Difference between revisions of "Wall of Hazards"

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* '''Darkness''': The wall appears as billowing clouds of darkness, taking shape similar to clouds, about 6 feet (or 2 meters) tall, and half as deep.  Anyone attempting to pass through is struck with a nightmarish force of evil, usually causing intense pain and overwhelming fear in whomever it strikes.  The pain felt exceeds the actual damage, and the fear will begin to subside after the creature releases the wall.  The spell gains the {{Field|Shadow}} field.  If the user doesn't have a [[Specialty]] in the {{Field|Shadow}} field, and lacks a [[Dark Affinity]], the treasure or augment costs an additional 10 rupees to use this effect.
 
* '''Darkness''': The wall appears as billowing clouds of darkness, taking shape similar to clouds, about 6 feet (or 2 meters) tall, and half as deep.  Anyone attempting to pass through is struck with a nightmarish force of evil, usually causing intense pain and overwhelming fear in whomever it strikes.  The pain felt exceeds the actual damage, and the fear will begin to subside after the creature releases the wall.  The spell gains the {{Field|Shadow}} field.  If the user doesn't have a [[Specialty]] in the {{Field|Shadow}} field, and lacks a [[Dark Affinity]], the treasure or augment costs an additional 10 rupees to use this effect.
  
Regardless of how the wall manifests, the caster can generally not summon another wall to replace it for approximately 10 seconds.  A wall will disappear when the caster wills it, when the caster falls unconscious or leaves this dimension, or when the caster attempts to manifest another Wall of Hazards.  [[Category:Fire Field]] [[Category: Ice Field]] [[Category:Electric Field]] [[Category:Forest Field]] [[Category:Light Field]] [[Category:Shadow Field]] [[Category:Treasures with Variants]] [[Category:Canonical Treasures]]  
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Regardless of how the wall manifests, the caster can generally not summon another wall to replace it for approximately 10 seconds.  A wall will disappear when the caster wills it, when the caster falls unconscious or leaves this dimension, or when the caster attempts to manifest another Wall of Hazards.  [[Category:Fire Field]] [[Category: Ice Field]] [[Category:Electric Field]] [[Category:Forest Field]] [[Category:Light Field]] [[Category:Shadow Field]] [[Category:Treasures with Variants]] [[Category:Augments]] [[Category:Canonical Treasures]]  
  
  
 
{{RacePerks|garo=yes}}
 
{{RacePerks|garo=yes}}

Revision as of 09:18, 3 November 2013

Wall of Hazards
Type Defensive Spell
Fields Protect, Summon
Cost High Cost

W5: 55 rupees
W4: 65 rupees
W3: 75 rupees
W2: 85 rupees
W1: 95 rupees
Rent: 15 rupees

Wall of Hazards is a defensive spell, which is used to summon a wall of flames, Cold Fire, electricity, or similar hazards.

This spell is a racial perk for Garo. As such, a Garo can choose to gain it as a perk upon character creation, but in doing so, must choose the Fire variant. If a Garo chooses to gain this perk at some point after creation, the perk costs 15 rupees less than the listed price, and the Garo may treat it as being based on Courage instead of Wisdom. Other races acquire this treasure normally.

Casting this spell takes a moment of concentration, and a physical gesture which somehow designates a line, or a circle. Depending on which is chosen, the wall the caster manifests can take the shape of ether a circle or line. In either case, the wall is slow to form, and can be avoided by all but the slowest or largest of combatants. The wall primarily provides a determent from entering, or leaving, the barricaded area.

  • If a circle is designated, the ground in a circle around the caster (with a radius of about 10 feet, or 3 meters) will momentarily glow, before the wall abruptly forms up on the circle itself, enclosing the caster and anyone inside the circle.
  • If a line is designated, a glowing line of no more than 10 feet (or 3 meters) in length appears somewhere along the ground, as the caster designates. A moment after the line begins to glow, a wall manifests along it.

Upon gaining this spell, the caster is able to manifest a Wall of Hazards as one form. As additional augments, the caster can gain any number of additional forms in which to manifest the wall, for an additional cost of 10 rupees per form.

  • Fire: The wall appears as incinerating flames, about 6 feet (or 2 meters) tall, and half as deep. The spell gains the Fire field.
  • Cold Fire: The wall appears as blue flames, which are as cold as normal flames are hot. This wall is about 6 feet (or 2 meters) tall, and half as deep. The spell gains the Ice field.
  • Electricity: The wall appears as a fence of crackling electricity, which will generally shock and fling back anyone attempting to pass through it. However, this wall is only 4 feet tall, and no thicker than a finger. The spell gains the Electric.
  • Tentacles: The wall appears as a series of large, writhing plant-like tentacles covered in spikes; the tentacles reach up 6 feet (or 2 meters), and can reach out half that distance. Anyone attempting to pass through will be pushed back by the tentacles, though the only damage they will take is cuts from the finger-sized barbs on the tentacles. Any powerful cutting force will be able to sever the tentacles, and even the smallest flames will burn them. The spell gains the Forest field.
  • Light: The wall appears as a transparent, shimmering aura of golden light, which will burn and smite any being which attempts to pass through it, doing double damage against undead, and beings with a Dark Affinity. This aura is 6 feet tall, but as thin as a window. The spell gains the Light field. If the user doesn't have a Specialty in the Light field, the treasure or augment costs an additional 10 rupees to use this effect.
  • Darkness: The wall appears as billowing clouds of darkness, taking shape similar to clouds, about 6 feet (or 2 meters) tall, and half as deep. Anyone attempting to pass through is struck with a nightmarish force of evil, usually causing intense pain and overwhelming fear in whomever it strikes. The pain felt exceeds the actual damage, and the fear will begin to subside after the creature releases the wall. The spell gains the Shadow field. If the user doesn't have a Specialty in the Shadow field, and lacks a Dark Affinity, the treasure or augment costs an additional 10 rupees to use this effect.

Regardless of how the wall manifests, the caster can generally not summon another wall to replace it for approximately 10 seconds. A wall will disappear when the caster wills it, when the caster falls unconscious or leaves this dimension, or when the caster attempts to manifest another Wall of Hazards.


Racial Perks
Garo Actor's Illusion · Heart of Darkness · Illusionist · Motionless Invisibility · Nightvision · Valiance · Wall of Fire
Universal Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3