu.


Racial Perks
River Zora Amphibious (Innate) · Zora Weakness (Innate) · Aqua Grenade · Aquatic Affinity · Boomerang Fins · Fire · Warrior's Training · Whirlpool
Universal Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3