Difference between revisions of "Wind"

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{{Augment|No Instrument Required}} A caster with this augment gains two benefits.  
 
{{Augment|No Instrument Required}} A caster with this augment gains two benefits.  
 
* The caster may choose to launch the projectile from their hand or mouth, rather than from a weapon or instrument.
 
* The caster may choose to launch the projectile from their hand or mouth, rather than from a weapon or instrument.
* The time restrictions on casting Ice 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.
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* The time restrictions on casting Wind 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.
 
{{clear}}
 
{{clear}}
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==Trivia==
 
==Trivia==
* Spells with a comparable effect include [[Fire]], [[Ice]], [[Magic Bolt]], [[Holy Bolt]], and [[Shadow Ball]].  Wind, or any of these other spells, can serve as the prerequisite for [[Void Wave]].
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* {{CannonShout|VoidWave}}
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* {{PAGENAME}} produces one of several [[:Category:Projectile Field|projectiles]] that can be guided or deflected by a [[Cane of Mago]].
 
* {{Original|creator=Eevachu}}
 
* {{Original|creator=Eevachu}}
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{{MP}}

Latest revision as of 16:38, 23 April 2016

Wind
Type Offensive Spell
Fields Projectile, Wind
Cost Lower Cost

W5: 20 rupees
W4: 25 rupees
W3: 30 rupees
W2: 35 rupees
W1: 40 rupees
Rent: 5 rupees

Wind is an offensive spell. To cast Wind, the caster swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of magical wind, comparable in size to a Hylian's head, which shoots forward with velocity comparable to a fastball and force comparable to a strong Hylian's tackle. This ball of wind can push objects or enemies back or over, or even send them into the air if they're light. A lightweight Korok will usually be blown back, whereas a Goron will generally be fine if he's not caught off-guard. This projectile dissipates immediately after contact.

Normally, the caster can cast Wind once every 90 seconds. With one level of Magic Power, the caster can do so every 30 seconds. With two levels, it can be done every 10 seconds.

Augment

No Instrument Required
Additional
Cost
Lowest Cost

W5: 10 rupees
W4: 15 rupees
W3: 20 rupees
W2: 25 rupees
W1: 30 rupees

The user can gain the No Instrument Required augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A caster with this augment gains two benefits.

  • The caster may choose to launch the projectile from their hand or mouth, rather than from a weapon or instrument.
  • The time restrictions on casting Wind 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

  • This treasure is as one of several that can reduce the cost of Cannon Shout, and serves as a possible prerequisite for Void Wave.
  • Wind produces one of several projectiles that can be guided or deflected by a Cane of Mago.
  • The Wind treasure is an original creation by one of Hyrule Castle's members. Its concept is credited to Eevachu.


Offensive Spells aided by Magic Power
Fire Ice Electric Wind Earth Water Light Shadow
Projectiles Fire Ice Magic Bolt Wind Stone Squall Aqua Grenade Holy Bolt Shadow Ball
Enchantments Fire Enchant Ice Enchant Shock Enchant Wind Enchant Poison Enchant Water Enchant Light Enchant Shadow Enchant
Auras Flame Aura Ice Aura Electric Aura Gale Aura Sand Aura Aqua Aura Golden Aura Vile Aura
Additional Inferno Ice Shot Guided Bolt Razor Gale Spire Geyser Falling Star Hex
Other Spells Eyebeam · Fairy Spell · Jinx · Magic Dart · Magma Burst · Magnet Bomb · Miasma · Slow · Twister · Weapon Curse
Related Cane of Mago · Intrinsic Enchantment · Nayru's Wisdom · Din's Fire · Void Wave · Spell Spell