Magic Bolt
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 travel 30 feet (or about 10 meters), 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.
Various elemental enchantment spells, such as Fire Enchantment or Ice Enchantment, can be applied to Magic Bolt, causing the projectile to instead behave like Fire or Ice, respectively. Similarly, Shadow Enchantment, Light Enchantment, or Wind Enchantment causes the projectile to respectively function like Shadow Ball, Holy Bolt, or Wind. In all of these cases, the projectile created by any modified version of Magic Bolt can still be struck back to the caster easily, unlike the spells they're emulating. Notably, Shock Enchantment only increases the electric power of Magic Bolt without changing its function.
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.
Augment
No Instrument Required | |
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Additional Cost |
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
- The Magical Rod item can produce a nearly identical effect, and thus it is considered a variant of Magic Bolt.
- 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.
- Magic Bolt produces one of several projectiles that can be guided or deflected by a Cane of Mago.
- The Magic Bolt treasure canonically appears in the Zelda series, initially in A Link to the Past. More information about the canonical version of this treasure can likely be found on Zelda Wiki.
Racial Perks | |
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Wizzrobe | Wizzrobe's Talent (Innate) · Enchanter · Fire · Magic Bolt · Magic Proficiency · Reflect · Summon Keese · Transmogrification2 |
Universal | Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3 |