Future Treasures

Discussion in 'Role Play Discussion' started by Eevachu, Apr 13, 2011.

  1. Eevachu

    Eevachu Admin admin

    Messages:
    931
    Trophy Points:
    28
    Got an idea for a treasure you don't want to quest for just yet or aren't too sure about, but you'd like for other people to comment on it? Go ahead and post it here.
  2. Eevachu

    Eevachu Admin admin

    Messages:
    931
    Trophy Points:
    28
    I suppose I'll start this off. It's kind of powerful, so I could bump up the cool down time. The rupee cost is decently high though. I could increase each nod by 50 rupees too, if necessary.

    Edit: For Light Blades, any suggestions would be nice. I wasn't sure on the speed, should I increase/decrease it? Also, for name, Light Blades, or Light Needles? Technically it's not a blade, but Light Needles sounds a little weird for some reason.

    Major Treasures

    Tornado (open)
    `Tornado
    Original:Eevachu, Spell - Offense
    [Force], [Magical], [Projectile], [Spin], [Weather], [Wind]

    W5: 90
    W4: 150
    W3: 200

    Prerequisite to acquire & use: Wind Spell or Wind Specialty, 3 Wisdom, and 2 Courage.

    The user summons a cyclone of spinning winds, roughly 20 feet in height and length. It takes roughly a minute for the tornado to completely form and land, and appears anywhere in a two meter radius around the user, of the user's choice. The winds aren't extremely dangerous, and can cause minor cuts and perhaps a mild cut. However, it can pick up most objects, even a Goron or Darknut. The user is not effected by the tornado, but objects picked up by the wind can effect the user and the user's allies are effected. Once created the tornado cannot be controlled by the user. However, the user can direct it's initial general direction. The tornado lasts for 15 minutes, and after it ends, cannot be used for another 30 minutes.

    If the user has the Wind Enchantment and either a Wisdom of 5 or a Wind Specialty: The Tornado's force is increased, the winds becoming more violent and dangerous, and the speed increasing. The user is immune to the effects of the wind.


    Standard Treasures

    Aqua Grenade (open)
    `Aqua Grenade
    Original:Eevachu, Spell - Offense
    [Explosive], [Force], [Projectile], [Water]

    W5: 50
    W4: 90
    W3: 120
    W2: 160

    Prerequisite to acquire & use: Wisdom 2

    The user creates a small orb of clear water in their palm, about the size of a baseball. It can then be fired, similar to the "Fire" spell, or thrown, like a ball. Upon contact with something of a moderate force strong enough to puncture the bubble, the ball of water will explode, sending the water flying out within five feet with the water similar to as if shrapnel was being unleashed. Water will fly farther then 5 feet, but strangely after 5 feet it simply feels like a light drizzle. The pressure of the bomb is also powerful, and akin to that of a normal bomb within the five foot radius. Of course, the user's hand will not pop the bubble unless intentional, but it may pop while in the user's hand, and the user is effected by all hits. It can only be used once a minute, as further uses can backfire and cause duds, or cause it to explode upon creation. Only one may be out at a time.

    If the user has a Wisdom of at least 4: The user may now telepathically make it explode instead.


    Light Needles (open)
    `Light Needles
    Original:Eevachu, Spell - Offense
    [Blade], [Conjuration], [Light], [Projectile]

    W5: 45
    W4 or C5: 65
    W3 or C4: 100
    W2 or C3: 140
    W1 or C2: 240

    Prerequisite to acquire: At least five different treasures with the [Spell] Meta-Field.

    The user creates three thin needle-like objects above their head, glowing with the power of light. The needles are approximately 5" long. The needles don't need to be fired immediately, and may levitate over a user's head for up to an hour. After such a time has passed, they will instantly vanish. They don't need to be fired all at once, but can be. The user can fire them in generally any direction, but cannot control them after firing them. They move at 60mph, however the user can fire them slower after firing them. This must be decided before firing, however, and speed cannot be controlled afterwards. To normal enemies, the effect of being hit is similar to that of a normal needle thrown at such speeds, with mild additional damage and perhaps slight burning on the point of contact from the light. To the undead, exceptionally evil characters, dark forces, or anything else generally weak to light, each hit does moderate damage, although it varies depending how weak to light they are or how evil they are. After they vanish or all have been fired, there is a 5 minute cooldown time before any can be created again.

    For every Wisdom point the user has above one, they can create an additional needle. If the user has a Wisdom of 2, four needles may be created. A Wisdom of 3 lets you create five needles, a Wisdom of 4 lets you create six, and a Wisdom of 5 lets you create 7.


    Curse Orb (open)
    `Curse Orb
    Original:Eevachu, Spell - Offense
    [Projectile], [Shadow]

    W5: 45
    W4: 65
    W3: 100
    W2: 140
    W1: 240

    Prerequisite to acquire: At least five different treasures with the [Spell] Meta-Field.

    The user creates a small, dark purple orb, with dark mist-like or steam-like stuff coming out of it. The ball can exist for up to five minutes before automatically dispersing. The user can fire it similar to the "Fire" spell or throw it like a ball. No matter the speed thrown, the ball will always travel at a constant 30mph. If the ball makes contact with something, the effect can vary, depending what the user chose upon creation of the orb.

    -It can cause "Fear". With Fear, upon contact a terrible event in the target's life is played out in their head in an instant. In reality, however, they will only be stunned for less then a second. The next effect depends on the user themselves. If the target is tough, it could have no effect whatsoever, and they could simply ignore it. However, for some, it can cause them to become terrified, to break down in sadness, among other effects, and varies between person. If the target doesn't have an exceptionally terrible event in their life, one will be created using their memories of people they know and care about.

    -It can cause "Slow". Whatever is afflicted with it will feel and see like they've slowed down, if by 50%. However, in reality they can move at the same speed, and it is mostly in their head. However, those not used to it or those who generally rely on fact reactions and speed can suffer considerably in combat, but it varies between person. This effect lasts about five minutes.

    -It can cause "Hate". When afflicted with hate, the target will feel more motivated to attack their allies out of hate. Of course, this will have no effect if the target loves or considerably cares for the ally, or considerably hates the opponent. However, if they hate one of their allies, it is likely they would attack. However, it only lasts two minutes, and after two minutes are up the user's feelings are returned to normal.

    However, the ball itself inflicts minor damage, and exceptionally evil characters will take virtually no damage from it. However, very good aligned characters(varying depending on how good) or characters weak to darkness can take mild to moderate damage, depending on how severe their weakness is or how good they are. It may only be used once every 15 minutes AFTER the effects wear off.

    If the user has a Wisdom of at least 4(Or 5?): ???


    Any suggestions for other effects or a suggestion for a Wisdom 4/5 bonus(If any) are welcome.

    Spire (open)
    `Spire
    Original:Eevachu, Spell - Offense
    [Conjuration], [Earth]

    W5: 55
    W4: 75
    W3: 110
    W4: 150
    W5: 300

    The user can create a small pillar-like object anywhere within a three meter radius. They simply have to point in the approximate direction of where the Spire will appear. There will be a two second delay and an intricate glowing circle will momentarily appear within these two seconds at the spot. The spire is roughly 4 feet tall, with a large two foot base, getting smaller and eventually reaching a point at the top. Although there may be rough edges on the spire or small spike-like points around the base of the spire, it is only one. While commonly associated with earth, the Spire is made out of the ground it is created from. As such, if Spire was used in the desert, it would be made of sand. While still durable for the initial creation, after such a fact it would be fairly brittle and easy to break. Likewise, if it was made on a steel floor, the spire would be made of steel, and much stronger. Strangely, although it is made of the ground it is used on, the spire created does not use materials from the ground. It rises rather swiftly, at a speed of 100mph. It may only be fired upwards, and may only be used once every thirty seconds.

    If the user has a Wisdom of at least 3: The spire may now be fired at an angle.


    The old spire spell from HS. I don't remember who created it and since it's a little different I just put Original: Eevachu but if anyone remembers who originally created it on HS, I'll put them in it too. Should I increase the cooldown to a minute, maybe? Thirty seconds just felt nice to me, but if it's too short that's no problem.

    Inferno Wall (open)
    `Inferno Wall
    Original:Eevachu, Spell - Defense
    [Fire], [Shield]

    W5: 60
    W4: 80
    W3: 120
    W4: 160
    W5: 320

    The user can create a wall of fire anywhere around them in a 5 meter radius. The direction of the wall of fire is up to the user. The fire sprouts from the ground, spreading out to form the wall. The wall of fire reaches up to 8 feet in length, and stretches up to 9 feet tall. While the wall is made of flames, it, through some magical means, feels "solid", making running through it difficult. As such, it is difficult to go through by normal means. Two explosions from normal bomb, a decent amount of water, or one powder keg will create a hole in the wall. Likewise, a strong blow from a Power of at least 3 will break the struck part of the wall open. A blow from a Power of 5 will swiftly destroy the wall. It would take numerous strikes for a power of 1 to destroy the wall, however. The wall will eventually burn out on it's own within an hour, however. While after activation there is a cooldown of 20 minutes before the spell can be used again, multiple Inferno Walls may exist at one time.

    If the user has a Wisdom of at least 4: Upon activation, the wall may instead be made of blue fire; Doing so makes the wall freeze those that touch it, rather then burning.

    If the user has a Wisdom of 5: Upon activation, the wall may instead be made of hellfire; Hellfire burns stronger, able to burn those immune to fire and even those made of fire as if they weren't. The only exception to this, however, is Subrosians, as they are still immune. However, only one hellfire wall may exist at a time, they last thirty minutes as opposed to an hours, and have a cooldown of fourty minutes before another wall may be made.


    I can decrease the time until it naturally dies or increase the cooldown if needed. Maybe decrease/increase range? Thoughts?

    ??? Ice Sheet Maybe? (open)
    `Ice Sheet Maybe?
    Original:Eevachu, Spell - Offense
    [Cold]

    W5: 60
    W4: 80
    W3: 120
    W4: 160
    W5: 320

    The user sends out an icy wave from their body 11 feet in all directions, freezing anything in it's path. The user is not effected, however their allies are. While thawing depends on how long it takes to thaw, after use it cannot be used again for 5 minutes.

    If the user has a Wisdom of at least 4: The user can create a compact ball of ice and fire it. Upon contact with something, the ice will unleash a wave similar to the spell. The ball may not be controlled upon launch though. It moves somewhat slowly, however, at 20mph.

    If the user has a Wisdom of 5: The ball of ice may be detonated telepathically by the user. However, if something comes into contact with it it will still activate.


    Name's just a filler, a new one would be nice. Thoughts?
  3. Chaos James

    Chaos James Bastion of Debauchery vet

    Messages:
    661
    Trophy Points:
    18
    3DS Friend Code:
    1521-3083-7405
    You shouldn't name a spell "Water Bomb" as it can be easily confused with the Legend of Zelda: Twilight Princess item "Water Bomb".
  4. Eevachu

    Eevachu Admin admin

    Messages:
    931
    Trophy Points:
    28
    (Perhaps, but it was a tentative name, anyway I changed the name)
  5. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
    48
    First: I greatly approve of this thread.

    Second: Water is actually already a field; I just forgot to add a description and go through adding it to all the applicable treasures. I also find myself thinking Forest/Spirit/Shadow/Light should be fields as well... though I'm not sure what exactly Spirit would represent. Sight, Sound, and Smell too, perhaps. Something like Divination also seems pretty relevant.

    Third: ...How did I forget to add Water Bombs to the Library? :wtf: I've been playing Twilight Princess lately, even. As for the name, I'm personally more fond of a name involving grenade somehow. Regardless, I'm somewhat fond of that treasure, and do feel like the library is lacking in basic offensive abilities such as that one.

    Fourth: Tornado seemed reasonable until I saw the Fire and Ice effects. Also, it should be elaborated on how exactly this tornado is "created" by the user. Does it dip down from the sky above the user? Does it appear a dozen feet away from the user at a location of their choosing? Do they just spit it out?

    Fifth: As if anyone who knows what I do here did not see this coming:

    Standard Treasures

    Baba Seed (open)
    `Baba Seeds
    Original:Guy, Skill/Magic-Tier - Defense
    [Forest], [Organic]


    Skill variant:
    [Deku], [Korok]
    C5: 23 rupees
    C4: 30 rupees
    C3: 45 rupees
    P5 or C2: 60 rupees
    P4 or C1: 120 rupees

    Item variant:
    [Stock]
    C5: 30 rupees
    C4: 40 rupees
    C3: 60 rupees
    C2: 80 rupees
    C1: 160 rupees

    Prerequisite for the skill version only: User's race must be Deku Scrub or Korok.

    The user produces two bottlecap-sized burr seeds. (In the skill variant, these seeds can be organically produced on the tips of the user's fingers. Otherwise they are drawn out from a pouch or other storage medium.) These can then be thrown to stick to a suitable material, or thrown into the soil directly. Whenever the seeds end up in suitable soil however, they will take a matter of mere seconds to sprout and grow into one of various carnivorous plants. These plants will attack nearby creatures, but do not discern between the user's enemy and innocent bystanders. These plants find meat more appealing than plants, so Scrubs and Koroks will be safe from these carnivores as long as more suitable prey is in the vicinity. The exact variation of carnivorous plant which will grow varies with the terrain:
    Deku Baba - Grassland, small gardens, average soil.
    Big Deku Baba - Forests, farmland, or other areas capable of flourishing with plantlife. (OoT variant, not TP variant.)
    Mini Baba - Steel, wood, or other such terrain in which a sizable plant could not normally grow.
    Bio Deku Baba - Underwater, either fresh water or salt water.
    Baba Serpent - Swampland, marshes, and other such areas wet with fresh water.
    Boko Baba - Beaches and small islands, most places heavy with salt water in the air.
    Deku Like - Deserts and dry areas, virtually any place you're more likely to find a cactus than a tree.

    Barricade (open)
    `Barricade
    Original:Guy, Spell/Skill - Defense
    [Protection]


    C5: 30 rupees
    W5 or C4: 40 rupees
    W4 or C3: 60 rupees
    W3 or C2: 80 rupees

    Prerequisite to acquire & use: 2 Courage

    The user touches a door frame or similar small opening no more than 8' in diamete, and a spiderweb-like magical barrier will instantly form in it. Though sights, sounds, smells, and magical effects (barring physical manifestations of magic) can pass through the barricade, physical objects cannot. It can technically be forced open, but requires something with force equivalent at least to a Powder Keg.

    The user can have any number of barricades active, but cannot normally pass through them better than anyone else. The barricade will eventually disappear if the user wanders away from it for an hour or so. As a side effect, the barricade can be used to significantly reinforce its frame; for instance, a triangle of mere Deku Sticks will become extremely secure should a barricade between them.

    Bolt Shot (open)
    `Bolt Shot
    Original:Guy, Ability - Offense
    [Electric], [Fist], [Projectile]


    4P+4W+4C: 40 rupees
    3P+3W+3C: 60 rupees
    2P+2W+2C: 80 rupees

    Prerequisite to acquire & use: 2 Power, 2 Wisdom, & 2 Courage

    By concentrating their willpower, magical energy, and inner strength into their arms, the user clasps their hands together in front of them and extends their index fingers together--a tiny, glowing white-yellow sphere appears on the tips of their two fingers and charges up for a full second. Only after the sphere has been sufficiently charged can the user then fire the sphere as projectile equivalent in velocity and appearance to an arrow. The projectile itself has no impact, but will strongly electrocute the target it hits (and will obviously channel through something as highly conductive as metal armor), with power rivaling but not exceeding a modern tazer.

    Blade Catcher (open)
    `Blade Catcher
    Original:Guy, Technique - Defense
    [Protection]


    P5: 30 rupees
    P4: 40 rupees
    P3: 60 rupees

    Prerequisite to acquire & use: 3 Power & 3 Courage

    When a melee weapon or mundane projectile is launched their way, the user is capable of catching it flatly between the palms of their hands with a high chance of of success without injury. Doing so, however, requires for both hands to be empty, for the user to be wearing some form of protective hand gear (at least equivalent to leather), and for the user to be aware of the danger before it happens (e.g., surprise attacks cannot be caught).

    Though the name of the technique is "Blade" Catcher, various other weapons can be caught including but no limited to arrows, boomerangs, thrown knives, thrown bombs, and blunt weapons. However, obviously some cannot, such as a spiked mace, an inflamed weapon, a Spin Attack, or most ability-based attacks.

    Breeze (open)
    `Breeze
    Original:Guy, Spell - Utility
    [Wind]


    W5: 7 rupees
    W4: 10 rupees
    W3: 15 rupees
    W2: 20 rupees
    W1: 40 rupees

    The user takes a couple seconds to channel magical energy into their fingertips, then swings their open palm overhead, through the air. A steady breeze will then be directed in the direction of the swing. The effect of this spell is practically identical to that of Wind's Requiem.

    Cane of Echoes (open)
    `Cane of Echoes
    Original:Vladislak, Magic-Tier - Offense
    [Cane], [Sound]


    W5: 45 rupees
    W4: 60 rupees
    W3: 90 rupees
    W2: 120 rupees
    W1: 240 rupees

    A purple cane with a rounded tip, about two feet in length. Whenever this rod moves through the open air, it will mysteriously vibrate and emit a strange, deep sound. The harder it is swung, the more powerful the vibration and the louder the noise.

    If the user has a Power of 2 or 3: When the user leases a two-handed, full-body swing of the weapon, it will unleash a devastating sonic boom in the direction of the swing, capable of shattering windows and causing temporary deafness among those in its path. Weak monsters such as Keese will be killed instantly, while others can take damage from the strong vibrations, such as brittle ice creatures. Most sentient creatures will not suffer long-term damage, but will likely be stunned.

    If the user has a Power of at least 4: The sonic boom effect can be unleashed with only one hand.

    Circle (open)
    `Circle
    Original:WillowtheWhisp/Guy, Spell - Defense
    [Protection], [Time]


    W5: 38 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    Whenever the user wills it, a barely-visible glowing sphere with a radius of about 5 meters (or fifteen feet) surrounds the user wherever they move. Whenever a beneficial ability or item is used upon one of the allies within this circle, all of the allies are affected, including the user. This circle can be canceled and reactivated at the user's will, but cannot be maintained without consciousness.

    If the user has a Power of at least 3: A secondary effect can be activated at will, but once activated, the effect and the circle must be maintained for at least a minute. All of the user's allies within the circle will feel a rush of speed, increasing their speed by roughly 50% (identical to the Bunny Hood) so long as they remain within range. However, the user's speed halves, making them extremely vulnerable to enemy attack.

    Compass (open)
    `Compass
    Borderline-canon, Magic-Tier - Utility
    [Divination]


    C5: 7 rupees
    C4: 10 rupees
    W5 or C3: 15 rupees
    W4 or C2: 20 rupees
    W3 or C1: 40 rupees

    At a glance, this is... just a normal, relatively modern-day compass only a couple inches in diameter, with a needle which always points north. A compass so compact and accurate, however, is quite valuable in Hyrule.

    If the user has a Courage of at least 3, a Wisdom of at least 4, or a Power of 5: The needle on the compass can occasionally locate certain other objects, depending upon the user's personality and their strongest desires of the moment. If they have an overwhelming urge to battle a powerful creature, for instance, the compass will direct them to such a creature. By contrast, a user filled with avarice may be directed to a chest filled with rupees. Regardless, this particular effect of the compass can only be used through sheer concentration of that desire, and cannot locate anything more than a mile away.

    Detonation (open)
    `Detonation
    Original:Guy, Skill - Utility
    [...?]


    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees
    C2: 120 rupees
    C1: 240 rupees

    This affects any physical item that can be "activated," such as being activated from a strong impact (Bombs, Deku Nut) or activated through a swing of the item (Cane of Somaria). It will not function on items which depend or vary on the user's personality or depend on mere willpower to activate, however. The user places the affected item somewhere, perhaps attached to an object. The item is then activated under a time lapse specified when the item was placed. There is no limit to the number of detonations which can be set up simultaneously, but the timer may never exceed a minute.

    Dome (open)
    `Dome
    Original:Guy, Spell - Defense
    [Protection]


    W5: 23 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    Prerequisite to acquire: At least two of the following: Circle spell, Nayru's Affection spell, or Protection specialty

    With a magical word, the user creates a spherical dome with a 5m (15 foot) radius around themselves, which follows them as they move. The dome appears as if constructed with a couple dozen flat, transparent blue hexagons, making it somewhat similar in appearance to a turtle shell. Each of these hexagons acts as an individual shield; any projectiles shot against one of these shields from the outside will be immediately reflected. Any force which attempts to enter the barrier must first break through one of the shields to enter (they have a consistency of glass, and are easy to break, with a basic attack requiring a Power of no more than 2). Anything from the interior has no issue passing through the individual shields to exit, however.

    Once this spell has been activated, it will remain up for either an hour's time or after all shields have been broken. (It is possible for the user to move the shields into hard barriers to break them prematurely.) Only after the spell has dropped can it be re-activated.

    Drowse (open)
    `Drowse
    Original:Guy, Skill - Defense
    [Fist]


    P5: 23 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Prerequisite to acquire: 3 Courage

    The user touches a creature with all four of their fingers on one hand, channeling energy into the target, and the target then becomes drowsy. The user's bare fingers must make contact with the target's bare body (including natural shells or hair, etc). Longer touches result in more drowsiness. A momentary touch has little effect, but ten seconds from one hand or five seconds from two hands will result in a cold KO. This effect can accumulate between multiple touches over one or two minutes.

    Mark (open)
    `Mark
    Original:Guy, Ability - Utility

    P4+W4+C4: 1 rupee
    P3+W3+C3: 5 rupees
    P2+W2+C2: 10 rupees
    P1+W1+C1: 15 rupees

    Using a strike from the user's weapon, a simple spell, or any of various other means, the user places an immovable and unique mark on a target. This "mark" can be instantly recognized and perceived by the user or any of their allies if the marked individual is nearby, even if the target is otherwise invisible to one or more senses. Any marked individual can also be located over any distance by a Compass treasure.

    Oil Slick (open)
    `Oil Slick
    Original:Guy, Skill - Defense
    [...?]


    C5: 23 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    The user silently sprays slippery oil from the palm of their hand, which can be laid down on any surface to slip up anyone who crosses it. The oil comes out steadily, and its pouring speed is roughly equivalent to that of a modern water bottle when full, and its viscosity is equivalent to water as well. The oil is clear, and thus is very difficult to detect unless one is looking for it, and is also highly flammable. Those wearing Hover Boots will not slip on the oil.

    Peaship (open)
    `Peaship
    Original:Guy, Magic-Tier - Utility
    [Organic], [Travel]


    P5 or C5: 60 rupees
    P4 or C4: 80 rupees
    P3 or C3: 120 rupees
    P2 or C2: 160 rupees
    P1 or C1: 320 rupees

    A full-grown, massive Peahat is the basis for this item. It has been trained and conditioned to be used for travel, and is not remotely hostile. Attached beneath it--the exact method of attachment varying with the Peahat sub-species (or game variant)--is a large basket capable of carrying no more than four Hylian passengers. The Peahat has been trained to follow simple commands issued by tugging a rope attached to its bottom in certain directions (e.g., up, forward, backwards). This allows the peahat and its basket to function as a unique flying mount/vehicle capable of flying at only slow speeds, but able to carry several passengers.

    Pulse (open)
    `Pulse
    Original:Guy, Technique/Spell - Offense
    [Force]


    P5 or W5: 45 rupees
    P4 or W4: 60 rupees
    P3 or W3: 90 rupees
    P2 or W2: 120 rupees
    P1 or W1: 240 rupees

    The user closes their eyes for about three seconds to focus their magical energies or inner stretch into their heart, hands, or handheld instrument. If concentrated to the heart, this pulse only travels about six feet (two meters), and is most powerful closer to the heart. Keese and insects might die from it, but a Goron or heavily-armored Darknut will likely only be pushed back a step. When focused into a hand or instrument, the resulting pulse is concentrated in a single direction, doubling its potency.

    While there is significant blunt force within a pulse, it is spread across the target's entire front, increasing push but decreasing actual damage.

    Scorching Step (open)
    `Scorching Step
    Original:Guy, Spell - Defense
    [Fire]


    W5: 15 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 80 rupees

    This spell functions similarly to a switch; some magical energy is spent switching the effect on or off, but either maintaining or negating the effect requires no significant power, and will sustain even through consciousness (but not death). A moment after the user's foot leaves ground, their footstep will burst into a small flame, before extinguishing itself a couple seconds later... leaving scorched footsteps.

    If the user has a Power of at least 3: By adding a third selection to the switch, the user can make it so the fire does not merely extinguish itself, but remains aflame... possibly burning down a tavern or a significant section of the forest in the process.

    Stone-Cold Amulet (open)
    `Stone-Cold Amulet
    Original:Guy, Magic-Tier - Defense
    [Cold], [Statue], [Transformation]


    W5: 23 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    This item appears as a bronze amulet to be worn around the neck, embedded in the center with a small gem which appears to be a mere sapphire... although looking closely, there is a tiny, swirling, light-blue hazy smoke at the gem's very center, which constantly shifts around. So long as this amulet is worn, its effect will be activated whenever the user stands completely still for at least five seconds: The user's entire body will transform into an invincible statue of a magical material which appears similar to a varying shade of marble. The statue appears exactly like the user, and transforms all items on their person (including the amulet). This effect does not make them any heavier, however, and the user remains completely in control of their senses. The user may cancel the effect at will, but there is a five-second delay in which their body will be largely numb.

    If the user has a Wisdom of 5, or specializes in Cold: Rather than marble, the user may at their own discretion transform into a magical ice which slightly damages and potentially freezes all who touch it.

    Trap Nut (open)
    `Trap Nut
    Original:Guy, Skill - Defense
    [Deku], [Illusion], [Seed], [Trap]


    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees
    C2: 120 rupees
    C1: 240 rupees

    Prerequisite to use: Deku Nut Production

    Rather than produce the regular flash, the user may produce one of the following effects when one of their Deku Nuts explodes.
    - Caltrops: Exploding out from the nut are dozens of small seeds with a function similar to caltrops, having at least a single inch-long, sturdy spike pointed upwards no matter how they land. One nut covers a circular area with a diameter of about five feet, normally.
    - Haze: A burst of pitch-black smoke floods the room (technically an area about 7 feet tall and 14 feet wide), blinding not only the foe but the user as well. These effects can be seen through by the Lens of Truth.
    - Oil - Released onto the floor is a large puddle of thin, slick oils which on normal ground are incredibly slippery, forcing almost anyone without Hover Boots to trip. One nut covers a circular area with a diameter of about five feet, normally.
    - Sap - Released onto the floor is a large puddle of thick, sticky sap which can easily glue one's boots to the ground. Anyone with a Power of at least 2 and drag themselves out of the sap so long as only their feet are stuck, but doing so takes time and effort. One nut covers a circular area with a diameter of about five feet, normally.
    - Seed: The Nut can be imbued with the effect of a mystical seed (Ember, Chill, Scent, Gust, or Pegasus), but at the cost of using up such a seed from the user's supply. Obviously the effect of a seed cannot be used if such a seed is not in the user's possession.

    Note that the effect is chosen when the Deku Nut is produced, and cannot be changed from that point onward.

    Ventriloquism (open)
    `Ventriloquism
    Original:Guy, Skill/Spell - Defense
    [Illusion], [Sound]


    W5 or C5: 30 rupees
    W4 or C4: 40 rupees
    W3 or C3: 60 rupees
    W2 or C2: 80 rupees
    W1: 160 rupees

    Prerequisite to acquire & use: 2 Courage

    When concentrating enough to do so, the user make any sound emitted within a meter of their heart seem as it was coming from an area of their selection anywhere within ten meters of their current standing.

    If the user's Courage is 5, or if the user has both a Wisdom and a Courage of 3: The user may completely mute any sounds they create.

    Wall-Scaling (open)
    `Wall-Scaling
    Original:Guy, Skill - Utility
    [Travel]


    C5: 15 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 40 rupees
    C1: 80 rupees

    With great agility and willpower, the user becomes capable of climbing even completely flat walls as though they were mere trees. When climbing in this manner, however, at least three of their limbs must be in contact with the wall to maintain grip. This skill is considered a less potent version, but less expensive version, of the Wall-Walking skill.

    If the user has a Courage of 5: Only two limbs must be connected to the wall to maintain grip.

    Will o'Wisp (open)
    `Will o'Wisp
    Original:WillowtheWhisp/Guy, Spell - Utility
    [Cold], [Fire]


    W5: 15 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 80 rupees

    Prerequisite to obtain: Fire specialty, Cold specialty, Spark spell, or Blue Fire item

    The user charges their magical energy into their fist for a second or so, and begins to dimly glow white. Opening their hand reveals a controlled sphere of magical flame, the base of which is the size of their fist. This flame is self-sustaining, and can function without burning anything but the user's magical power, even able to exist underwater. It will float in place and follow the exact movements of the user's center, moving and tilting as they do, following them around. The flaming sphere can be grabbed by the user and moved to a different position around their body; throwing it has no effect, as it will immediately stop after leaving the user's hand. The flame will extinguish when it is crushed in the user's fist, or the user loses consciousness. No more than two will o'wisps (one for each hand) may exist with the user at any given time.

    The flame is not truly damaging to anyone, providing almost nothing but white light. It will feel unpleasantly hot or unpleasantly cold to anyone besides the user who touches it, however. It will appear blue-ish and feel cold if Cold specialty or Blue Fire was the prerequisite; it will appear orange-ish and feel hot if Fire specialty or Spark was the prerequisite.



    Unique Treasures
    Backshift Cape (open)
    `Backshift Cape
    Original:Guy, Magic-Tier - Defense
    [Force]


    C5: 30 rupees
    C4: 40 rupees
    C3: 60 rupees
    C2: 80 rupees
    C1: 160 rupees

    This treasure was hand-crafted specifically for use by Guy Denzrita II, by a Gerudo he knew in the Southern Caves before the reign of Ganon and before he came a father. A keepsake of the family, he left it behind in death. The item itself appears as a pitch-black and somewhat tattered cloth. The back of the cape is inlaid with a pale-orange symbol; the Gerudo insignia appearing at the center of the Deku insignia.

    So long as this cloth is worn, its effect can be activated whenever the user has one foot flat on the ground, and kicks the toe-end of the other into the ground. As soon as the toe makes contact, the user will immediately shift backwards, their feet sliding across the ground five feet at a sprinting pace before coming to an immediate stop. Keeping balance at the sudden stopping point requires both feet to return to the ground.

    Ember Seed Production (open)
    `Ember Seed Production
    Original:Guy, Technique/Skill - Utility
    [Deku], [Fire], [Projectile], [Seed], [Stock]


    P5: 15 rupees
    P4 or C5: 20 rupees
    P3 or C4: 30 rupees
    P2 or C3: 40 rupees
    P1 or C2: 80 rupees

    Prerequisite to acquire: User's race is Deku Scrub.
    Prerequisite to use: Deku Nut Production ability

    An Ember Seed appears as a small fruit with a shape that resembles a flame. When an Ember Seed is struck against a hard surface, it bursts open in a fiery spark that slightly damages those near it. This ability enables the user to produce and spit such seeds as they are already capable of doing with Deku Nuts. It also acts as an effectively-infinite supply of the seeds.

    Farore's Flare (open)
    `Farore's Flare
    Original:Guy, Spell - Utility
    [Fire], [Light], [Transformation], [Travel]


    W5: 53 rupees
    W4: 70 rupees
    W3: 105 rupees
    W2: 140 rupees
    W1: 280 rupees

    Prerequisite to acquire: Fire specialty

    The first part of this spell involves establishing a home base--a single point in all of Hyrule--which can only be done when the user is physically present at that point. The second part of this spell allows the user to at any time transform themselves and their party into a ray of hot, sunlight energy. They effectively lose consciousness for several seconds while this ray of light flies back towards the home base, at which point they transform back to normal. Establishing a new home base replaces the last. This spell is effectively a light-and-fire-based variant of Farore's Wind.



    Major Treasures
    Deflection (open)
    `Deflection
    Original:Guy, Technique - Defense
    [Fist], [Protection]


    P5: 60 rupees
    P4: 90 rupees
    P3: 120 rupees

    Prerequisite to acquire: 3 Power, 3 Courage, and Blade Catcher technique

    Whenever a direct and physical attack is sent the user's way, whether it be a melee strike or a projectile, whether it's magical or mundane, even if it's explosive, this technique can be used to counter it. Taking only their dominant hand, the user can deflect any single attack, batting away a lightning bolt or absorbing the full force of a Powder Keg. Though it appears otherwise, this act takes an immense amount of physical skill and inner strength centered into the user's palm. Of such magnitude is the energy exerted that it requires a thirty seconds of rest before it can effectively be used again. (Rest, as in it can't be used later within the same battle without a break, nor can it recharge while the user is on the move.)

    Duplicate Duplication (open)
    `Duplicate Duplication
    Original:Guy, Skill - Utility
    [Rupee]


    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees

    Prerequisite to acquire: 3 Courage

    Normally, a player can only exceed the rupee limit of a quest when they receive a single treasure or profession level-up which exceeds the rupee limit... and even then, the excess must be paid off. An individual with this skill, however, knows of how to cheat the system--cheat the merchant, cheat the monsters, cheat everyone. So long as they are only acquiring duplicates of the same item, they can acquire as many as they want in the same quest. However, they must pay the excess in rupees.

    (Example: If a character with C4 wanted to acquire a Boomerang, for them it would be 40 rupees. They would have to complete a quest, and expend 40 of their quest rupees on that boomerang, and keep the remaining 10 as plain rupees. But if they, say, wanted to obtain four Boomerangs... they would normally have to do four different quests. With the Duplicate Duplication ability, they could obtain all four Boomerangs as a single reward for a quest which would cost 160 rupees. The exceeding 110 rupees would have to come of their pocket as usual. It is less profitable in terms of rupees, yes, but also much faster and less tedious.)

    Falling Dragon (open)
    `Falling Dragon
    Original:Guy, Technique - Offense
    [Fire], [Fist], [Light]


    150 rupees

    Prerequisites to acquire & use:
    - Power of 5
    - Wisdom of 3 or higher
    - Rising Tiger technique
    - Goron Armor, or other means of lessening heat and preventing flammability

    This technique can only be used when the sun or moon is high. Igniting all four of their limbs with Rising Tiger, the user launches skywards at breakneck speed, before reaching above the clouds and bathing in the beams of the sun or moon, absorbing the holy energy Din herself provides at proximal range. There, they float for several seconds, partaking of the light. Only when they have taken enough of the goddess' gift do they extend their leg and reactivate Rising Tiger, launching themselves straight towards the ground at an insane acceleration and speed, reaching well beyond their normal terminal velocity.

    From the ground where they were minutes before, individuals may begin to see what looks like a flaming spear of the heavens launching towards ground--closer inspection will reveal a madman with a kick outstretched and trailing dozens of meters of flames behind him. The impact with ground is monumental, causing the ground to tremble for miles around and leaving a meteor-worthy crater in its wake. It would be enough to level the Temple of Time and perhaps a bit more... but in the several minutes this technique takes to execute, any sane foe would have long vacated the premises.

    After the attack, the user can be found in the pit of their own making, out cold and severely bruised, but suffering no lethal injuries. Healing effects will be able to bring them back to health.

    Gravity Bind (open)
    `Gravity Bind
    Original:Guy, Technique - Defense
    [Fist], [Force]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees

    Prerequisite to acquire: 3 Power

    The user takes a moment to concentrate the sheer sum of their inner strength into their fist, then opens their palm to reveal a glowing power, before smashing that palm into the ground or another suitably-hard surface. Out from that impact point resonates a wave of energy that is invisible in of itself, but seems to rend very space itself as it shoots outwards about 100m in all directions from the impact point. The effect itself is indivisible and virtually undetectable until something should trigger it. Whenever an object loses touch with the ground (or something connected with ground), it will be immediately struck down with four times normal gravity until it makes contact with ground once more. This makes flying, projectile attacks, and even running virtually impossible.

    Once the effect is activated, it can be maintained for as long as the user desires, assuming they remain conscious. However, choosing to cancel it (or if the user falls unconscious) will suffer a delay of roughly five minutes before the technique is finally and suddenly relieved.

    Professional (open)
    `Professional
    Original:Guy, Skill - Utility
    [Profession], [Rupee]


    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees

    Prerequisite to acquire: 3 Courage and Lv10 Profession

    The user isn't just the best at what they do, they're the best of the best, and know how to make their services or products both available to the people and extremely lucrative. Whenever the user would earn rupees from his profession by completing his quest, he earns an additional 40% more than normal. (E.g., a Lv10 profession normally earns 50 rupees per quest, while a Lv10 professional profession earns 70.)

    In addition, all of the user's allies in a quest who have a profession (not including the same player's characters, but including fellow professionals of other players) earn an additional 5 rupees from their profession.

    Propel (open)
    `Propel
    Original:Guy, Skill - Defense
    [Force], [Travel]


    C5: 75 rupees
    C4: 100 rupees
    C3: 150 rupees

    Prerequisite to acquire: 3 Power & 3 Courage
    Prerequisite to use: Shield

    When this ability is first gained, a small amount of spatial energy is stored in the user's body. This energy is spent whenever propel is used, and takes a while to recharge. Thus, Propel cannot be used more than once every ten seconds.

    When this skill is used, the user instantly moves the spatial energy from their body and towards either the front of their shield or the back of their shield, and braces themselves. They, along with their shield, are then quite literally shot in a given direction of choice at a rapid speed. This enables them to jump remarkably high (varying with their weight, but a Hylian about 2m), evade attacks in a split-second, and allow them to accelerate to a running pace much faster than usual. The direction the user is shot varies depending on which side of the shield they dispersed the energy, and which direction the shield was facing when it was unleashed.

    Rising Tiger (open)
    `Rising Tiger
    Original:Guy, Skill - Offense/Utility
    [Fist], [Fire], [Travel]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees

    Prerequisites to acquire & use:
    - Power of 3
    - Wisdom of 3
    - Goron Armor, or other means of lessening heat and preventing flammability

    At any given point, the user is capable of unleashing fiery propulsion from their forearms or forelegs which works in tandem with their natural muscles, and capable of maintaining it for several minutes at a time. This propulsion can only propel the corresponding limb forward or backward, but how strong the propulsion is can be controlled by the user. This effect enables the user to, among other things, increase the strength of their punches and kicks, or fly for brief periods. This method of flight is notably different that winged flight; though it has greater acceleration and slightly higher top speed when all four limbs are going, it lacks the nimble movement of flight. When only two limbs are going, however, regular flight by most races can outdo it in all areas, as 'flight' at this point becomes more akin to hovering.

    Salaryman (open)
    `Salaryman
    Original:Guy, Skill - Utility
    [Rupee]


    C5: 45 rupees
    C4: 60 rupees
    C3: 90 rupees

    Prerequisite to acquire: 3 Courage

    The user is particularly motivated by those glorious little gems called rupees, and will not only work their best to get the most they can, but find ways of getting a few extra rupees between quests (whether that be through something like investing, or... something a little less scrupulous). In effect, the user (on a per-character basis) or any of their allies will earn 40% from quests or classic dungeons when they are earning only rupees. If they earn something else in a quest, even something costing a single rupee, this effect will be negated.



    Major Unique Treasures
    Deuce (open)
    `Deuce
    Original:Guy, Skill - Utility
    [Transformation]


    C5: 75 rupees
    C4: 100 rupees
    C3: 150 rupees

    Prerequisite to acquire: 3 Courage

    An invention of Guy Denzrita, who is... rather renowned for not handing out his secrets. The user abruptly splits into two almost-identical copies of one another, albeit with one a mirrored version of the other. These two copies are virtually identical beings, however, neither is capable of using any abilities or magic-tier items so long as they are split. While they are apart, the two are completely separate beings. While touching one another, they can at any time fuse back together just as abruptly as they split. At this point, their memories will be combined, and they regain their treasures. Anything which affects one of the copies--disease, scar, magical effect, losing rupees or a mundane item--will affect the complete user upon merging. Should one of the copies die, the other will succumb into a coma-like state which can only be alleviated by an effect which can restore one who has recently passed (e.g., Secret Medicine).

    How exactly the user splits can vary. Perhaps they perform a simple osmosis, perhaps one crawls out from the other's shadow, perhaps it happens in a poof of smoke, etc.

    Great Deku Flying Machine (open)
    `Great Deku Flying Machine
    aka: `GDFM
    Original:WillowtheWhisp/Guy, Magic-Tier - Utility
    [Deku], [Mechanical], [Travel]


    1000 rupees

    Prerequisites to acquire:
    - One major slot from two different individuals
    - At least 4 Courage (both users)
    - Woodworking, Engineering, or other suitable class (one user)

    The Great Deku Flying Machine is a marvelous and unfathomable invention of Dante the Woodworker and the rest of the Deku Brigade. Composed almost entirely of wood, it is almost akin to a small castle which hovers high in the sky by power of countless magically-driven propellers. However, it also functions as a vehicle which can be flown across the sky at speeds up to 60mph.

    The interior of the GDFM is composed of four different sectors. In the center is a large circular room, about a dozen feet in diameter, with a ceiling about five feet tall. This serves as the primary meeting area and workspace, and contains basic furniture including chairs, a circular table, and a fairy-light. It is lined on two sides with several reinforced windows from which one can see the clouds. The front of this main area leads to the helm, which has just enough room for two Deku-sized pilots, though only one is needed to maintain flight and perform most flying procedures. At the opposite end of the main area are two doors leading to comparatively-small areas: a warehouse for the Deku Brigade's material acquisitions, and a bedroom primarily containing a dozen Deku-sized beds stacked three-high. There are a few other small crannies spread throughout the machine which can normally only be reached while it is landed, usually for mechanical maintenance and repairs.

    On the exterior, the wood of the GDFM has been reinforced to be completely resistant to both water damage and any form of heat under 2000 degrees Farhenheit. It is even capable of being safely submerged and navigated underwater, though doing so is comparatively tricky. Finally, it should be noted that the machine runs surprisingly quietly, as the engines are specifically kept in armored, well-insulated positions separate from the main living areas.

    Lastly, the GDFM holds the unique ability to be used as a teleportation base for effects such as a Portal or Farore's Wind which normally only function on static locations.

    Purging Flames (open)
    `Purging Flames
    Original:Guy, Spell - Defense
    [Fire], [Healing]


    W5: 83 rupees
    W4: 110 rupees
    W3: 165 rupees

    Prerequisite to acquire: 3 Wisdom and Fire specialty

    An invention of Tent Emberwood, utilizing expert knowledge on the goddess Din and all things related to fire magic, mastered over many months... It is a delicate spell which, if the tiniest error is made, could end up roasting the target rather than healing them.

    The user carefully concentrates their fire magic into a nearby individual in the form of pure, white flames. Over a period of several seconds, these flames carefully purge the individual's body of poisons, wounds, injuries, and non-fatal diseases... and has a side effect of giving the target a clear head. The spell cannot bring back a target from unconsciousness or death. The spell can also be used on oneself, but takes more time to concentrate--just under a minute. Regardless of the intended target, if the user's concentration is interrupted, the spell cannot be cast and they will need to start it over once again. The effect of this spell is practically identical to that of the Life spell.

    Termination (open)
    `Termination
    Original:Guy, Technique - Offense
    [Explosive], [WeaponBase]


    100 rupees

    Prerequisite to acquire & use: 5 Power + Bladed weapon

    A technique invented and solely used by Sienna Denzrita. The user removes all obstructions between their and their opponent's eyes, and glares with unimaginable hatred, detestation, rage, bloodlust, and countless other emotions which defy description for a full minute. Only then, if the target has been unable to look away (which could generally only happen if they were unconscious, bound, or incredibly stupid), the true attack begins.

    With blinding speed, the sheen of metal fills the air and the entire world seems to go completely black, as if everyone blinked simultaneously. Everyone who looked directly at the attack as it was leased, though they remember nothing, feels overwhelming, indescribable terror which lasts at the very least several minutes if not much longer. No organic material remains of the target, and their clothes--their weapons--everything else plops out of the air and lands on the ground, devoid of a body to support them. The user is now standing behind where the target once once, their blade completely black. It will take several minutes for this mysterious black color to vanish completely, leaving in its trace a perfectly-pristine, sharpened, and clean blade. So long as the blade is black, however, the technique cannot be used again and the blade itself will be blunt to those it strikes.

    Total Dominion (open)
    `Total Dominion
    Original:Guy, Spell - Utility
    [Enchantment], [RC], [Statue]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees

    Prerequisite to acquire & use: 3 Wisdom & Dominion Rod

    A spell invented by the Denzrita family and used solely by Dextra Denzrita. The user has become so proficient with their Dominion Rod and statues, that they are capable of enhancing the item's effects with this spell. Though the basic use of the Rod remains the same, when a statue is controlled with Total Dominion, the user can completely and pristinely control the statue as normal without having to move themselves, using only their mind. The statue can move anywhere within a 15 meter radius of the user, but after that distance it begins to lose control.


    Believe it or not, every one of these treasures is on at least one of my characters' wishlists. Any kind of feedback, positive or negative or neither, would be much appreciated.

    In particular, I'm wondering if Duplicate Duplication needs to be major... and before anyone says anything, yes, Falling Dragon is supposed to be ridiculously over the top in its presentation, but in function, you must realize it really isn't any more potent than Powder Keg Supply or Thunder.[/u]
  6. Chi

    Chi Pre-everything insanity girl reg

    Messages:
    162
    Trophy Points:
    18
    Guy: could you please remove the word unique from the description of your Great Deku Flying Machine in the last sentence. It's as if your saying only your special vehicle can be used in such a way, and limiting the use of mobile Headquarters/residences for other groups or people that are not the great deku flying machine. This may have been unintentional on your part but just stating this
  7. Chaos James

    Chaos James Bastion of Debauchery vet

    Messages:
    661
    Trophy Points:
    18
    3DS Friend Code:
    1521-3083-7405
    Chi, he isn't saying the "Flying Fortress/Airship" idea is unique, but the Great Deku Flying Machine is a one-of-a-kind Flying Device specifically designed and built by Dante Silvaros, making it a Unique construct specific to Dante.

    You can still make your flying Fortress, it just won't be using the same schematics and such as the Great Deku Flying Machine, considering Dante will be building the thing himself.
  8. Celsius

    Celsius Celest reg

    Messages:
    51
    Trophy Points:
    6
    wow. I really shouldn't be surprised about Guy's list of treasures.... yet I still am. lD Anyway quite a few skill's i've seen here are already on the tempting I want list now. Also I should maybe work on some shadow and water related skills.
  9. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
    48
    :wtf: No. As of this moment, there exists no other moving contraption which can be used as a mobile teleportation spot, and even if there was, it would still be a pretty unique feature. Besides, stop trying to copy the GDFM treasure idea word-for-fucking-word. I mean, jeez, I should give it a damn patent. You can make your airship if you want, but don't go around telling me I should change the wording in mine just so it better compliments yours (which hasn't even been posted yet anyway).

    :haa:
  10. Doc Genz

    Doc Genz frozen again Moderator

    Messages:
    878
    Trophy Points:
    28
    3DS Friend Code:
    4081-5508-8152
    (many of these will be WIP for a while, I'll update as much as I can)

    Solar Glare (open)
    `Solar Glare
    Original: Doc Genz, Spell/Skill - Defense/Offense
    [Enchantment], [Fire], [Force], [Magical], [Mirror], [Weather]

    W5: 25 rupees
    W4: 30
    W3 or C5: 35
    W2 or C4: 45
    W1 or C3: 65

    Prerequisites: Must carry a highly-reflective object(must be at least 75% of the surface) with them at all times. Must be able to have contact with sunny weather, and at least common(Hylian, Kokiri etc.) resistance to fire-based damage.

    The user has Enchanted a special object they own to absorb sunlight energy at all times, similar to conduction. After about a day's worth in sunny weather, the special object will have a single Solar Glare stored within. This is signified by a dimly glowing round spot around the center of the object, easily visible in the dark. When in an area away from sunlight, the user may fire the stored Solar Glare. The object emits an oblong flash of solar light and heat about eight feet long. The flash can daze and stun those looking at it for up to a full minute, or longer if the target was within the flash or photosensitive in any way.(such as using vision enhancements or being naturally susceptible.)

    As a side-effect of using harnessed solar energy, the power of sun spots will cause a highly electromagnetic reaction and force away largely metallic objects like swords, though a strong grip or stance may keep an armed foe steady.(such as P3 or higher, and Gorons) A side-effect of the sunlight is having repelling properties to enemies like Bad Bats, making enemies like Poes and Dark Chuchu vulnerable, and causing heavy damage to those with Vampirism.

    A W3 or higher character may use this up to three times when surrounded by sunny weather. Foes hiding in the shadows may then be targeted easily.

    Thrice (open)
    `Thrice
    Original: Doc Genz, Skill, - Offense
    [Clone], [Projectile], [Enchantment], [Magical]

    C5: 30 rupees
    C4: 45
    C3: 60
    C2: 90
    C1: 130

    Prerequisites: Completed 3 or more quests, character currently has 3 or more Skills.

    Invented by Lucia while studying magic tricks and performing target practice, she eventually learned to triple her effectiveness in battle. When preparing to throw or fire a projectile, the user shouts "Thrice." When the projectile is launched, two clones of the object or attack will launch out at 45 degree angles from the central one. The extra projectiles are helpful against multiple foes, or a particularly evasive foe. If a Boomerang is thrown, only the center one will return. The extra two will disappear after damaging a foe or landing somewhere else. The user may only activate this skill thrice per quest.

    Wind Guidance (open)
    `Wind Guidance
    Original: Doc Genz, Spell/Skill - Offensive
    [Bow], [Enchantment], [Magical], [Projectile], [RC], [Wind]

    W5 or C5: 15 rupees
    W4 or C4: 25 rupees
    W3 or C3: 40 rupees
    W2 or C2: 50 rupees
    W1 or C1: 100 rupees

    Prerequisites to use: Bow, or other bolt-firing device.(projectile must be fletched, darts also work) Wind Enchantment, at least 3 spells besides this one must be known already.

    When using the Wind Enchantment on a bow,(crossbow, blowgun, etc.) the user may use this effect in place of the ordinary one. Before firing, the projectile will be surrounded by a vortex of wind. Once released the projectile's trajectory may be telekinetically altered in any direction. The object cannot fly on sudden right-angles but may curve around walls if given enough room. The ability to aim can be inversely swapped with added speed to the projectile. This enhancement can also stack with Straight Shooting for pinpoint accuracy. The skill will not stack with other enchantments, and has the same cool-down as an ordinary enchantment.

    Venopuncture (open)
    `Venopuncture
    Original: Doc Genz/Eevachu, Ability - Offense
    [Alteration], [Projectile], [Stock]

    C5: 45 rupees
    W5 or C4: 75
    W4 or C3: 90
    W3 or C2: 140
    W2 or C1: 200

    Prerequisite to acquire: User must have basic knowledge of chemicals or toxicology(such as an alchemist) or the means to acquire the poison used.

    The user throws five thin needle-like objects(senbon, darts, syringes) above their head, filled or coated with a potent toxin. The user may then fire them off with a supernatural force. The needles don't need to be fired immediately, and may levitate over a user's head for thirty seconds. After so long, they will fall to the floor. They don't need to be fired all at once, but can be. The user can fire them in generally any direction, but cannot control them after firing them. They move at 60mph, however the user can fire them slower after firing them. This must be decided before firing, however, and speed cannot be controlled afterwards. To normal enemies, the effect of being hit is similar to that of a normal needle thrown at such speeds, with a lingering poisoned effect. The poison will cause more damage to plant-based creatures, especially non-toxic foes. After they drop or all have been fired, there is a 5 minute cooldown time before any can be retrieved again.

    Toxic Shock (open)
    `Toxic Shock
    Original: Doc Genz, Ability - Offense/Defense
    [Electric], [Empowerment], [Enchantment], [Organic]

    PWC5: 50
    PWC4: 75
    PWC3: 100

    Prerequisite: User must have daunting leanings to Evil. User must have a notable resistance to most general poisons. Character must complete at least 15 quests while maintaining an Evil alignment.

    A microscopic organism has a glandular reaction with the host, and produces an electrical discharge. Highly toxic vapors then emit from the host and act as a catalyst to the current. The host character can then emanate sickly puce veins of electricity from their skin, and any equipment in physical contact with the host. This can only last for about three and a half minutes before the energy diminishes and the vapor subsides. Contact with the electric discharge by anyone will result in a light, but painful shock. A shock will signify a transfer of the toxic vapor to the other, which without full-body clothing and facial cover may result in being poisoned. The vapors are highly toxic to most creatures.

    This gaseous compound will daze the afflicted very quickly, and slowly exhaust them increasingly for about five minutes until they are knocked out completely. If the victim is left intact or treated, in about a night's rest they will wake completely cured. The user may activate this only in a fit of anger, and can not re-activate it successively until at least an hour and a half have been taken to recharge.


    Standard
    `Clown Beam
    Original: Doc Genz, Offense Technique
    [Projectile](?)

    P2: 80
    P3: 60
    P4: 40
    P5: 30

    Prerequisites: User must have some aspect of clownishness to them, whether it be polka-dots, a trick flower, a rubber nose, too much make-up, or even just a silly hat. They can have a clownish personality, but it will be not enough physically to channel and amplify this attack.

    The caster fires from a clownish part of their body or inventory, a bright ray of pure clown-essence. It has a feeling and texture of what might be water sprayed from a trick flower, the alarming shock of a joy buzzer, a painful ringing and slap of tin and whipped cream from a pie, a juggling club to the shin, the harsh chill of tears from a weeping entertainer, the whimsy of hearing your favorite joke for the first time, the cringing pain of a horrible pun, and the firm hand of a violation of bodily privacy. It looks like a wavy ray of light with glimpses of tiny clowns within, the rays subtly resembling the rainbow waves and curls of a humorous wig.

    The attack has three various forms or "tiers" depending on the amount of clown gear the user has on.

    First Tier: The user has two clown aspects, one can be as superficial as silly make-up. The beam will launch from one of the two areas. In its unrefined form it will scatter inaccurately like a shotgun and only really hurt close-up. If the user can dance a jig they can fire it a few times over again before it gets too hard to evoke. The clown-based damage will hit the enemy with the sleaze and vulgarity of a clown who hates their job and often has too much to drink. It slaps the enemy like the popping elastic of a poorly made balloon animal. Enemies who tolerate lame birthday-parties will not be hurt as much, and enemies afraid of strangers and clowns will take a psychological hit along with the slap and be dazed for a few seconds.

    Second Tier: The user is wearing a very whimsical outfit, and may be holding a few humorous objects. Bystanders might be able to note after a glance that they resemble a clown. The user must strike some sort of silly pose or juggle, perhaps fall over in a slapstick routine. A more straightened ray will fire from whatever clown accessory they choose to aim with. It continues outward until it thins out at about sixty feet away. Tier 2 will work repeatedly if given several seconds in between, and lose power at about five to six shots. A P4 or 5 character can get as many as ten consecutive beams before losing energy. The beam will clatter against the target like a heap of pots and pans falling from a poorly packed cabinet. If the target fears clowns, they will feel a stabbing pain as if attacked by a serial murderer. The force of this beam can knock lighter enemies off their feet.

    Third Tier: The user is so blatantly a clown, you can spot them out of the corner of your eye and smell the clownishness from around a corner. The beam can be fired from the eye of a well-painted face, a trick flower, even a cranked up jack-in-the-box; so long as the area is unmistakably clown-related.

    `Color Swap*

    `Siege Engine*

    `Deku Turret*

    traps***
  11. Chaos James

    Chaos James Bastion of Debauchery vet

    Messages:
    661
    Trophy Points:
    18
    3DS Friend Code:
    1521-3083-7405
    Here are some I plan on getting as soon as I can get around to it.

    Regular Treasures:
    Gaia's Blessing (open)
    'Gaia's Blessing
    Custom (Chaos James), Magic-tier - Utility
    [Alteration], [Force], [Footwear]

    P5: 30
    P4: 40
    P3: 60
    P2: 80
    P1: 160

    A pair of rugged and worn leather boots, they seem like a regular pair of boots except for some faintly etched runes that cover the bottom of the boots. While these boots are worn, the person is able to drop from virtually any height and, as long as they land on their feet first, will take no damage, but will probably be forced into a crouching position when they land after jumping from larger heights. If the user does not land on their feet first, then the boots can not take effect.


    Rocket Fireworks Supply (open)
    'Rocket Fireworks Supply
    Custom (Chaos James), Magic-tier - Utility
    [Explosive], [Fire], [Stock]

    W5: 30
    W4: 40
    W3: 60
    W2: 80
    W1: 160

    Prerequisite to Craft: Crafting-Specific: Bombsmith Lv. 2, Bomb Bag

    The user, with their expertise with creating explosions, can mix a specific balance of gunpowder, fuses, small tubes and some other varying things used to make things explode to craft a small but fun supply of exploding charges that give off colorful lights. When lit, these fireworks take a few seconds for the fuse to burn down before they shoot off high into the air, then explode in a myraid of colorful sparks of light. A supply of these have fireworks in the Red, Blue and Green variety. While not ment for combat, it is not recommend to hold these in your hands while lit or to put them in your mouth. Remember, play safe, or you could lose a finger.


    Unique Treasures:

    Shinra Bomb Supply (open)
    'Shinra Bomb Supply
    Custom (Chaos James), Magic-tier -Offensive/Utility, Unique
    [Explosive], [Stock]

    P5: 23
    P4: 30
    P3: 45
    P2: 60
    P1: 120

    Prerequisite to craft: Bomb Bag, Rocket Fireworks Supply.

    Created by Suxen Mer, this is an interesting mix of the explosive abilities of a Bomb and the flashy colors of the Rocket Fireworks. Packed into each spherical Bomb case is both a Regular bomb and the fuel for the Red, Blue and Green Rocket Fireworks. When the Bomb explodes, dealing regular damage for a Bomb, the three colors of fireworks also explode, creating a fiery explosion and lots of colorful lights. At the very least, it's flashy.


    Major Treasure:

    Natural Form: Wolf (open)
    'Natural Form: Wolf
    Custom (Chaos James), Spell - Utility
    [Transformation], [Beast]

    W5: 68
    W4: 90
    W3: 135
    W2: 180
    W1: 360

    By bending the forces of nature, the user can change their shape between that of their Humanoid Form and that of a Wolf. Some aspects of the caster stays the same, like similar hair color or distinctive features, which means for some that they won't naturally blend in well as a regular wolf. While in this form, they lose the ability to speak languages, but gain the ability to communicate with animals. When they change shape, their clothes and equipment are incorperated into the form and can not be accessed or seen. The user is able to continue to use any skills or spells they know that don't require speech or complicated somatic components. This form can be kept on for as long as they wish, and the change between the two is mere seconds. Should the user die, they will change back to their original form.


    EDIT: Took Eev's idea for the costs for Wolf Form, and I think it works good. Thanks Eev!
  12. SenpaiPancake

    SenpaiPancake Shhh! I'm charging my laser... reg

    Messages:
    197
    Trophy Points:
    18
    So, here are some idea's, just throwing them out there.

    Unique Treasures
    Scratch’n’Sniff Sticker Book (open)
    `Scratch’n’Sniff Sticker Book
    Original - Jarin, Utility
    [Book], [Magical]

    100 rupees

    Allows the use of Scratch’n’Sniff Stickers in the enchanting of items, weapons, and equipment. The number of stickers that can be stored at once within the book are calculated using the Wisdom of the character.

    W5:
    Three Pack 1
    Two Pack 2
    Two Pack 3
    One Pack 4
    One Pack 5

    W4:
    Two Pack 1
    Two Pack 2
    One Pack 3
    One Pack 4

    W3:
    Two Pack 1
    One Pack 2
    One Pack 3

    W2:
    One Pack 1
    One Pack 2

    W1:
    One Pack 1

    What do you think of the number of stickers? Too many?

    Standard Treasure
    Scratch’n’Sniff Sticker Booster Pack 1 (open)
    `Scratch’n’Sniff Sticker Booster Pack 1
    Original - Jarin, Magic-tier - Offense
    [Magical], [Enchantment]

    10 rupees per pack

    Prerequisites to use: W1, you must own a Scratch’n’Sniff Sticker Book.

    When these stickers are attached to an item, they are imbued with a magical explosive effect. Swords with explode upon impact with the enemy, boomerangs will explode after contact, Deku Nuts can be used as flashbangs, etc. The item the sticker is attached to will be consumed as well, unless it would normally survive a regular bomb blast. Each time a sticker is used it is consumes, and needs to be purchased again.


    `Scratch’n’Sniff Sticker Booster Pack 2 (open)
    `Scratch’n’Sniff Sticker Booster Pack 2
    Original - Jarin, Magic-tier - Offense
    [Magical], [Enchantment]

    20 rupees per pack

    Prerequisites to use: W2, you must own a Scratch’n’Sniff Sticker Book.

    When these stickers are attached to an item, they are imbued with the ability to freeze anything they touch. The item the sticker is attached to will become frozen to the target upon use. Each time a sticker is used it is consumes, and needs to be purchased again.


    `Scratch’n’Sniff Sticker Booster Pack 3 (open)
    `Scratch’n’Sniff Sticker Booster Pack 3
    Original - Jarin, Magic-tier - Offense
    [Magical], [Enchantment]

    40 rupees per pack

    When these stickers are attached to an item, they are imbued with the ability to electrify anything they touch. If the item the sticker is attached to is made of any type of metal, any person in contact with the item will be shocked. This shock, if delivered properly, can cause a heart to stop. Each time a sticker is used it is consumes, and needs to be purchased again.

    Prerequisites to use: W3, you must own a Scratch’n’Sniff Sticker Book.


    `Scratch’n’Sniff Sticker Booster Pack 4 (open)
    `Scratch’n’Sniff Sticker Booster Pack 4
    Original - Jarin, Magic-tier - Offense
    [Magical], [Enchantment]

    80 rupees per pack
    When these stickers are attached to an item, the owner of the sticker can move the item with their mind. This takes a great amount of concentration and mental power. Each time a sticker is used it is consumes, and needs to be purchased again.

    Prerequisites to use: W4, you must own a Scratch’n’Sniff Sticker Book.


    `Scratch’n’Sniff Sticker Booster Pack 5 (open)
    `Scratch’n’Sniff Sticker Booster Pack 5
    Original - Jarin, Magic-tier - Offense
    [Magical], [Enchantment]

    160 rupees per pack

    Prerequisites to use: W5, you must own a Scratch’n’Sniff Sticker Book.

    When these stickers are attached to an item, they are imbued with the ability to create a black hole like effect. Items and enemies are drawn towards the center of the hole, where they are slowly crushed by force. This includes the user. If an explosive is crushed in this manner, it will explode. The item the sticker is attached to will be crushed immediately upon use. Each time a sticker is used it is consumes, and needs to be purchased again.

    So, how are the effects? Too powerful? Juggle them around?
  13. Eevachu

    Eevachu Admin admin

    Messages:
    931
    Trophy Points:
    28
    Regular Treasures:

    Summon: Keese (open)
    `Summon: Keese
    Original:Eevachu, Spell - Offense
    [Conjuration]

    60 Rupees

    The user summons a single Keese, who will obey every order of the summoner, if it can. The user may only summon one Keese every 20 minutes. Other then that, the Keese is the same as the normal enemy found in caves and dungeons. Each monster has a level from 1 to 3, and the user has three points to use. Each level corresponds to a number, level 1 being one point. The user can summon any number of monsters as long as it doesn't exceed this point. Keese are a Level 1 Monster.

    If the user's Wisdom is above 1: For every level above 1 the user's Wisdom is, they may summon another Keese, up to 5 Keese at 5 Wisdom. However, the cooldown for summoning five Keese starts after all five have been summoned.
  14. demo

    demo New Member reg

    Messages:
    96
    Trophy Points:
    0
    An idea

    Major Treasures:
    Arcane blade (open)
    Arcane Sword
    original:demo, spell-offensive
    [Empowerment], [PWC], [weapon base]

    W5: 75
    W4: 100
    W3: 150
    W2: N/A
    W1: N/A

    The user enchants their weapon and gives them self exceptional fighting capabilities for up to 4 minuets. The user sacrifices all its wisdom to use this spell and converts it into power. During the duration of this spell the user may only use power based treasures.

    The exchange rate for the conversions:
    W5--> P3
    W4-->P2.5
    W3-->P2
  15. Idarian

    Idarian Imperator of Known Space reg

    Messages:
    221
    Trophy Points:
    16
    Unique Major Treasure

    Demon Soul (open)
    Demon Soul
    aka: Demon Curse
    Original:Idarian, Technique-Utility
    [Conjuration][Empowerment][Jump][Undead][Transformation]


    Cost:
    P5: 80 Rupees
    P4: 120 Rupees
    P3: 160 Rupees

    As Damien progresses through his quests, he will find that his body has truly been affected by the curse placed on him by his father during his time serving under Ganon. In general, Damien is a completely changed man. He is faster, stronger, and different in many other ways. Specifically, he will find that:
    Undead Soul: Damien is, indeed a living creature in essence, but the dark power impregnated within him renders him similar to a vampire. He cannot be healed by potions or non-magical means, and magic spells such as Life affect him minorly. They may save him from death, but they may not bring him to full strength. However, the main effect of this characteristic is immortality. Damien will not age visibly or die of natural causes. However, he is just as vulnerable to weapons and offensive magic as he would normally be.
    Augmented Strength: As a result of his dark curse, Damien's strength has, like a vampire's, increased noticeably. With Demon Soul, Damien's Power rating increases by 0.5 points.
    Transform into Bat: As the first of many demonic transformations, Damien uncovers the ability to transform into a rather large bat. In addition, this bat form has the ability to conjure fireballs in its jaws and shoot them out up to 30 feet. However, these fireballs are somewhat weak and can only be fired once every thirty seconds. The bat form's only real advantage is speed of motion.
    Water Weakness: Foremost on his list of weaknesses is water. Also similar to a vampire, Damien is rendered weak by coming into contact with significant amounts of water. Rain will not weaken him significantly, but being in water higher than mid-shin level will inflict physical pain, and, depending on how wet and/or submerged he becomes, his powers and strength will wane. This affect can be mostly nullified by acquiring the Zora's Tunic treasure.
    Jump Height: As the name suggests, one last effect of this is that Damien will find he can jump higher into the air than he normally would. This increases his potential jump height by 50-100%.


    Just a note, if whoever reads this believes that I have given a few too many disadvantages to a skill that will cost me 120 Rupees, let me know. Given the chance, I would like to add one more transformation to this list, though, I doubt it will be underpowered considering I just added the jump detail.
  16. WillowtheWhisp

    WillowtheWhisp Admin admin

    Messages:
    1,093
    Trophy Points:
    48
    3DS Friend Code:
    3239-3393-6898
    (Unique) Major Treasures:

    Void Gear (open)
    `Void Gear
    Original: WillowtheWhisp, Spell-Offense
    [Enchantment][Empowerment][Wind][Travel][Jump][PWC][Unique]


    Cost:
    W5: 75 Rupees
    C5 or W4: 100 Rupees

    Requirements: 4 Wisdom (or 5 Courage), Wind Enchantment

    With years of study, Dante has gained the ultimate prowess over the Wind Enchantment spell, and is now able to use a more powerful version of the spell. Now able to use the full strength of the Wind, he can now use the Wind Enchantment spell much more freely. This treasure allows the Wind Enchantment to be cast on any part of the user's body. Additionally, the Wind Enchantment's detonation no longer triggers due to an impact; instead, he may choose when to release the winds of the spell. This applies even to held weapons, or enchanted projectiles.

    Cast as a spell, Void Gear surrounds the Dante's body with magical winds. His running speed is approximately 125% of normal (half the bonus of a Bunny Hood), while his jumping ability is increased two fold. While under the effects of this spell, he will fall slowly, as if the Feather Fall spell had been cast upon them. However, while under the effects of Void Gear, the spell caster may only cast the spells Wind Enchantment, the Wind spell, or any spell otherwise relating to wind. Other treasures, such as skills, items, or techniques, are unaffected by this and may be used as normal.


    Twilight Cowl (open)
    `Twilight Cowl
    Original: WillowtheWhisp, Spell-Offense
    [Enchantment][Empowerment][Cold][Travel][Protection]


    Cost:
    W5: 75 Rupees
    W4: 100 Rupees

    Requirements: 4 Wisdom, Ice Enchantment

    The user has gained the ultimate prowess over the Ice Enchantment spell, and is now able to use a more powerful version of the spell. Now able to use the full strength of Ice, the user can now use the Ice Enchantment spell much more freely. This treasure allows the Ice Enchantment to be cast on any part of the user's body. Additionally, the Ice Enchantment spell persists longer than other spells, the ice spreading around the affected area(s), until the spell has ended. This applies areas struck by the body, held weapons, or enchanted projectiles.

    Cast as a spell, Twilight Cowl surrounds the user's body with freezing ice. Their upper and lower torso are surrounded in a coating of ice that is as strong as plate armor, but suffer no difficulties with their movement, the ice simply shifting with their body. While under the effects of this spell, the caster's linear movement is increased exponentially, the ground freezing beneath them and used to skate from one point to another. However, while under the effects of Twilight Cowl, the spell caster may only cast the spells Ice Enchantment, the Ice spell, or any spell otherwise relating to cold. Other treasures, such as skills, items, or techniques, are unaffected by this and may be used.


    Sol Veil (open)
    `Sol Veil
    Original: WillowtheWhisp, Spell-Offense
    [Enchantment][Empowerment][Fire][Travel]


    Cost:
    W5: 75 Rupees
    P5 or W4: 100 Rupees

    Requirements: 4 Wisdom (or 5 Power), Fire Enchantment

    The user has gained the ultimate prowess over the Fire Enchantment spell, and is now able to use a more powerful version of the spell. Now able to use the full strength of Fire, the user can now use the Fire Enchantment spell much more freely. This treasure allows the Fire Enchantment to be cast on any part of the user's body. Additionally, the Fire Enchantment Spell is capable of explosions, instead of simply igniting the affected area. Upon impact, the Fire Enchantment will explode with a blast of fire, equivalent to the strength of half a bomb. The user is not affected by these explosions. This applies to areas struck by one's own body, a held weapon, or even a projectile.

    Cast as a spell, Sol Veil surrounds the user's body with burning fires. While moving, the caster may choose to ignite their steps, creating a blazing trail in their wake. The Fire spell, when used under the effects of this spell, doubles in size and speed. Additionally, any contact with the caster's body will result in severe burns, as if they were a Subrosian. However, while under the effects of Sol Veil, the spell caster may only cast the spells Fire Enchantment, the Fire spell, or any spell otherwise relating to fire. Other treasures, such as skills, items, or techniques, are unaffected by this and may be used.
  17. Zoraman

    Zoraman New Member new

    Messages:
    78
    Trophy Points:
    0
    Regukar Treasure(?)

    Spirit Flame (open)
    'Spirit Flame
    Original:Zoraman, Spell-Offence
    [Spirit][Fire]
    W5:40 Pupees
    W4:70 Rupees
    W3:110 Rupees
    W2:150 Rupees
    W1:N/A

    A green flame launched from the tip of a weapon in the direction that the user swung their weapon in. Travls for up to 2 meters in front of the weapon tip.

    If the User has a Wisdom of 4 or higher, or is a Zora flame can be launched from hand. Hif River Zora flame can be launched underwater. If user is Using a hammer thean flame can go in a straingt line on teh ground,flame will go for a may of 5 meters.

    Prerequisite to have: Wisdom and Courage of at least 2
  18. Rising Dragon

    Rising Dragon Goat Herder reg

    Messages:
    496
    Trophy Points:
    18
    Standard Treasure
    Pegasus Bracer (open)
    `Pegasus Bracer
    Original:Rising Dragon, Magic-Tier – Offensive
    [Empowerment] [Wrist]

    C5: 35 rupees
    C4: 50 rupees
    C3: 75 rupees
    C2: 110 rupees
    C1: 150 rupees

    Prerequisite to use: 3 Power or 2 Courage

    This accessory takes on the form of a armband made of black leather and plated in blue metal on either end and across the back of the arm, with a pair of small blue-white wings laying across the metal plating. This bracer has a unique effect, when the wearer flexes the muscles in their forearm beneath it, the two wings extend up like a two-pronged fin, and the speed of the wearer’s arm swings is greatly increased, allowing to him or her to strike at an enemy several times in the space of a single regular swing. They can continue this increased attacking speed until exhaustion sets in. Some people have been known to utilize magic to circumvent the activation requirement of the Pegasus Bracer.

    For each point in Power, the user has above 1, they can maintain the swinging speed of the Pegasus Bracer for a few moments longer.
  19. Eevachu

    Eevachu Admin admin

    Messages:
    931
    Trophy Points:
    28
    Standard Treasure:

    `Vector Plate
    Original:Eevachu/Quill, Spell – Utility
    [Force], [Projectile], [Trap]
    W5: 45
    W4: 60
    W3: 90
    W2: 120
    W1: 240

    The user can create a large, black arrow of 2'5" feet in length, of the caster's choosing in location and direction. When something touches the arrow, they are launched in the direction the arrow is facing, at a speed of roughly 25 MPH. The arrow must be placed on a solid object capable of holding the entirety of the arrow. Although it may fold slightly to fit the object, it may not be placed on intricately formed ground, and may not wrap around objects it is placed on. Although the arrows do not disappear over time, all arrows must be placed at once, with more capable of being placed with higher Wisdom. It requires a minute cooldown before another can be placed, any new arrows replacing the old ones. Using an arrow once causes it to vanish. Arrows may be placed no farther than ten meters from the user's location and additionally, the placement location must also be in sight.

    For every Wisdom level higher than 1: For each additional point the user has beyond one, they may summon an additional arrow, with two arrows at W2, three arrows at W3, four arrows at W4, and five arrows at W5. The user does not have to summon the full amount, and a W5 user may, say, choose to instead summon 3 arrows. However, while they do not have to be by each other(But still within range), arrows may not be split up in placement.