Difference between revisions of "Magic Bolt"
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Revision as of 12:12, 31 October 2013
Magic Bolt | |
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Type | Offensive Spell |
Fields | Electric, Projectile, Wizzrobe |
Cost | Low Cost W5: 30 rupees |
Magic Bolt is an offensive spell, and a racial perk for Wizzrobes. As such, a Wizzrobe can choose to gain it as a perk upon character creation. If a Wizzrobe chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed cost.
To cast Magic Bolt, the caster swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of electricity comparable in size to a Hylian's head, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of light electrocutes the target for a few brief seconds, then immediately vanishes. The projectile can reach up to approximately thirty feet away from the caster, before dissipating.
Strangely, any magical item can reflect the ball back at its caster with a well-timed swing. The caster may launch it back using his or her own magic, but repeated deflections will speed up the velocity of the spell, until the caster or the target becomes incapable of keeping pace. Contact with any item which might nullify the projectile, such as a weapon forged from Cold Iron, will instead bounce the projectile back in this manner.
The Fire Enchantment or Ice Enchantment can be applied to Magic Bolt, causing the projectile to instead behave like Fire or Ice, respectively, with one significant difference. The projectile created by either modified version of Magic Bolt can still be struck back to the caster easily, unlike Fire or Ice.
Normally, the caster can cast Magic Bolt 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.
Variant
Instead of gaining this treasure as a spell, the user may choose to gain it in the form of a magical item, known as a Magic Rod. A Magic Rod appears as a scepter, usually comparable in length to the wielder's arm, with a dimly-glowing gem at its tip. To use the Magic Rod, the user simply swings it, and the same projectile will be produced as in the Magic Bolt spell itself. The same time limitations, based on Magic Power, still apply. Unlike Magic Bolt, the Magic Rod is part of the Cane field. Like Magic Bolt, the Fire Enchantment or Ice Enchantment can be applied to the rod itself, producing the appropriate projectile spells.
Augment
No Instrument Required | |
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Additional Cost |
Lowest Cost W5: 10 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. The Magic Rod cannot gain this augment. A caster with this augment gains two benefits:
- The caster may choose to launch a Magic Bolt projectile from their hand or mouth, rather than from a weapon or instrument.
- The time restrictions on casting Magic Bolt 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 remain the same.
Trivia
- Spells with a comparable effect include Fire, Ice, Wind, Holy Bolt, and Shadow Ball. Magic Bolt, or any of these other spells, can serve as the prerequisite for Void Wave.
- The Magic Bolt treasure canonically appears in the Zelda series, initially in The Legend of Zelda. More information about the canonical version of this treasure can likely be found on Zelda Wiki.