Wind Enchantment

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Wind Enchantment
Type Offensive Spell
Fields Enchant, Wind
Cost Low Cost

W5: 30 rupees
W4: 35 rupees
W3: 40 rupees
W2: 45 rupees
W1: 50 rupees
Rent: 10 rupees

Wind Enchantment is an offensive wind spell.

A character whose Courage is higher than his Wisdom can gain this treasure as a technique instead of a spell. For the purpose of this treasure's costs, such a character can treat his Wisdom as being equal to his Courage minus 2.

By challening his power into a weapon held in his hand, the user is capable of temporarily giving the weapon an a wind property. It will glow a pale green, and be surrounded in a weak vortex of wind. On its next impact, it will deal normal damage, but cause a sudden and overwhelming gust to blow back the struck enemy, capable of sending a Korok flying or knocking down a Goron. Because of the magical strain, a weapon cannot impact with this spell more than once a minute. With one level of Magic Power, the spell can be used every 20 seconds. With two levels of Magic Power, the spell can be used every few seconds. Any character with a Specialty in Wind can use this spell indefinitely on any one weapon.

Augment

Distant Enchant
Additional
Cost
Lowest Cost

W5: 10 rupees
W4: 15 rupees
W3: 20 rupees
W2: 25 rupees
W1: 30 rupees

The user can gain the Distant Enchant augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time. A user with this augment can place a Wind Enchantment on a weapon up to 30 feet (10m) away, even if another being is holding it. The normal time limitations apply to this weapon.

Trivia