Difference between revisions of "Wind Enchantment"

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A character whose Courage is higher than his Wisdom can gain this treasure as a [[:Category:Techniques|technique]] instead of a [[:Category:Spells|spell]].  For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Courage.
 
A character whose Courage is higher than his Wisdom can gain this treasure as a [[:Category:Techniques|technique]] instead of a [[:Category:Spells|spell]].  For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Courage.
  
By channeling his power into a weapon held in his hand, the user is capable of temporarily giving the weapon an a wind property.  It will glow a pale green, and be surrounded in a weak vortex of wind. On its next impact, it will deal normal damage, but cause a sudden and overwhelming gust to blow back the struck enemy, capable of sending a [[Korok]] flying or knocking down a [[Goron]].  Because of the magical strain, a weapon cannot impact with this spell more than once a minute.  With one level of [[Magic Power]], the spell can be used every 20 seconds.  With two levels of Magic Power, the spell can be used every few seconds.  Any character with a [[Specialty]] in {{Field|Wind}} can use this spell indefinitely on any one weapon.
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By channeling his power into a weapon held in his hand, the user is capable of temporarily giving the weapon a wind property.  It will glow a pale green, and be surrounded in a weak vortex of wind. On its next impact, it will deal normal damage, but cause a sudden and overwhelming gust to blow back the struck enemy, capable of sending a [[Korok]] flying or knocking down a [[Goron]].  Because of the magical strain, a weapon cannot impact with this spell more than once a minute.  With one level of [[Magic Power]], the spell can be used every 20 seconds.  With two levels of Magic Power, the spell can be used every few seconds.  Any character with a [[Specialty]] in {{Field|Wind}} can use this spell indefinitely on any one weapon.
 
 
A character whose Courage is higher than his Wisdom can gain this treasure as a [[:Category:Techniques|technique]] instead of a [[:Category:Spells|spell]].  For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Courage minus 2.
 
  
 
==Variant==
 
==Variant==
 
In place of the normal Wind Enchantment, the user can choose to gain a '''Force Enchantment'''.  This variant replaces the original treasure's {{Field|Wind}} field with a {{Field|Force}} field.  A character whose Power is higher than his Wisdom can gain this treasure as a [[:Category:Techniques|technique]] instead of a [[:Category:Spells|spell]].  For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Power.
 
In place of the normal Wind Enchantment, the user can choose to gain a '''Force Enchantment'''.  This variant replaces the original treasure's {{Field|Wind}} field with a {{Field|Force}} field.  A character whose Power is higher than his Wisdom can gain this treasure as a [[:Category:Techniques|technique]] instead of a [[:Category:Spells|spell]].  For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Power.
  
The enchanted weapon instead appears to pulse, accompanies by quiet, deep sound.  On its next impact, it will deal normal damage, but cause a sudden and overwhelming force to blow back the struck enemy just as a Wind Enchantment does with a wind force.  The same time limits apply.  Any character with a Specialty in {{Field|Force}} field can use this spell indefinitely on any one weapon.
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The enchanted weapon instead appears to pulse, accompanied by quiet, deep sound.  On its next impact, it will deal normal damage, but cause a sudden and overwhelming force to blow back the struck enemy just as a Wind Enchantment does with a wind force.  The same time limits apply.  Any character with a Specialty in {{Field|Force}} field can use this spell indefinitely on any one weapon.
 
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==Augment==
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==Augment: Distant Enchantment==
 
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{{Augment|Distant Enchant}}  A user with this augment can place a Wind Enchantment (or Force Enchantment) on a weapon up to 30 feet (10m) away, even if another being is holding it.  The normal time limitations apply to this weapon.
 
{{Augment|Distant Enchant}}  A user with this augment can place a Wind Enchantment (or Force Enchantment) on a weapon up to 30 feet (10m) away, even if another being is holding it.  The normal time limitations apply to this weapon.
 
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==Augment: Multiple Enchantments==
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{{Augment|Multiple Enchantments}}
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A user with this augment may cast Wind Enchantment (or Force Enchantment) one more time than they originally could.  Each individually-placed enchantment retains the normal time limits, if they apply.
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This augment can be gained multiple times.  Each instance allows the caster to create one additional Wind Enchantment (or Force Enchantment) simultaneously.
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==Trivia==
 
==Trivia==
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* Wind Enchantment can be gained as a [[:Category:Power-based|Power-based]] treasure by using [[Intrinsic Enchantment]], giving it the same cost as Force Enchantment.
 
* A weapon [[Crafting|crafted]] with a [[Wind Gem]] effectively has a built-in Wind Enchantment.
 
* A weapon [[Crafting|crafted]] with a [[Wind Gem]] effectively has a built-in Wind Enchantment.
* Variations on this spell include [[Fire Enchantment]], [[Ice Enchantment]], [[Light Enchantment]], [[Shadow Enchantment]], and [[Shock Enchantment]].
 
 
* {{Original|creator=Guy}}  It is based on other canonical enchantments, such as Fire Arrows and Ice Arrows.
 
* {{Original|creator=Guy}}  It is based on other canonical enchantments, such as Fire Arrows and Ice Arrows.
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Latest revision as of 10:42, 1 February 2017

Wind Enchantment
Type Offensive Spell
Fields Enchant, Wind, WeaponBase
Cost Low Cost

W5: 30 rupees
W4: 35 rupees
W3: 40 rupees
W2: 45 rupees
W1: 50 rupees
Rent: 10 rupees

Wind Enchantment is an offensive wind spell.

A character whose Courage is higher than his Wisdom can gain this treasure as a technique instead of a spell. For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Courage.

By channeling his power into a weapon held in his hand, the user is capable of temporarily giving the weapon a wind property. It will glow a pale green, and be surrounded in a weak vortex of wind. On its next impact, it will deal normal damage, but cause a sudden and overwhelming gust to blow back the struck enemy, capable of sending a Korok flying or knocking down a Goron. Because of the magical strain, a weapon cannot impact with this spell more than once a minute. With one level of Magic Power, the spell can be used every 20 seconds. With two levels of Magic Power, the spell can be used every few seconds. Any character with a Specialty in Wind can use this spell indefinitely on any one weapon.

Variant

In place of the normal Wind Enchantment, the user can choose to gain a Force Enchantment. This variant replaces the original treasure's Wind field with a Force field. A character whose Power is higher than his Wisdom can gain this treasure as a technique instead of a spell. For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Power.

The enchanted weapon instead appears to pulse, accompanied by quiet, deep sound. On its next impact, it will deal normal damage, but cause a sudden and overwhelming force to blow back the struck enemy just as a Wind Enchantment does with a wind force. The same time limits apply. Any character with a Specialty in Force field can use this spell indefinitely on any one weapon.

Augment: Distant Enchantment

Distant Enchant
Additional
Cost
Lowest Cost

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

The user can gain the Distant Enchant augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can place a Wind Enchantment (or Force Enchantment) on a weapon up to 30 feet (10m) away, even if another being is holding it. The normal time limitations apply to this weapon.

Augment: Multiple Enchantments

Multiple Enchantments
Additional
Cost
Lower Cost

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

The user can gain the Multiple Enchantments augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time.

A user with this augment may cast Wind Enchantment (or Force Enchantment) one more time than they originally could. Each individually-placed enchantment retains the normal time limits, if they apply.

This augment can be gained multiple times. Each instance allows the caster to create one additional Wind Enchantment (or Force Enchantment) simultaneously.

Trivia

  • Wind Enchantment can be gained as a Power-based treasure by using Intrinsic Enchantment, giving it the same cost as Force Enchantment.
  • A weapon crafted with a Wind Gem effectively has a built-in Wind Enchantment.
  • The Wind Enchantment treasure is an original creation by one of Hyrule Castle's members. Its concept is credited to Guy. It is based on other canonical enchantments, such as Fire Arrows and Ice Arrows.


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