Wind
Wind | |
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Type | Offensive Spell |
Fields | Projectile, Wind |
Cost | Lower Cost W5: 20 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 | |
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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. 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
- 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.
- {{{PAGENAME}}} 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.