Difference between revisions of "Gust"

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(Created page with "{{TB |intent=Defensive |form=Spell |field1=Wind |PWC=C |cost=4}} '''Gust''' is a defensive spell. To use it, the caster must merely close his eyes and briefly focus, and the ...")
 
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'''Gust''' is a defensive spell.  To use it, the caster must merely close his eyes and briefly focus, and the effect will remain for as long as the user focuses.  The spell will effect a radius of 30 feet (or 10m) centered on the caster, but will not directly affect any space conceled behind walls or other barriers.  The affected area will be swept through with chaotic, violent winds which blow in seemingly random directions.  The force of these winds is enough to cause projectiles to become pointless, and a typical Hylian to be unable to run without tripping.  Particularly small or light beings, like [[Korok]]s, may need to cling to the ground to avoid being swept away.  The winds will not disturb magical effects which aren't projectiles.
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'''Gust''' is a defensive spell.  To use it, the caster must merely close his eyes and briefly focus, and the effect will remain for as long as the user focuses.  The spell will affect a radius of 30 feet (or 10m) centered on the caster, but will not directly affect any space concealed behind walls or other barriers.  The affected area will be swept through with chaotic, violent winds which blow in seemingly random directions.  The force of these winds is enough to cause projectiles to become pointless, and a typical Hylian to be unable to run without tripping.  Particularly small or light beings, like [[Korok]]s, may need to cling to the ground to avoid being swept away.  The winds will not disturb magical effects which aren't projectiles.
  
 
Once the caster's focus ends, the winds will persist for approximately two more seconds.  An amount of time equal to thrice the length of the last Gust must pass before the user is able to summon these winds again.
 
Once the caster's focus ends, the winds will persist for approximately two more seconds.  An amount of time equal to thrice the length of the last Gust must pass before the user is able to summon these winds again.

Revision as of 05:54, 22 October 2013

Gust
Type Defensive Spell
Fields Wind
Cost Normal Cost

C5: 40 rupees
C4: 50 rupees
C3: 60 rupees
C2: 70 rupees
C1: 80 rupees
Rent: 10 rupees

Gust is a defensive spell. To use it, the caster must merely close his eyes and briefly focus, and the effect will remain for as long as the user focuses. The spell will affect a radius of 30 feet (or 10m) centered on the caster, but will not directly affect any space concealed behind walls or other barriers. The affected area will be swept through with chaotic, violent winds which blow in seemingly random directions. The force of these winds is enough to cause projectiles to become pointless, and a typical Hylian to be unable to run without tripping. Particularly small or light beings, like Koroks, may need to cling to the ground to avoid being swept away. The winds will not disturb magical effects which aren't projectiles.

Once the caster's focus ends, the winds will persist for approximately two more seconds. An amount of time equal to thrice the length of the last Gust must pass before the user is able to summon these winds again.

Trivia

  • Any being with Straight Shooting can launch projectiles normally through the wind caused by Gust.
  • The Gust treasure is an original creation by one of Hyrule Castle's members.