| MAGIC |
| Magic is not a huge part of Termina; there are no wizards or powerful spells that you can use in Combat. Instead, magic is more of a handy, helping thing rather than a source of immense power. Below are the different things that you can do with magic. Each race has a Great Fairy's Fountain located in its territory. The catch is that each Great Fairy only can give you certain powers. All Great Fairies can give you magic. You can get extended magic by collecting the Great Dairy seals from the Great Fairies. You receive 1 seal for every Great Fairy you visit. 3 seals will get you a minor extension, while all 6 will get you a major extension. Magic is measured in Magic Points, or MP. Each time you use a magic move, a certain number of MP is taken away. Below are the maximum MPs you have. Normal Magic Meter: 20 MP Extended Magic Meter: 30 MP Extended (Second) Magic Meter: 40 MP Magic can be recovered two ways: by sleeping at an Inn or by drinking Green or Blue potion. These techniques will refill your MP to the max. |
| MAGIC SPIN ATTACK Races: Terminian, Gerudo ~ Magic Consumption: 5 MP ~ Great Fairy Fountain: Clock Town The Magic Spin attack is similar to the one Link performs in Ocarina of Time and Majora's Mask. This move you must charge beforehand, giving the standard -2 ES and -1 DS penalty (more details on charging attacks can be found in the Combat section). When you attack, you go through the normal steps. However, if you hit the opponent, the magic will make the attack more powerful, causing any XS effects to increase by +1. For example, if a minor Leg Hit is made, it will lower the opponent's ES by -3 instead of the normal -2. ELECTRIC SWORD Races: Terminian, Gerudo ~ Magic Consumption: 10 MP ~ Great Fairy Fountain: Gerudo Caverns The Electric Sword magic move allows the user's sword to be consumed by electricity, making their attacks more powerful. Someone who is hit with an Electric Sword is electrified, and suffers a -1 DS penalty after Combat until they drink some status effect-curing potion or getting 2 or more hours of sleep (5 without a house). This is a status effect, and therefore does not come into effect until after Combat is finished. MAGIC ROLLING Races: Goron ~ Magic Consumption: 8 MP ~ Great Fairy Fountain: Snowhead While all Gorons can roll normally, the magic rolling technique provides even more power. Magic rolling protects the Goron from any sniper attacks. Magic rolling moves slightly faster than normal rolling, and thus is used in the historic Goron Races. BUBBLE SHOT Races: Deku ~ Magic Consumption: 2 MP ~ Great Fairy Fountain: Clock Town Deku people have the ability to shoot bubbles from their mouths. Bubbles stun characters, temporarily giving them -2 AS. Deku must charge the Bubble Shot beforehand (see standard charging rules in the Combat section). The effects last for 2 rounds. Up to two bubbles can be shot in Combat. HOVERING Races: Deku ~ Magic Consumption: 5 MP ~ Great Fairy Fountain: Woodfall Hovering is a special ability of the Deku. Hovering allows Deku to move over water with the same speed as a Level 3 swimmer. This is the only way Deku can get across large expanses of water. Since they hover right over the water, Deku are not immune the Trident attacks. Deku cannot hover over land. 5 MP is used for each time a Deku begins to hover. MAGIC SHIELD Races: Zora ~ Magic Consumption: 10 MP ~ Great Fairy Fountain: Great Bay This shield can only be used underwater. With it activated, the Zora cannot be attacked at all. However, they cannot attack themselves. The shield is dismissed as soon as the Zora exits the water. FLAME SWORD Races: Goron, Zora ~ Magic Consumption: 9 MP ~ Great Fairy Fountain: Woodfall The Flame Sword engulfs any sword used by a Goron in flames. Such a sword is more powerful than a normal sword, and gives the user +1 AS. Not a huge gain, but a sufficient one. FIRE ARROWS Races: All ~ Magic Consumption: 8MP ~ Great Fairy Fountain: Snowhead For a description of Fire Arrows, visit the Items page. You need an Elemental Bow to shoot these. ICE ARROWS Races: All ~ Magic Consumption: 9 MP ~ Great Fairy Fountain: Great Bay For a description of Ice Arrows, visit the Items page. You need an Elemental Bow to shoot these. LIGHT ARROWS Races: All ~ Magic Consumption: 10 MP ~ Great Fairy Fountain: Ikana Plateau For a description of Light Arrows, visit the Items page. You need an Elemental Bow to shoot these. STONE AXE Races: Ikana ~ Magic Consumption: 11 MP ~ Great Fairy Fountain: Ikana Plateau The Stone Axe turns an axe rock-hard and giving it magical powers. Any hit this axe makes will give the one hit a Stone status effect. After Combat is over, this will lower their ES by -1 until they can find a yellow/purple potion or get sufficient rest. FLAME SHOT Races: All ~ Magic Consumption: 15 MP ~ Great Fairy Fountain: Gerudo Caverns The Flame Shot does not damage enemies, but instead creates a diversion. Any person that is trying to silently pass through an area will get a +1 bonus if they cast a flame shot, which draws attention away from them and at the fire. Especially handy for thieves and spies. |
| Return to the Home Page Go to the Navigation Center Go to the MMRPG Board |