Leaf Warp

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Leaf Warp
Type Defensive Spell
Fields Forest, Skull Kid, Travel
Cost High Cost

C5: 55 rupees
C4: 65 rupees
C3: 75 rupees
C2: 85 rupees
C1: 95 rupees
Rent: 15 rupees

Leaf Warp is a defensive spell, and a racial perk for Skull Kids. As such, a Skull Kid can choose to gain it as a perk upon character creation. If Leaf Warp is acquired in this way, it uses up two racial perk "slots" instead of one. If a Skull Kid chooses to forgo this perk at creation, but gain it at some later point, the perk costs 15 rupees less than the listed price. Other races acquire this treasure normally.

To prepare this spell, the user must raise his arm to shoulder height, and release a specific leaf from his fingertips. Once this leaf reaches the ground, the caster may at any point after that activate this spell's true effect. To do so, the caster leaps in the air, and spins a complete circle. As the circle finishes, he is instantly teleported to wherever the leaf was dropped--so long as it's less than half a mile (or about 1 km) away from him. The caster must drop a new leaf to be able to warp again. Designating a new warping leaf, without warping to it, causes the last one to crumble apart.

Trivia

  • This spell can be seen as the middleground between two traveling spells, namely Wizzwarp and Farore's Wind. The prior is quicker but covers a shorter distance, whereas the latter takes more time but can travel to anywhere in Hyrule, and allows the caster to take others with him.
  • The Leaf Warp treasure canonically appears in the Zelda series, initially in Twilight Princess.


Racial Perks
Skull Kid Undead (Innate) · Deku Leaf · Dissonance · Heart of the Forest · Jinx · Leaf Puppet · Leaf Warp · Navigation · Razor Gale
Universal Adventure Pouch · Bonus Treasure · Business · Exception · Rupee Riches · Specialty · Unusual Background3