Library of Treasures

Discussion in 'Archives' started by Guy, Mar 16, 2011.

  1. Guy

    Guy Admin admin

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    IMPORTANT: This thread is out-of-date. To see Hyrule Castle's current Library, visit the following url: http://library.hyrulecastle.org


    Before attempting to make sense of this thread, it is highly suggested you first familiarize yourself with the Quests & Rewards thread, and the PWC section of the Character Creation thread.

    The following thread contains an alphabetical index of information regarding spells, skills, magic-tier items, and all other potential quest rewards outside of professions, rupees, and common-tier items. They are divided into four sections--Standard Treasures, which can be obtained by anyone; Unique Treasures which were created in such a way that there is a specific way to acquire them; Major Treasures, which are so powerful a character can only have a few of them; and Unique Major Treasures.

    Items can be classified into three groups: Common-Tier, Magic-Tier, and God-Tier. Common-Tier items are normal, everyday objects like pots and pans. They could be Roleplayed in, but they don't need to be. Anything that's considered common in the Zelda universe, such as swords, canteens, and Deku Shields constitute a Common-Tier item and need not be purchased with quest rupees. Magic-Tier items comprise the entirety of the Library. These items are either magical, rare, or complex in nature, and could be anything from the Cane of Somaria to a Cannon. They need to be obtained via Roleplay. God-Tier items, on the other hand, cannot be obtained at all. These are items which are absolutely unique in the Legend of Zelda, and which are so ridiculously powerful that no character may possess even one. These items could do anything from cause mass-destruction to render a person invisible to make an attack impossible to block or dodge. Examples of God-Tier items include: Majora's Mask, the Double Helix Sword, the Magic Cape, Din's Fire, Nayru's Love, and the Master Sword.

    If you wish for a treasure to be added to this index--an original one you created yourself, or based on something else--you can do so. However, you can only do so if you intend to acquire it. You may use the Treasure Creation Forum to propose any new additions. Two Staffers will review your treasure, and both of their votes of approval are necessary for any treasure to be introduced to the Library of Treasures. The balance of treasures is very delicate, so in all likelihood some aspects of it--such as the cost or designation--may need to be slightly altered from your original design. For more information on the Treasure Creation process, please see the Treasure Creation Forum.

    Established Meta-Fields
    Meta-fields define the basic characteristics of a treasure, such as if it is a physical item or an ability, or if it is primarily used for offense or defense. The currently-existent meta-fields are as follows:

    Meta-Fields (open)
    Ability
    An action performable by its user which is not attributed to Power (Technique), Courage (Skill), or Wisdom (Spell). Under normal circumstances, it is something which must be discovered by a character, learned, practiced, and eventually mastered throughout a quest. It cannot normally be transferred from one character to another, unless special circumstances apply. Compare with Magic-Tier, Skill, Spell, and Technique.

    Borderline-canon
    While this item does not originate from one of the main series Legend of Zelda video games, it does stem from related media, such as the Zelda animated series, one of various official Zelda comics, or an instruction manual. It is not considered canon, but nonetheless officially recognized as part of Zelda. Alternatively, the item does originate from Zelda canon, but its effect has been significantly altered (but not completely changed) from its canon counterpart. Compare with Canonical and Original.

    Canonical
    A canonical treasure exists within at least one of the main series Legend of Zelda video games. Compare with Borderline-canon and Original.

    Defense
    A defense-oriented treasure is one that emphasizes protection from damage, avoiding combat, or subduing foes without harming them. Compare with Offense and Utility.

    Magic-Tier
    The treasure is considered a Magic-Tier item, as defined in the Quests & Rewards thread. Compare with Ability, Skill, Spell, and Technique.

    Offense
    An offense-oriented treasure is one that emphasizes attacking an enemy or engaging in direct combat. Compare with Defense and Utility.

    Original
    A treasure which has been created specifically for use on Hyrule Castle, or is from a fan-work, often by one of its members. The designer's username will be listed next to 'Original.' Compare with Borderline-canon and Canonical.

    Skill
    The treasure in question is an Ability attributed to Courage. Compare with Ability, Magic-Tier, Spell, and Technique.

    Spell
    The treasure in question is an Ability attributed to Wisdom. Compare with Ability, Magic-Tier, Skill, and Technique.

    Technique
    The treasure in question is an Ability attributed to Power. Compare with Ability, Magic-Tier, Skill, and Spell.

    Utility
    A utility-oriented treasure is one whose intended use is unrelated to combat. Compare with Defense and Offense.




    Established Fields
    Fields are, essentially, standardized tags. These aid in, for instance, a treasure that affects all Fire treasures, or the Specialty ability which increases one's proficiency in a field, as well as the cost of treasures of that field, or to make searching for a specific type of treasure more easily.

    Fields (open)
    Alteration
    Somehow alters the natural laws of physics, such as gravity or time.

    Blade
    Is or involves the creation of sharp blades akin to knives, swords, and spears. For techniques potentially involving blades as a base, such as in the famous Spin Attack, see Weapon Base.

    Boomerang
    Is or involves a projectile which returns to the user after it is fired or thrown, or affects such a projectile.

    Bow
    Is or involves a longbow, shortbow, crossbow, arrows, or a quiver.

    Cane
    Is a rod or staff imbued with magical properties, particularly if those properties are activated when the cane is swung.

    Claw
    Is or involves a mechanical grasping claw, or the claw of an animal or monster.

    Clone
    Involves creating a duplicate of an individual or object.

    Cold
    Involves ice or cold temperatures.

    Communication
    Involves enhancing communication abilities between two or more beings.

    Conjuration
    Involves the creation or summoning of a creature or object.

    Dark
    Involves magic derived from sacrificing a portion of the user's humanity.

    Deku
    Attributed in some way to the Deku Scrub race, the Lost Woods, or the Great Deku Tree.

    Disable
    Involves some kind of incapacitation.

    Electric
    Involves lightning, sparks, or other forms of electricity.

    Empowerment
    Involves strengthening a creature to give it magical or enhanced capabilities. Also involves strengthening some characteristic of the individual.

    Enchantment
    Involves strengthening a physical object to give it magical or enhanced capabilities.

    Explosive
    Involves an explosion.

    Fairy
    Attributed in some way to the Fairy species, and possibly a Great Fairy or the Fairy Queen.

    Fire
    Involves heat or flames.

    Fist
    Specifically involves bare-handed fighting.

    Footwear
    The item is designed to be worn on the feet, or only functions properly when stood upon.

    Force
    Involves an invisible force that pushes, pulls, or impacts.

    Gerudo
    Attributed in some way to the Gerudo race.

    Goron
    Attributed in some way to the Goron race or Death Mountain.

    Healing
    Involves a force which heals injury, cures disease, relieves poison, or revives from unconsciousness or death.

    Jump
    Involves the user jumping, or affects one's ability to jump.

    Kokiri
    Attributed in some way to the Kokiri race.

    Korok
    Attributed in some way to the Korok race.

    Light
    Involves either the elemental or spiritual aspect of light.

    Magical
    A magic-tier item whose power source for its effect is strictly and specifically magical.

    Mask
    Is or involves an item worn on the face or the head.

    Material
    Is primarily to be used in a crafting profession, and gets the same bonuses from a profession as crafted items. Such treasures are often used to create enhanced common-tier items.

    Mechanical
    A magic-tier item whose power source for its effect is strictly and specifically mechanical.

    Mirror
    Involves a reflective surface, or the ability to reflect projectiles or magical effects.

    Music
    Is a song or melody which must be played with an instrument to achieve its end affect, or affects such songs and melodies.

    Organic
    A magic-tier item whose power source for its effect is strictly and specifically organic.

    PerQuest
    Involves an effect that can only be activated to a certain degree per quest.

    Picori
    Attributed in some way to the Picori (aka Minish) race.

    Potion
    Is or involves a mystical elixir with effects akin to magic.

    Profession
    In some way affects or depends upon one's profession.

    Projectile
    Is or involves shooting, firing, launching, or throwing a tangible object, particularly as an offensive effect.

    Protection
    Revolves around protecting oneself or one's allies.

    PWC
    Affects or alters at least one aspect of the user's PWC in some way.

    Racial
    Ability which can be known automatically by at least one race, possibly depending upon their origin.

    RC
    Involves an mobile object which can be controlled remotely, particularly through telepathy.

    Ring
    Involves a ring worn around the finger. Only one magical ring may be worn at a time, and no rings may be otherwise held in a person's possession unless that person owns the "Ring Box" treasure.

    Rito
    Attributed in some way to the Rito race, Dragon Roost Island, or Valoo.

    Rupee
    In some way affects rupees, often with the user's gain or loss of them.

    Scry
    Involves the divination, sensing, or remote observation of a person, place, object, or information through any means.

    Seed
    Is or involves a nut, small fruit, or seed with atypical properties.

    Shield
    Is or involves the use of a martial shield normally worn on the arm.

    Single-Use
    Is consumed with use, and will be permanently removed from the user's inventory upon use.

    Skull Kid
    Attributed in some way to the Skull Kid race.

    Spin
    Involves the spinning or flipping of a body, particularly the user's.

    Statue
    Is or involves an inorganic likeness to an organic being.

    Stock
    Is comprised of effectively-infinite individual items which would otherwise individually be considered Single-Use. Since the items included are effectively infinite, obtaining more than one copy of a Stock item has no effect.

    Subrosian
    Attributed in some way to the Subrosian race or their homeland of Subrosia.

    Synthesis
    Involves the combination of two or more items to achieve a new effect.

    Theft
    Involves stealing of another individual's possessions, treasures, or effects.

    Time
    Involves or is attributed to time and the manipulation of it.

    Tokay
    Attributed in some way to the Tokay race or their homeland of Crescent Island.

    Transformation
    Involves the physical transformation of a being or object.

    Trap
    Involves an effect set in place which can only be activated through the target's own actions. Two [Trap] treasures may not be in effect in the same place at the same time.

    Travel
    Involves or enhances one's ability to travel.

    Undead
    Involves or is attributed to undead creatures, such as Poes and Stalfos.

    WeaponBase
    Is a skill which revolves around affecting in part a wielded weapon, and thus can only be used with such a weapon. An individual with a Power of at least 2 can use parts of their body as weapons.

    Weather
    Involves, affects, or is attributed to weather or other upper-atmospheric phenomena--including to some extent the sun and stars.

    Wind
    Involves wind, gusts, whirlwinds, or air that is otherwise pushing or being pushed.

    Wrist
    Is or involves an item worn on the user's wrist, forearm, or upper arm.

    Zora
    Attributed in some way to the Zora race or River Zora race.




    Search Shortcuts
    This library has been imbued with a couple shortcuts that makes searching for specific treasures a bit easier. To use them, however, you'll have to open the spoiler boxes for the treasure sections you wish to search.

    1. Press Ctrl+F
    2. Type the name of a field you want to find, enclosed in brackets, such as: [Fire]
    3. ???
    4. Profit!

    1. Press Ctrl+F
    2. Type the exact name of an existing treasure you'd like to know more about, preceded by a `, such as: `Lens of Truth
    3. ???
    4. Profit!
    *. Alternative names for an item are listed below its proper name. `Eye of Truth, for instance, would bring on to the same item as `Lens of Truth.
    *. The ` is normally found to the left of the 1 key on a standard keyboard.
    Last edited: Jan 19, 2014
  2. Guy

    Guy Admin admin

    Messages:
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    Standard Treasures
    These treasures are established to not be one-of-a-kind, and are likely common rumors in at least one community. They are all useful in their own ways, but not considered powerful enough to be "Major."

    `Actor's Illusion
    Original: The Janitor, Spell - Defense
    [Empowerment], [Illusion], [Transformation]


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

    Through deep concentration, this spell projects an illusion to "change" the user's physical appearance. For instance, it can be used to change the user's hair color, skin color, eye color and other physical details of the caster's form. The greater the illusion, the more one must concentrate, and the higher the chance of failure. Trying to change your height, weight, or adding limbs is almost impossible. In addition, engaging in battle or using other abilities while in disguise will break concentration to the point the disguise fails.

    As with all illusions, the Cross or Lens of Truth items can see through this spell.



    `All-Night Mask
    Canonical, Magic Tier - Utility
    [Empowerment], [Mask]


    20 rupees

    This mask appears as a webbing of black covering the user's face. So long as it is worn, the wearer will not lose consciousness nor feel the overpowering need to sleep.


    `Arcane Bolt
    aka: `Magic Bolt, `Magic Missile
    Canonical, Spell – Offense
    [Electric], [Projectile]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 50 rupees
    W1: 65 rupees

    The user swings or thrusts forward a weapon or other instrument, and unleashes from the tip a small and compact orb of magical energy comparable in size to a Goron’s fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of energy electrocutes its target for several seconds on impact before dissipating. The projectile can reach up to thirty feet before dissipating without hitting anything, and can only be fired once every thirty seconds.

    However, this spell has an unfortunate side effect in that enchanted weaponry or magical defenses can reflect the ball back at its caster with a well-timed swing. The caster may launch it back using his or her own magic, but repeated deflections will speed up the velocity of the spell, and can result in the caster being struck and damaged by his or her own attack.

    If the user has a Wisdom of at least 4: The ball of energy can be fired from the palm or mouth, rather than from an instrument.


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


    W5: 50 rupees
    W4: 66 rupees
    W3: 100 rupees
    W2: 133 rupees
    W1: 150 rupees

    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.



    `Archmage’s Pathfinder
    Borderline Canon, Spell - Utility
    [Scry], [Conjuration]


    W5: 75 rupees
    W4: 125 rupees
    W3: 175 rupees
    W2: 250 rupees
    W1: 400 rupees

    The user may create a map of any structure (a castle, house, ruin, cave, etc.) by pressing his hands against the ground and sending his magic out through the floor. Any treasure chests or enemies will appear as small orbs, although anything not putting pressure on the ground will not register. Traps will appear as X'es, and detail will be given to show the user the nature of the trap. Fatigue is directly related to the size of the structure; for example, a castle would likely cause the user to dangerously faint, while a shack would be as strenuous as maybe a single pushup. If the spell is used outside of a structure, it will give a set radius of 30 meters.



    `Attitude Ring
    Original: Quill, Magic Tier - Utility
    [Alteration], [Empowerment], [Magical], [Ring]


    C5: 15 rupees
    C4: 25 rupees
    C3: 40 rupees
    C2: 55 rupees
    C1: 70 rupees

    The wearer can cause himself to genuinely feel a certain simple emotion, such as happiness, sadness, anger, or jealousy. While the emotion chosen is genuine, the wearer cannot shift into another emotion as another person normally would, subtle or otherwise; he would be absolutely stuck in that exact emotion until the ring is removed. When that happens, the wearer will feel remarkably apathetic until he has properly rested.



    `Baba Bird Potion
    Original: WillowtheWhisp, Skill/Magic-Tier – Offense
    [Deku], [Potion]


    If the user is Lv5 or higher in the Alchemist Profession:
    [Profession]
    0 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to obtain & use: Deku Nut or Deku Nut Production (but not Deku Nut Supply)

    The user (if a Lv5 Alchemist) can now create potions carrying the embryo of a Deku Baba, but must use a fresh Deku Nut in every potion. The user (if not an Alchemist) receives a single potion capable of doing so, after inserting a fresh Deku Nut into the potion.

    Upon exposure to oxygen, the Deku Baba will latch onto the nearest surface and will instantly grow to normal size. After growing, the Baba's head will separate and form a Baba Bird. This Deku Baba has fully functional wings made of Deku Leaves, allowing it flight speeds rivaling that of a Rito. However, the Baba Bird may not land, after lifting off, and cannot go underwater. The Baba Bird is smarter than the Deku Baba, and will not attack the allies of the user unless told to do so. Up to two Baba Birds may be under control at the same time. (Baba Snakes take up the slot of control a Baba Bird would take, while a regular Deku Baba takes half such a slot.)

    Upon death, a Baba Bird will relinquish a Deku Nut, as well as a Deku Stick.

    If the user is a Lv10 Alchemist: The Baba Bird gains the ability Condor. The Baba Bird is capable of picking up medium sized objects with its roots, such as bombs, and can drop them at the command of the Alchemist. If the Baba Bird is not holding an object, it may simply drop one Deku Nut per bird.



    `Baba Snake Potion
    Original: WillowtheWhisp, Skill/Magic-Tier – Offense
    [Deku], [Potion]


    If the user is Lv5 or higher in the Alchemist Profession:
    [Profession]
    0 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to obtain & use: Deku Nut or Deku Nut Production (but not Deku Nut Supply)

    The user (if a Lv5 Alchemist) can now create potions carrying the embryo of a Deku Baba, but must use a fresh Deku Nut in every potion. The user (if not an Alchemist) receives a single potion capable of doing so, after inserting a fresh Deku Nut into the potion.

    Upon exposure to oxygen, the Deku Baba will latch onto the nearest surface and will instantly grow to normal size. After growing, the Baba's head and vine will separate from the base to form a Baba Snake. This Baba Snake is not stationary, may burrow underground, and is also amphibious. The Baba Snake is generally smarter than the Deku Baba, and can differentiate between friend and foe. Up to two Baba Snakes may be under control at the same time. (Baba Birds take up the slot of control a Baba Bird would take, while a regular Deku Baba takes half such a slot.)

    Upon death, a Baba Snake will relinquish a Deku Nut, as well as a Deku Stick.

    If the user is a Lv10 Alchemist: The Baba Snake gains the ability Hydra. Upon death, the Baba Snake will split into two smaller, and therefore faster and easier to kill, Baba Snakes. These smaller Baba Snakes do not split upon death. Splitting can prevented by using fire or ice to kill the Baba Snake.



    `Backbiter
    Original: Quill, Spell - Defense/Offense
    [Curse]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 70 rupees
    W1: 100 rupees

    The caster may curse an enemy so that whatever injury or pain that enemy inflicts will be reflected equally upon himself. The curse is double-edged and will also be cast upon its caster, and the curse always comes with some sort of subtle visual cue. The caster may dispel the curse at any time, but it will end after one or two minutes.



    `Ballad of the Wind Fish
    Canonical, Spell - Utility
    [Music]


    W5: 15 rupees
    W4: 25 rupees
    W3: 35 rupees
    W2: 50 rupees
    W1: 75 rupees

    This song brings the player and anyone touching him into a nearby person's dreamworld. If a person is still inside that dreamworld when the host awakens, that person will become lost in the host's subconscious mind. Playing this song again is the only way to exit the dreamworld.



    `Banish
    Canonical, Spell - Offense
    [Dark], [Disable]


    W5: 30 rupees
    W4: 50 rupees
    W3: 90 rupees
    W2: 120 rupees
    W1: 240 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster may hold out his hand and create a vortex of swirling dark energy which engulfs the target, causing the target's mere presence to repulse his own mount, familiar, pet, or fairy companion to the point where they are forced to flee. The spell prevents the target from summoning, and any previously summoned creatures disappear as the bond between them and their owner is severed. The spell lasts for several minutes, but the effect is shorter for intelligent mounts and fairy companions, who are more capable of overcoming the effect. The spell has no effect on actual people, and companions and summons with the [dark] field are immune to it.

    Possessing this spell also causes the user's own mount, familiar, pet, or fairy companion to dislike him and become less obedient and loyal; however, this does not apply to companions or summons with the [dark] field. This spell affects both the caster and the target. As with all dark spells, possessing Banish increases the owner's vulnerability to light magic and enhancements.



    `Bardic Twill
    Original: Spirit Adept, Magic Tier - Utility
    [Material], [Magical], [Music], [Single-Use]


    20 rupees

    This colorful, easily decorated woven fabric can be used in crafting by a player-character with a sufficiently-related level of the Crafting treasure. Its magic helps the wearer stay in tune and on tempo when singing or playing a musical instrument. Musical spells are also affected: the duration and strength of their effects are increased, and if the wearer so wishes, their effects may be activated earlier in the song.



    `Beetle
    Canonical, Magic Tier - Utility
    [Mechanical], [Projectile], [RC], [Wrist]


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

    Wrapped around the user's wrist is a bracelet of a mysterious green or golden metal. Attached to this bracer is a beetle-like machine of size comparable to fist. At will, the user can shoot off this 'beetle' and have it fly through the air at slow speeds, controlling its movement and direction through concentration fed through by the bracer. Breaking concentration will cause the beetle to fly in a straight line until either it crashes or concentration is regained. The beetle's legs are capable of picking up or dropping small objects as it flies.



    `Benevolent Grounds
    Original: Tsubori, Spell - Defense
    [Disable], [Light], [Protection]


    W5: 40 rupees
    W4: 50 rupees
    W3: 65 rupees
    W2: 80 rupees
    W1: 115 rupees

    The caster may cover the ground with light, and none within it will be capable of harming another in any way. The light covers as much ground as a forest clearing, and the caster can choose to center it either on himself or on an area within his vision. Those who have Dark Affinity will suffer spiritual damage, and any Dark Affinity spell that enters the enchanted grounds will be severely weakened. This spell takes several seconds to prepare and cast; however, it lasts for an entire hour. The light can only be conjured once every 24 hours.



    `Binding
    Original: Quill, Technique - Defense
    [Disable], [Enchantment]


    P5: 25 rupees
    P4: 30 rupees
    P3: 40 rupees
    P2: 55 rupees
    P1: 80 rupees

    The caster may enchant an object, such as manacles or ropes, to nullify the magic of the next person who wears or is bound by that object. Such a person would be unable to use any magic while in contact with the enchanted object. For example, a person with an enchanted hat would be unable to use magic while wearing the hat, and a person who's hands are bound by enchanted manacles would be equally unable to use magic. A bound person's magic immediately returns when the object is removed. Once removed, the object is immediately disenchanted, and the spell must be reapplied. To continue the hat example, if the target set the hat on the table and put it back on, it would need re-enchanting before it could nullify his magic again. Only one object may be enchanted by the caster at a time; however, there is no time restraint on this spell. The caster must have direct contact with the object in order to enchant it.



    `Blast Coating
    Original: WillowtheWhisp, Skill - Offense
    [Explosive], [Synthesis], [WeaponBase]


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

    Prerequisite to use: Bomb Bag

    Using the black powder from one of their bombs, the user delicately applies it to the tip of a weapon or other surface in a particular fashion. When the weapon next strikes an object with enough force, it will explode with roughly half the force of a bomb, causing boosted damage and consuming the powder applied. The process of adding this powder is quite delicate, and takes a minute or so to do properly. Additionally, the strain the explosion causes on the weapon prevents it from being used more than once every few--unless the weapon is virtually indestructible, as if made by Goron Iron.

    If the user has a Courage of 5: The powder can be applied within a few seconds.



    `Blessed Bismuth
    Canon, Magic Tier - Utility
    [Enchantment], [Magical], [Material]


    25 rupees

    This silvery pink metal was used to craft the legendary Sacred Shield of old, and it can be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. While frail, this material slowly regenerates, repairing any damage done to it. Additionally, any undead creature or person with Dark Affinity will feel discomfort and fear while around anything made from a bar of Blessed Bismuth.



    `Blitz
    Original: Tsubori, Technique - Offense
    [Empowerment]


    P5: 25 rupees
    P4: 35 rupees
    P3: 50 rupees
    P2: 65 rupees
    P1: 80 rupees

    The user may burst forward at twice his normal speed for about 4 meters, unable to stop unless he hits something immovable by the exerted force. Just as its speed is doubled, so too is the force delivered by the tackle doubled from that of the user's normal attack. This move can only be executed about once every half minute.



    `Blizzard
    Borderline Canon, Spell - Offense
    [Cold]


    W5: 30 rupees
    W4: 45 rupees
    W3: 60 rupees
    W2: 90 rupees
    W1: 180 rupees

    By thrusting their palm forward and channeling magical power through their arm, the user can unleash a steady gust of freezing winds for a few seconds, which under normal conditions, extend outwards about the length of their arm before dissipating. The winds are so cold that they can cause damage to unprotected creatures in their path, and freeze liquids or even limbs solid at close enough proximity.



    `Blue Fire
    aka: `Blue Candle
    Canonical, Magic Tier - Utility
    [Cold], [Fire], [Magical]


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

    Containable in a closed bottle, on the wick of a candle, or any place regular fire can be stored is this Blue Fire. As its name implies, it appears simply as a regular flame colored blue. There are three notable differences from normal fire: it burns without gas or any other fuel source, it burns at a comparably slow rate, and it is extremely cold rather than extremely hot.



    `Bomb Arrow
    Canonical, Skill - Offense
    [Bow], [Explosive], [Projectile], [Synthesis], [WeaponBase]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    Prerequisites to use: Explosive item & Bow/Crossbow

    The user can quickly attach one of their explosives to the tip of an arrow. The arrow can then be fired as normal (albeit a bit front-heavy), and unleashes as an explosion (force varying with the explosive used) on impact. The Blast Coating and Powder Charge skills skill can produce a similar effect.



    `Bomb
    aka: `Bomb Flower
    Canonical, Magic Tier - Offense/Utility
    [Explosive], [Single-Use]


    5 rupees per explosive

    A standard bomb is dark blue in color, fist-sized bomb, and with an easily-lit fuse of about five seconds. It will explode violently, when the fuse runs out, but can also burst with a significant impact or enough heat. This item is single-use, and is consumed with the explosion, but the Bomb Bag treasure provides an effectively infinite supply.



    `Bomb Bag
    aka: `Bomb Supply
    Canonical, Magic Tier - Offense/Utility
    [Explosive], [Stock]


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

    A Bomb Bag is a small satchel, comparable in size to a honeydew, which can be attached to a belt or backpack. At any given time, the user can reach into this sack to inexplicably pull out a fist-sized bomb already lit with a fuse of about five seconds. It will explode violently, when the fuse runs out, but can also burst with a significant impact or enough heat. Strangely, this sack only functions when an individual bomb is pulled out one at a time--for instance, the user cannot simply dump out the would-be contents of the sack.



    `Bomb Mask
    Canonical, Magic-Tier - Offense/Utility
    [Explosive], [Mask]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    A somewhat disturbing mask that fits over one's head like a helmet, appearing as a blue-black sphere with a skull and crossbones over the face. While this mask is worn, the user can concentrate a surge of adrenaline to any point at their body. From that point, an explosive equivalent in potence to that of a Bomb will be unleashed, which damages the user with a portion of the explosion's power. Needless to say, repeated use of this mask can have fatal effects.



    `Bombchu
    Canonical, Magic-tier - Offense
    [Explosive], [Mechanical], [Projectile], [Single-Use]


    10 rupees per bombchu

    A Bombchu appears somewhat similarly to a stylized gold-and-blue rodent, comparable in size to a saucer. When set properly on the ground, a Bombchu will race forward at a speed of about 40 mph (65 km/h) along the ground. It will cling to the ground, climb over walls, and even adhere to ceilings until crashing into a solid object, at which point it will explode with force equivalent to a standard Bomb. This item is single-use and is consumed with its explosion, but the Bombling Supply treasure gives an effectively-infinite amount of them.



    `Bombchu Supply
    Canonical, Magic-tier - Offense
    [Explosive], [Mechanical], [Projectile], [Stock]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    Through some means of storage, the user holds an effectively-endless supply of small and mechanical devices called Bombchu. A Bombchu appears somewhat similarly to a stylized gold-and-blue rodent, comparable in size to a saucer. When set properly on the ground, a Bombchu will race forward at a speed of about 40 mph (65 km/h) along the ground. It will cling to the ground, climb over walls, and even adhere to ceilings until crashing into a solid object, at which point it will explode with force equivalent to a standard Bomb.



    `Bombling
    Canonical, Magic-tier - Offense
    [Explosive], [Organic], [Projectile], [Single-Use]


    10 rupees per bombling

    A Bombling is an extremely unusual creature whose spherical main body is roughly the size of a Goron's fist, with four spider-like legs extending out from it. When set or thrown upon the ground, a Bombling will scamper towards the nearest living creature aside from the user and explode on impact with them, with force equivalent to that of a standard bomb. This item is single-use and is consumed with its explosion, but the Bombling Supply treasure gives an effectively-infinite amount of them.




    `Bombling Potion
    Original:WillowtheWhisp, Skill/Magic-Tier – Offense
    [Explosion], [Potion], [Seed], [Synthesis]


    If the user has a Lv7 Alchemist Profession:
    [Profession]
    P5: 30 rupees
    P4: 40 rupees
    P3: 50 rupees
    P2: 80 rupees
    P1: 160 rupees

    Otherwise:
    [Single-Use]
    P5: 10 rupees per potion
    P4: 15 rupees per potion
    P3: 20 rupees per potion
    P2: 30 rupees per potion
    P1: 50 rupees per potion

    Prerequisite to use: Bomb/Bomb Bag & Magic Bean/Magic Bean Supply
    (If the item used is not the stock variant, but the single-use variant, it will be consumed when this potion is created or used.)

    Combining a Bomb and a Magic Bean, the user creates a potion that upon breaking will cause a Bombling to grow at the point of impact. It must have sufficient water, as well as nutrients, to grow. Like any other Bombling plant, the Bombling can be removed and used as an explosive, and a new Bombling will grow. The user may only have one Bombling plant active. If another is planted, the first will automatically die, presumably because the surrounding area will not have enough nutrients to support both.



    `Bombling Supply
    Canonical, Magic-tier - Offense
    [Explosive], [Organic], [Projectile], [Stock]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    A Bombling is an extremely unusual creature whose spherical main body is roughly the size of a Goron's fist, with four spider-like legs extending out from it. Like Bombs and Bombchu, the user has an effectively infinite supply of these. When set or thrown upon the ground, a Bombling will scamper towards the nearest living creature aside from the user and explode on impact with them, with force equivalent to that of a standard bomb.



    `Book of Mudora
    Canonical, Magic-Tier - Utility
    [Communication], [Magical]


    W5: 4 rupees
    W4: 5 rupees
    W3: 7 rupees
    W2: 10 rupees
    W1: 15 rupees

    A magical tome created by an ancient and unknown scholar, this tome has been reprinted several times. Though it is beyond useful, it requires a great deal of effort and skill as both a sorcerer and a writer to pull off correctly, as well as a great deal of time... making it surprisingly valuable, but only to those who can appreciate its value. While this book is open to specific sections, whenever words are spoken in a different language, words of the section's language will appear after a few seconds as an immediate and virtually flawless translation. (E.g., if open to the Hylian section, words spoken in Minish will be translated to Hylian script. If open to the Minish section, words spoken in Hylian will be translated to Minish.) This includes the Minish (Picori), Hylian, and Ancient Hylian languages, as well as countless others which no one can seem to identify. This does not, however, enable the user to communicate with creatures who do not use spoken languages--such as plants and most animals.

    This item's effect is similar to that of the Jabber Nut.



    `Boomerang
    Canonical, Magic-tier - Offense/Utility
    [Boomerang], [Projectile]


    C5: 30 rupees
    C4: 40 rupees
    C3: 60 rupees
    C2: 90 rupees
    C1: 180 rupees

    In Hyrule, boomerangs have the peculiar tendency to fly back to their users even if they are thrown directly into a wall. As such, they are often used for makeshift weapons and can be used to stun or bewilder some monsters. They also have the strange property to be able to carry small items, such as rupees, laid in their path.



    `Bottomless Bottle
    Original: Razgriz, Magic Tier - Utility
    [Conjuration], [Clone]


    W5: 20
    W4: 30
    W3: 40
    W2: 60
    W1: 120

    Taking the appearance of a glass bottle, metal hip flask, or similar item, the bottomless bottle provides an effectively endless supply of a single, mundane (basically no potions or magic) liquid. By placing some of the liquid to be made into the bottle then closing and shaking it, it will mysteriously become full, and even if poured indefinitely will never run out. The liquid can be "changed" in this way as many times as the user wishes so long as he has a sample of liquid to change into (even if the bottle has made it before). Note that the liquid will come out the same way it went in, so mucky water will come out mucky water, and pure, fresh juice will come out pure, fresh juice.



    `Calm
    Borderline Canonical, Spell - Utility
    [Alteration], [Weather]


    W5: 10 rupees
    W4: 15 rupees
    W3: 25 rupees
    W2: 40 rupees
    W1: 60 rupees

    The caster has the ability to calm the weather.



    `Cane of Byrna
    Canonical, Magic-tier - Defense
    [Cane], [Magical], [Protection]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    Named after a legendary (red: god-tier) item created by the Seven Sages and bestowed upon the legendary hero, this cane appears blue, with a rounded tip, and is about two feet in length. By pouring one's raw magic power into the cane and swinging it, a spark of blue light jets out from the tip in an arced trajectory towards the intended organic target. For the duration of this effect, all damage the target receives would instead be felt by the user. Swinging the cane again would cancel the effect, as would the user passing out or dieing.



    `Cane of Pacci
    Canonical, Magic-tier - Utility
    [Alternation], [Cane], [Magical], [Projectile]


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

    A yellow cane with a rounded tip, about two feet in length. By pouring one's raw magic power into the cane and swinging it, a small glowing yellow sphere shoots out from the tip in a twirling-but-straight trajectory. Whatever inanimate object this sphere hits immediately jumps up into the air a couple feet, flips over exactly 180 degrees, and lands back down. Upon impact, the sphere immediately vanishes.



    `Cane of Somaria
    Canonical, Magic-tier - Offense/Defense/Utility
    [Cane], [Conjuration], [Fire], [Magical], [Projectile]


    W5: 60 rupees
    W4: 80 rupees
    W3: 120 rupees
    W2: 160 rupees
    W1: 320 rupees

    A red cane with a rounded tip, about two feet in length. By pouring one's raw magic power into the cane and swinging it, a large granite cube with a meter (~three feet) in width, height, and depth will appear at the apex of the swing in a sudden poof of smoke.

    If the Fire spell, Din's Burst spell, or Fire Rod is held by the user: Swinging the rod again will cause the block to vanish, in the process shooting a Fire spell in a trajectory adjacent to each of the cube's six sides. (Alternatively, Din's Burst can be fired if the user knows it, causing a fiery explosion immediately when the block vanishes.) The spell can damage the user as well as anyone else in the area.

    If the Fire spell, Din's Burst spell, or Fire Rod is not held by the user: Swinging the rod again will cause the block to vanish in a poof of white smoke.



    `Cannon
    Canonical, Magic-Tier - Offense/Defense
    [Explosive], [Mechanical], [Projectile]


    P5: 25 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 60 rupees

    Good ol' black powder. One of these cannons works in the traditional fashion of aim, pull, fire. It comes with a hefty supply of iron cannonballs, but if the user has a Bomb Bag, bombs can be used as well. New ammunition needs to be shoved in each time, but re-packing black powder is unnecessary. These work best in conjunction with a vehicle or residence. A Sky Cannon is considered a more powerful and rare variant.



    `Capture Staff
    Borderline-canon, Magic-tier - Defense/Utility
    [Cane], [Magical], [Projectile], [Protection]


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

    A golden staff about two feet in length, with a small glowing-white orb on the tip. By pouring one's raw magic power into the cane and swinging it, a white bubble will shoot from the tip of the swing. This bubble is about the size of a child's fist, and travels roughly at the speed of a fast ball, varying depending upon the swing's velocity. Any single organic creature hit by this bubble becomes entrapped in a bubble slightly larger than their current stance. This bubble is extremely difficult to break from either side, and even most magic cannot penetrate it. However, sound waves and gas are capable of passing through. It takes a very powerful blow to crack the bubble (Power of 4 over several minutes; Power of 5 within a few seconds; Bombs), and most monsters cannot free themselves for at the very least several minutes. The bubble will dissipate after about an hour's time, or after the Capture Staff is swung again.

    If the user has a Wisdom of 5: Only a Power of at least 5, a Powder Keg, or a potent spell are capable of breaking the bubble.



    `Charmed Speech
    Original: Tsubori, Skill - Defense/Utility
    [Communication], [Empowerment]

    C5: 35
    C4: 50
    C3: 70
    C2: 110
    C1: 190

    A skill of magic mixed with persuasion, the user may utter a phrase of words specific and unique to them in order to compel a given target. Should this compulsion override the target's will, they will find themselves altogether more trusting of the user once subject to the spell. Depending on the willpower and mental strength of the target, the extent of this coercion may range anywhere from simple openness to the user all the way to complete obedience. Even after the magic has faded, suggestions and advice given under it may continue to have power unless otherwise interrupted. Because of its deceitful nature, however, this type of magic is generally considered illegal in the lands of Hyrule.



    `Cheval Rope
    Canonical, Magic-tier - Utility
    [Material], [Mechanical]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    Cheval Rope appears at a glance identical to twisted hemp rope, named after its inventor. It is made of an extremely strong material that is water-resistant, heat-resistant, and is virtually impossible to break (even with a Power of 5 or a Powder Keg). This item represents a reusable supply of about thirty feet, but segments of it can be used up in crafting by a player-character with a sufficiently-related level in the Crafting treasure.



    `Chill Seed
    Original:Guy, Magic-Tier - Utility
    [Cold], [Seed], [Single-Use]


    3 rupees per seed

    A Chill Seed appears as a small fruit with a light-blue appearance, cubical in shape. When a Chill Seed is struck against a hard surface, it bursts open in a burst of cold temperature that slightly damages those near it. It works effectively as a means of freezing water or as slingshot ammunition. This is a single item which is consumed with use; the Chill Seed Supply treasure, however, supplies an effectively infinite amount of them.



    `Chill Seed Supply
    Original:Guy, Magic-Tier - Utility
    [Cold], [Seed], [Stock]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 40 rupees

    A Chill Seed appears as a small fruit with a light-blue appearance, cubical in shape. When a Chill Seed is struck against a hard surface, it bursts open in a burst of cold temperature that slightly damages those near it. It works effectively as a means of freezing water or as slingshot ammunition. This supply gives the user an effectively limitless amount of the seeds.



    `Clawshot
    Canonical, Magic-tier - Utility
    [Claw], [Mechanical]


    P5: 55 rupees
    P4 or C5: 70 rupees
    P3 or C4: 105 rupees
    P2 or C3: 140 rupees
    P1: 280 rupees

    This item can be seen as a variation of the hookshot, albeit with a claw at the end instead of a barb. The clawshot is a small bronze machine that attaches to the user's wrist and is held in the hand. It is composed of a handle, a chain about thirty feet in length (about ten meters), and a grasping claw. When the device is fire, the grasping claw shoots outwards and extends the chain behind it. If it makes impact with a solid object, the claw will attempt to grasp it--and if it grasps successfully, the chain will at that point tighten. If the claw does not make impact or otherwise fails to grasp an object, it will immediately and rapidly retract back into the device.

    If the claw attaches and the chain tightens, the user can then adjust the length of the chain--pulling an item back towards themselves, or pulling themselves towards an object.



    `Cold Iron
    Original: Amore, Magic Tier - Utility
    [Material], [Single-Use]


    40 rupees

    This devious metal can be used in crafting by a PC with a sufficiently-related level in the Crafting treasure. When used as a material, a brick of Cold Iron can create a single weapon, armor set, or other item that is capable of disrupting magic, yet incredibly frail. If Cold Iron were to come into contact with a magical item or spell, depending on the strength of that item or spell, the Cold Iron may weaken the effect or nullify it completely.



    `Commshell
    aka: `Communication Shell
    Original:HylianShield, Magic-tier - Utility
    [Communication], [Magical]


    10 rupees per shell; unlike most treasures, up to ten of these of the same set can be combined into one quest reward that exceeds the rupee limit

    Commshells appear as seashells of various colors, usually of a size equivalent to a Hylian palm. When several commshells are part of the same set--tuned to the same magical frequency--they can effectively function as modern radio communication system, albeit with crystal-clear sound. Once a commshell is assigned as part of a set, it can never change to a different set.



    `Command Melody
    Canonical, Spell - Utility
    [Music], [RC], [Statue], [Scry]


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

    If the user has Specialty: [Music]: The caster may move normally while willing the controlled statue to move as well.

    By playing a certain short song on an instrument or with one's own voice, and imbuing one's magical power and talent into each note, the command melody can be activated. It enables the user to telepathically control a nearby willing ally, a statue, or a corpse as if it were their own body. However, their own body goes completely limp and lifeless so long as they control the second body. If either their original or second body takes damage, or are separated by a distance of more than sixty feet (twenty meters), then the effect is cancelled and the user returns to their original body.



    `Compaction Pouch
    Borderline-canon, Magic-tier - Utility

    W5: 60 rupees
    P5 or W4 or C5: 80 rupees
    P4 or W3 or C4: 120 rupees
    P3 or W2 or C3: 160 rupees
    P2 or W1 or C2: 320 rupees

    The Compaction Pouch was invented decades ago by a renowned sage, and has since become one of the most common treasures amongst the average Hylian populace, as it can be reproduced rather easily and is useful for almost anyone. The pouch appears from the outside as a simple leather sack, and from the inside as well, capable of holding about a gallon.

    However, when an item is pushed inside, it is suddenly shrinks to 10% of its mass and weight, making for easy storage. When the item is drawn back from the pouch, it suddenly grows back to its former size. Naturally, the pouch can only hold items that are capable of fitting though its mouth in their normal size. For reasons only the original inventor might understand, the same individual using multiple pouches ends up having the interior of them both be identical. (For instance, inserting a dagger into one will insert a dagger into both, but drawing a dagger out from one will make it disappear from both.) Because of this factor, having more than one Compaction Pouch is largely pointless.



    `Consecrated Fabric
    Original: Spirit Adept, Magic Tier - Utility
    [Dark], [Magical], [Material], [Protect]


    20 rupees

    This light, leather-like fabric may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. It helps to protect the wearer from magic with the [Dark] field.



    `Crafting
    Canonical, Ability - Utility

    50 Rupees Per Level

    No item made through Crafting may have more than three [Material] treasures in it at once.

    There are three levels to this treasure. Upon purchasing the first, the user may craft items with a total of one [Material] in the specified area of Crafting chosen, such as Blacksmith or Tailor. Upon purchasing the second, the user may craft items with a total of two [Material] treasures into the specified area of Crafting chosen for the first level of Crafting. Upon purchasing the third, the user may craft items with a total of three [Material] treasures into the specified area of Crafting chosen for the first and second levels of Crafting. Crafting using a [Material] treasure requires a base price of 30 rupees in addition to the price of the individual [Material] treasures. This treasure may be repurchased for a different specification of Crafting; however, the character will have to start at level one for that area as he would if he were first purchasing the treasure.



    `Cross
    Canonical, Magic-tier - Defense
    [Illusion], [Magical]


    C5: 11 rupees
    C4: 15 rupees
    C3: 22 rupees
    C2: 30 rupees
    C1: 45 rupees

    A cross appears as a small, otherwise mundane crucifix. When gripped tightly by a courageous individual, it allows them to see through all forms of visual and audible illusion, as well as not be blinded by Deku Nut flashes. Its effect is similar to that of the Lens of Truth.



    `Curse of Time Passed
    Borderline-canon, Spell - Utility
    [Alteration], [Magical], [Single-Use], [Time], [Transformation]


    150 rupees

    A character cannot wield this spell; they may only come into contact with it. Whether cast by an enemy, found in a dusty tome, sprung as a trap, or something else, a Curse of Time Passed will strike at the character, cursing their body. When the character comes to, they will find their body's age permanently altered, making them older or younger--sometimes dramatically so. While the curse does not affect it directly, a character may also find an altered mentality, their personality or mindset changed along with the physical state of their body. Once encountered, this spell is gone forever, and if a character wishes to regain their age they will have to find it once more.



    `Dark Affinity
    Original, Magic-Tier -- Utility
    [Empowerment], [Dark]


    PWC 5: 35 rupees
    PWC 4: 50 rupees
    PWC 3: 75 rupees
    PWC 2: 100 rupees
    PWC 1: 200 rupees

    While most aspiring magic users are content with learning the more widespread, common, and accepted methods of spellcasting, a few more ambitious magicians have decided to pursue other means of using magic regardless of the cost to them. Those so willing can gain access to malevolent dark powers at the cost of their own humanity.

    Characters that develop a Dark Affinity gain the ability to give their offensive magic a dark twist. Magic enhanced in this way is slightly more powerful than normal while appearing extremely sinister. The wounds they inflict are also harder to heal, requiring more time or more energy to do so and have a good chance of leaving a scar behind if not tended to properly. Dark Affinity is also a prerequisite for many treasures with the [Dark] field in them.

    There is a price to be paid for this power though. The character loses the ability to use healing spells of any kind, such as Detox, Rejuvenation, and especially Life. Healing spells and potions used on the character are also half as effective as normal. Secret medicine is completely ineffective on a character with Dark Affinity; it seems that death is especially reluctant to let go of people who are tainted as such. No character with Dark Affinity may obtain any intangible treasures with the [Light] field, and any such treasures that they already know are lost forever to them. Finally, the character loses part of their identity in either a physical or mental way. Physically, the character develops a grotesque, scary, and difficult to hide deformity like a disfigured face or losing the flesh from their appendages. Mentally, the character gains some nature or characteristic that makes it difficult for them to appear good in the eyes of normal society, such as the ability to control their anger or the ability to understand other people's point of view.



    `Dark Dive
    Borderline-canon, Technique - Offense
    [Electric], [Explosive], [Fist]


    P5: 45 rupees
    P4: 60 rupees
    P3: 90 rupees
    P2: 120 rupees
    P1: 240 rupees

    If the user has both hands directly grasping hold of a creature's body, they can channel their inner strength through their hands and into the foe, electrocuting them for two or three seconds. After this, an explosion with roughly 2/3 the power of a standard Bomb will emit between the grappler and his victim, blowing away the foe, but not significantly damaging the user.



    `Dark Mirror
    Canonical, Magic-tier - Defense
    [Clone], [Magical], [Mirror]


    P5, W5, or C5: 60 rupees
    P4, W4, or C4: 80 rupees
    P3, W3, or C3: 120 rupees
    P2, W2, or C2: 160 rupees
    P1, W1, and C1: 320 rupees

    A handheld mirror with an eerie design. Looking directly into it will bring out the evil that dwells within a person, bringing it to life in the form of a shadowy clone. This evil clone will usually strive to kill their 'original' self (exceptions being if their original self is below sentient intelligence or almost pure evil already), and if they succeed, will spread chaos and ill-intent throughout the land around them in the most efficient way they are capable. They possess all the intelligence, abilities, and capabilities of their original self.



    `Deku Baba Potion
    Original:WillowtheWhisp, Skill/Magic-Tier – Defense
    [Deku], [Potion]


    If the user is Lv3 or higher in the Alchemist Profession:
    [Profession]
    0 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to obtain & use: Deku Nut or Deku Nut Production (but not Deku Nut Supply)

    Using a Deku Nut, the user can now create potions carrying the embryo of a Deku Baba. Upon exposure to oxygen, the Deku Baba will latch onto the nearest surface and will instantly grow to normal size. The Deku Baba cannot differentiate between friend and foe, though they will not attack the user themselves. Up to four Deku Babas may be under control at the same time.(Under this limit, Deku Snakes and Deku Birds count as two Deku Babas.)

    Upon death, a Deku Baba will relinquish a Deku Nut, as well as a Deku Stick.



    `Deku Ironwood
    Original: Clooby, Magic Tier - Utility
    [Deku], [Material], [Protect]


    20 Rupees

    This lightweight, silvery-looking log of wood may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. It is a remarkably hard material on par with that of iron or steel, at half the weight. However, this wood burns remarkably fast, catching fire nearly immediately when exposed to a flame.



    `Deku Leaf
    Canonical, Magic-tier - Utility
    [Deku], [Korok], [Racial], [Wind]


    C5: 25 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    A large, lively green leaf with a width usually equivalent to that of the user's arm span, believed to stem from the Deku Tree. When swung as a weapon, it belts forth an oddly-powerful gust of wind. When held overhead, it can function as a surprisingly potent parachute, given its size. Needless to say, bulky Gorons have a harder time using it as a parachute in comparison to feathery Koroks.

    If the user is a Korok or Business Scrub, they are created with one of these items in their possession automatically. Additionally, those with the Korok Copter ability can use this item more effectively.



    `Deku Nut
    aka: `Deku Nuts
    Canonical, Magic-tier - Defense
    [Deku], [Explosive], [Illusion], [Seed], [Single-Use]


    5 rupees per nut

    Deku Nuts are believed to be the dried buds of Deku Babas, but can also seem to be produced orally by Deku Scrubs. One is about the size of a child Hylian's fist, and brown in color. Throwing one against a hard surface will cause it to explode, and produce a blinding flash which should stun almost anyone who sees it. This item is single-use, and will be consumed upon detonation; however, the Deku Nut Supply treasure supplies an effectively infinite amount.



    `Deku Nut Supply
    aka: `Deku Nuts, `Deku Nut Satchel
    Canonical, Magic-tier - Defense
    [Deku], [Explosive], [Illusion], [Seed], [Stock]


    C5: 35 rupees
    C4: 50 rupees
    C3: 75 rupees
    C2: 100 rupees
    C1: 200 rupees

    Deku Nuts are believed to be the dried buds of Deku Babas, but can also seem to be produced orally by Deku Scrubs. One is about the size of a child Hylian's fist, and brown in color. Throwing one against a hard surface will cause it to explode, and produce a blinding flash which should stun almost anyone who sees it. This item grants a significant reply of these nuts that need not be replenished. This treasure's effect is similar to that of Deku Nut Production.



    `Desecrated Fabric
    Original: Spirit Adept, Magic Tier - Utility
    [Light], [Magical], [Material], [Protection]


    20 rupees

    This dark, leather-like fabric may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. It helps to protect the wearer from magic with the [Light] field.



    `Detox
    Original - Razgriz, Spell - Defensive
    [Healing]


    W5: 30
    W4: 40
    W3: 70
    W2: 100
    W1: 140

    Prerequisite to Obtain: W3 or Rejuvenation

    By placing their hands on another's chest and concentrating for a minute, the user expels any poisons, drugs, toxins, etc. from the target's body, whether beneficial or detrimental, and only those that would last for years or longer remain. However, the spell is physically draining on the target, often leaving them incapable of any except the simplest actions for at least several minutes. The target also suffers some severe physical side-effects, which can include vomiting, bleeding from the nose, eyes, ears and other orifices; profuse sweating, internal pain, voiding of the bowels, physical weakness, etc. Although in all except the most extreme cases these effects subside within a few minutes. The caster may use this on himself, but if he does than it takes approximately 5 minutes to cast. It is notable that this spell does not heal the damage caused by whatever was in the body, only prevents further damage and as such the side-effects may actually kill someone if weak and nearing death.

    If the caster has Wisdom 4: The spell takes only a few seconds to cast on another, and a minute to cast on themselves.

    If the target has Power 5: The target only suffers mild side-effects and is likely to be ready for hard exertion within seconds.



    `Din's Burst
    Canonical, Spell - Offensive
    [Explosive], [Fire], [Projectile], [RC]


    W5: 30 rupees
    W4: 40 rupees
    W3: 60 rupees
    W2: 80 rupees
    W1: 120 rupees

    (Basically, it's Zelda's side-special move from Super Smash Bros. Melee and Super Smash Bros. Brawl.) The user stands still and concentrates, forming a glowing orange-red point in space in front of them. The point then shoots forward at a steadily increasing velocity, with its exact trajectory determinable by the user. At about sixty feet (twenty meters) the point will explode in a burst of violent flames of size equivalent to the user's body mass. They can at any point cause the point to explode earlier by breaking concentration.



    `Din’s Power
    Original: Blonde Panther, Ability - Utility
    [Music], [Empowerment]


    P5: 20 rupees
    P4: 25 rupees
    P3: 35 rupees
    P2: 50 rupees
    P1: 65 rupees

    Prerequisites to obtain and use: Power 2 or user has Specialty: [Music]

    The caster may play or sing a certain musical number, resulting in an increase in physical strength and hardiness for anyone who hears it. For up to five minutes after the magical song is finished, the caster and anyone who heard the song will withstand blows more easily, fight with more strength, and be more powerful all around. The duration of the magic is greatly reduced if the caster is interrupted during the song or if the song is not heard in its entirety.



    `Dirge of the Deceased
    Original: Terrel, Skill - Utility
    [Communication], [Music]


    C5: 25 rupees
    C4: 35 rupees
    C3: 50 rupees
    C2: 75 rupees
    C1: 100 rupees

    The player may produce a mournful or somber tune which will allow him to reach out to the spirits of the departed. If the spirits accept the summons, they will temporarily reappear in Hyrule in ethereal bodies. The spirits are not obligated to accept the summons, and if they deny the request, the magic will seem to have simply not worked. If they do arrive, they will be good for talking and nothing else.



    `Dissonance
    Original: Quill, Technique - Offense
    [Disable], [Music]


    P5: 30 rupees
    P4: 55 rupees
    P3: 70 rupees
    P2: 100 rupees
    P1: 150 rupees

    The character may use any instrument to create sounds so dissonant and foul that anyone within earshot will be subjected to crippling pain. These disharmonious sounds are especially painful to the ears of anyone who has experience with music; people who have purchased any [Music] treasures or who possess Specialty: [Music] or have any profession geared towards Music will find this dissonance so excruciatingly painful that it takes an effort not to pass out.



    `Dominion Rod
    Canonical, Magic-tier - Utility
    [Boomerang], [Cane], [Magical], [RC], [Statue]


    W5: 35 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    A mace-like item with a mystical-looking design, colored a pale blue-green. The device is activated by concentrating one's magical power into the rod, at which point a green orb will appear at the tip of the rod. This sphere can then be thrown towards a statue--if it hits the statue, that statue will become mobile, and mimic the user's movements as closely as it is able. If it does not hit a statue, the orb will boomerang back to the rod--this sphere will not affect anything else, and only produces a dim green light. The orb will disappear, or the statue will become stationary, after the Dominion Rod leaves the user's hands.

    If the user has a Wisdom of at least 3: The user can control a statue telepathically, without needing to have the statue mimic the user's movements. However, this requires a great deal of concentration.



    `Don Gero's Mask
    Canonical, Magic-Tier - Utility
    [Communication], [Mask]


    W5: 20 rupees
    W4: 30 rupees
    W3: 40 rupees
    W2: 50 rupees
    W1: 50 rupees

    A mask bearing the likeness of a certain famous frog. The magical in this mask enables them to speak with and understand all amphibians and reptiles in a mysterious, magical language not even most of them knew they understood.



    `Double Rupoor
    Canonical, Skill - Utility
    [Enchantment], [PerQuest], [Rupees], [Theft]


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

    Prerequisite to use: Rupoor Supply

    Practice with Rupoors has enabled the user to steal double the amount they were once able with the same amount of Rupoors used. Instead of being able to earn 5 extra rupees per quest, the user can now earn 10 extra rupees in the same fashion.



    `Double Spinning Lariat
    Original: Tsubori, Technique - Offense
    [WeaponBase], [Fist]


    P5: 35 rupees
    P4: 50 rupees
    P3: 70 rupees
    P2: 90 rupees
    P1: 130 rupees

    Prerequisites to Obtain: Spin Attack

    A mighty attack to be sure, the Double Spinning Lariat is a special fighting move renowned for it's effectiveness in both a fist fighter and armed fighter's arsenals. The technique made fame during a mayoral election in some town or another in Northern Hyrule. With the votes ending in a perfect tie, the decision was made via a fighting match to the KO. The winning candidate used this move to achieve victory and his position.

    How the technique works is rather bizarre. The user must place their feet about a foot apart, then start spinning with both arms outstretched. The spin may be done from a standstill or be launched into a horizontal direction for about five meters. During these two full 360 degree spins, a strange force pulls those within about a three meter range from the hands towards the spin, as if gravity is somehow being centered on the fighter. The force is about equal to a powerful wind force, enough to pull in Deku, but heavier enemies like Gorons will have an easier time resisting, to the point where a well anchored, heavy enemy can fully resist the effect.

    This pulls the victim into the spin and depending on where in the two spins they entered, they'll be hit up to four times as they get bounced around the attack before the spins and the person (or persons) are launched a few meters back from the attacker. When the user sets themselves up for the attack, they may decide whether to use the magic pulse powers the Spin attack provides or the Gravity warping powers from double spinning Lariat.



    `Electric Aura
    Canonical, Spell - Defensive
    [Electric], [Racial], [Zora]


    W5: 50 rupees
    W4: 50 rupees
    W3: 60 rupees
    W2: 70 rupees
    W1: 70 rupees

    Prerequisite to obtain: User's race is Zora, user's race is River Zora, or the user's Specialty is Electric

    By utilizing unique Zora biology, as well as the race's innate strength in magic, the user is capable of surrounding himself or herself in an electric aura that shocks and damages all who touch it, except themselves. However, because of the physical and magical strain, this cannot be used often without completely draining one of magical power. The number of seconds this can be used per minute is equal to the user's Wisdom score, with one second being the minimum amount of time it can be maintained.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes all Zora. However, if one is of the River Zora race, or if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other. Once the ability has been learned as a Zora, it may be maintained and used should the user transform into a different race.



    `Electric Trap
    Original: Quill, Spell - Offense
    [Disable], [Electric], [Trap]


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

    The caster may draw a small circle on the ground and fill it with magical, electrical energy. When next something breaks or steps into the glowing outline of the circle, the stored electrical energy will flood the victim's system and shock him into unconsciousness. The user need not be nearby for the trap to function, but he will know when the circle is broken. This trap will last for 24 hours before fading, and recasting this will cause the old circle to disappear. If the target is too large, it will only be zapped by the electricity, not shocked into unconsciousness.



    `Elegy of Emptiness
    Canonical, Skill - Utility
    [Clone], [Music], [Statue]


    C5: 20 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    After playing a magical musical number on an instrument or with their own voice, the user may at first notice nothing unusual. Should they move from their current standing, however, they will notice a somewhat eerie statue bearing their likeness has been created where they stood when the song finished. While this statue is clearly designed to look like them, it is very apparently not even alive. This statue is also of similar weight to the user. For each point in Courage the user has, they may create a statue with this song--for instance, a 5 Courage character can make 5 statues--but after that point, creating new statues will cause the oldest ones to vanish into midair.



    `Elixir of Visions
    Original: Quill, Magic Tier - Utility
    [Empowerment], [Profession], [Stock]


    W5: 15 rupees
    W4: 30 rupees
    W3: 50 rupees
    W2: 75 rupees
    W1: 100 rupees

    Prerequisite to Obtain: Alchemy Level 3

    The person who imbibes this brew is sent on a spirit quest, the exact nature of which depends entirely on the person. Perhaps he has some deeply traumatic life experience he needs sorting out; perhaps he has lost his way in life and wishes to find it again; perhaps he wishes to catch a glimpse of what the future may hold. Regardless of the reason, imbibing this mixture will send him on a spirit-quest from which he cannot be woken until it has reached its conclusion. Purchasing this treasure gives the Alchemist the elixir's recipe, which functions essentially as a Stock.



    `Ember Seed
    Canonical, Magic-Tier - Utility
    [Fire], [Seed], [Single-Use]


    3 rupees per seed

    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. It works effectively as a means of igniting a flammable object or slingshot ammunition. This is a single item which is consumed with use; the Ember Seed Supply treasure, however, supplies an effectively infinite amount of them.



    `Ember Seed Supply
    Canonical, Magic-Tier - Utility
    [Fire], [Seed], [Stock]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 40 rupees

    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. It works effectively as a means of igniting a flammable object or slingshot ammunition. This supply gives the user an effectively limitless amount of the seeds.



    `Epona's Song
    Canonical, Skill - Utility
    [Music], [Travel]


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

    After this magical song finishes, (one of) the player's mounts will be magically summoned to their side from potentially impossible distances. The song cannot bring the mount through different dimensions, however, such as bringing a horse from Hyrule to the Dark World.



    `Eruption
    Borderline-canon, Technique - Offense
    [Explosive], [Fire], [WeaponBase]


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

    Locking their feet in place on the ground, and taking their weapon above their head, the user begins focusing and concentrating it with their own inner strength. The instrument begins to glow brighter and brighter orange and red. At any point, they may unleash this power by smashing the weapon into the ground at their feet, unleashing an explosive burst of flames from the impact point and around their body. Thrusting it immediately after charging will do little more than cause a small flare, but waiting a full ten seconds will unleash a force roughly equivalent to a potent Powder Keg.



    `Explosive Heel
    Borderline-canon, Technique - Offense
    [Explosive], [Fist]


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

    With one foot planted on the ground, the user extends their second leg high into the air. A weak vortex of wind begins to swirl around them, growing in intensity over the next five seconds as the user's inner potence is focused into their heel. After the charging period is over, the user's heel smashes into the ground or a grounded target, unleashing on impact a vicious explosion comparable in force to a mighty Powder Keg. While the user suffers strain from this move, the explosion itself does not harm them.



    `Falling Star
    Original: Spirit Adept, Spell - Offense
    [Explosive], [Light]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 50 rupees
    W1: 65 rupees

    The caster may call down a glowing ball of light from the direction of a natural source of light in the sky, such as the sun or the stars. This orb takes anywhere from five to ten seconds to impact the surface, depending on the caster's geographic location, at which point it explodes in a shower of shimmering light particles. This explosion is less powerful than an actual bomb, but it is enough to topple any opponent caught in the somewhat large blast radius. Since the spell falls from the sky, it can't be used effectively indoors. This spell can only be used once every few minutes.



    `Familiar
    Original: Blonde Panther, Spell – Utility
    [Communication], [Conjuration], [Magical], [RC], [Scry]


    W5: 60 rupees
    W4: 80 rupees
    W3: 120 rupees
    W2: 160 rupees
    W1: 320 rupees

    A Familiar is a creature born of magic, which always takes the same form as long as it is summoned by the same person. Its form is unique to the caster and can vary from something as big as a Moblin to something as small as a cat. Regardless of the Familiar’s form, it is only half-solid and normally phases through walls and people. It can travel a large town’s worth away from its master and is dispelled if it goes any further than that or if it is struck with sufficient force. Its master can also dispel it at will.

    The primary use of a Familiar is as an extension of its master’s senses- the caster can choose at any given moment to temporarily substitute his or her hearing, sight, smell, touch or any combination of the four for that of the Familiar. Additionally, the Familiar stores everything it perceives in its memory, which can be accessed by the caster through touching it. This memory is erased once it is dispelled. Another use is for long-distance communication; the caster can speak through his or her Familiar. A Familiar can be given a directive upon being created, and while the caster can revoke this direction or steer his or her Familiar from a distance, if left alone it will follow this directive. Lastly, at the owner’s discretion, a single field may be permanently added to this treasure, giving the Familiar an additional, unique ability.

    Any one character can only have one Familiar at a time. Should they desire to re-shape their Familiar, the treasure must be obtained again.


    `Farore’s Courage
    Original: Blonde Panther, Ability- Utility
    [Music], [Empowerment]


    C5: 20 rupees
    C4: 25 rupees
    C3: 35 rupees
    C2: 50 rupees
    C1: 65 rupees

    Prerequisites to obtain and use: Courage 2 or user’s specialty is Music.

    By performing a certain musical number with an instrument or one’s own voice, and putting their conviction into each note, Farore’s Courage can be activated. For an extended time after this magical song finishes, the user and allies clear their mind, increasing their ability to think clearly and to more bravely stand up to things that would normally scare them. Conversely, this song will also strike fear into the hearts of enemies, bringing doubt and worry to their minds. The duration of Farore’s Courage can be greatly reduced if the user is interrupted in the middle of the song.



    `Farore's Wind
    Canonical, Spell - Utility
    [Transformation], [Travel], [Wind]


    W5: 40 rupees
    W4: 60 rupees
    W3: 90 rupees
    W2: 120 rupees
    W1: 240 rupees

    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 wind. They effectively lose consciousness for several minutes while this wind flies back towards the home base, at which point they transform back to normal. Establishing a new home base replaces the last.



    `Feather Fall
    Original:WillowtheWhisp, Spell - Defense
    [Alteration], [Force]


    W5: 15 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 60 rupees

    After momentarily projecting the user's magical powers below them, they are capable of slowing down their descent to a fourth of its regular acceleration and velocity.

    If the user has a Wisdom of at least 2: The spell can be cast on any other individual within the user's range of vision.

    If the user has a Wisdom of at least 4: The spell can be cast on the user or any other individuals within their range of vision simultaneously.



    `Fire
    aka: `Fire Spell, `Fireball
    Canonical, Spell - Offensive
    [Fire], [Projectile], [Racial], [River Zora]


    W5: 33 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    The user swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of fire comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of fire inflames a portion of its target on impact, then immediately vanishes. The projectile can reach up to thirty feet before dissipating, and can be fired only once every thirty seconds. Its effect is almost identical to that of the Fire Rod item.

    If the user has a Wisdom of at least 4: The ball of fire can be fired from the palm or mouth, rather than from an instrument.

    Any River Zora will automatically know this spell upon their creation, as a racial ability. In addition to using it in the normal fashion, they are also capable of spitting the projectile orally regardless of their Wisdom, and creating a magical fire which functions underwater or without proper gas to burn.



    `Fireshield Earrings
    Canonical, Magic-Tier - Defense
    [Fire], [Protection]


    C5: 40 rupees
    C4: 60 rupees
    C3: 100 rupees
    C2: 150 rupees
    C1: 200 rupees

    Blessed by the power of the Goddess Din, these earrings protect the user from super-heated environments. While the amount of heat these earrings are capable of filtering is unknown, it will protect the user from the heat of Subrosia. However, these earrings will not protect the user from the Subrosian habit of lava bathing- please know that if this is attempted, the difference between the earrings' limitations and the lava's temperature will kill the user. The Fireshield Earrings do not protect the user from flame-based attacks, unless the attack works specifically by raising the surrounding temperature. Otherwise, the user will be affected by spells such as "Fire" and "Din's Burst" as usual, however the earrings will immediately extinguish the user's body and clothes. These earrings function only as a pair, so giving one earring to another party will provide protection for neither user. Additionally, wearing multiple Fireshield Earrings will have no effect. The magic does not "stack."



    `Fire Breath
    Canonical, Technique/Spell - Offense
    [Fire]


    P5: 30 rupees
    P4 or W5: 40 rupees
    P3 or W4: 60 rupees
    P2 or W3: 80 rupees
    P1 or W2: 160 rupees

    After taking a deep breath, the user exhales not mere air, but searing flames, which can travel out several feet and last as long as the user can blow.



    `Fire Control
    Original: Tsubori, Spell -- Utility
    [Alteration], [Fire]


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

    Upon learning Fire Control, the user gains elementary understanding of the manipulation of Fire. Capable of controlling a single, unified body of fire roughly half the mass of an average Hylian, the user may move and shape the fire as they see fit. However, attempting to manipulate this fire at higher rates of speed or further from the user will result in a decrease in control of the element. While this ability grants the user great flexibility with the element, it cannot change the properties of fire nor can it summon it altogether. For increased control, additional treasures may be required that step beyond these preliminary boundaries.



    `Fire Curse
    Original: Quill, Spell - Offense
    [Enchantment], [Fire]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 70 rupees
    W1: 100 rupees

    The caster may touch a weapon to make the entire thing incredibly, painfully hot. This spell takes a couple minutes to fade, and it can only be recast a few minutes after it has done so.



    `Fire Enchantment
    aka: `Fire Arrow, `Fire Augmentation
    Canonical, Spell - Offensive
    [Enchantment], [Fire]


    P5: 75 rupees
    P4: 100 rupees

    W5: 45 rupees
    W4: 60 rupees
    W3: 100 rupees
    W2: 140 rupees

    By channeling their magical power into a weapon held in their hand, the user is capable of temporarily giving it an inflaming property. It will glow red, and ignite its target on the next impact. Because of the magical strain, a weapon can be enchanted by this spell no more than once a minute.

    If the user has a Wisdom of 5, or the user's Specialty is Fire: The magical strain is diminished to the point where the spell can be used indefinitely, or be used on an ally's weapon, but only be active on a single weapon at a time.



    `Fire Glyph
    Original: Tsubori, Technique - Offense
    [Explosive], [Fire], [Trap]


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

    The caster may place a faintly glowing pattern on the ground which will explode with the force of a standard bomb when next something passes overtop it. A glyph takes a couple of seconds to place, and it will only last for about five minutes before fading. The caster may pay an extra 10 rupees for the ability to place another glyph; however, this maxes out at a total of five glyphs. Any glyph placed beyond the caster's limit will supersede the eldest, and the glyphs are incapable of differentiating between friend, foe, and caster.



    `Fire Rod
    Canonical, Magic-Tier - Offensive
    [Cane], [Fire], [Magical], [Projectile]


    W5: 33 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    The rod appears as a small instrument a foot or two in length, with a red orb or flame-shaped jewel at the tip. When the user swings or thrusts this rod, unleashed from its tip is a small and compact orb of fire comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of fire inflames a portion its target on impact, then immediately vanishes. The projectile can reach up to thirty feet before dissipating, and can be fired only once every thirty seconds. Between projectile firings, however, the rod can be swung to achieve the same effect if its jeweled tip makes impact. The effect of this rod is almost identical to that of the Fire spell.



    `Fireworks
    Original:WillowtheWhisp, Skill – Defense
    [Fire], [Illusion], [Potion], [Seed], [Synthesis]


    If the user is a Lv5 Alchemist:
    [Profession], [Stock]
    C5: 22 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    Otherwise:
    [Single-Use]
    22 rupees per potion (In addition to the cost of the seeds. Non-Alchemists may not use the stock equivalent.)

    Prerequisite to use: Scent Seed (or Scent Seed Supply) & Deku Nut (or Deku Nut Production)

    Combining a Scent Seed with a Deku Nut, the user creates a potion capable of creating fireworks. If the user is a Lv5 Alchemist, this potion acts the same as any other [Stock] treasure, in that the Alchemist may have an infinite amount of fireworks, and need not create them beforehand. Upon impact, this potion acts much the same as both a Deku Nut and Scent Seed; spores are sent outward in a cloud, each spore creating a tiny flash. This does not have any considerable explosive power, but is capable of generating great amounts of light.



    `Fire Weave Cloth
    Original: Spirit Adept, Magic Tier - Utility
    [Fire], [Material], [Protect]


    10 rupees

    This dark red, cotton-like fabric may be used by a player-character with a sufficiently-related level in the Crafting treasure. This material is largely immune to fire and heat; however, it does not transfer this immunity to anything else. It is highly resistant to fire magic, and it is always faintly cool, which helps to protect from the heat. This material cannot be woven into other kinds of cloth.



    `Flame Choke
    Borderline-canon, Technique - Offense
    [Fire], [Fist]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    With their hand secured around a feasible grab-able part of the user's body, particularly the neck or face, the user's hands suddenly clenches and a flare of dark flames bursts from their hand, searing and burning the foe viciously while simultaneously blowing them back from the force of the attack.



    `Fire Condenser
    Original: Tsubori, Spell - Offense/Utility
    [Fire], [Empower]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 70 rupees
    W1: 100 rupees

    The caster may choose to combine the flames of his spell with pre-existing fire, combining and condensing them to drastically increase the heat of the fire under his control. Since the two sources were condensed together, the size would remain constant, even with the dramatic temperature change. In this way, the fire may become capable of reaching temperatures that, with enough time and exposure, could melt through steel.



    `Flame Tube
    Original:WillowtheWhisp, Skill – Utility
    [Fire], [Potion], [Seed], [Synthesis]


    If the user is Lv3 or higher in the Alchemist profession:
    [Profession]
    P5: 16 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    Otherwise:
    [Single-Use]
    16 rupees per tube (In addition to the cost of the seeds. Non-Alchemists may not use the stock equivalent.)

    Prerequisite to obtain & use: Razor Seed & Ember Seed (Supply)

    Through the combination of one use of a Razor Seed and an Ember Seed, the user creates a Flame Tube. The Flame Tube, upon removing the cork from the test tube, will create a strong, concentrated flame, that shoots out from the tube. The chemicals react with oxygen, and as such, they are lit on fire. The Flame Tube acts much like a modern day blowtorch, and can be used as a source of lighting, as a fire starter, as a weapon, and for anything else requiring a small, concentrated flame. The Flame Tube lasts for ten minutes. The flames are approximately half a foot in length.



    `Force Enchantment
    Original: Tsubori, Technique - Offense
    [Enchantment], [Force]


    P5: 15 rupees
    P4: 25 rupees
    P3: 40 rupees
    P2: 50 rupees
    P1: 100 rupees

    The user may focus so that the next attack made with the pulsing weapon will strike with double its usual force so that it may displace twice as much weight. While not technically dealing more damage, this strike can cause Gorons to stumble and may knock a Hylian clean off their feet, if used properly. The technique cannot be used again for another minute, and it can only be applied to one weapon at a time.



    `Frost Tunic
    aka: 'Frost Cape, `Cold Armor, `Ice Armor
    Canonical, Magic-Tier - Defense
    [Cold], [Protection]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    Constructed from either magic or the hides of arctic Wolfos, this white piece of armor need not necessarily be a tunic. However, wearing a large enough piece of it renders the wearer impossible to freeze and almost completely impervious to cold and ice. In addition, this negates the cold weakness of the Zoras.



    `Gaia's Blessing
    Original:Chaos James, Magic-Tier - Utility
    [Alteration], [Force], [Footwear]


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

    The item appears as a run-of-the-mill pair of rugged leather boots, albeit with some faintly etched runes that cover the outsoles. 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 may be forced into a crouching position upon landing from great falls, as they normally would. If the user does not land on their feet first, then the boots have no effect.


    `Gale Seeds
    Canonical, Magic-Tier - Utility
    [Seed], [Travel], [Wind]


    5 rupees per seed

    A Gale Seed appears as a small, pale-blue fruit in a shape similar to a vortex. When the seed makes a strong impact with a hard surface, it explodes and produces a large tornado-like vortex which shoots anything that enters it miles the air. Before landing, the user can throw down a second seed that will slow their descend into a safe landing. Though risky and exhilarating, using these seeds makes for a time-efficient method of long-distance travel. A single Gale Seed can transport a user about ten miles (not counting the second needed to land), give or take depending upon their weight. With a means of gliding, such as a Deku Leaf, that distance can be extended to the point where the user is soaring halfway across Hyrule with a single seed. A single Gale Seed is consumed with use.



    `Gibdo Mask
    Canonical, Magic Tier - Defense/Utility
    [Illusion], [Mask], [Protection], [Undead]


    C5: 15 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 45 rupees
    C1: 65 rupees

    This mask covers the wearer in an illusion that makes him look exactly like a Gibdo. The mask is complete with real cloth wrapped around it, and underneath the cloth is the face of a Redead. If this cloth is removed before the mask is donned, the wearer will appear as a Redead. Even other Gibdos and Redeads will be unable to see through the illusion; however, as the illusion is purely visual, creatures which operate on smell will be unaffected. The wearer will gain no powers of either undead species. Finally, Sense, a Cross, the Lens of Truth, and other illusion-penetrating treasures will not be fooled by the mask.



    `Gift of Prophecy
    Canonical, Spell - Utility
    [Scry], [Time]


    W5: 30 rupees
    W4: 50 rupees
    W3: 70 rupees
    W2: 90 rupees
    W1: 110 rupees

    This passive ability allows the gifted to see future events in dreams. However, the gifted will be unable to control this power. The prophetic dreams will come when they will, striking without warning and without any guide. The gifted will rarely understand all that he sees.



    `Gilt Glower
    Original: Doc Genz, Ability - Defense
    [Organic], [Empowerment], [Mirror]


    C5: 15
    C4 or P5: 20
    C3 or P4: 25
    C2 or P3: 30
    C1 or P2: 40

    Prerequisite to Obtain: The user must have a lustrous golden coloration on a significant amount of their eyes.

    In a disregard for friendly diplomacy, the user stares down a single person directly in the eyes. With at least five seconds of eye-contact(enough for a highly awkward moment) the user's eyes will flash bright yellow to distract the other. Those with weak-wills(Courage under 2) will be frozen in place for another ten seconds, and will express extreme fright. Those with slightly stronger wills(simply courage 2) will only have a disturbed feeling and remain mildly distracted. The flash may also harm darkness-based or photosensitive creatures on a marginal level. Attempts to overpower the user with stare-based abilities will have their will reflected back at them. The skill may be used over again so long as the conditions are met that the stare lasts for at least five more seconds on a separate occasion.



    `Glow Iron
    Original: Tsubori, Magic Tier - Utility
    [Material], [Single-Use]


    10 rupees

    This normal seeming metal can be used in crafting by a PC with a sufficiently-related level in the Crafting treasure. When used as a material, a brick of Glow Iron can create a single weapon, armor set, or other item that is capable of glowing when the user's willpower is put into it. Exactly how much it glows is proportionate to how much of their will they put through the item. At courage 5, the user can nearly illuminate an entire room, while at courage 1, its only a faint light, similar to a glow stick.



    `Glow Seed Supply
    Original: Spirit Adept, Magic Tier - Utility
    [Light], [Seed], [Single-Use] or [Stock]


    Stock

    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 70 rupees

    Single-Use

    5 rupees per seed

    Glow Seeds are named after their curious habit of emitting faint light through their green, star-shaped shells. When broken open, they release a brightly glowing powder that clings to the general area of its release. This can have many uses, such as lighting up the vicinity to marking an enemy to make him more easy to track or hit. The powder remains potent for several minutes after release, at which point it turns into harmless dust.

    If the dust is used to coat a dark magic user, the glowing dust interferes with their magical abilities and makes them more vulnerable to magical attacks. This effect is only potent for about half a minute. This item is either single-use, to be consumed upon detonation, or a supply, which grants the user with an effectively limitless amount of seeds.



    `Gnat Hat
    aka: 'Minish Cap, `Picori Hat
    Canonical, Magic-Tier - Defense
    [Mask], [Picori], [Transformation]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    This item generally appears as a red stocking cap, with a small medallion of some mysterious metal at the front. When worn, it normally shrinks the user down to Picori scale (about an inch tall) in a matter of seconds. It has no effect on Picori themselves, however. Removing the hat likewise removes the effect, and returns the user to their original size in a matter of seconds.



    `Goron Iron
    Canonical, Magic Tier - Utility
    [Goron], [Material], [Single-Use]


    40 rupees

    This precious metal can be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. When used as a material, a brick Goron Iron can create a single weapon, armor set, or other item that is completely resistant to heat or other elements, and cannot be broken even by a Powder Keg. The drawback is that Goron Iron is extremely heavy, being three times the weight of steel, and its indestructible nature makes it impossible to sharpen, leaving any weapon made of it dull. Goron Iron is unmixable with any other [Material] treasure.



    `Goron Lullaby
    Canonical, Skill - Defense/Utility
    [Disable], [Goron], [Music]


    C5: 25 rupees
    C4: 35 rupees
    C3: 50 rupees
    C2: 65 rupees
    C1: 95 rupees

    The musician may use any instrument to produce a soothing melody which can lull its listeners to sleep. The longer someone is exposed to the tune, the more likely they are to fall asleep. Gorons are especially susceptible to the song's magic; just a few bars of it is enough to send most straight to sleep.

    If the player has Specialty: [Music]: The musician has the ability to discriminate between targets.



    `Goron Tunic
    aka: 'Fire Tunic, `Goron Armor, `Fire Armor, `Red Tunic
    Canonical, Magic-Tier - Defense
    [Fire], [Goron], [Protection]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    Constructed from Dodongo hide and Bomb Flower fibers, this red piece of armor need not necessarily be a tunic. However, wearing a large enough piece of it renders the user inflammable and able to resist heat even better than a Goron--though not quite to the extent of a Subrosian. It also enables the user to resist moderate poisons. In addition, it negates the fire weakness shared by Deku Scrubs and Koroks.



    `Gossip Stone
    Canonical, Magic-Tier - Utility
    [Communication], [Magical]


    C5: 10 rupees
    C4: 15 rupees
    W5 or C3: 20 rupees
    W4 or C2: 25 rupees
    W2 or C1: 30 rupees

    A gravestone-like object sculpted in a strange fashion--varying greatly in size--with an eye insignia on both sides, that seems to have a somewhat enigmatic mind of its own. It will vibrate and spring back and forth like rubber if struck. The owner of one of these stones can set it to send into a striker's mind a certain message. If they do not, the gossip stone will create its own mysterious message when struck. The only known way of properly communicating with one of these stones is through the use of a Mask of Truth.

    When an explosive detonates in contact with a stone, it has a completely inexplicable habit of counting down to three, before launching into the air with jet propulsion fired from its underside.



    `Green Potion
    Canonical, Magic-tier - Defense
    [Healing], [Potion], [Single-use]


    10 rupees per dose

    A green liquid of mystical properties. When the potion is consumed, the user will immediately feel reinvigorated. For a couple of minutes afterwards, the user won't be fatigued by vigorous physical activity. Spellcasters also benefit from the potion by gaining a large temporary reservoir of magic, allowing them to cast spells quicker for a few minutes.



    `Guardian Acorn
    aka: `Armor Seed
    Canonical, Magic-tier - Defense
    [Protection], [Seed], [Single-Use]


    5 rupees per seed/acorn

    An Armor Seed is a small, blue, crystal-like mystical seed consumed with use. A Guardian Acorn is a large walnut-like object imbued with fairy magic. Though these two are completely different items in appearance, they are effectively the same. By activating one of these seeds--by either consuming it, throwing it on the ground, squeezing it in one's palm, or something else entirely--the user is coated in a magical barrier that halves all physical damage they receive for a few minutes. The item is consumed with use. The effect does not stack with multiple uses.



    `Gust
    Original: Quill, Spell - Defense
    [Conjuration], [Protection], [Wind]


    C5: 20 rupees
    C4: 25 rupees
    C3: 35 rupees
    C2: 50 rupees
    C1: 100 rupees

    The caster may stir up strong, chaotic winds in his vicinity, making projectiles nearly useless. These winds will buffet anyone and anything within them; however, they will not do more than cause a full-grown Hylian to stagger. Centered around the caster's position at the casting of this spell, these winds have an approximate radius of 30ft. If used indoors, the winds will only be present in the caster's room. Some magic will not be affected by this spell, and use of the Straight Shooting treasure will allow projectiles to pierce through the winds.



    `Gust Jar
    Canonical, Magic-tier - Utility
    [Mechanical], [Wind]


    P5: 25 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    At a glance, this appears as a simple blue-and white gallon pot with a handle on each side. It is activated, however, by a trigger hidden beneath the handles. Depending upon how a hidden switch on it is flipped, it will either constantly suck in the surrounding air with great force, or release individual bursts of air. When used properly, it can even suck an object up into it, then fire it off with an air burst.



    `Handheld Illusion
    Original:Guy, Spell - Defense
    [Illusion]


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

    By channeling their magic into their hands, the caster is capable of producing a small and simple illusion either in their hand or on an object held in their hand. This could include making a weapon appear, making a playing card appear as though it has a different face, or making a green rupee appear purple. Only one illusion can be maintained at a time. Somewhere between five and ten seconds after an illusive item breaks contact with the caster's hand(s), or after the caster loses concentration, the illusion ends.



    `Hawkeye
    Canonical, Magic-Tier - Utility
    [Mechanical], [Scry]


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

    The Hawkeye appears as a mask covering the top half of the user's face stylized in the form of a Hawk's face. When worn and viewed through, it functions almost identically to modern binoculars.



    `Helm Splitter
    Canonical, Technique - Offense
    [Jump], [WeaponBase]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 50 rupees
    P1: 80 rupees

    The user is capable of using an advanced martial technique: They leap high into the air, smash their weapon into the back of an adversary's helm (assuming they are not too much taller than the user), dislodging the helm or otherwise knocking them out or decapitating them, and land behind the target. This may not work if the target's guard is up.



    `Hero's Charm
    aka: `Hero's Mask
    Canonical, Magic-Tier - Utility
    [Empowerment], [Mask], [Scry]


    C5: 60 rupees
    C4: 80 rupees
    C3: 120 rupees
    C2: 160 rupees
    C1: 320 rupees

    This mask is golden and of a mildly disturbing appearance, with large feline eyes and big gritted teeth. Peering through it enables the user to view and understand certain things about the individuals around them, including:
    - The creature's rough level of overall health; how fatigued they are
    - Any and all objects the individual are carrying or concealing
    - Any and all spells, skills, and techniques they know (and fundamental knowledge of each)
    - Their general mood or state of mind (beyond what acting may imply)
    - The creature's most-common name or what an individual identifies himself/herself as



    `Hex
    Canon, Spell - Defense
    [Dark], [Disable], [Projectile]


    W5: 30 rupees
    W4: 40 rupees
    W3: 60 rupees
    W2: 90 rupees
    W1: 130 rupees

    Prerequisite to Obtain: Dark Affinity

    The user may blast the target with a blue gaseous aura that permeates from the target if it is hit. From ten to twenty seconds, depending on the target's mental and physical capabilities, the target is completely ineffective at combat by way of disorientation, ineptitude, or just plain bad luck. Use of this spell gives anyone within view the hunch that the user has a vulnerabilitiy against light magic and enhancements. As with all dark magic spells, possessing the spell gives the owner a slight vulnerability against light magic and enhancements that increases as they learn more dark spells.



    `Hibernation
    Original – Razgriz, Spell - Utility
    [Alteration], [Disable], [Healing], [Protection], [Time]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 70 rupees
    W1: 100 rupees

    Common among battlefield mages and healers, the spell puts the target into a state where they fall unconscious and their bodily processes slow down significantly, to the point where it is in-fact difficult to tell that they’re alive. The mage spends a minute in contact with the target performing the spell and may do nothing else in this time, thus it is useless in combat and requires a passive or restrained target. After the minute, the target’s system slows down for between an hour to two weeks (duration the user's choice), during which injuries and diseases fail to progress (although they can still be injured in this state) allowing more time to get proper medical attention or preventing POWs to continue using valuable resources.

    Lastly the target still requires a portion of the normal nutrients and water of a normal person, as they can’t eat normally while in this state, wake up extremely hungry and thirsty; thus using the spell on a person already suffering dehydration or starvation may be a death sentence.

    While someone can be brought out of the state prematurely, doing so is both dangerous and difficult. The comatosed person must be the target of spell, ability, item, etc. that acts as a stimulant (it must speed up the most of the target's metabolism) and if it is a drug potion or something similar that is used it must be applied directly to the heart, an almost surely fatal course of action. But even if they are revived in this manner, significant strain is put on all parts of the body as the system goes from being almost inactive to hyperactive almost instantly. Many people cannot survive the shock and even the others find severe chest pains, shortness of breath, headaches and other such effects lasting for days after and severely impairing them.



    `Holy Bolt
    aka: `Holy Orb
    Original: Quill, Spell - Offense
    [Light], [Projectile]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 60 rupees
    W5: 80 rupees

    The user swings or thrusts forward a weapon or other instrument to shoot forward a glowing silvery projectile at a speed comparable to a fastball for a distance up to 30 meters. Upon impact this orb will burst into pale light reminiscent of moonlight. All undead creatures which are touched by this light will be severely burned, as will all Dark magic users. The user may only cast this spell once every few minutes.

    If the user has a Wisdom of at least 4: The spell can be cast from the palm or mouth, instead of an instrument.



    `Hookshot
    Canonical, Magic-tier - Utility
    [Blade], [Mechanical]


    P5: 45 rupees
    P4 or C5: 60 rupees
    P3 or C4: 90 rupees
    P2 or C3: 120 rupees
    P1 or C2: 240 rupees
    P1 and C2: 240 rupees

    The hookshot is a small metallic machine, fitting in the user's hand. It is composed of a handle, a chain about thirty feet in length (about ten meters), and a hook-like blade. When the device is fire, the hook shoots outwards and extends the chain behind it. If it makes impact with a solid object, the hook will either embed into the object (particularly wood) or do mild damage and bounce off. If the hook does not make contact, it will stop upon reaching the chain's full length. In either case, the chain will then rapidly retract. In doing so, it may bring back towards the user light objects, or fling the user towards heavier objects.

    The Clawshot, Longshot, and Switch Hook are seen as variations of this item.



    `Hover Boots
    Canonical, Magic-tier - Utility
    [Footwear], [Force], [Travel]


    P5 or C5: 40 rupees
    P4 or C4: 50 rupees
    P3 or C3: 75 rupees
    P2 or C2: 100 rupees
    P1 or C1: 200 rupees

    These appear as somewhat regular leather boots, albeit with a pale yellow brim along the bottom. What makes them truly unique becomes apparent when they are worn: they hover the user above the ground on a tiny cushion of air, and as a result they have incredibly little traction, and enable the user to slide around as if on ice (and consequently lose balance if they're not used to the effect). With practice, they can be used in a fashion somewhat similar to ice skates. When leaping into the air or walking off a floor onto air, the boots have the secondary effect of allowing the user to float in mid-air a few seconds before dropping. They also enable the user to walk over spiked ground or some other forms of dangerous flooring unharmed.



    `Hyoi Pear
    Canonical, Magic-Tier - Utility
    [RC], [Seed], [Single-Use], [Trap]


    2 rupees per pear

    A Hyoi Pear appears somewhat similarly to a normal pear, and has comparable nutritional content, but bears on one side several mutation spots which somewhat resemble a face. Though few know how this was first discovered, much less how it functions, the pear has a unique effect: when this fruit is worn atop one's head, and a bird of any kind (even a Rito) comes along and eats it, the user's body will enter a trance while their mind takes control of the bird's body as if it was their own. This effect will cancel if either body takes damage, or if the user willingly returns to their body. This item stands alone and is consumed with use; the Hyoi Pear Supply treasure, however, supplies an effectively infinite amount of them.



    `Hyoi Pear Supply
    Canonical, Magic-Tier - Utility
    [RC], [Seed], [Stock], [Trap]


    P5: 10 rupees
    P4: 15 rupees
    P3: 20 rupees
    P2: 25 rupees
    P1: 30 rupees

    A Hyoi Pear appears somewhat similarly to a normal pear, and has comparable nutritional content, but bears on one side several mutation spots which somewhat resemble a face. Though few know how this was first discovered, much less how it functions, the pear has a unique effect: when this fruit is worn atop one's head, and a bird of any kind (even a Rito) comes along and eats it, the user's body will enter a trance while their mind takes control of the bird's body as if it was their own. This effect will cancel if either body takes damage, or if the user willingly returns to their body. This item provides an effectively never-ending supply of Hyoi Pears.


    `Ice
    aka: `Cold
    Original:Eevachu, Spell - Offensive
    [Cold], [Projectile]


    W5: 33 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    The user swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of cold comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of cold freezes a portion of its target on impact, then immediately vanishes. Its effect is identical to that of the Ice Rod item. The projectile can reach up to thirty feet before dissipating, and can be fired only once every thirty seconds.

    If the user has a Wisdom of at least 4: The ball of cold can be fired from the palm or mouth, rather than from an instrument.



    `Ice Aura
    Original: Blonde Panther, Spell - Defensive
    [Cold]


    W5: 40 rupees
    W4: 40 rupees
    W3: 50 rupees
    W2: 60 rupees
    W1: 60 rupees

    Prerequisite to Obtain: Specialty: [Cold]

    By utilizing one's innate strength in ice magic, the user is capable of surrounding himself or herself in an aura of icy winds that numbs or freezes and damages all who touch it, except themselves. While weaker enemies will be frozen, most stronger foes will only be numbed for a few seconds. However, because of the physical and magical strain, this cannot be used often without completely draining one of magical power. The number of seconds this can be used per minute is equal to the user's Wisdom score, with one second being the minimum amount of time it can be maintained.



    `Ice Breath
    Original: Blonde Panther, Technique/Spell - Offense
    [Cold]


    P5: 30 rupees
    P4 or W5: 40 rupees
    P3 or W4: 60 rupees
    P2 or W3: 80 rupees
    P1 or W2: 160 rupees

    After taking a deep breath, the user exhales not normal air, but freezing air, which can travel out several feet and lasts as long as the user can blow.



    `Ice Enchantment
    aka: `Ice Arrow, `Ice Augmentation
    Canonical, Spell - Offensive
    [Enchantment], [Cold]


    W5: 45 rupees
    W4: 60 rupees
    W3: 100 rupees
    W2: 140 rupees
    W1: 200 rupees

    By channeling their magical power into a weapon held in their hand, the user is capable of temporarily giving it a freezing property. It will glow blue, and freeze its target on the next impact. Because of the magical strain, a weapon can be enchanted by this spell no more than once a minute.

    If the user has a Wisdom of 5, or the user's specialty is Ice: The magical strain is diminished to the point where the spell can be used indefinitely, or be used on an ally's weapon, but only be active on a single weapon at a time.



    `Ice Rod
    Canonical, Magic-Tier - Offensive
    [Cane], [Cold], [Magical], [Projectile]


    W5: 33 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    The rod appears as a small instrument a foot or two in length, with a ice orb or diamond-shaped jewel at the tip. When the user swings or thrusts this rod, unleashed from its tip is a small and compact orb of cold comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong punch. This ball of cold freezes a portion of its target on impact, then immediately vanishes.

    The projectile can reach up to thirty feet before dissipating, and can be fired only once every thirty seconds. Between projectile firings, however, the rod can be swung to achieve the same effect if its jeweled tip makes impact.



    `Ice Shot
    Borderline-canon, Technique/Spell - Offense/Utility
    [Cold], [Conjuration]


    P5 or W5: 15 rupees
    P4 or W4: 20 rupees
    P3 or W3: 30 rupees
    P2 or W2: 40 rupees
    P1 or W1: 80 rupees

    Concentrating their magical power into the space in front of them for a moment, the user summons a chunk of ice shaped like a spire, its height slightly below chest-level. The bottom of the chunk is extremely slick, even on rough surfaces such as sad, and thus can easily be batted forward with the end of the user's weapon. If it crashes into a target with enough force and without being deflected, it will abruptly smash apart, unleashing its hidden magic to then freeze the target. However, the chunk of ice does have potential other uses.



    `Ice Weave Cloth
    Original: Spirit Adept, Magic Tier - Utility
    [Cold], [Material], [Single-Use], [Protect]


    10 rupees

    This dark blue, cotton-like fabric may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. The fabric itself is immune to damage from cold temperatures; however, it does not transfer this effect to anything else. It is always faintly warm, which helps protect the wearer from cold environments. This material may not be woven into other kinds of cloth.



    `Illusive Shadow
    Original: Tsubori, Skill - Defense
    [Clone], [Illusion]


    C5: 30 rupees
    C4: 45 rupees
    C3: 60 rupees
    C2: 95 rupees
    C1: 150 rupees

    The caster may create an illusion of himself that will immediately rush towards a selected target with an attack standard of the caster. As this clone is purely an illusion, it and any of its attacks will pass straight through the target with no damage done. The illusion will only last for about a second and a half, and the spell can only be cast once every fifteen. The illusion is slightly transparent, and anyone with the Lens of Truth or a Cross will immediately know its true nature.




    `Impact Coating
    Original:WillowtheWhisp, Skill - Defensive
    [Explosive], [Illusion], [Synthesis], [WeaponBase]


    C5: 15 rupees
    C4: 25 rupees
    C3: 40 rupees
    C2: 50 rupees
    C1: 100 rupees

    Prerequisite to Use: Deku Nut Supply, or the user's race is Deku Scrub

    Using a special material from a Deku Nut, the user delicately applies it to the tip of a weapon or other surface in a particular fashion. When the weapon next strikes an object with enough force, it will explode with a blinding Deku Nut's flash, which also slightly boosts damage. Once the flash has been ignited, the material will be consumed and must be re-applied. The process of adding this powder is rather easy with practice, and can be done within seconds in the middle of combat.

    If the user has a Courage of 5: One application of the material can function for two separate flashes.



    `Inferno
    Original: Tsubori, Technique - Offense
    [Fire]


    W5: 30 rupees
    W4: 40 rupees
    W3: 60 rupees
    W2: 80 rupees
    W1: 120 rupees

    The caster may cause a pillar of fire, large enough to cook a horse, to burst from the ground. The caster must have the target ground in his sights. This spell cannot be recast until several minutes have passed.



    `Inner Fire
    Original: Razgriz, Technique - Defense/Offense
    [Empowerment]


    P5 or C5: 30 rupees
    P4 or C4: 40 rupees
    P3 or C3: 60 rupees
    P2 or C2: 80 rupees
    P1 or C1: 160 rupees

    Releasing their emotions and restraints, the user embraces their carnal self and is filled with Inner Fire. While under the effects of Inner Fire, the user is immune to fear and mental incapacitation, dispelling effects of magic and drugs in their system and even losing the ability to feel pain at all. While in this state, they may find their strength and reflexes pushed to the brink of their capability, drawing everything that they have at once. Because of this, they become increasingly vulnerable to injury and need a significant amount of rest before using this again.



    `Iron Boots
    Canonical, Magic-Tier - Utility
    [Force]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    While these boots appear as simple leather with iron-covered feet, they a very unique property. While they are not worn, they are not particularly heavy; but when they are placed on the user's feet, they become incredibly heavy, varying by the user to the point they can just barely be lifted from the ground using a great deal of the user's strength.

    If the user has a Courage or Wisdom of at least 2: When not worn, the boots are automatically stored in a separate and intangible dimension. However, the user can at will magically summon or remove these boots to their feet instantly and at any time. In addition, this item gains the [Conjuration] field.



    `Jabber Nut
    Canonical, Magic-Tier - Utility
    [Communication], [Empowerment], [Picori], [Racial]


    C5: 7 rupees
    C4: 10 rupees
    C3: 15 rupees
    C2: 20 rupees
    C1: 20 rupees

    An invention of the Picori race, when this magical nut is consumed, it enables its eater to proficiently speak all languages as well as they can speak their own, not least of which includes both the Minish (Picori), Hylian, and Ancient Hylian languages. This does not, however, enable the user to communicate with creatures who do not use spoken languages--such as plants and most animals. The effect of this item is similar to that of the Book of Mudora.

    Those of the Picori race begin with this item for free as part of their racial abilities.



    `Jinx
    Aka: Blue Bubble's Curse
    Canonical, Spell - Defense
    [Disable], [Enchantment]


    W5: 30 rupees
    W4: 40 rupees
    W3: 55 rupees
    W2: 60 rupees
    W1: 85 rupees

    The caster may enchant a single weapon to carry the properties of a Blue Bubble's flames. The next organism to come into contact with the cursed weapon will temporarily lose the ability to use any treasure, barring racial treasures which are constantly in effect, and will also be unable to make any kind of offensive action. The enchantment is lost after a single blow; however, the spell can be recast after a short while.



    `Jump
    Canonical, Spell - Utility
    [Empowerment], [Force]


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

    The user casts an empowering spell on themselves or a nearby ally that makes their bodies incredibly light, enabling them to jump twice or thrice the height they were capable of before... as well as other effects, such as being able to run a bit faster or being more easily grappled by an enemy. The spell wears off after a few minutes, but can be recast immediately afterward. Roc's Feather and Roc's Cape have similar effects to this spell.



    `Jump Strike
    Canonical, Technique - Offense
    [Jump], [WeaponBase]


    P5: 30 rupees
    P4: 40 rupees
    P3: 60 rupees
    P2: 80 rupees
    P1: 120 rupees

    After leaping into the air, the user slams their weapon or a part of their body into the ground, sending out a shockwave several feet along the ground. (The exact distance of the shockwave is roughly equivalent to twice the user's height.) This shockwave will stun or trip most enemies who come in contact with it, damaging weaker ones.



    `Kamaro's Mask
    Canonical, Magic Tier - Defense/Utility
    [Disable], [Empowerment], [Mask]


    C5: 20 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 65 rupees
    C1: 90 rupees

    The wearer of this mask can perform a magical dance that puts everyone who watches it into a trance. The magic will not halt extremely powerful emotions or motivations, such as an overwhelming desire to kill the wearer, but in nearly every other area its magic will captivate anyone who watches the dance. The wearer is unable to perform any other actions during the trance, and once the dance is stopped, the magic is broken and the trance will fade. The magic does not discriminate between viewers.



    `Kything
    Original: Quill, Spell - Utility
    [Communication], [Scry]


    W5: 30 rupees
    W4: 40 rupees
    W3: 55 rupees
    W2: 70 rupees
    W1: 100 rupees

    The caster is capable of initiating a sort of wordless, mind-to-mind communication with another person. He essentially becomes that other person, seeing through his eyes and feeling through his senses. This communication goes deeper than words and images; instead, the two have joined to such a degree that they both simply know. Kything can only be done between two people who know each others' very essence, and it is not limited by such things as distance.



    `Lanayru Copper
    Original: Amore, Magic Tier - Utility
    [Material], [Fire], [Single-Use]


    30 rupees

    This flashy metal can be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. When used as a material, a brick of Lanayru Copper can create a single weapon, armor set, or other item that has the power of fire and generating heat reminiscent of a desert that spreads across what was once a sea. Items made with this material are about as hard as normal iron and act as if they are applied with a Fire Enchantment when swung or shot or, if struck with a blunt object, it will generate large quantities of heat for days at a time.



    `Lens of Truth
    aka: `Eye of Truth
    Canonical, Magic-tier - Defense
    [Illusion], [Magical]


    W5: 11 rupees
    W4: 15 rupees
    W3: 22 rupees
    W2: 30 rupees
    W1: 60 rupees

    A Lens of Truth appears similarly to a purple magnifying glass, with several red markings on and around the glass making it appear similar to a large eye. When one peers through this glass, it enables them to see through all forms of visual illusion, as well as not being blinded by Deku Nut flashes. If the user has a Wisdom of at least 3, they are granted this effect simply by holding it in their palm. If the user has a Wisdom of at least 4, holding the item in their palm grants their entire party its effects. The Lens of Truth's effect is similar to that of the Cross.



    `Light
    Original: Quill, Spell - Utility
    [Light], [Projectile]


    W5: 15 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 45 rupees
    W1: 65 rupees

    The user swings or thrusts forward a weapon or other instrument to shoot forward a a blindingly bright ball of light for a distance of up to 30 feet. Once it reaches the caster's intended destination, it hangs in place for either five minutes, until the caster dispels it, or until it is struck. Upon its creation, the caster may reduce the amount of light emitted to any degree at will. The caster may only summon one orb at a time.

    If the user has a Wisdom score of 4 or more: The ball of energy can be fired from the palm or mouth, rather than from an instrument.



    `Light Enchantment
    aka: `Light Arrow, `Light Augmentation
    Canonical, Spell - Offensive
    [Enchantment], [Light]


    W5: 60 rupees
    W4: 100 rupees
    W3: 140 rupees
    W2: 200 rupees
    W1: 260 rupees

    By channeling their magical power into a weapon held in their hand, the user is capable of temporarily giving it an illuminating property. It will glow yellow, then sear it's target on the next impact. It deals additional damage to the undead. Along with this, the enchanted object will illuminate the immediate vicinity for up to 7 feet. Because of the magical strain, a weapon can be enchanted by this spell no more than once a minute.

    This item is completely different than the 'Light Arrows' found in Ocarina of Time, Majora's Mask, and the Wind Waker.

    If the user has a Wisdom of 5, or the user's Specialty is Light: The magical strain is diminished to the point where the spell can be used indefinitely, or be used on an ally's weapon, but only be active on a single weapon at a time.



    `Lightning Weave Cloth
    Original: Spirit Adept, Magic Tier - Utility
    [Electric], [Material], [Protect]


    20 rupees

    This dark yellow, cotton-like fabric may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. This material is like rubber in that it is largely immune to electricity; however, it doesn't transfer this immunity to the wearer. Unless the electrical current is particularly strong, though, this cloth will block it. This makes it especially good at protecting the wearer from lightening-based magic. This cloth cannot be woven with other [Material] treasures.



    `Like-Like Ring
    Canonical, Magic Tier - Utility
    [Magical], [Ring], [Transformation]


    P5: 25 rupees
    P4: 40 rupees
    P3: 55 rupees
    P2: 70 rupees
    P1: 95 rupees

    When activated, this ring will transform the wearer into a common Like-Like. The wearer will be largely unable to use items, whether magic-tier or common, while transformed.



    `Litonium
    Original: Tsubori, Magic Tier - Utility
    [Alteration], [Material]


    30 rupees

    This smooth black metal can be used in crafting by a player-character with a level in the Crafting treasure. The user can activate its magical properties at will, reducing it to 1/2 of its original weight. The durability of the metal, that of standard steel, is not affected. When this magical property is not active, the metal weighs the same as standard steel.



    `Longshot
    Canonical, Magic-tier - Utility
    [Blade], [Mechanical]


    P5: 55 rupees
    P4 or C5: 70 rupees
    P3 or C4: 105 rupees
    P2 or C3: 140 rupees
    P1: 280 rupees

    The long is a small metallic machine, fitting in the user's hand. It is composed of a handle, a chain about sixty feet in length (about twenty meters), and a hook-like blade. When the device is fire, the hook shoots outwards and extends the chain behind it. If it makes impact with a solid object, the hook will either embed into the object (particularly wood) or do mild damage and bounce off. If the hook does not make contact, it will stop upon reaching the chain's full length. In either case, the chain will then rapidly retract. In doing so, it may bring back towards the user light objects, or fling the user towards heavier objects.

    The Hookshot is very similar to this item, only its chain is half the length.



    `Lovers’ Bond
    Original: Blonde Panther, Ability – Utility
    [Communication]


    50 rupees

    While rare, it is possible for two people to develop a bond so deep that it allows them to sense things about each other that no other couple does. Those who have formed a Lovers' Bond are able to sense the distance between them, in what general direction they lie, and some strong emotions. They can also tell when an item or treasure belongs to their partner.

    Lovers’ Bond must be obtained by both player characters at the same time and only functions between these two player characters.

    If the user has mastered Sense: The user can now sense when their partner is in danger, as opposed to themselves. All other Sense restrictions apply.



    `Magic Bean
    Canonical, Magic-Tier - Utility
    [Deku], [Seed], [Single-Use]


    4 rupees per bean

    After planting one of these magical beans into suitable soil, a large lily pad-like plant will emerge within seconds. This pad is about a meter (three feet) in diamete, and floats just off the ground. Standing atop it will cause it to rise into the air like an elevator, and shifting one's weight can cause it to move in a given direction. However, taking the plant too far from its origin zone (about a quarter mile at most) will cause it to autonomously move back to its origin. This standalone item is consumed with use, but the Magic Bean Supply treasure gives an effectively infinite supply of them.



    `Magic Bean Supply
    Canonical, Magic-Tier - Utility
    [Deku], [Seed], [Stock]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    After planting one of these magical beans into suitable soil, a large lily pad-like plant will emerge within seconds. This pad is about a meter (three feet) in diamete, and floats just off the ground. Standing atop it will cause it to rise into the air like an elevator, and shifting one's weight can cause it to move in a given direction. However, taking the plant too far from its origin zone (about a quarter mile at most) will cause it to autonomously move back to its origin.



    `Magic Boomerang
    aka: `Magical Boomerang
    Canonical, Spell - Utility
    [Boomerang], [Enchantment], [RC], [WeaponBase]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    Prerequisites to Use: Boomerang

    Using the power of their mind, the user can alter the trajectory of a boomerang they or an ally has thrown, including allowing it to curve or travel several times the normal distance. However, maintaining control requires concentration on and eye contact with their boomerang.



    `Magic Crystal
    aka: `Magic Die
    Original, Spell - Utility
    [Conjuration], [Magical], [Stock]


    W5: 50 Rupees
    W4: 75 Rupees
    W3: 100 Rupees
    W2: 125 Rupees
    W1: 175 Rupees

    The user may toss or roll a Magic Crystal for the opportunity of doubling the power of the spell being cast. Magic Crystals are small, blue crystals in the shape of a regular 8-sided die. Three sides show a 2, three others show a 0, and the last two a 1. If the number facing up is a 2, the power of the spell is doubled. If the number shown is a 0, the spell fails and somehow backfires on the caster. Should the crystal show a 1, the spell is cast as per usual.

    This treasure provides the user with an effectively unlimited supply of Magic Crystals.



    `Magic Rod
    aka: `Magical Rod
    Canonical, Magic-Tier - Offensive
    [Cane], [Force], [Magical], [Projectile]


    W5: 60 rupees
    W4: 80 rupees
    W3: 120 rupees
    W2: 160 rupees
    W1: 320 rupees

    The rod appears as a small instrument a foot or two in length, usually with a magical jewel of some sort at the tip. When the user swings or thrusts this rod, unleashed from its tip is a speeding and invisible force, only detectable by the rather obvious way it rends the air around it. Upon impact, this projectile unleashes a blow comparable to that of a strong Goron punch, at which point the projectile will disappear. When subjected to elemental enchantments (such as the Fire or Ice Enchantments), the rod will change color, the projectile will glow that color, and the projectile will unleash the enchantment's effect on impact. Repeated use of this item will quickly drain the user's magical power, and may exhaust them to the point of fainting if used more than a few times per minute.



    `Magnetic Boots
    Canonical, Magic-Tier - Utility
    [Force], [Footwear]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    These boots vary in appearance, but generally have a metallic texture around the base of the boot. By concentrating one's willpower into the boots, their soles can serve as a powerful and magically magnet which only applies force in a straight trajectory our from the feet. The user's feet will be magnetized to any metal or rock, regardless of its polarity, and the user is capable of walking or running on this surface despite the otherwise strong pull of the magnets.



    `Magnetic Gloves
    Canonical, Magic-Tier - Offense/Defense/Utility
    [Force], [Mechanical], [Wrist]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    These gloves vary in appearance, but generally have a red hue and are metallic in texture. By concentrating one's willpower into the gloves, their palms can serve as a powerful magnet which only applies force in a straight trajectory from the palm. Together they can serve as either north or south polarity, and can be switched at will. Potential uses of this item include pushing back an enemy's weapon or moving a sizable steel object. Activating these gloves requires both ands to be empty and held out in front of the user.



    `Mask of Scents
    Canonical, Magic-Tier - Defense/Utility
    [Empowerment], [Mask]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    This ugly mask greatly amplifies the wearer's sense of smell, enabling him to outdo even trained bloodhounds and giving him the ability to smell magic and violence as he would any other scent. The power of the two new trails is directly correlated with the power and severity of the acts. In order to balance these powers, however, the wearer's other four senses are accordingly diminished.



    `Mask of Truth
    Canonical, Magic-Tier - Utility
    [Communication], [Mask]


    C5: 20 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    This eerie white mask which carries the Sheikah insignia enables the user to hear the words of Gossip Stones, hear and understand the thoughts of animals, and also converse with temporarily sentient inanimate objects, which hold only an hour's worth of memory.



    `Master of Machine and Magic
    aka: 'Percussive Maintenance, 'Fixing it the Ikanan Way
    Original - Razgriz, Spell - Utility
    [Magical], [Mechanical]


    W5: 10
    W4: 15
    W3: 25
    W2: 40
    W1: 75

    The user is unparalleled master in fixing and maintaining all manner of magical and mechanical objects, only those few that are complex far beyond comprehension are above such a person. Their mere presence causes most machines and magic items to work more smoothly and they can fix most problems within a matter of seconds (usually by hitting it repeatedly and yelling "sacred" words) and the most serious problems can be fixed within an hour if he has the proper materials (This can be quite a bit longer, months or years even, if the object is particularly large, complex and/or damaged beyond recognition).

    Also, this ability allows the user to jury rig most damaged items to a working (if poorly) form in about half a minute, although typically will only last a few uses or work a fraction as well until more precise repairs can be given. Even if the item is in several pieces the user can shove it together and make it work so long as he has all the pieces.

    Finally, the user may use power instead of wisdom (if they wish to do so) when reasoning how fast they can fix something or how large/complex an object they can fix.



    `Megamouth Mask
    Original: Tsubori, Magic Tier - Utility
    [Communication], [Empowerment], [Magical], [Mask]


    P5: 10 rupees
    P4: 15 rupees
    P3: 25 rupees
    P2: 40 rupees
    P1: 55 rupees


    The wearer's voice will be amplified to five times its original volume. This purple mask features a massive, gaping, hippopotamus-like mouth with a crown of tubes all tipped in yellow.



    `Melee Magic
    aka: `Sparkles
    Borderline-canon, Spell - Offense
    [Electricity], [Empowerment], [Fist]


    W5: 40 rupees
    W4: 60 rupees
    W3: 90 rupees
    W2: 120 rupees
    W1: 240 rupees

    Once this spell has been learned, it is automatically active unless the user wills for it to cease. When the user's bare hands move to attack as with a punch, chop, palm thrust, or other direct blow, sparks of magic--appearing and functioning somewhat like sparks of electricity--will emit from the user's hands, increasing the damage done.



    `Mermaid Suit
    aka: `Merman Suit
    Canonical, Magic-Tier - Defense
    [Protection], [Water]


    C5: 60 rupees
    C4: 80 rupees
    C3: 120 rupees
    C2: 160 rupees
    C1: 320 rupees

    Constructed with mermaid magic, this suit covers up the lower half of the user's body with a fish-like tail that entwines with the user's body. Through an unexplainable magic, it enables the wearer to breathe underwater so long as it is worn, and swim with the elegance and power of a mermaid... or merman. Its effect is similar to that of the Zora Tunic.



    `Miasma
    Original: Spirit Adept, Spell - Offense
    [Disable]


    W5: 20 rupees
    W4: 35 rupees
    W3: 60 rupees
    W2: 90 rupees
    W1: 130 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster may spray a dark purple gas from either his hands or mouth which persists in a small cloud of roughly 10 feet in diameter for several minutes. When touched or breathed in, a person will immediately begin to experience nausea, dizziness, and stomach pains that persist for several minutes. These effects make fighting difficult, but not impossible. This spell is only fatal if a person is exposed to too much of the miasma. This spell increases the caster's vulnerability to light magic, and the user now takes damage if the spell "detox" is used on them. Miasma can only be cast when several minutes have passed since the cloud's dispersion.



    `Mirror Shield
    Canonical, Magic-Tier - Defense
    [Mirror], [Protection], [Shield]


    P5: 35 rupees
    P4: 50 rupees
    P3: 75 rupees
    P2: 100 rupees
    P1: 200 rupees

    This shield can vary widely in appearance, but always has a mystical and inexplicable reflective coating on the exterior. This coating is capable of perfectly reflecting not only light, but magical projectiles as well, and sending them back at their caster. (Magical projectiles are roughly defined as any projectile produced by a Spell, Skill, Technique, or Magical-field item (not to be confused with Magic-tier item).)



    `Mirror Silver
    Original: Blonde Panther, Magic Tier - Defense
    [Material], [Mirror], [Single-Use]


    20 rupees

    This almost perfectly transparent metal can be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. Weapons forged from it become capable of reflecting light as does a Mirror Shield, and if swung with enough force they can also reflect magical projectiles. Due to its unique smelting properties, it cannot be forged into anything beyond weapons. A bar of Mirror Silver weighs almost the same as a bar of any other mundane metal, and due to its pure, reflecting nature being necessary to the reflection of magic, this treasure cannot be mixed with any other material.



    `Mole Mitts
    Canonical, Magic-Tier - Defense
    [Empowerment], [Wrist]


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

    These items appear as regular brown gloves with clawed fingers. When worn, however, they inexplicably give the user an unparalleled proficiency with bare-handed digging. They become capable of even digging a hole with a depth and diameter of their own height in a matter of seconds, assuming moderately soft soil.



    `Mortal Draw
    Canonical, Technique – Offensive
    [Weaponbase]


    P5: 20 rupees
    P4: 35 rupees
    P3: 70 rupees
    P2: 100 rupees
    P1: 125 rupees

    By focusing their power into a sheathed weapon, the user can draw that weapon with such immense force that it instantly slays the first foe it makes contact with during the motion of being drawn. Due to the drawing motion required to unleash the focused power, the Mortal Draw cannot be performed bare-handed. In order to use this technique in succession, the weapon has to be sheathed and re-drawn. Monsters in the position of miniboss or boss, as well as any creature of a PC race, is entirely immune to this technique.



    `Mount
    aka: `Land Mount, `Steed, `Horse, `Camel, `Wolfos, `Ox, `Rat
    Canonical, Magic-Tier - Utility
    [Organic], [Travel]


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

    A horse, a camel, a wolfos, an ox, a goat, a rat for a Picori, or virtually any other mundane creature capable of carrying a rider or pulling cargo. Note that a Versatile Mount (capable of flight or traversing water) and a Mythic Mount (anything with other unique capabilities, such as the ability to breathe fire) are treated as different treasures.

    A Goron may use a Dodongo as a standard mount, a Scrub may use a Snapper as a standard mount, a Zora may use an aquatic mount as a standard mount, and a Rito may use a flying mount as a standard mount, rather than a Versatile or Mythic Mount.



    `Nayru's Affection
    Canonical, Spell - Defense
    [Mirror], [Protection]


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

    The user swipes an open palm in front of them, which after a moment creates a transparent blue aura in its wake, similar in texture to glass, which sustains in the air for a moment. With good timing, this aura shard can deflect any form of projectiles--magical or mundane. The aura shard then shatters once the spell ends, then dissipates to nothing. Through this aura is frail, it has solid form and is extremely sharp, capable of damaging those who touch its edges--particularly after it shatters. Its effect is similar to that of the Reflect spell.


    `Nayru’s Wisdom
    Original: Blonde Panther, Ability - Utility
    [Music], [Empowerment]


    W5: 20 rupees
    W4: 25 rupees
    W3: 35 rupees
    W2: 50 rupees
    W1: 65 rupees

    Prerequisites to obtain and use: Wisdom 2 or user’s specialty is Music.

    By performing a certain musical number with an instrument or one’s own voice, and putting their magical power into each note, Nayru’s Wisdom can be activated. For up to five minutes after this magical song finishes, the user and listeners will find their magic power and resilience to magic are greater than they were before. A drawback is that this applies to the user’s foes, as well, as long as they can hear the song being sung. The duration of Nayru’s Wisdom can be greatly reduced if the user is interrupted in the song.



    `Needle Storm
    Borderline-canon, Skill - Offense
    [Conjuration], [Projectile]


    C5: 22 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    The user concentrates their magical power into their palm, then flicks their hand, summoning into a long and slender yet sturdy needle ideal for offensive throwing. (Alternatively, the needles can be held within the user's sleeve via a specialized design.) The user can flick their hand repeatedly to summon multiple needles. The user possesses the ability to fling up to three of these needles in a single swipe of their hand, all with pinpoint accuracy.



    `Octo Ring
    Canonical, Magic Tier - Utility
    [Magical], [Ring], [Transformation]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 85 rupees

    When activated, this ring will transform the wearer into a common Octorok. The wearer will be largely unable to use items, whether magic-tier or common, while transformed.



    `Payback Punch
    Original: Tsubori, Technique - Offense
    [Empowerment], [Fist], [Force]


    P5: 15 rupees
    P4: 25 rupees
    P3: 40 rupees
    P2: 55 rupees
    P1: 80 rupees

    The unarmed user can choose to store energy from attacks he has successfully blocked, unleashing the force stored within him upon his next unarmed attack. This move does not increase his defenses in the slightest. The technique is greatly fatiguing; the more force that is stored within the user, the greater the exhaustion upon its execution.



    `Pegasus Boots
    Canonical/Borderline-canon, Magic-Tier - Utility
    [Empowerment], [Footwear]


    P5 or C5: 35 rupees
    P4 or C4: 50 rupees
    P3 or C3: 75 rupees
    P2 or C2: 100 rupees
    P1 or C1: 200 rupees

    This footwear appears similarly to normal brown leather boots, albeit with small white wings extending from either the ankles or the hem. They have a single unique effect, which is activated if the user charges in one place for about half a second (either by jogging in place or focusing their willpower into their footwear). They will then shoot forward at incredible acceleration to approximately 25mph (over 45 km/h) running speed, varying with the user's size, which is maintainable for up to a mile (1.6 km) before exhaustion. (For comparison purposes, that's slightly under than the world record for a 100 meter dash. An actual mile is closer to half that.)

    For each point in Courage the user has above 1, the Pegasus Boots' dashing speed increases by roughly 5mph.



    `Pegasus Seed
    Canonical, Magic-Tier - Offense/Defense/Utility
    [Empowerment], [Seed], [Single-Use], [Time]


    5 rupees per seed

    One of these seeds appears as a small pale-green fruit, in a shape similar to a wing. Activating one by throwing it down at the user's feet, or consuming it, effectively doubles the user's movement and reaction speed for several minutes. It allows them to, among other things, run remarkably fast and fight particularly well. It does this by halving the pace of time for the affected individual. By contrast, if the seed hits firmly into a target and bursts open, the seed will have a negative effect that freezes the target in time for several seconds. A Pegasus Seed is consumed with use.



    `Peril Beam
    Canonical, Technique - Offense/Defense
    [Projectile], [WeaponBase]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 60 rupees
    P1: 120 rupees

    When the user is in peril and on the brink of fainting or death, they can focus their instinctive will to live into their weapon. Doing so enables them to unleash a potent beam from the weapon whenever it is swung or thrust until they are no longer in peril. The beam varies widely in appearance, but shoots straight, and has roughly half the impact the weapon itself would have. It is considered a variant of the Power Beam.



    `Pictograph Box
    Canonical, Magic-Tier - Utility
    [Mechanical]


    W5 or C5: 10 rupees
    W4 or C4: 15 rupees
    W3 or C3: 20 rupees
    W2 or C2: 25 rupees
    W1 or C1: 30 rupees

    A strange box with a lens that is capable of... being used as a modern-day camera. It is capable of immediately printing full-color pictographs after use.



    `Piece of Power
    aka: `Pieces of Power, `Plate of Power
    Canonical, Magic Tier - Offense
    [Empowerment], [Material], [Single-Use]


    5 rupees per piece

    A Piece of Power is a small golden triangle which some believe is a variation of Force Gem, while others believe is a shard spread throughout Hyrule when the Triforce was first created. By activating one of these pieces--by either consuming it, throwing it on the ground, squeezing it in one's palm, or something else entirely--the user is surrounded in an aura that doubles the damage they deal for several minutes. After the effect ends, the piece's glow fades and it turns to ash. The effect does not stack with multiple uses. These items are effectively identical to Razor Seeds.

    If the user has a sufficiently-related level in the Crafting treasure, Pieces of Power may be used as a material. Only when at least fifteen separate pieces are gathered can they be properly formed into a powerful metal commonly referred to as a Plate of Power. This plate could then be refined into metal for a weapon. When the user focused their willpower into a weapon made from this metal, it could double their attack strength for several minutes at a time or intermittently; after this, however, the effect would drain the metal of its vigor, preventing the effect from being used again for several hours.



    `Pirate's Charm
    Canonical, Magic-Tier - Utility
    [Communication], [Magical], [Scry]


    W5 or C5: 5 rupees
    W4 or C4: 10 rupees
    W3 or C3: 10 rupees
    W2 or C2: 15 rupees
    W1 or C1: 20 rupees

    This item appears as a small gray-green stone, supposedly crafted from a Gossip Stone, and supposedly invented by a former King of Hyrule. When the target is holding this item somewhere on their person, an ally with a Wisdom of at least 3 who knows of the charm is capable of telepathically observing them and their surroundings, as well as transmitting their voice telepathically to the stone. The stone glows green when used as a voice-transmitter.



    `Plague
    Canonical, Spell - Offense
    [Conjuration], [Dark]


    W5: 20 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 70 rupees
    W1: 100 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster may produce a large cloud of dark flying insects that look like wasps, moths, or locus from his hands or mouth. This swarm attacks whatever the user directs them to, but can be distracted by fire or bright lights. The insects are capable of mild, non-poisonous bites or stings that can distract people or destroy plants. The swarm disintegrates if it strays more than 50 feet from the caster or if several minutes have passed.

    Owning this spell increases the caster's vulnerability to light magic. Possessing this spell make the user take more damage from fire spells and enhancements, and the user becomes more likely to catch on fire when exposed to flames.



    `Plummeting Blade
    Borderline-canon, Technique - Offense
    [Force], [Jump], [WeaponBase]


    P5: 17 rupees
    P4: 25 rupees
    P3: 35 rupees
    P2: 50 rupees
    P1: 100 rupees

    By taking a moment to concentrate their inner strength into their weapon, and pointing it directly towards the ground, this technique can be activated. The user's momentum, if they have any, completely stops, and they abruptly plummet to the ground with a starting velocity 1/2 of their terminal velocity (about 60mph for a Hylian), with their weapon pointed downwards and striking ground first. So long as this technique is used properly, the user will incur no significant damage upon landing.

    Note that although the technique is technically called Blade Plummet, any weapon can be used, even a part of the user's body assuming at least 2 Power. However, because the tip of the weapon must be directed downwards, the technique tends to be most effective with weapons designed to thrust, which are typically blades.



    `Portal
    aka: `Warp Portal, `Warp Tile, `Warp Gate, `Warp Hole
    Canonical, Magic-Tier - Utility
    [Magical], [Transportation]


    W5: 22 rupees per portal
    W4 or C5: 30 rupees per portal
    W3 or C4: 45 rupees per portal
    W2 or C3: 60 rupees per portal
    W1 or C2: 120 rupees per portal

    A portal can appear as any number of things; a swirling vortex of black mist, a massive gate with a door composed of golden fluid, a small hole in the ground, a glowing circle, a mere piece of peculiar tile with the image of diamond-shapes cascading outward, and more. However, all portals are magically-created entities for the use of transportation. There must be at least two portals in a set to function; simply put, any matter which goes through one will almost instantly come out the other, even if the two portals are countless miles apart. However, portals must be static to function properly and cannot simply be carried around. Portals not of the same set cannot function together.

    If portals have more than two in their set, the portals are assigned an order. In an example with three portals, anything which goes into portal A comes out portal B, if something enters portal B, it comes out portal C, and if something enters portal C, it comes out portal A.



    `Potion of Darknut
    Original:WillowtheWhisp, Technique – Offense
    [Empowerment], [Potion], [Seed], [Synthesis]


    If the user is at least Lv5 in the Alchemist profession:
    P5: 22 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to use: 2 Razor Seeds & 2 Armor Seeds

    Through the combination of two Razor Seeds and two Armor Seeds, the user creates a Potion of Darknut. The Potion of Darknut, upon use, will bestow upon the drinker the strength and weapons skill of a Darknut. This is equivalent to having a Power of 5, and a Courage of 5. The user can use any weapon as if they were a master. However, the user loses all access to any treasures, except treasures with the [WeaponBase] field, they may have, until this potion wears off. If the user is in possession of a magical weapon (such as a blade, bow, dagger, etc.), they may still use this weapon. This potion lasts for approximately two minutes, but may be ended at the drinker's discretion.



    `Potion of Eternal Waters
    Original:WillowtheWhisp, Spell/Magic-Tier – Defense
    [Healing], [Potion], [Seed], [Synthesis], [Water]


    If the user is Lv7 or higher in the Alchemist profession:
    [Profession]
    W5: 30 rupees
    W4: 40 rupees
    W3: 50 rupees
    W2: 80 rupees
    W1: 160 rupees

    Otherwise
    [Single-Use]
    30 rupees per potion (In addition to the cost of the seeds and Potion.)

    Prerequisite to use: 2 Gale Seeds, 2 Chill Seeds, & Red Potion

    Combining a two Gale Seeds, a Red Potion, and two Chill Seeds, the user creates the Potion of Eternal Waters. Upon the container of this potion being broken, a magical storm will appear above the area, though it may take several minutes, and even up to an hour if the potion is broken in the middle of a desert, to form. This storm will rain magical waters down upon everything in the near vicinity. This rain has half the effect of a Red Potion, but does not discriminate between friend and foe.



    `Potion of Flight
    Original:WillowtheWhisp, Spell – Utility
    [Force], [Potion], [Seed], [Synthesis]


    If the user has at least Lv3 in the Alchemist Profession:
    W5: 16 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 80 rupees

    Otherwise:
    [Single-Use]
    16 rupees per potion (In addition to the cost of the seeds.)

    Prerequisite to use: Gale Seed & Pegasus Seed

    Through the combination of a Gale Seed and Pegasus Seed, the user creates a Potion of Flight. The Flight Potion, upon use, will allow the user to run through the air, as if wearing Hover Boots. However, they may gain in altitude, as opposed to falling like the Hover Boots. In order to maintain their altitude, however, the user must continue running. This effect may be ended at any time, but has a time limit of ten minutes.



    `Potion of Guardian Winds
    Original:WillowtheWhisp, Skill – Defense
    [Potion], [Seed], [Synthesis], [Wind]


    If the user is at least Lv3 in the Alchemist Profession:
    [Profession]
    C5: 16 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 40 rupees
    C1: 80 rupees

    Otherwise:
    [Single-Use]
    16 rupees per potion (In addition to the cost of the seeds.)

    Prerequisite to use: Gale Seed & Armor Seed

    Through the combination of a Gale Seed and Armor Seed, the Alchemist is able to create the Potion of Guardian Winds. The Potion of Guardian Winds, upon breaking, will surround its breaking point in a large sphere of wind, approximately three yards in radius. The winds are intense, and will immediately block entry or exit of any object into or from the sphere. However, the skill Straight Shooting may bypass this, as well as any spell that does not physically pass through the barrier. This potion lasts for approximately half a minute.



    `Potion of Lynel
    Original:WillowtheWhisp, Skill – Offense
    [Conjuration], [Empowerment], [Potion], [Seed], [Synthesis]


    If the user is at least Lv3 in the Alchemist profession:
    C5: 16 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 40 rupees
    C1: 80 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to use: 2 Razor Seeds, 1 Pegasus Seed

    Through the combination of two Razor Seeds and one Pegauss Seed, the user creates a Potion of Lynel. The Potion of Lynel, upon use, will allow the user to run at an incredibly fast pace, as if they were a Lynel themselves, and will give the drinker amazing sword-wielding abilities (equivalent to Power Score of 5). This potion also gives the drinker access to the technique Power Beam. Finally, if the the user does not own a sword or blade-type weapon, a magical blade, incapable of being broken, will appear in their hand. This blade may be of any type. During the duration of this potion, no Wisdom-based treasures may be used. This potion lasts for one minute, after which all of its effects (including the summoned sword) will immediately vanish.



    `Potion of Tongues
    Original:WillowtheWhisp), Skill – Utility
    [Communication], [Potion], [Seed], [Synthesis]


    If the user is at least Lv5 in the Alchemist Potion:
    [Profession]
    W5: 22 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 60 rupees
    W1: 120 rupees

    Otherwise:
    [Single-Use]
    22 rupees (In addition to the cost of the seeds.)

    Prerequisite to use: 2 Hyoi Pears & 2 Scent Seeds

    Through combining both uses of a Hyoi Pear Potion, and both uses of a Scent Potion, the user makes the Potion of Tongues. Upon consumption, the Potion of Tongues grants the drinker the ability to speak with animals and monsters, as well as understand them. This allows them to give simple creatures (such as a small bird) nearly irresistible commands, though if the command involves significant danger to aforementioned creature, it may not listen. This potion lasts for a minute; any commands before this point will immediately lose their power.



    `Potion of Unyielding Flames
    Original:WillowtheWhisp, Technique – Offense
    [Fire], [Potion], [Seed], [Synthesis]


    If the user is at least Lv5 in the Alchemist Profession:
    [Profession]
    P5: 22 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Otherwise:
    [Single-Use]
    22 rupees per potion (In addition to the cost of the seeds.)

    Prerequisite to use: 2 Gale Seeds & 2 Ember Seeds

    Through the combination of both uses of a Gale Potion, and both uses of an Ember Potion, the user creates the Potion of Unyielding Flames. This potion, upon use, will explode, sending powerful flames out in a ten foot diameter, coating said area in napalm. These flames cannot be doused through the use of normal water; magical water, the Ice Enchantment, Chill Seeds, or through a means of suffocating the flames will cause the flames to die out normally. The Alchemist has no control over these flames. The flames will last until they die out, or no longer have fuel to consume.



    `Potion of Wizzrobe
    Original:WillowtheWhisp, Spell – Offense
    [Empowerment], [Potion], [Seed], [Synthesis]


    If the user has at least Lv7 in the Alchemist profession:
    [Profession]
    W5: 30 rupees
    W4: 40 rupees
    W3: 50 rupees
    W2: 80 rupees
    W1: 160 rupees

    Non-Alchemists do not have access to this Potion.

    Prerequisite to use: 4 Gale Seeds & 4 Armor Seeds

    Through the combination of four Gale Seeds and four Armor Seeds, the user creates the Potion of Wizzrobe. The Potion of Wizzrobe, upon use, will give the drinker access to the following spells: Fire, Wizzwarp, and Thunder. Thunder may only be used once during the duration of this potion. However, there are severe effects to drinking this potion. Once this potion has worn off, the user is left comatose for half a minute, and is unable to take any action at all. During the duration of this potion, the user also does not have access to any weapons, or any items they may carry, and are restricted completely to using spells. This potion lasts for approximately four minutes, but may be ended at the drinker's discretion.



    `Powder Charge
    Original:WillowtheWhisp, Skill - Defense
    [Explosive], [Trap]


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

    Prerequisite to use: Bomb Bag

    A Powder Charge must be prepared before hand, and generally cannot be prepared during battle due to the volatile nature of bombs. The powder charge is a tiny packet, which essentially concentrates all the ingredients of a bomb into a small, highly-volatile container. The charge can be used in various ways; as a trip mine, as a remotely detonated mine (via a string), as an attachment to a projectile, etc.



    `Power Beam
    aka: `Sword Beam
    Canonical, Technique - Offense
    [Projectile], [WeaponBase]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 60 rupees
    P1: 120 rupees

    When the user is unscratched from battle and filled with vigor, they can focus their strength and energy into their weapon. Doing so enables them to unleash a potent beam from the weapon whenever it is swung or thrust until they are damaged. The beam varies widely in appearance, but shoots straight, and has roughly half the impact the weapon itself would have. The Peril Beam is considered to be a variant of this technique.



    `Power Bracelet
    aka: `Goron Bracelet, `Power Glove, `Titan Mitt, `Silver Gauntlets
    Canonical, Magic-Tier - Utility
    [Empowerment], [Wrist]


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

    This item comes in many forms and has many names, but they all have two common physical traits: the item is secured to at least one of the user's forearms, and it is imbued with a gem capable of increasing the user's strength. So long as this item is worn, it effectively triples the weight the user can lift, carry over their head, push, or pull. It does not, however, affect their strength in other ways.



    `Powder Keg
    aka: `Bomb Keg
    Canonical, Magic-Tier - Offense / Utility
    [Goron], [Explosive], [Single-Use]


    P5: 10 rupees per keg
    P4: 15 rupees per keg
    P3: 30 rupees per keg
    P2: 60 rupees per keg
    P1: 120 rupees per keg

    A Powder Keg is a large barrel containing the most potent (and volatile) materials the most renowned of Bombsmiths have mustered. It was the Goron's most impressive export before the fall of Death Mountain, and the items have now become incredibly rare. Owning even one of these kegs is extremely dangerous--even dropping it can set off the highly-volatile materials within. And the explosion? Well, let's put it this way: the sheer force of one of these items can produce is the standard by which all other impacts are judged. There is nothing, short of perhaps Ganon himself, it cannot obliterate in one successful hit. A Powder Keg is consumed with use.



    `Prophet's Bargain
    Original: Quill, Spell - Utility
    [Disable], [Empowerment], [Scry]


    W5: 15 rupees
    W4: 25 rupees
    W3: 40 rupees
    W2: 60 rupees
    W1: 85 rupees

    Prerequisite to Obtain: Gift of Prophecy

    The gifted will be able to have prophetic visions while still awake, he will have a heightened sense of understanding for what he sees, and while he still cannot summon visions, they will come with some measure of forewarning. However, this power comes at a price. In exchange for the sharpening and advancement of his powers, the gifted's eyesight will be completely taken from him.



    `Punch Ring
    Original: Quill, Magic Tier - Offense
    [Force], [Magical], [Ring]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    This ring magically extends the range of the wearer's punch up to fifteen feet. Only the fist bearing the ring is granted this power. The effect can still be dodged, blocked, or otherwise diverted, as any other punch would be; however, the wearer will not be affected by what happens to the punch.



    `Purify
    Original: Spirit Adept, Spell - Utility
    [Light], [Healing], [Protection]


    W5: 30 rupees
    W4: 45 rupees
    W3: 65 rupees
    W2: 90 rupees
    W1: 120 rupees

    The user channels their magic into their hands and fires forth a beam of light at their target. The light doesn't hurt most people, instead cleansing them of magical effects such as hexes, curses, and other such hindrances. It doesn't have any effect on physical ailments, such as poison or disease. The beam of light can be sustained for up to a half a minute, but the caster must wait just as long before being able to cast the spell again.

    When used on a spellcaster with Dark Affinity, however, this spell begins to negate their dark magic. The negation itself hurts the target as well as weakening their dark magic spell casting abilities. Because of this weakness, people with Dark Affinity cannot learn or use this spell.



    `Quick Draw
    Borderline-canon, Technique - Offense
    [Force], [WeaponBase]


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

    The user locks their feet into the ground and concentrates all of their energy into their blade, often taking a defensive stand while doing so. A peculiar sound resonates out from their body as their weapon begins to tremble. After about three full seconds, they shoot forward at a full sprinting pace, weapon drawn forward and ready to strike.

    The distance the user shoots varies; generally it's about ten feet, but it may be up to a dozen or as few as eight, depending upon the size of the user's body. (Picori, obviously, shoot a distance more akin to eight inches.)



    `Quicksand
    Original: Quill, Skill - Defense
    [Disable], [Trap]


    C5: 20 rupees
    C4: 45 rupees
    C3: 60 rupees
    C2: 80 rupees
    C1: 120 rupees

    The caster may touch a small area of ground and cause it to change, regardless of its composition, to quicksand. The trap would solidify back into its normal state before the target's head is submerged. The trap is large enough for a Goron to fall cleanly through. Recasting this spell would supersede the old casting, and each spell will last for only 24 hours. The target area is bubbling slightly, but otherwise it appears largely innocuous.



    `Rage
    Original: Demo, Technique - Offense
    [Empowerment], [PWC]


    P5: 75 rupees
    P4: 100 rupees
    P3: 125 rupees
    P2: 150 rupees
    P1: 200 rupees

    The user becomes enraged and their strength and speed becomes greatly enhanced (power and courage raise by 1.5, this can exceed the 5 limit) for a short time (about 2 minutes) but can be ended earlier if the user so wishes. When the effects of the rage wear off, the user becomes fatigued and can't fight very effectively. The length of the fatigue varies on the length of time the user is enraged and based upon their original power score.

    Length of fatigue:
    - If the user has P5, the fatigue lasts 75% of the length of the Rage.
    - If the user has P4, the fatigue lasts 100% of the length of the Rage.
    - If the user has P3, the fatigue lasts 125% of the length of the Rage.



    `Raise Dead
    Original: Ultra5, Spell - Utility
    [Alteration], [Empowerment], [RC], [Undead]


    W5: 45 rupees
    W4: 60 rupees
    W3: 90 rupees
    W2: 120 rupees
    W1: 150 rupees

    The caster may raise a dead body as an unthinking corpse, which will follow his verbal commands to the best of its ability. The body must have died less than 24 hours before the casting of this spell, which takes a few minutes to prepare and cast. The raised corpse will be extremely weak to fire and will have a severe, instinctual fear of natural light. This spell greatly increases the body's rate of decomposition, meaning that a body raised immediately after death will have totally fallen apart in a maximum of two hours. This spell cannot be recast on the same body twice, even if the caster chooses to end it early.



    `Razor Seeds
    Canonical, Magic-tier - Offense
    [Empowerment], [Seed], [Single-Use]


    5 rupees per seed

    A Razor Seed is a small red seed that somewhat resembles a boxing glove or a fist. By activating one of these seeds--by either consuming it, throwing it on the ground, squeezing it in one's palm, or something else entirely--the user is surrounded in an aura that doubles the damage they deal for several minutes. A seed is consumed with each use of this effect. The effect does not stack with multiple uses. These items are effectively identical to Pieces of Power.



    `Reaction Bracelet
    Original: Tsubori , Treasure - Utility
    [Empowerment], [Magical], [Wrist]


    C5: 75 rupees
    C4: 100 rupees
    C3: 125 rupees
    C2: 150 rupees
    C1: 175 rupees

    The Reaction Bracelet is shaped like a snake coiled around the wearer's wrist and bearing an emerald in its jaws. The bracelet is capable of doubling the wearer's reaction time and sensory perceptions; however, the wearer's actual movement speed is not affected. The bracelet can be activated at any time, but the wearer will become twice as fatigued while it is active.

    For example, a character is standing in the middle of a deserted square. With this bracelet activated, he can hear an arrow twang from a bow and he can react quickly enough to throw himself out of the way in time. He would feel, though, as if he had just dove to the side twice in rapid succession.



    `Red Candle
    aka: `Candle, `Blue Candle, `Lantern, 'Flame Lantern
    Canonical, Magic-Tier - Utility
    [Fire]


    C5: 15 rupees
    C4: 20 rupees
    C3: 20 rupees
    C2: 30 rupees
    C1: 60 rupees

    This candle sits on a golden stand, and never melts. The flame that erupts from it never melts, and can be erupted simply by the holder's willpower. By thrusting the candle's stand forward while it is lit, the user can produce a new flame--the base of which is equivalent in size to a Hylian skull--that will hover at that point in mid-air for several minutes, until eventually extinguishing. Like normal fire, this depends on gas to burn.



    `Red Potion
    Canonical, Magic-Tier - Defense
    [Healing], [Potion], [Single-Use]


    20 rupees

    A red liquid of mystical properties. When the potion is consumed, the user will be immediately revitalized and healed of all non-fatal physical injuries. It is consumed with use.



    `Reflect
    Canonical, Spell - Defense
    [Empowerment], [Mirror], [Protection], [Shield]


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

    This spell can be used to enchant a handheld shield within the user's range of sight, allowing it to function identically to a Mirror Shield: "Capable of perfectly reflecting not only light, but magical projectiles as well, and sending them back at their caster. (Magical projectiles are roughly defined as any projectile produced by a Spell, Skill, Technique, or Magical-field item (not to be confused with Magic-tier item).)" and resist blows as well as a steel shield, if the shield is of an inferior quality. Casting this spell on a new shield replaces the effect on the previous shield; the effect will also fade if the shield becomes more than a mile away from the original caster, or if the caster dies.



    `Rejuvenation
    Original: Celsius, Spell – Defense
    [Healing], [Water]


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

    The caster channels a portion of their magic into water. The target that drinks it will regain some of their energy and heal minor wounds (non-life-threatening cuts, bruises). The caster cannot gain its effects. The amount of water they use is limited as the lager the amount of water is the more it can drain the caster. Minimum is about the size of an 8 oz cup, maximum amount is about 40 oz. Using it on a large body of water like a pond or bigger at all cost as it leads to death no matter what.

    The higher the user's Wisdom, the faster this spell can be recharged after use:
    W1: 2 hours
    W2: 2 hours
    W3: 1 hour
    W4: 1/2 hour
    W5: 1/4 hour



    `Residence
    aka: `Property
    Canonical, Magic-Tier - Utility
    [Mechanical]


    Rupee cost varies, but is not based on any PWC attribute

    While any character can freely start with a common residence in their origin, but acquiring another one, having one in a different locale, having an 'extravagant' residence, being particularly well-fortified, or having built within it anything beyond common-tier items has a cost and must be earned like any other treasure. Each individual residence should be created by the player as a Unique Treasure. Depending on its value, it may also become a Major Treasure.



    `Revive
    Original: Quill, Spell - Defense
    [Healing], [Protection]


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

    The caster can bring someone still alive back to consciousness. Direct contact with the target's flesh is required. This spell does not heal injuries, sicknesses, or poisons. The caster will become weak, faint, and dizzy after casting until he is properly rested. If used again before recovering, the caster will faint upon the spell's completion.



    `Ring Box
    Canonical, Magic Tier - Utility
    [Ring]


    25 rupees

    Provides the owner with a storage space for his Rings. Without this, it is impossible to possess an unworn magical Ring.



    `Ring of Silence
    Original:Gabby, Magic-Tier - Defense
    [Alteration], [Magical], [Ring], [Sound]


    W5: 37 rupees
    W4 or C5: 50 rupees
    W3 or C4: 75 rupees
    W2 or C3: 100 rupees
    W1 or C2: 200 rupees

    A magic ring that muffles out (but does not completely silence) any sound that the wearer makes. This ability is also transferred to any items that the wearer is carrying. This does not stop an object that comes in contact with the character from making noise. While a chain on the individual will not jingle (very loudly), an object struck with said chain will make noise normally.



    `Roc Satin
    Original: Spirit Adept, Magic Tier - Utility
    [Alteration], [Jump], [Magical], [Material], [Travel], [Wind]


    20 rupees

    This grey, light satin may be used in crafting by a player-character with a sufficiently-related level in the Crafting treasure. It increases the ease by which the wearer performs acrobatic maneuvers, such as flips and rolls, which are already known and doable by him. Clothing made with Roc Satin also reduces the air resistance of the wearer by producing a faint current of air around them, which allows for faster flying and longer-lasting gliding as well as reducing the effect of strong winds on the wearer. This treasure does not enhance the wearer's ability to jump higher or further.



    `Roc's Cape
    Canonical, Magic-Tier - Utility
    [Empowerment], [Force], [Jump]


    C5: 45 rupees
    C4: 60 rupees
    C3: 85 rupees
    C2: 120 rupees
    C1: 200 rupees

    When this cape is worn on one's back, it makes one incredibly light, enabling them to jump twice or thrice the height they were capable of before... as well as other effects, such as being able to run a bit faster or being more easily grappled by an enemy. In addition, extending the cape in mid-air allows the user to jump a second time before landing, but only to the extent they would be able to normally jump. This second jump can also be used as a glide, but one which is only effective in a single, unchanging direction. Varying from that direction will result in an alarming drop in speed. The Jump spell and Roc's Feather are seen as variations of this item.



    `Roc's Feather
    Canonical, Magic-Tier - Utility
    [Empowerment], [Force], [Jump]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    When this feather is held in one's grip or worn, it makes one incredibly light, enabling them to jump twice or thrice the height they were capable of before... as well as other effects, such as being able to run a bit faster or being more easily grappled by an enemy. The Jump spell and Roc's Cape are seen as variations of this item.



    `Rupoor Supply
    Canonical, Magic-Tier - Utility
    [Magical], [PerQuest], [Rupee], [Theft]


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

    A Rupoor appears as a normal rupee, albeit colored black. If used properly, shortly after a target picks up this item, it will vanish in a poof of black smoke, and they will find their wallet a bit poorer. The rupees the target lost will instead find themselves in the hands of the user, if they are situated nearby.

    This item can be used to steal up to five rupees per quest, from monsters or other non-player characters, through the use of one or more Rupoors. Since it is a Stock item, obtaining additional copies of it has no effect. The Double Rupoor skill, however, can enhance the capabilities of this item.



    `Sand Wand
    Canonical, Magic-Tier - Utility
    [Alteration], [Cane]


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

    This item appears as a strange rod with the golden head of some form of monstrous creature at the tip. When swung near the vicinity of sand, it will cause the sand to rise up abruptly form a giant cube of sand which lasts for about four or five seconds. Any number of these cubes can be summoned with enough sand. The size of the cube will generally be 6'x6', but if there is not enough sand, then the rod will simply form as large of a cube as it can with the sand provided.



    `Scent Ring
    Original: Quill, Magic Tier - Utility
    [Alteration], [Disable], [Magical], [Ring]


    C5: 30 rupees
    C4: 45 rupees
    C3: 60 rupees
    C2: 85 rupees
    C1: 115 rupees

    The wearer is surrounded by an enchantingly pleasing scent that causes anyone within approximately five feet of him to feel a seemingly unjustified attraction, infatuation, or even deep sense of love with the wearer, thereby making them more willing to obey him. While a person whom the wearer has never met before, such as a random innkeeper, will have no reason to resist the ring's effects, someone with a grudge against the wearer or something of that sort will battle against the infatuation. The ring's effects begin to quickly fade once out of range, and the ring does not effect people or intelligent monsters that do not possess any olfactory senses.



    `Scent Seed
    Canonical, Magic-Tier - Utility
    [Deku], [Seed], [Single-Use]


    1 rupee per seed

    A Scent Seed appears as a small, spherical orange nut, with several small spikes protruding out from it. When one of these seeds is broken open, it releases a strange and powerful scent that strongly attracts many feral creatures, including many monsters. This is a standalone item which is consumed with use, but the Scent Seed Supply treasure gives an effectively-infinite amount.



    `Scent Seed Supply
    Canonical, Magic-Tier - Utility
    [Deku], [Racial], [Seed], [Stock]


    10 rupees

    A Scent Seed appears as a small, spherical orange nut, with several small spikes protruding out from it. When one of these seeds is broken open, it releases a strange and powerful scent that strongly attracts many feral creatures, including many monsters. This supply gives the user an effectively limitless amount of the seeds.

    Any Mad Scrub will automatically have this treasure upon their creation, as a racial ability. In addition to using it in the normal fashion, they are also capable of producing these seeds orally and firing them, as they are Deku Nuts.



    `Second Sight
    Original: Tsubori, Spell - Utility
    [Scry]


    W5: 25 rupees
    W4: 40 rupees
    W3: 60 rupees
    W2: 85 rupees
    W1: 115 rupees

    The caster may send his sight to a visible spot up to thirty feet away from him, redirecting it at an angle of his choosing. The spell only lasts for ten seconds and cannot be recast for about another five minutes.



    `Secret Medicine
    aka: `Magic Potion, `Secret Potion
    Canonical, Magic-Tier - Defense
    [Healing], [Potion], [Protection], [Single-Use]


    40 rupees

    A glowing liquid of mystical properties. While this potion is in the user's possession, and they should fall unto the death, the Secret Medicine will automatically be consumed, and the individual will return them to the living at full physical health. This inexplicable occurrence consumes all medicines in the person's possession, strangely, which makes carrying more than one dose rather wasteful. Alternatively, an individual dose of this potion can bring back the recently-deceased, within a few minutes.



    `Seed Shooter
    Canonical, Magic-Tier - Offense
    [Projectile], [Seed]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    This device appears as a tube just over a foot (1/3 meter) in length, with a strange knob at the top. Inserting a seed or other small object into the proper end of this device fires it out the other end at high speed, and allows it to bounce pristinely off up to three surfaces--even if neither the item are the surface are elastic--pristinely, as if the bounce doesn't slow the item at all.


    `Sense
    Canonical, Skill - Defense
    [Communication], [Hylian], [Racial], [Scry]


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

    Those with this ability will detect the presence of and vague location of other living creatures purely by instinct, particularly those who are dangerous or intent on doing them harm. The range of this sense is roughly five meters, and penetrates all forms of barriers, even those which deflect magic.

    Hylians who haven't been completely spoiled with riches are particularly in tune with the world around them, and have developed a sixth sense of sorts. [Ever notice how the music changes when an enemy draws near Link in the 3D games?] All Hylians originating not as mere civilians of Castle-Town or Nabooru gain this skill for free as a racial ability upon creation.



    `Sense Ring
    Original: Quill, Magic Tier - Utility
    [Empowerment], [Magical], [Ring], [Scry]


    C5: 20 rupees
    C4: 35 rupees
    C3: 50 rupees
    C2: 70 rupees
    C1: 100 rupees

    The wearer of this ring, if he possesses the treasure "Sense," will be able to determine the racial identity of a nearby threat instead of simply its presence. This applies to monsters, as well as the civilized races, but only if the wearer already knows its racial name. This ring functions as the "Sense" treasure if the wearer does not already possess it.



    `Shadow Dive
    Original: Squishy, Spell - Defense/Utility
    [Alteration], [Shadow], [Travel]


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

    The caster may dive into dark shadows larger than himself as he would from a tall height into water, invisibly traveling in a single direction as far as he would be capable of doing in water before completely reappearing later in the shadows. Swimming through the shadows is impossible; this spell only allows for the caster to dive and resurface. Similarly, breathing while inside the shadows is impossible; the caster must hold his breath during the dive. This spell cannot be used if it is too dark to see, and any light shone on the caster will cause him to immediately appear, the spell broken. While invisible, the caster is still susceptible to injury during the spell; however, characters with a Cross or the Lens of Truth are capable of seeing him, and characters with Sense will still be able to know his vague location.



    `Shell Transfer
    Original:Hylian Shield, Magic-Tier - Utility
    [Alteration], [Cane]


    W5 or C5: 7 rupees
    W4 or C4: 10 rupees
    W3 or C3: 15 rupees
    W2 or C2: 20 rupees
    W1 or C1: 40 rupees

    Prerequisite to use: Commshell

    Using a bit of ingenuity, the user is capable of transporting not only sound through their commshell, but any physical items which are narrow enough to fit though the shell's opening (which is about a 3" diameter slightly-oblong circle). This primarily includes rupees. Only the transferrer needs the ability, not the recipient of the item.



    `Shield Breaker
    Bordeline-canon, Technique - Offense
    [WeaponBase]


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

    The user takes one or two seconds to concentrate all their power into their melee weapon, then unleashes it with a vicious force which cannot be seen or felt. While the attack is a strong one, it is not noticeably more potent than a mundane body blow. What makes this technique unique is that it devastates any form of barrier normally capable of warding attack. From mundane shields to magical screens, anything that attempts to prevent entry by the user's vicious force is obliterated on impact. (If a magic-tier item is destroyed by this effect, it can be recovered free of cost any time thereafter.)



    `Shock Enchantment
    Original: Tsubori, Spell - Utility
    [Electric], [Enchantment]


    W5: 45 rupees
    W4: 60 rupees
    W3: 100 rupees
    W2: 140 rupees
    W1: 200 rupees

    The caster may touch a weapon to give it a temporary electrical property, covering it in series of electric sparks. These sparks can be both seen and heard, making this weapon difficult to keep concealed. The electricity will discharge upon the next impact. Because of the magical strain, a weapon can be enchanted by this spell no more than once a minute.

    If the caster has either a Wisdom of 5 or Specialty: [Electric]: The magical strain is diminished to the point where the spell can be used indefinitely, or be used on an ally's weapon, but only be active on a single weapon at a time.



    `Skull Mask
    Borderline-canon, Technique - Offense
    [Mask], [Undead]


    P5 or C5: 5 rupees
    P4 or C4: 7 rupees
    P3 or C3: 10 rupees
    P2 or C2: 15 rupees
    P1 and C1: 20 rupees

    This mask appears somewhat similarly to a Stalfos, and in most ways is quite mundane. For some inexplicable reason, however, the normally aggressive and pesky Keese will not bother any wearer of this mask.



    `Skulltula Paste
    Original: Quill, Magic Tier - Utility
    [Disable], [Organic], [Single-Use] or [Stock]


    To Obtain a Stock

    C5: 20 rupees
    C4: 30 rupees
    C3: 40 rupees
    C2: 50 rupees
    C1: 60 rupees

    Single-Use

    10 rupees

    This jar of gooey white paste can be used to coat nearly any surface with a goo so sticky that it would take a rather strong person spending several seconds of tugging to remove something trapped. This treasure can be bought as either a Single-Use treasure or as a Stock treasure, which would supply the user with an effectively limitless amount of paste that need not be replenished. Water completely washes this paste away.



    `Skulltula Silk
    Borderline Canonical, Magic Tier - Defense
    [Material], [Organic], [Protection], [Single-Use]


    20 rupees

    Harvested from Skulltula spiders and treated to remove its stickiness, this dull white silk can be used to create remarkably durable clothing. While nowhere near as strong as metal armor, skulltula silk does provide far more protection then simple clothing, being about as effective as chain-mail armor. This makes it ideal armor for those whom heavy metal armor isn't an option. The treatment for skulltula silk also removes its extreme flammability, making it as vulnerable to fire as normal clothing would be.



    `Sky Cannon
    Canonical, Magic-Tier - Utility
    [Explosive], [Mechanical], [Projectile], [Travel]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees
    P2: 200 rupees
    P1: 400 rupees

    Good ol' black powder stuffed into an archaic behemoth of a gun. It's believed this legendary device was constructed by a race of people who live in the sky, and just so happened to fall into the hands of Hylians centuries ago. Needless to say, it's an incredibly rare find. It's capable of fully rotating in every direction, and is capable of firing anything from a Goron to a Powder Keg to a Korok from its monstrous gullet. It does, however, work on a fuse and needs to be repacked with powder after each firing. This item works best in combination with a residence or large vehicle.



    `Slicker
    Original:WillowtheWhisp, Skill - Defense
    [Stock], [Trap]


    C5: 40 rupees
    C4: 60 rupees
    C3: 90 rupees
    C2: 120 rupees
    C1: 240 rupees

    A slicker is a small bag-like package that can easily burst open, and contains a powerful lubricant and flammable fluid. However, the flames are not terribly intense, and have very little effect upon Gorons and none against Subrosians, or those with comparable fire resistance. This fluid is made from a combination of various herbs and oils. This stock item provides the user with an effectively endless supply of slickers, but it is assumed their supply is refilled between each quest.



    `Slow
    Original: Quill, Spell - Defense
    [Alteration], [Disable], [Time]


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

    The user may cast a projectile spell which covers the target area in a molasses-like haze which slows all movement within it to about 1/3 original speed. The haze's perimeter can be no larger than about 20ft, and it does not differentiate between friend, foe, and caster. This spell takes a few seconds to cast and cannot be recast until several minutes have passed since the last casting faded. The haze lingers for a maximum of ten minutes but can be dispelled by the caster at any time.



    `Smuggling Pocket
    Original: Razgriz, Spell - Utility
    [Conjuration]


    W5 or C5: 30 rupees
    W4 or C4: 40 rupees
    W3 or C3: 60 rupees
    W2 or C2: 90 rupees
    W1 or C1: 150 rupees

    Extremely popular with smugglers and couriers, this spell allows a character to create a small pocket dimension in which one small object, no larger than a large knife, may be stashed and retrieved at will. The character must first spend a few minutes magically “imprinting” a unique magical signature onto the item after which the item will disappear into the dimension.

    They may recall the item at any time which a silent, mental rite lasting a few seconds and it will immediately appear in contact with their hand and otherwise in any orientation (so a knife may appear hidden in the sleeve, or grasped in the user's hand), but may not be summoned as so to “appear” in a person or object. Any object which has a soul, is in some way sentient, or alive (such as Piccori, magical constructs, and some magical items) will naturally resist the imprinting process and so cannot be used with this spell. Lastly the object will return in the exact same condition as was placed into the dimension, regardless of time passed; thus a fresh fruit will return a fresh fruit, a pictobox will return with the same pictures as it entered with.

    In order to “restash” an item it must be imprinted again. Only one item may be imprinted at a time. It is impossible to recall another person's item under any conditions; only the user that put the item there may recall it and if a person dies, any item in their pocket dimension is lost forever.



    `Snap Trap
    Original: Tsubori, Spell - Utility
    [Enchantment], [Explosive]


    C5: 20 rupees
    C4: 35 rupees
    C3: 50 rupees
    C2: 75 rupees
    C1: 100 rupees

    The caster may enchant a fist-sized mundane object in his hand to explode the next time he uses a predetermined trigger, such as snapping his fingers or saying a certain phrase. The object will then let out an explosion the size of a cherry-bomb, strong enough to stun anyone nearby, but extremely unlikely to be fatal. The explosion does not damage the object, but it can only be enchanted once. If the object is somehow damaged, the spell will fade. This spell can only be used on one object at a time.



    `Snowshoe Ring
    Canonical, Magic Tier - Utility
    [Alteration], [Cold], [Empowerment], [Magical], [Ring]


    C5: 15 rupees
    C4: 20 rupees
    C3: 30 rupees
    C2: 45 rupees
    C1: 65 rupees

    The wearer is able to walk across snow without sinking. The ring also enables him to walk firmly and safely across the slickest of ice. However, the wearer is more susceptible to the cold while it is activated.




    `Solar Stun
    Canonical, Spell - Defense
    [Disable], [Light]


    W5: 35 rupees
    W4: 50 rupees
    W3: 70 rupees
    W2: 105 rupees
    W1: 145 rupees

    The caster can fire a fixed beam of light which paralyzes its target. The direction of the blast cannot be changed, and it can only be fired after the caster takes several seconds to prepare himself. The light fades after approximately five seconds, and the target will rapidly begin to regain mobility once it has. If the target is weak to Light magic, it will sustain damage according to the severity of its susceptibility. This beam can reach up to 40m, but only if no obstacles block its path.

    If the caster has at least a Wisdom of 4: This spell, normally cast through the hands, may be fired from the mouth or some sort of instrument.



    `Sonata of Soothing
    Original: Blonde Panther, Spell - Defense
    [Healing], [Music]


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

    The musician can play a complex song which heals a single target of minor injuries; shallow cuts, bruises, sprained ankles, etc. This song must be completed in its entirety for the magic to work, and the more the player rushes the song the less effective it will be. It is tiring to cast.

    If the player has either Specialty: [Healing] or Specialty: [Music]: This sonata is capable of healing more serious injuries, such as broken bones and moderately deep cuts.



    `Song of Healing
    Canonical, Skill - Utility
    [Healing], [Music]


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

    After his magical song finishes, any recently-damaged inanimate objects in the nearby vicinity will be magically repaired. It can also be used to sooth the soul, and is the only means of obtaining a fabled Transformation Mask.



    `Song of Storms
    Canonical, Skill - Utility
    [Music], [Weather]


    C5: 20 rupees
    C4: 30 rupees
    C3: 45 rupees
    C2: 60 rupees
    C1: 120 rupees

    After his magical song finishes, the weather in the area will abruptly change to that of either a light shower or--more likely--a thunderstorm, varying with the location and the current weather. The process generally takes at least a couple minutes.

    If the user has Specialty [Music]: The user can determine what kind of storm to summon, such as a blizzard, thunderstorm, or cyclone so long as it fits the biome in one of the four seasons. (For example, a blizzard could be summoned in Hyrule Castle-Town but not a sandstorm.)



    `Spark
    Original:Guy, Spell - Utility
    [Fire]


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

    With a snap of the caster's fingers, a small and controlled fire will appear just above their index finger's tip. This flame is akin to candle light, and is completely mundane in all ways other than that it will not burn the caster's hands. The flame will continue to hover above the user's fingertip until it is extinguished, or comes into direct contact with any part of either of the caster's hands, at which point it will vanish behind a soft trail of smoke.



    `Spark Smash
    Bordeline-canon, Technique/Spell - Offense
    [Electricity], [Fist]


    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

    Prerequisite to use: Melee Magic

    The user takes a moment to concentrate a good amount inner strength and magic into their arm, before abruptly thrusting their palm forward to unleash an explosion of electrifying melee magic just inches from the tip of their hand. While the attack itself doesn't do all that much more damage than normal melee magic, what makes it so powerful is that the explosion of magic can be ignited on the opposite side of even the thickest armor, given proximal range.



    `Special Triangle Punch
    Borderline-canon, Technique - Offense/Defense
    [Fist], [Illusion], [Undead]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    A strange-in-effect but normal-in-appearance punch or palm thrust which uses the attacker's courage to blast away dark or evil forces in the target of the attack, revealing their true form. It can remove a demon from a possessed individual, render invisible or otherwise illusive foes visible, turn the undead, and deal boosted damage to demonic monsters, among other feats.



    `Specialty
    Original:Guy, Ability - Utility
    [PWC]


    20 rupees

    The user goes on a quest to master a particular field--Fire, Masks, Music, or most of the other various Treasure fields--and returns with heightened knowledge and aptitude for it, but at the cost of bumbling a bit in other areas. For any treasure with a field in which the user specializes, they gain +1 PWC to its rupee cost as well as +1 PWC to any treasure's effects affected by PWC. However, they gain -1 PWC to the rupee costs of all treasures without their specialized field. This subtraction cannot lower their PWC below 1, prevent them from acquiring or using a treasure they would otherwise be able, nor prevent them from using additional effects they would otherwise be able. Like any ability, this can only be obtained once. Fields which cannot be selected for a specialty include Magical, Mechanical, Organic, Projectile, PWC, and Stock.

    Related to the Sub-Specialty ability. A single character can have at most either one Specialty or one Sub-Specialty, not both.



    `Spectacles of Agony
    Original:Doc Genz, Magic Tier - Offense
    [Magical], [Mask], [Scry]


    W5: 25 rupees
    W4: 45 rupees
    W3: 75 rupees
    W2: 135 rupees
    W1: 235 rupees

    At a glance, seems to be an ordinary, mediocre pair of glasses. The lenses were made from ground Gossip Stones, and are magically enhanced to know the weaknesses of foes. Though, the mineral is no longer able to speak, and will simply mark the weak areas as a glowing light on the lens. A red glow marks weak spots, and a blue glow for strong points such as shields and helms. The downside is, it cannot tell the user which items or techniques are effective.



    `Spell of Sight
    Original: Quill, Spell - Utility
    [Communication], [Enchantment], [Mirror], [Scry]


    W5: 45 rupees
    W4: 60 rupees
    W3: 80 rupees
    W2: 105 rupees
    W1: 130 rupees

    The caster may magically connect two reflective surfaces so that they act as windows, enabling any person gazing through one to see and speak out through the other, regardless of the distance separating the two enchanted objects. The caster must know the location of the receiving reflective surface, and the spell can be blocked by spells of warding.



    `Spin Attack
    Borderline-canon, Technique - Offense
    [Hylian], [Racial], [Spin], [WeaponBase]


    P5: 15 rupees
    P4: 25 rupees
    P3: 40 rupees
    P2: 50 rupees
    P1: 100 rupees

    After taking a moment to focus their strength into their weapon, the user spins around once or twice in quick succession with their weapon outstretched, which sends out a potent wave of force in all directions around the user. The length and force of the wave depends on the weapon and the user's reach (e.g., a spear will have a longer wave, and a mace will have a blunt wave while a sword will have a slicing wave). If this technique is used in mid-air, the user will be suddenly propelled upwards several feet.

    If multiple practitioners of this technique stand back-to-back and unleash it simultaneously, their weapon waves will combine force and stack on top of one another, extending their reach.

    For Hylians who practice combat regularly -- those originating as part of the Hyrulean Guard, or as residents of the Eastern Caves, the Western Caves, or Ruto -- will be created knowing this technique freely. It was popularized by a famous Hylian hero, and thus is a very standard technique to know among Hylians.



    `Spinner
    Canonical, Magic-Tier - Utility
    [Footwear], [Mechanical], [Travel]


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

    This complex and ancient machine appears somewhat similarly to a large top, about two feet in diameter along the top. It is designed to be stood and rode upon, so the very top does not spin with the rest of the device. The very sides of the device have extending gears which can lock into rocky cliffs, wire meshing, and other walls with a rough enough service, allowing the device to climb up such services and be used as something of an elevator. Aside from this, it can be comfortably rode and steered along the ground at high speeds by shifting one's weight, and provides safe travel over shallow floor hazards such as spikes or poison marshes.


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


    W5: 55 rupees
    W4: 75 rupees
    W3: 110 rupees
    W2: 150 rupees
    W1: 300 rupees

    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 5 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.




    `Spirit Arms
    Original: Tsubori, Magic-Tier - Defense / Offense
    [Magical], [Blade], [Conjuration], [Protection], [Shield], [Wrist]


    W5: 30 rupees
    W4: 45 rupees
    W3: 65 rupees
    W2: 90 rupees
    W1: 120 rupees

    The caster may summon slightly transparent weapons upon their wrists. Each weapon is as durable as standard steel, and any enchantment spell the user possesses may be instantly applied upon summoning. When purchasing this treasure, the user must choose a weapon form. The choices are: daggers, rapiers, tridents, bucklers, or gauntlets. This treasure may be bought up to five times to obtain all the forms.

    The mental strain required makes it impossible to maintain this spell for over twenty minutes, and a forty minute cool-down period is required afterwards before recasting the spell. When the user has access to multiple forms, different weapons can be summoned onto each wrist. However, this will greatly speed up the rate of energy loss.

    Every weapon form has a magic-dispelling property. Any magic that comes into direct contact with a weapon form will fade into non-being. For spells with a large area of affect, only the parts that come into actual contact with a weapon form will be affected. When a barrier or illusion is struck, only the magic within a foot of the strike would be dispelled, and the magic would swiftly work to repair itself. If the Spirit Arms touch an enchanted weapon, that weapon will be disenchanted, and the enemy will have to recast the spell. If the user has a Wisdom of 5, the dispelling property can work, with some strain, on even the toughest of spells.



    `Sticky Bomb
    Original: WillowtheWhisp, Skill – Offense
    [Explosion], [Potion], [Seed], [Synthesis]


    If the user is at least Lv7 in the Alchemist Profession:
    [Profession]
    C5: 30 rupees
    C4: 40 rupees
    C3: 50 rupees
    C2: 80 rupees
    C1: 160 rupees

    Otherwise:
    [Single-Use]
    30 rupees per bomb (In addition to the cost of a bomb [But not the cost of the Slicker Treasure]. If the buyer has both the Bomb Bag and Slicker treasure, then only 30 Rupees is needed.)

    Prerequisite to use: Bomb or Bomb Bag & Slicker

    Combining a Bomb and a Slicker, the user creates an explosive with a sticky coating. The bomb will stick to nearly any dry surface. However, the adherent of the bomb is not particularly strong, which means the bomb may be removed if it rubbed off onto another object. The sticky bomb has the same length of fuse of a normal bomb.



    `Stone Mask
    Canonical, Magic Tier - Defense/Utility
    [Empowerment], [Illusion], [Mask], [Protection]


    C5: 25 rupees
    C4: 35 rupees
    C3: 50 rupees
    C2: 75 rupees
    C1: 100 rupees

    This blank, stone mask with carved eyeholes and mouth coats the wearer with an illusion that makes him blend into his surroundings. The illusion is visual only, and it immediately breaks if the wearer moves or makes an action. The illusion is not fool-proof and can be stared through. Sense, a Cross, the Lens of Truth, and other illusion-penetrating treasures will not be fooled by this mask.



    `Straight Shooting
    Original:WillowtheWhisp, Spell/Skill - Offense
    [Bow], [Empowerment], [Projectile]


    W5 and C5: 7 rupees
    W4 and C4: 10 rupees
    W3 and C3: 15 rupees
    W2 and C2: 20 rupees
    W1 and C1: 40 rupees

    Combining magic and skill, the user now no longer has to compensate for natural winds when throwing or shooting projectile weapons. Said thrown weapons will still be effected by other barriers or impairments.



    `Sub-Specialty
    Original:Guy, Ability - Utility
    [PWC]


    80 rupees

    The user goes on a quest to learn more of a particular field--Fire, Masks, Music, or most of the other various Treasure fields--and returns with slightly heightened knowledge and aptitude for it. For a treasure with a field in which the user sub-specializes, they gain +1 PWC to its rupee cost, but not +1 PWC to any of the treasure's effects affected by PWC. Furthermore, this effect only applies for treasures which are attributed to the lowest (or tied for the lowest) area of the character's PWC. Fields which cannot be selected for a sub-specialty include Magical, Mechanical, Organic, Projectile, PWC, and Stock.

    Related to the Specialty ability. A single character can have at most either one Specialty or one Sub-Specialty, not both.


    `Summon: ChuChu
    Original: Quill, Spell - Utility
    [Conjuration]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 70 rupees
    W1: 95 rupees

    The caster may summon a single ChuChu that will follow his commands to the best of its abilities. The color of the ChuChu can change from casting to casting, but it will always be a plain ChuChu with no special powers. The caster may at any time spend 10 rupees for the ability to summon an additional ChuChu; however, this maxes out at five total summoned ChuChus. If the caster summons a ChuChu past his limit, the new monster supersedes the oldest. The caster may also spend 10 rupees at any time for the option to imbibe one color with its traditional power. Red ChuChus would have fire properties, green ChuChus could collapse into a puddle of goo at will, blue ChuChus would have ice properties, yellow ChuChus would be surrounded by electricity, purple ChuChus could turn into stone at will, and white ChuChus could turn invisible at will.

    For example, Marcus buys this treasure, choosing to begin with only one ChuChu. Two quests later, he spends the additional 10 rupees to make all his red ChuChus have fire properties. At the same time, he spends another 10 rupees to give his green ChuChus the traditional power of collapsing into a puddle of goo at will. Three quests on, he expends 50 rupees for the ability to have five summoned ChuChus at once.



    `Summon: Floormaster
    Original: Quill, Spell - Utility
    [Conjuration], [Travel], [Trap]


    W5: 30 rupees
    W4: 40 rupees
    W3: 55 rupees
    W2: 75 rupees
    W1: 100 rupees

    The caster may summon a single Floormaster by touching the place he wishes it to lie in wait. The Floormaster will attempt to grab anyone who comes too close to its vortex, a dark, seemingly bottomless swirl of shadows, and if it is successful, the territorial hand will immediately drag them down into it, ejecting them from whatever complex it was summoned in. If this spell is cast outside, a victim will be deposited a good distance away from the summoning point. After it has ejected its victim, the Floormaster will return to its place to wait for another intruder. If the caster has Specialty: Conjuration, he may instruct the Floormaster to ignore certain people. Only one Floormaster may be summoned at a time. The caster may only reuse this spell after exiting the complex in which it was cast. If it was cast outdoors, about an hour needs to have passed before a second casting. Any newly summoned Floormaster will supersede the existing one.



    `Summon: Instrument 1
    Original:Eevachu, Spell - Offense
    [Conjuration]

    W5: 35 rupees
    W4: 45 rupees
    W3: 65 rupees
    W2: 90 rupees
    W1: 180 rupees

    The user can summon any type of tool, from a wrench to a sword, whatever the user can think of. However, there are limitations. The material limit restricts the materials the summoned object is made out of. It may only be made out of wood or crude steel. The size limit restircts the materials being summoned from being larger then five feet in any dimension, whether height, width, or length. Along with this, there is a complexity limit. The objects summoned may not be too complex or hi-tech. This also means any magical items are out of the question. Something such as a cannon would be too complex to summon. Only one instrument may be summoned at a time, and summoning a new item replaces the last one. There is a brief 5 second cooldown time after an item is summoned before another may be summoned. Things that work specifically together, such as a bow and arrow, count as one item. However, two swords, which work together but may work separately, are not counted as one item.



    `Summon: Keese
    Original: Quill, Spell - Utility
    [Conjuration]


    W5: 20 rupees
    W4: 30 rupees
    W3: 50 rupees
    W2: 80 rupees
    W1: 120 rupees

    The caster may summon one Keese who will fulfill his commands to the best of its ability. If the caster possesses any of the Enchantment spells (such as Fire or Wind Enchantment) the summoned Keese may be of that elemental type. The caster may spend an additional 10 rupees for the ability to summon an additional Keese; however, this maxes out at five Keese total. Any Keese summoned past the caster's total amount will supersede the oldest summoned Keese.



    `Summon: Like-Like
    Original: Quill, Spell - Utility
    [Conjuration]


    W5: 30 rupees
    W4: 45 rupees
    W3: 60 rupees
    W2: 80 rupees
    W1: 105 rupees

    The caster may summon one single Like-Like that will do his bidding to the best of its abilities. This Like-Like is identical to wild Like-Likes in all respects, including having the ability to suck tangible items from its victims. The caster may also spend an additional 10 rupees for the ability to summon Like-Likes who can burrow under the ground, leaving only a small 'item' on the floor to lure in its prey. If a Like-Like is summoned past the single limit, it will supersede the existing summoned Like-Like.



    `Sun's Song
    aka: `Song of Passing
    Canonical, Skill - Utility
    [Music], [Time]


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

    After his magical song finishes, the user and their party will lose consciousness and be whisked away into another dimension for a full twelve hours, until returning to exactly where they were before. They will have aged, but not be hungry or fatigued, and the entire time period will have seemed to pass in the blink of an eye.



    `Switch Hook
    Canonical, Magic-Tier - Defense
    [Alteration], [Claw], [Mechanical], [Travel]


    P5: 30 rupees
    P4 or W5: 40 rupees
    P3 or W4: 60 rupees
    P2 or W3: 80 rupees
    P1 or W2: 160 rupees

    The Switch Hook is a small metallic machine, fitting in the user's hand. It is composed of a handle, a chain about thirty feet in length (about ten meters), and a grasping claw at the end of the chain. When the device is fired, the claw shoots outwards and extends the chain behind it. If it makes impact with a solid object, the claw will attempt to grasp hold of the object. If the claw successfully grasps an object or being, and it is of vaguely similar mass to the user, the two of them will suddenly switch places in the blink of an eye, and the chain will be fully retracted already. If the above condition is not met, the claw will rapidly and quickly retract, drawing the chain back into the machine. This item is seen as a variation of the Hookshot.



    `Thunderclap
    Original: WillowtheWhisp, Technique - Offense
    [Disable], [Explosion], [Force]


    P5: 30 rupees
    P4: 40 rupees
    P3: 55 rupees
    P2: 70 rupees
    P1: 90 rupees

    The user winds both his arms back, bringing both palms together in a strong clap which creates a concussive blast of pure physical force. The colorless explosion sends anything not directly behind him flying back, and the sound accompanying the concussive blast is enough to send anyone caught in it reeling, temporarily stunned and disoriented. The explosion can only reach up to fifteen feet, with the maximum distance being directly in front of the caster. This spell is extremely straining to use, and while the blast will not affect the caster, the noise generated by it will. Thunderclap cannot be used again until five minutes have passed.



    `Thunder Breath
    Original: Ultra5, Technique/Spell - Offense
    [Electric], [Disable]


    P5: 30 rupees
    P4 or W5: 40 rupees
    P3 or W4: 60 rupees
    P2 or W3: 80 rupees
    P1 or W2: 160 rupees

    After taking a very deep breath, the caster may exhale electrically-charged gas, which is capable of both dealing extensive shock damage and electrocuting targets, momentarily stunning them. This yellow gas is visible and crackling with electricity, and it can travel as far out as the caster's breath can normally be felt. It lasts only for as long as the caster would normally be able to blow.



    `Thunderstomp
    Bordeline-canon, Technique - Offense
    [Fist]


    P5: 45 rupees
    P4: 60 rupees
    P3: 90 rupees
    P2: 120 rupees
    P1: 240 rupees

    Taking both of their feet together, pulling back their arms (and wings), the user draws them back for a moment to concentrate all of their inner strength, before smashing them both forward with superhuman power, their boots often striking so hard that it sounds as a clap of thunder on impact--hence the name. However, the form needed to pull off this strike ends with the user collapsing to the ground, often out of breath from the sheer exertion their last attack took out of them.



    `Torturing Strike
    Original: Tsubori, Technique - Offense
    [Dark], [Enchantment]


    P5: 20 rupees
    P4: 25 rupees
    P3: 35 rupees
    P2: 50 rupees
    P1: 65 rupees

    Prerequisite to Obtain: Dark Affinity

    This enchantment causes any attack done by the caster to cause pain without injury. The weapons of the caster seem to have a dark, malevolent aura, and no attack the caster makes will do physical damage until he chooses to dispel the magic. Casting the enchantment greatly heightens the caster's cruelty and brutality until fully resting.



    `Total Eclipse
    Original: Darth_Slaverus, Spell - Defense/Offense
    [Conjuration], [Dark], [Empowerment]


    W5: 50 rupees
    W4: 65 rupees
    W3: 85 rupees
    W2: 115 rupees
    W1: 145 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster is capable of radiating his inner darkness into a moderately sized bubble that allows no Light magic to enter it. Additionally, its darkness twists any Light magic cast within it, giving Light magic a horrible, malevolent twist that somehow backslashes on its caster. Naturally, Dark magic initiated within the bubble is strengthened. It is possible to directly attack, damage, and destroy the bubble of darkness, and it can only affect so much magic before losing its power. The bubble is born from the caster's inner darkness; if he were to leave, it would immediately vanish. Only one bubble can exist at a time, and the spell can only be recast after some time has passed. Possessing this spell causes all non-Dark spells cast by the owner have the possibility of malevolently backlashing on him in some way.



    `Transform
    Bordeline-canon, Spell - Utility
    [Alteration], [Transformation]


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

    Essentially what this spell allows its caster to do is, at will, enter a vortex of glowing white magic, then come out wearing an alternative outfit and wielding alternative equipment.

    However, setting this spell up requires a certain deal of preparing. The user must at a prior time wear all the make-up, clothing, equipment, and weapons they wish for their A-self to wear, then transform into their B-self to become... completely nude. When they transform into their A-self again, all the garments they prepared previously will replace their B-self garments, and vice versa. The user's form itself does not change at all.

    Among other things, this spell can be used as an effective disguise, or for carrying additional equipment with ease.



    `Transmogrification
    Original: Quill, Technique - Utility
    [Alteration], [Transformation]


    W5: 40 rupees
    W4: 55 rupees
    W3: 70 rupees
    W2: 130 rupees
    W1: 175 rupees

    The caster may transform one common-tier item into another common-tier item. For example, a sword may turn into a bow, a purse into a dagger, a stick into a piece of paper, a flute into a screwdriver, etc. The transformation process takes a few seconds and does not effect magic-tier items. The mass must remain constant through the entire process, and the item's size can never be larger than half of the user's. The spell can only work on a simple level; complex objects, such as bikes or clocks, are beyond its capabilities.



    `Treasure Trap
    Canonical, Magic Tier - Offense
    [Enchantment], [Magical], [Trap]


    W5: 20 rupees
    W4: 30 rupees
    W3: 45 rupees
    W2: 50 rupees
    W1: 65 rupees

    The caster may store one spell inside a small container, such as a chest or drawer. When next opened, that spell will be unleashed upon the unwary visitor; however, that spell will not operate at full power. Storing the spell removes it from the caster's inventory until the trap has been triggered.



    `Tune of Echoes
    Canonical, Spell - Utility
    [Music], [Scry], [Time]


    W5: 25 rupees
    W4: 35 rupees
    W3: 50 rupees
    W2: 65 rupees
    W1: 90 rupees

    The user has the ability to magically view the past while playing a specific musical number. He cannot see farther than 24 hours back; however, he can choose to view anytime within that frame. All his senses will be involved in the viewing, which can only show the past of where he currently is. The player of the Tune of Echoes will not be able to interact with the world that was. He will still exist in the present, but he will be completely unaware of what currently is while he views what was. Nobody but the player may view the past with him. The magic ceases once the song stops.



    `Vampiric Touch
    Original: U5, Spell - Offensive
    [Dark], [Fist], [Healing], [Theft]


    W5: 30 rupees
    W4: 45 rupees
    W3: 60 rupees
    W2: 90 rupees
    W1: 180 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster can choose to drain physical health or general stamina from the target through his hand. Draining continues for either a few minutes or until contact is broken. The target may fall unconscious from prolonged exposure; however, this spell is not fatal unless the target is already seriously injured. Stealing health will slowly transfer the caster's injuries to the target, and when all the caster's injuries are healed the spell will immediately cease. Stealing stamina will drain energy from the target as well as temporarily boost the caster's magical abilities. How long this magical boost lasts depends on how much stamina was drained; however, this effect does not last long. This spell cannot be used again for another couple of minutes.

    There is a drawback to possessing this piece of dark magic. Possessing Vampiric Touch further lowers the effectiveness of healing spells on the user, reducing their power to only 25% effectiveness from the previous 50%. As with all dark magic spells, possessing the spell gives the owner a slight vulnerability against light magic and enhancements that increases as they learn more dark spells.



    `Ventriloquism
    Original: Quill, Skill - Utility
    [Communication], [Empowerment]


    C5: 7 rupees
    C4: 10 rupees
    C3: 15 rupees
    C2: 20 rupees
    C1: 40 rupees

    Through either magic or skill, the user may flawlessly sound his voice from another source nearby. The user may also mimic other voices and any simple, non-human sound he is familiar with. However, while the user may mimic such sounds as a babbling brook, the intricacies of a wagon crashing into a tree will be beyond him.



    `Vehicle
    aka: `Vessel, `Boat, `Ship, `Carriage, `Cart
    Canonical, Magic-Tier - Utility
    [Mechanical], [Travel]


    Land, drawn:
    W5 or C5: 15 rupees
    W4 or C4: 20 rupees
    W3 or C3: 30 rupees
    W2 or C2: 40 rupees
    W1 or C1: 80 rupees
    + 10 rupees per possible Hylian passenger

    Land, auto:
    W5 or C5: 75 rupees
    W4 or C4: 100 rupees
    W3 or C3: 150 rupees
    W2 or C2: 200 rupees
    W1 or C1: 400 rupees
    + 20 rupees per possible Hylian passenger

    Sea, surface:
    W5 or C5: 40 rupees
    W4 or C4: 50 rupees
    W3 or C3: 75 rupees
    W2 or C2: 100 rupees
    W1 or C1: 200 rupees
    + 10 rupees per possible Hylian passenger

    Sea, dive:
    W5 or C5: 45 rupees
    W4 or C4: 60 rupees
    W3 or C3: 90 rupees
    W2 or C2: 120 rupees
    W1 or C1: 240 rupees
    + 40 rupees per possible Hylian passenger

    A cart, a carriage, a boat, a ship, a vessel, a raft, a submarine... You get the idea, right? A drawn land vehicle needs a mount to pull it, while an auto can be driven forward by some inorganic force, like magic. A surface sea vessel can only be used on the surface of the water, while a dive sea vessel can maneuver below it as a submarine. Virtually any such vehicle is fine and will fit into the above rupee costs so long as it doesn't have any noticeable magical or powerful effects, such as the ability to fly. For more advanced or complex vehicles, see Legendary Vehicle.



    `Versatile Mount
    aka: `Versatile Steed, `Aquatic Mount, `Flying Mount, `Aquatic+Flying Mount
    Canonical, Magic-Tier - Utility
    [Organic], [Travel]


    Aquatic:
    P5: 40 rupees
    P4: 60 rupees
    P3: 90 rupees
    P2: 120 rupees
    P1: 240 rupees

    Flying:
    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    Aquatic+Flying:
    P5: 80 rupees
    P4: 120 rupees
    P3: 180 rupees
    P2: 240 rupees
    P1: 480 rupees

    An Aquatic Mount is defined as a Mount which can be used to either (a) dive under the surface of the Eastern Sea, or (b) hover over land and the surface of the ocean, but not fly. Normally it is some variation of fish or amphibian, such as a Gyorg or a great toad.

    A Flying Mount is a Mount that can carry its user into the sky--a merely hovering mount would be considered an Aquatic Mount. These are normally wyverns, great birds, or great bats.

    An Aquatic+Flying Mount is particularly rare, but it possesses both the ability to dive under the surface of the sea, and fly high in the sky.



    `Wall-Walking
    Original:Guy, Skill - Utility
    [Empowerment], [Force], [Footwear], [Travel]


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

    By concentrating one's willpower into the soles of their feet, the user can easily walk (but not run) upon walls and ceilings. Once this effect has been established, it requires some concentration to maintain, but that concentration increases greatly if the user is not barefoot.

    If the user has a Power or Wisdom of at least 3: The effect can be maintained as usual while wearing footwear.



    `Warlock Punch
    Bordeline-canon, Spell - Offense
    [Fire], [Fist]


    W5: 37 rupees
    W4: 50 rupees
    W3: 75 rupees
    W4: 125 rupees
    W5: 200 rupees

    The user draws back their arm into a particular stance (a stance which requires the feet to remain steady), while their voice gradually raises from a whisper to a vigorous yell, and their fist begins to glow with unholy might packed with both muscle and magic. This all occurs over a good two seconds, before the user's arm smashed forward with an unimaginable impact, cloaked in flames of a hue varying with one's personality, which can only sear their foes. If the user is struck or otherwise loses their concentration for this godly punch, they will immediately lose the power they were charging and be forced to begin again if they are to use the punch.

    Although it can easily knockout if not kill even someone wearing a thick helmet, and tear down stone walls with ease... it's... actually almost completely useless in direct combat, as no foe is foolish enough to stand completely still while their opponent shouts and draws back their fist.



    `Water-Walking
    Original:Guy, Spell/Skill - Utility
    [Empowerment], [Force], [Footwear], [Travel]


    W5 or C5: 20 rupees
    W4 or C4: 25 rupees
    W3 or C3: 35 rupees
    W2 or C2: 50 rupees
    W1 or C1: 100 rupees

    By concentrating one's magic or willpower into the soles of their feet or footwear, the user can easily walk (but not run) upon the surface of relatively calm water. Once this effect has been established, it requires focused concentration to maintain.

    If the user has a Courage of at least 3: The effect can be maintained with mere consciousness, requiring very little concentration.

    If the user has a Wisdom of at least 3: The user can have the effect apply to any allies in the nearby vicinity, only needing to concentrate on maintaining the effect themselves (unless they also have a Courage of at least 3).



    `Wind
    Original: Eevachu, Spell - Offensive
    [Projectile], [Wind]


    W5: 33 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 200 rupees

    The user swings or thrusts forward a weapon or other instrument, and unleashed from its tip is a small and compact orb of wind comparable in size to a Goron's fist, which shoots forward with velocity comparable to a fastball and force comparable to a strong Hylian's tackle. This ball of wind can push objects or enemies back or over, or even send them into the air if they're light. However, unless he was caught by surprise, it would rarely move large objects or a Goron. It dissipates upon contact. The projectile can reach up to thirty feet before dissipating, and can be fired only once every thirty seconds.

    If the user has a Wisdom of at least 4: The ball of wind can be fired from the palm or mouth, rather than from an instrument.

    If the user has a Wisdom of 5: The ball of wind can inflict small cuts on objects it hits, and even a Goron with a prepared stance could be knocked back, if slightly.


    `Wind Enchantment
    aka: `Wind Arrow, `Wind Augmentation, `Gale Boomerang
    Canonical, Spell - Defense
    [Enchantment], [Wind]


    C5: 60 rupees
    C4: 80 rupees

    W5: 38 rupees
    W4: 50 rupees
    W3: 75 rupees
    W2: 100 rupees
    W1: 150 rupees

    By channeling their magical power into a weapon held in their hand, the user is capable of temporarily giving it a gale property. It will glow green, and blow back its target on the next impact. (If this spell is used on a Boomerang, it effectively becomes a Gale Boomerang.)

    If the user has a Wisdom of 5, or has a Wind Specialty: The gale property can be sustained on a weapon indefinitely.



    `Wind's Reqiuem
    Canonical, Skill - Utility
    [Music], [Weather], [Wind]


    C5: 7 rupees
    C4: 10 rupees
    C3: 15 rupees
    C2: 20 rupees
    C1: 40 rupees

    After his magical song finishes, the wind will abruptly pick up or change to a direction of the user's choosing. Exactly which direction of the cardinal eight the wind blows it depends on the exact notes played.



    `Wizard's Foot
    Bordeline-canon, Spell - Offense
    [Fire], [Fist]


    W5: 32 rupees
    W4: 45 rupees
    W3: 57 rupees
    W2: 90 rupees
    W1: 180 rupees

    The user draws back their foot and channels it with magic and might, before thrusting it forward with a kick and drawing their other foot off the ground. They fly forward with a magical kick, their boot searing with flames (of a hue depending one's personality) harmful only to their foes. Eventually the user's flight begins to descend, however, and they must catch themselves on the ground. Technically speaking, this kick can be directed in any direction which does not attempt to gain altitude (so, for instance, it could be pointed downwards).

    The length the user is propelled forward by the flames is roughly equivalent to their height, but they generally end up flying for a further distance than that, particularly if they are lightweight.



    `Whirlwind
    Canonical, Magic-Tier - Utility
    [Projectile], [Wind]


    P5 or C5: 15 rupees
    P4 or C4: 20 rupees
    P3 or C3: 30 rupees
    P2 or C2: 40 rupees
    P1 or C1: 80 rupees

    This item appears similarly to a small gun, with a fan composed of leaf blades where the barrel would be. Firing it unleashes a compact whirlwind which shoots forward at a running speed. This whirlwind carries with it any small items it picks up, and will only disperse when it hits a solid object or body of water.



    `Zora Tunic
    aka: `Zora Armor, `Blue Tunic
    Canonical, Magic-Tier - Defense
    [Protection], [Water], [Zora]


    P5: 60 rupees
    P4: 80 rupees
    P3: 120 rupees
    P2: 160 rupees
    P1: 320 rupees

    Constructed with Zora magic, this blue piece of armor need not necessarily be a tunic. However, wearing a large enough piece of it renders the user capable of breathing underwater much like a Zora. In addition, it enables the user to withstand mild frost damage and cold temperatures. Its effect is similar to that of the Mermaid Suit. Unlike the Mermaid Suit, it will protect Deku Scrubs, Koroks, and Subrosians from their weaknesses to water.
    Last edited: Oct 19, 2013
  3. Guy

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    48
    Unique Treasures
    These treasures are believed to be one-of-a-kind or otherwise extremely limited, but are not considered Major. For one reason or another they have not been widely reproduced. Perhaps the original inventor only made one, possibly whoever invented the spell has not yet taught it to someone else, or maybe an individual simply needs to hold a certain profession to master it. The exact conditions as to why these treasures are unique are listebud individually for each treasure; depending on them, your character may or may not be able to acquire it.



    `Amphibious
    Canonical/Borderline-canon, Ability - Utility
    [Racial], [Tokay], [Zora]


    50 rupees

    Prerequisite to obtain & use: User's race must be Zora, River Zora, or Tokay

    Due to their race, the user possesses some form of aquatic breathing apparatus within their body which can be used alongside their air-breathing lungs. Normally, this apparatus is trained from birth and can be used effectively from a young age, but using it is not instinctive to the race.

    As a Racial ability, this ability is automatically known by and Zora, River Zora, or Tokay of any origin. However, other races who transform into such races (as with a Transformation Mask) without knowing the ability already will need to train and learn the ability as they would any other.



    `Aquatic Birth
    Original:Guy, Ability - Utility
    [PWC], [Racial], [Water], [Zora]


    75 rupees

    Prerequisite to obtain: User's race is River Zora

    Due to a unique ritual performed at birth, all River Zora have a natural proficiency for Water treasures. They gain +1 PWC to the rupee costs of any treasure which has Water as a field, but only if the cost the PWC attribute is based on is their lowest (or tied with their lowest) attribute.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all River Zora. Unlike most racial abilities, if one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    `Beastly Burrow
    Canonical, Ability - Utility
    [Mogma], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Mogma

    While digging through dirt with both hands, a Mogma may move underground at approximately 5mph (a Hylian's brisk walking speed). If the burrowing Mogma is five feet or lower, their digging produces virtually no sound or tremors which could be felt by the typical individual. Acquiring the Mole Mitts or another treasure which enhances digging speed doubles the burrowing speed of a Mogma to 10mph. Acquiring several such treasures does not further increase the speed, however.

    A Mogma can burrow with one hand, albeit at half the usual speed. Digging through a substance such as solid rock is only possible with an enhancement like Mole Mitts and requires both hands, albeit at half the maximum speed.



    `Bladed Healing
    Original (Tsubori), Spell – Defence
    [Magical], [Light], [healing], [profession]



    Prerequisite to acquire:User must be at least level 8 in the Light Priestess profession.

    Using their own life force, the caster may heal the wounds of an injured target at the expense of their own pain and sacrifice. The ratio for injury healed to injury sustained is 1:1, meaning the injuries healed will be directly transferred to the healer. This means that if an already heavily injured person attempts to do this, it is fully capable of killing them. The range of the spell is only that of the caster’s fingertips. Other than that, the exact amount healed is up to the user, but they may not save anyone who’s dying or dead.



    `Bolero of Fire
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the temple of Nabooru, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of red light and vanish into thin air, before reappearing in the same light within a special region of Nabooru temple's interior.



    `Boomerang Fins
    Canonical, Technique/Skill - Offensive
    [Boomerang], [Projectile], [River Zora], [Zora]


    P5 or C5: 35 rupees
    P4 or C4: 50 rupees
    P3 or C3: 75 rupees
    P2 or C2: 100 rupees
    P1 or C1: 200 rupees

    Prerequisite to obtain & use: User's race is Zora or River Zora

    Due to an evolved and trained mutation within their bodies, the user is capable of extending the fins on their outer arms to extend into hard cartilage. This enhances their barehanded fighting skills, and enables them to swim with greater skill if used properly. In addition, the fins can be thrown individually or together with the right training, with an effect identical to that of the Boomerang: they always return to the user even when striking hard surfaces, can carry small objects back to the user, and are capable of bewildering or damaging some monsters.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes Zora originating from the Eastern Sea, or all River Zora. However, if one is of such a race but does not originate from the proper area, or if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other.



    `Bubble Shot
    Canonical, Ability - Offensive
    [Deku], [Projectile]


    20 rupees

    Prerequisite to obtain & use: User's race is Deku Scrub

    By training himself or herself to do so, a Deku Scrub can blow up the mucus in their mouthes into a large bubble (not unlike that of bubblegum) that forms on the tip of their snout. This bubble can then be spat as a projectile. It's a somewhat sluggish and weak offensive weapon, but it can be used to damage weak enemies akin to Keese, and distract stronger ones. Additionally, an object placed within the Scrub's mouth can be formed of the middle of this bubble and shot in the bubble's center, dropping when the bubble pops.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes Deku Scrubs originating from Kokiri Forest or Lost Woods, and all Mad Scrubs. However, if one is of such a race but does not originate from the proper area, or if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other.



    `Business
    Original:Guy, Skill - Utility
    [Deku], [Profession], [Racial], [Rupee]


    C5: 20 rupees
    C4: 30 rupees
    C3: 40 rupees
    C2: 50 rupees
    C1: 60 rupees

    Prerequisite to obtain & use: User's race is Deku Scrub

    Being raised from a young age as part of the Business Scrub Association, the user is capable of increasing the proficiency of their profession faster than normal. At creation, a Business Scrub may start with any one profession at Lv1 without paying the initial 50 rupee fee. In addition, they may combined multiple profession level advances into one treasure--allowing them to advance several levels in one quest, if they have the rupees to pay for it.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes all Deku Scrubs of the Business Scrub variation. However, if one is of such a race but does not originate from the proper area, one will need to train and learn the ability as they would any other. Unlike most racial abilities, if one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    ` Camouflage
    Canonical, Ability - Utility
    [Kikwi], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Kikwi

    Within relatively organic surroundings, a Kikwi can instantly use the plant on its back to assume the appearance of a common bush. Skilled Kikwi are able to do this particularly well, adapting their appearance with a speck of magic to blend into almost any surroundings flawlessly... so long as the Kikwi lays face-down on the ground. Unintelligent creatures will lose track of the hiding Kikwi easily, and may even lose them in plain sight if they lack a means to track them other than by sight--such as scent or sonar. Intelligent creatures will easily see through the disguise if it's activated in front of them, but still may be fooled if they lost track of the Kikwi long enough for the Kikwi to hide properly.

    This ability is not considered an Illusion, and thus cannot be broken with treasures such as the Cross or the Lens of Truth.


    `Captivating dance
    Original: Squishy, Skill - Defensive
    [music]


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

    The user performs a beautiful dance, capturing the attention of enemies, who, for the duration of the dance, are rendered immobile and can only stare at the dancer. The duration of the dance depends on the user's stamina, but it's usually around 3 minutes or less. To keep up the dance needs a high concentration, as one wrong movement will break the spell and make the enemies aware of their surroundings again. If the dance is succesfully ended it will take five seconds for a normal, and three seconds for a particulary strong enemy to become aware of their surroundings again. Enemies also need to be in a five feet range and need to have the dancer in sight for the dance to take effect.
    Characters with a courage or wisdom of 5, if they are able to concentrate hard enough, will have a strong enough will to ignore the dance and will not be affected.


    `Claw
    Canonical, Ability - Offensive
    [Mogma], [Blade], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Mogma

    All Mogma are born with long claws several inches in length. These serve two purposes: enhancing their ability to dig, and strengthening their bare-handed battle prowess. A Mogma may use its claws in regards to other treasures as though they were bladed weapons.



    `Conceal
    Canonical, Ability - Utility
    [Kikwi], [Scry], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Kikwi

    All Kikwi are immune to magical effects that would ascertain any information about their location, thoughts, or being--effectively all treasures with the [Scry] field. This includes skills like Sense.



    `Create Red Potion
    Original:WillowtheWhisp, Skill – Defensive
    [Healing], [PerQuest], [Potion], [Profession]


    0 rupees

    Prerequisite to obtain & use: Alchemist Level 5

    An Alchemist may now craft one free Red Potion per quest. Any Red Potions bought or created after this first Red Potion within the quest must be obtained as a separate treasure.



    `Deku Pirouette
    Canonical, Technique - Offense
    [Deku], [Racial], [Spin], [WeaponBase]


    P5: 15 rupees
    P4: 20 rupees
    P3: 30 rupees
    P2: 40 rupees
    P1: 80 rupees

    Prerequisites to acquire: The user's race must be Deku Scrub.

    Extending a weapon or other segment of their body, the Scrub spins rapidly a few times, either standing still or moving forward. A shockwave of strength extends out a couple feet from the tips of their spin, dealing moderate damage to those who get its path. Performing this maneuver repeatedly leaves the user dazed. If this technique is used in mid-air, the user will be suddenly propelled upwards several feet. It is considered a variation of the more common Spin Attack.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes Deku Scrubs originating from Kokiri Forest. However, if one is of such a race but does not originate from the proper area, or if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other. Once the ability has been learned as a Deku Scrub, it can be maintained when transforming into a different race.



    `Deku Nut Production
    Canonical, Ability - Defensive
    [Deku], [Explosive], [Illusion], [Projectile], [Racial], [Seed], [Stock]


    50 rupees

    Prerequisite to obtain: User's race is Deku Scrub

    By training himself or herself to do so, a Deku Scrub is capable of producing Deku Nuts inside their body, and spitting them orally. The speed of this projectile can be, roughly, anywhere from a fast pitch, or so slow that the nut simply drops out into the user's palm. Impacting one of these nuts against a hard surface will cause it to explode, and produce a blinding flash which should stun almost anyone who sees it.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes all Deku Scrubs and Mad Scrubs who are not of the Business Scrub variation. However, if one is of such a race but does not originate from the proper area, or if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other. Once the user has learned this ability as a Deku Scrub, it can be maintained when transforming into another race, but while another race, its effects instead become identical to Deku Nut Supply.



    `Earth God's Lyric
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 40 rupees
    C3: 45 rupees
    C2: 50 rupees
    C1: 55 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the favor of an anonymous god of earth, whom entrusts the user with keeping the tune secret. Upon finishing the playing of this song, the user and their party will be sucked away into the ground below them, vanishing, before erupting and reappearing in a hidden region of the Northern Hills.



    `Eternal Youth
    Canonical, Ability - Utility
    [Kokiri], [Racial], [Skull Kid]


    0 rupees

    Prerequisite to obtain & use: The user's race is Kokiri or Skull Kid.

    Due to the magic affecting all Kokiri and Skull Kids, members of such a race will not age, and always remain the equivalent of a child. Transforming into either race--such as with a Transformation Mask--will change the user into an unaging child for so long as they are of the race. However, this does not enable them to outlive their years, nor prevent them from aging when they change into a different race. The effects are in appearance only.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Kokiri and Skull Kids. Unlike most racial abilities, members of different races who transform into a Kokiri or Skull Kid will automatically gain this ability, but its effects will be different.



    `Fairy Companion
    Canonical, Magic-Tier - Utility
    [Fairy], [Kokiri], [Racial]


    50 rupees

    Prerequisite to obtain: User's race is Kokiri

    Upon their birth, a Kokiri is given by the Deku Tree a small and weak, but intelligent immortal sprite who will serve as the Kokiri's companion for their entire life. One of these sprites appears not unlike a small glowing Hylian when vied closely, but from a distance appears only as a shimmering ball of light with wings. The exact color of a Fairy's glow varies from one Fairy to another. Being only a weak sprite, it is not capable of using much magic or being used offensively in combat. The Fairy's intellect and ability to speak languages is akin to that of a Hylian.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Kokiri. However, if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to acquire the treasure as they would any other.



    `Fairy Song
    Canonical, Ability - Utility
    [Fairy], [Music]


    50 rupees

    The user may play a song that will lead him to the nearest Fairy Fountain. Any nearby stray fairies will be drawn to the familiar music like moths to a flame. This song can only be granted by a Great Fairy or the Fairy Queen, and it is therefore a sign of their favor, much like a noble's ring or a royal insignia. Great Fairies and the Fairy Queen are only controllable by a Staffer.



    `Flame Aura
    Canonical, Technique - Offense/Defense/Utility
    [Fire], [Protection], [Subrosian]


    P5: 40 rupees
    P4: 40 rupees
    P3: 50 rupees
    P2: 60 rupees
    P1: 60 rupees

    Prerequisite to Obtain: User's race is Subrosian or user's Specialty is Fire

    The user may emanate pure flames from his body by utilizing either his innate Subrosian biology or his learned mastery of the element of Fire. The aura of flames will scorch anything that touches it, leaving only the user unharmed. However, because of the strain, this cannot be used often without completely draining one of strength. The user can only maintain the aura for about three seconds per minute without endangering himself thusly.



    `Gale Aura
    Original:Guy, Skill - Defensive
    [Rito], [Wind]


    C5: 40 rupees
    C4: 40 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    Prerequisite to obtain: User's race is Rito, or the user's Specialty is Wind

    By utilizing unique Rito biology, as well as the race's innate strength of heart, the user is capable of surrounding himself or herself in a whirlwind aura that blows away all that is near them, and delivers small cuts as well. However, because of the strain, this cannot be used often without completely draining one of willpower. The number of seconds this can be used per minute is equal to the user's Courage score, with one second being the minimum amount of time it can be maintained.

    If the user learned this ability due to being a Rito, they may maintain use of the ability when transforming into a different race.



    `Gerudo Dragon
    Borderline-canon, Technique - Offense
    [Fist], [Gerudo], [Racial], [WeaponBase]


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

    Prerequisites to acquire: The user's race must be Gerudo.

    A secret technique generally taught to young Gerudo warriors-in-training. The user's fist or weapon flashes with power, and they then lunge forward to deal a vicious uppercut, unleashing some form of effect with their weapon in the process. Possible effects vary by the user, but can include many variations of flames, electricity, ice, poison, light, darkness, wind, etc. The effect is specific to the user, and its effect cannot be changed once this technique is learned. Treat the technique as though it has the appropriate field for the effect, if applicable.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Gerudo. However, if one is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to acquire the treasure as they would any other. Once the technique has been learned as a Gerudo, it may be maintained and used if the user transforms into another race.



    `Golden Finger
    Original (WillowtheWhisp), Skill – Utility
    [Potion], [Profession], [Seed]

    0 Rupees

    Prerequisite to obtain & use: Alchemist Level 10 & Mixology

    The Alchemist is now the definitive authority on potion making, whose skill and knowledge cannot be surpassed. Because of this, the Alchemist can now receives triple the amount of seeds purchased, rather than double. The following items provide an additional seed per purchase, placing them at three seeds: Razor Seeds, Gale Seeds, Pegasus Seeds, Guardian Acorns, Ember Seeds, Scent Seeds, Chill Seeds, and Hyoi Pears.



    `Goron Punch
    Canonical, Technique - Offense
    [Fire], [Fist], [Goron], [Racial]


    P5: 20 rupees
    P4: 30 rupees
    P3: 45 rupees
    P2: 60 rupees
    P1: 120 rupees

    Prerequisites to acquire: The user's race must be Goron.

    The Goron's punches become significantly strengthened, equivalent to very roughly 50% more force packed into each blow. His fists will become momentarily ablaze when they rush through the air, capable of setting very flammable objects aflame.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes all Gorons originating from Castle-Town or Death Mountain. However, if one is a Goron originating from elsewhere, or is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other. Once this ability has been learned as a Goron, it may be maintained and used should the user transform into another race.



    `Goron Roll
    Canonical, Technique - Offense
    [Goron], [Racial], [Spin], [Travel]


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

    Prerequisites to acquire & use: The user's race must be Goron.

    All Gorons are capable of tucking into a ball and rolling, but Gorons with this ability can accelerate faster and faster over a period of about five seconds, before their body magically sprouts six-inch-long spikes and they shoot forward at incredible speed, somewhere between 40 and 60 mph, being faster the higher their Courage attribute is. These spikes also aid in traction on slippery surface, such as ice or those covered with a Slicker. However, steering becomes incredibly difficult, making anything but a straight trajectory nigh-impossible. This effect quickly drains the user of magic power, so it can only be maintained for a minute or two without breaking the effect and taking a few moments to rest. Crashing into an unbreakable object will also halt the user, often causing significant damage to their body in the process.

    As a Racial ability, this ability is automatically known by certain races of certain origin. Specifically, this includes all Gorons originating from Darunia. However, if one is a Goron originating from elsewhere, or is of a separate race who transforms into such a race (as with a Transformation Mask), they will need to train and learn the ability as they would any other.



    `Huge Potential
    Original:Guy, Ability - Utility
    [Picori], [Racial]


    100 rupees

    Due to the sheer untapped inner strength of Picori, all of this race are capable of earning one additional major treasure than they would otherwise be able.

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Picori. Like most racial abilities, it can be learned by other races who have transformed into Picori (as with a Transformation Mask). Unlike most racial abilities, if one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    `Illumination
    Original (Tsubori), Spell – Utility
    [Magical], [Light], [Profession]


    0 rupees

    Prerequisite: User must be a level 1 Light Priestess

    Through concentration on bringing out the light in any given place, the user lets out a bright flash from their body. When this flash ends, the entire room that the caster is standing in will be bright. This light appears to come from no particular source, erasing any trace of shadows in the room. The spell is linked to the person who casted it, and if they leave the room, the light will dissipate immediately.



    `Inferno Birth
    Original:Guy, Magic-Tier - Utility
    [Fire], [PWC], [Racial], [Subrosian]


    75 rupees

    Prerequisite to obtain: User's race is Subrosian

    Due to a unique ritual performed at birth, all Subrosians have a natural proficiency for Fire treasures. They gain +1 PWC to the rupee costs of any treasure which has Fire as a field, but only if the cost the PWC attribute is based on is the user's lowest (or tied with their lowest) attribute.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Subrosians. Unlike most racial abilities, if one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    `Illusionists
    Canonical, Ability - Utility
    [Kikwi], [Specialty], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Kikwi

    All Kikwi have a natural aptitude for illusions, and thus gain a +1 PWC when determining the rupee costs of treasures with the [Illusion] field. This cannot effectively increase the Kikwi's Power, Wisdom, or Courage score above 5.



    `Inferno Composition
    Borderline-canonical, Ability - Defense
    [Fire], [Racial], [Subrosian]


    0 rupees

    Prerequisites to acquire & use: The user's race must be Subrosian.

    Due to their unique origin and physiology, all Subrosians are completely impervious to all forms of heat or fire, and generally find hotter temperatures to be more comfortable. Additionally, the surface of their skin (which is rarely seen) is extremely hot to the touch, and will give almost any surface-dweller mild (Gorons) to extreme burns, and may even set them aflame (Koroks or Deku Scrubs). By contrast, they are extremely weak to cold, capable of passing out if left in room temperatures without the protection of their thick robes, and almost any submersion in water that isn't boiling can be lethal to them. However, their weakness to water can be overcome with Zora Armor.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Subrosians. Unlike most racial abilities, this one is automatically known by any other race which transforms into a Subrosian (such as with a Transformation Mask).



    `Manbo's Mambo
    Borderline-canon, Skill - Utility
    [Music], [Travel], [Water]


    C5: 35 rupees
    C4: 40 rupees
    C3: 45 rupees
    C2: 50 rupees
    C1: 55 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the favor of a great and powerful sunfish, who resides within the watery depths of a cave in Moruge Swamp. Upon finishing the playing of this upbeat song, the user and their party will without explanation begin spinning around at steadily increasing speeds. Within seconds, they will vanish, reappearing and slowing their spin down to a halt in a hidden region of Moruge.



    `Minuet of Forest
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the temple of Mido, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of green light and vanish into thin air, before reappearing in the same light within a special region of Mido temple's interior.



    `Mixology
    Original (WillowtheWhisp), Skill – Utility
    [Potion], [Profession], [Seed]

    0 Rupees

    Prerequisite to obtain & use: Lv1 Alchemist Profession

    Due to their profession, the user is never out of stock of potion-making items. This includes a mortar and pestle, various sizes of flasks, and glass bottles, but is not limited to these. These items are to be kept in a singular form of containment, to be pulled out at the user's discretion.

    In addition to this, the Alchemist has an occult knowledge of not just magical remedies and potions, but also of mundane ones. After careful study, an Alchemist is usually able to identify almost any poison or potion, or anything else involving their area of expertise. This usually involves the identification of herbs, as well as poisonous, or otherwise useful ingredients from plants, animals, and minerals. The form of this knowledge can manifest in several different ways, such as a reference book carried by the Alchemist, or simply memorized knowledge. Either way, all Alchemists have access to this knowledge.



    `Korok Copter
    Canonical, Skill - Utility
    [Deku], [Korok], [Racial], [Travel]


    C5: 45 rupees
    C4: 60 rupees
    P5 or C3: 90 rupees
    P4 or C2: 120 rupees
    P3 or C1: 240 rupees

    Prerequisite to acquire & use: The user's race must be Korok or Deku Scrub.
    Prerequisite to use: Deku Leaf

    Due to their light wooden bodies and origin of the Deku Leaf as the Great Deku Tree's magic, Korok and Deku Scrubs with this ability are capable of using a Deku Leaf to fly rather than simply float. They must hold the leaf above their heads (or, in the Business Scrub's case, they can attach it to the leaves naturally sprouting from their heads), and channel their body's energy into it. Doing so will enable the leaf to split into two separate blades, then rapidly spin, until the lift caused by the helicopter-blades brings the user airborne. The maximum speed of this method of travel is rather slow, without the aid of wind, equivalent in lateral velocity to walking speed, with rising velocity half that speed. When the skill finishes, the Deku Leaf's split blades will return to one.

    As a Racial ability, this is automatically known by certain races of certain origins. Specifically, this includes all Koroks, and all Deku Scrubs originating as Business Scrubs. If the user is a Deku Scrub with a different origin, or originates as a different race and transforms into one of these races (as through a Transformation Mask), they must earn the treasure as any other.



    `Language of Fauna
    Original:Guy, Skill - Utility
    [Communication], [Kokiri], [Racial]


    C5: 40 rupees
    C4: 50 rupees
    C3: 75 rupees
    C2: 100 rupees
    C1: 200 rupees

    Prerequisite to acquire: The user's race must be Kokiri

    Due to their unique physiology, and origin as children of the Great Deku Tree, Kokiri are capable of communicating with all forms of animal life--from cockroaches to squids to horses. This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about a dozen feet (four meters). Once the Kokiri has established a link with this spell, the target can communicate back in the same fashion so long as the Kokiri maintains the channel and stays within distance. The Kokiri can also function as a line between two animals otherwise unable to communicate, and can overcome language barriers of sentient creatures.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Kokiri. If the user originates as a different race and transforms into a Kokiri (as through a Transformation Mask), they must earn the treasure as any other, and may only use the ability while a Kokiri. Once this ability has been learned as a Kokiri, it can be maintained and used if the user transforms into another race.



    `Language of Flora
    Original:Guy, Skill - Utility
    [Communication], [Korok], [Racial]


    C5: 30 rupees
    C4: 40 rupees
    C3: 60 rupees
    C2: 90 rupees
    C1: 120 rupees

    Prerequisite to acquire: The user's race must be Korok

    Due to their unique physiology, and origin as servants of the Great Deku Tree, Koroks are capable of communicating with all forms of plants--from simpleminded grassblades and algae to wise oaks hundreds of years in age. This is done through a silent method of communication not unlike telepathy, and can be done over maximum distance of about a dozen feet (four meters). Once the Korok has established a link with this spell, the plant can communicate back in the same fashion so long as the Korok maintains the channel and stays within distance. The Korok can also function as a line between two plants otherwise unable to communicate. Finally, this also works on Deku Scrubs, Koroks, and other mobile creatures of plant origin.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Koroks. If the user originates as a different race and transforms into a Korok (as through a Transformation Mask), they must earn the treasure as any other. Once this ability has been learned as a Korok, it can be maintained and used if the user transforms into another race.



    `Leaf Puppet
    Canonical, Spell - Defensive
    [Conjuration], [Racial], [Skull Kid], [Statue]


    W5: 30 rupees
    W4: 40 rupees
    W3: 60 rupees
    W2: 90 rupees
    W1: 180 rupees

    Prerequisite to acquire: The user's race must be Skull Kid

    A Skull Kid may throw a specific type of leaf forward to transform it into a large wooden marionette in a poof of smoke. The marionette bears a face similar to that of the Skull Kid's, and it appears to hang as if on strings (even though there are no such strings), floating above the ground. It will attack any enemy by charging its body towards it with eerie, disturbing movements. This 'creature' is very simple, and unless attacking, will only dumbly follow around the one who summoned it. It can be defeated with the simplest of attacks. Only one can be summoned at any time, and summoning a new one replaces the last.

    After being defeated, the leaf used for this spell will return to the Skull Kid's possession. This same leaf is also used for the Leaf Warp spell, and thus the two cannot be used simultaneously.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Skull Kids. If the user originates as a different race and transforms into a Skull Kid (as through a Transformation Mask), they must earn the treasure as any other. Once this ability has been learned as a Skull Kid, it can be maintained and used if the user transforms into a different race.



    `Leaf Warp
    Canonical, Spell - Defensive/Utility
    [Racial], [Skull Kid], [Travel]


    W5: 60 rupees
    W4: 80 rupees
    W3: 120 rupees
    W2: 180 rupees
    W1: 360 rupees

    Prerequisite to acquire: The user's race must be Skull Kid

    At any given time, a Skull Kid may drop a single, specific leaf onto the ground. At any point after that, they may leap up into the air and spin, then after turning 360° in the air, be instantly teleported exactly to where that leaf was dropped, within a radius of about half a mile. (Put emphasis on "dropped." The leaf must be allowed to drop from at least waist height, and settle to the ground on its own before it becomes a warp point.) Upon teleporting, the leaf must be recovered if this spell is to be used again. Only one warping leaf can be set at any given time; creating a new one replaces the previous, causing it to burn up suddenly.

    The leaf used for this spell must return to the Skull Kid's possession. This same leaf is also used for the Leaf Puppet spell, and thus the two cannot be used simultaneously.

    As a Racial ability, this ability is automatically known by certain races. Specifically, this includes all Skull Kids. If the user originates as a different race and transforms into a Skull Kid (as through a Transformation Mask), they must earn the treasure as any other. Once this ability has been learned as a Skull Kid, it can be maintained and used if the user transforms into a different race.



    `Light Shield
    Original (Tsubori), Spell – Defence
    [Magical], [Light], [Alteration], [Profession], [Protection]


    0 Rupees

    Prerequisite to acquire: Lvl 10 Light Priestess


    The Light Priestess is enough of a master at manipulating light to spread a large shield around them, 20 feet in diameter. It appears similar to a glowing light bubble; however, it can only be upheld for brief amounts of time (3 seconds max) at once, as it is extremely taxing on the priestess’ magical energy. That said, this shield is the epitome of protection, blocking physical and magical threats almost perfectly. All but the very strongest abilities are useless against the shield for as long as it’s up. In order to cast this spell, the priestess must raise her hand at shoulder height with outstretched arms, focusing all her attention on the spell, even closing her eyes. With that, the spell should be up in about a second or two. Another major danger is that any enemies inside the diameter when the spell starts stay, making having a team-mate with you very important, lest the enemy give something barely short of an execution. Once dispelled, the shield cannot be activated for another minute of rest, the focus of maintaining such a shield being too much to lay a mind constantly. Any attempt to use it will fail, and bring a painful sting to the caster’s mind. If the priestess is fighting or running, the time to recover can up to double.



    `Lost & Found
    Original:Guy, Skill - Utility
    [PerQuest], [Racial], [Rupee], [Picori], [Scry]


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

    Prerequisite to acquire: The user's race must be Picori

    An extremely common pastime of Picori the world over is to hide rupees and other valuable treasures in places where those of others may find them and become joyful. Picori themselves are extremely familiar with these hiding rituals and good hiding spots, thus they can find "common-tier" items in unusual places, such as a longsword in a tree. In addition, they can also gain an extra ten rupees on every quest they complete, by finding rupees in this same fashion. (The rupees found in this manner must be involved specifically in the role-play.)

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Picori. If the user originates as a different race and transforms into a Picori, they must earn the treasure as any other, and may only use the ability while a Picori. If this ability has been acquired as a Picori, it may be maintained and used by the user should they transform into a different race.



    `Magic Proficiency
    Original:Guy, Ability - Utility
    [Hylian], [Racial]


    0 rupees

    Prerequisite to acquire & use: The user's race must be Hylian

    Due to how common a pastime it is Hylians of Castle-Town to practice magic, they've been able to pick up a few things others may not have. A Northern Hylian with 2 Wisdom will have an additional 10 special rupees to spend on any Wisdom-based treasure, alongside the regular treasures they have upon creation. A Northern Hylian with 3 Wisdom will gain an additional 20 special rupees; one with 4 Wisdom will gain an additional 35; and one with 5 Wisdom will gain an additional 50. These special Wisdom rupees can only be spent at the character's creation, and can only be used to obtain Wisdom-based treasures. If any are not used, then they will simply be wasted.

    As a Racial ability, this skill is automatically known by certain races of certain origin. Specifically, this includes all Hylians who originated as civilians of Castle-Town. Unlike most racial abilities, it cannot be learned by other Hylians nor other races who have transformed into a Hylian.



    `Mask Satchel
    Original: Jarin, Magic-tier - Utility

    W5: 50 rupees
    P5 or W4 or C5: 80 rupees
    P4 or W3 or C4: 120 rupees
    P3 or W2 or C3: 170 rupees
    P2 or W1 or C2: 230 rupees

    Functions similar to a Compaction Pouch, except only Transformation Masks may be stored in it. All eleven Masks will fit into this satchel.

    The Satchel cannot be accessed during combat, and the Mask Collector must be focusing on the Mask he wishes to pull out as he is reaching in. A break in concentration will require the Mask Collector to begin searching over again.



    `New Wave Bossa Nova
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the temple of the barely-constructed city of Impa, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of silver light and vanish into thin air, before reappearing in the same light within a special region of Impa temple's interior... walking out most likely to a 'city' which is still in the early stages of construction.



    `Nocturne of Shadow
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the temple of Darunia, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of purple light and vanish into thin air, before reappearing in the same light within a special region of Darunia temple's interior.



    `Nose for Treasure
    Canonical, Ability - Utility
    [Mogma], [Sense], [Material], [Racial]


    0 rupees

    Prerequisite to obtain & use: User's race is Mogma

    Mogma have a natural instinct to find treasure, which is only enhanced further by their culture's emphasis on treasure hunting as a noble profession or pastime. Once per quest or dungeon, a Mogma can either acquire additional plain rupees, or additional rupees for a [Material] treasure.

    If rupees are chosen, the Mogma must role-play finding the rupees, and gains an additional 5 rupees at the end of his quest. These rupees cannot be used towards the reward of the quest the Mogma is currently in.

    If a material is chosen, the Mogma gains an additional ten rupees to spend on any magic-tier item with the [Material] field. This item must be found within the affected quest, however.



    `Plant Composition
    aka: `Plant Defects
    Canonical, Ability - Utility
    [Deku], [Korok], [Racial]


    0 rupees

    Prerequisite to acquire & use: The user's race must be Deku Scrub or Korok.

    Being plants rather than animals, Deku Scrubs and Koroks each have various unique aspects of their physiology. First, they can survive on sunlight, water, and minerals easily found in most soil or spring water, though many who have been conditioned to do so crave the food and luxuries of other races, often to the point of addiction. Second, after reaching adulthood around twenty years or so, they age very slowly in comparison to most other races, often not having natural death until at least two centuries after their birth. Third, their bodies are composed of hard wood, their 'hair' of leaves, and they bleed sap, making them somewhat more resilient to certain types of attacks (forceful impacts) and somewhat weaker to others (slashing cuts). Above all, they are weak to fire attacks, as their bodies are extremely flammable. In addition, getting into water past their head for more than a few seconds can be lethal, in a similar way to how eating too much too fast can be deadly for a Hylian. However, their flammability can be overcome with Goron Armor, and their weakness to water with Zora Armor.

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Deku Scrubs and Koroks. Unlike most other racial abilities, it is also automatically applied to other races who transform into a Deku Scrub or Korok.



    `Potioncraft
    Original:Guy, Spell - Utility
    [Korok], [Potion], [PWC], [Racial]


    W5: 60 rupees
    W4: 80 rupees
    W3: 120 rupees
    W2: 160 rupees
    W1: 320 rupees

    Prerequisite to acquire & use: The user's race must be Korok.

    Koroks were all raised in a tightly knit secret tribe, serving the Great Deku Tree. In this tribe, it is common for most if not all individuals to practice the craft of potions to some extent--mixing various herbs, oils, and magical materials to create liquids that give their drinker inexplicable effects akin to magic. This ability gives the user +1 PWC to the rupee cost of all Magic-Tier items with the Potion field. (Notably, this does not apply to Alchemist abilities which involve the creation of Magic-Tier items to use.)

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Koroks. If one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    `Prelude of Light
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 40 rupees
    C4: 50 rupees
    C3: 55 rupees
    C2: 65 rupees
    C1: 65 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the primary temple of Castle-Town, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of white-yellow light and vanish into thin air, before reappearing in the same light within a special region of the temple's interior.



    `Requiem of Spirit
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages within the temple of Lon Lon Ranch, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of yellow-orange light and vanish into thin air, before reappearing in the same light within a special region of the temple's interior.



    `Rupee Riches
    Original:Guy, Ability - Utility
    [Hylian], [Racial], [Rupee]


    0 rupees

    Prerequisite to acquire & use: The user's race must be Hylian.

    Due to their status as nobility and upper-class citizens, or due to their proficiency as thieves, these Hylians gain an additional 50 rupees at creation only. These rupees cannot be used to purchase treasures at creation, however.

    As a Racial ability, this skill is automatically known by certain races of certain origins. Specifically, this includes all Hylians who have originated as thieves of Darunia, or civilians of Castle-Town. Unlike most other racial abilities, this cannot be learned by Hylians from other origins, nor other races which transformed into Hylians.



    `Seed Collector
    Original:Guy, Skill - Utility
    [PerQuest], [Racial], [Seed], [Tokay], [Scry]


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

    Prerequisite to acquire: The user's race must be Tokay.

    On the Tokay homeland of Crescent Island, seeds of certain varieties are widely used in a system of bartering not unlike Hyrule's system of using rupees. As such, all Tokay originating from Crescent have been conditioned to have a natural talent for seeking out seeds. Once per quest, this ability enables the user to find a Pegasus Seed, Gale Seed, Armor Seed, or Razor Seed for free--but the seed must be found in the role-play manually, and does not merely appear in the user's possession.

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Tokay. Like most racial abilities, it can be learned by other races who have transformed into Tokay (as with a Transformation Mask). Unlike most racial abilities, if one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races.



    `Seed Expertise
    Original:Guy, Technique - Utility
    [PWC], [Racial], [Seed], [Tokay]


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

    Prerequisite to acquire: The user's race must be Tokay.

    Because of their natural tendency to collect and use magical seeds, Tokay are often found with at least a few in their possession. As such, a Tokay can begin with the Chill Seed Supply, Deku Nut Supply, Ember Seed Supply, Hyoi Pear Supply, Magic Bean Supply, Scent Seed Supply, or Seed Shooter treasure. In addition, the user may earn any such treasures later on as though they have a PWC of 5/5/5.

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Tokay. If one is of a separate race who transforms into such a race (as with a Transformation Mask), this ability can not only be learned, but will be maintained when after transforming into other races. Obviously, however, a character cannot "begin with" one of the affected items if they have already been created and are now learning the technique manually.



    `Serenade of Water
    Borderline-canon, Skill - Utility
    [Music], [Travel]


    C5: 35 rupees
    C4: 45 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 60 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the unsurpassed trust of the sages who hold a temple on the eastern coast of Lake Hylia, and is not given out even to the government officials in the area. Upon finishing the playing of this song, the user and their party will be sucked in a void of blue light and vanish into thin air, before reappearing in the same light within a special region of the temple's interior.



    `Shuttle Loop
    Bordeline-canon, Skill - Offense
    [Jump], [WeaponBase]


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

    Prerequisite to use: Must be capable of winged flight, such as a Rito.

    Taking a moment to crouch down and concentrate their power, the user abruptly rockets into the air with a vicious uppercut from their weapon. At about ten feet upwards after the rocketing-jump, they sheath their weapon (if necessary to fly) while performing a backwards somersault, and then enter flight.



    `Spell Absorb
    Original:Guy, Spell – Utility
    [Empowerment], [Profession]


    0 Rupees

    Prerequisite to obtain & use: Lv10 in the Spell Scholar profession

    After taking certain magic-tier items into their hands, the user can absorb from the item the effects which make it unique. The item itself becomes completely mundane, and the user gains the item's effects in the form of a new spell. Different spells may be absorbed in different ways--for example, the effect of the Scent Mask could likely be cast on nearby individuals, whereas the Cane of Somaria's effect could be an instantaneous conjuration spell. Not all magic-tier items can be absorbed (e.g., Boomerang or Crossbow), and no major magic-tier items can be absorbed.

    Every new spell created in this fashion must be passed as a Unique Treasure. Although the new spell does not need to be received as part of a quest, it must nonetheless come into existence through the role-play rather than abruptly appearing in the character's inventory.

    Once the item's effects have been lost through absorption, they cannot be regained except through replacing the item or re-confining the effects with Spell Confine.



    `Spell Confine
    Original:Guy, Spell – Utility
    [Enchantment], [Profession]


    0 Rupees

    Prerequisite to obtain & use: Lv7 or higher in the Spell Scholar profession

    After taking a mundane, common-tier instrument into their hands, the user may confine one of their magical spells into the instrument. In the process, the ability is completely removed from their mind, but its effects are now embedded into the instrument. How exactly the spell is embedded may vary. For instance, confining Feather Fall into an amulet will likely have the spell's effects constantly in place for whoever wears the amulet. Alternatively, confining Din's Burst to a sword may have the spell cast whenever the sword is swung with proper gusto. Not all spells can be confined to all items, and major spells can never be confined.

    Every new item created in this fashion must be passed as a Unique Treasure. Although the new item does not need to be received as part of a quest, it must nonetheless come into existence through the role-play rather than abruptly appearing in the character's inventory.

    Once the spell has been lost through confinement, it cannot be cast again by the user except by re-learning it, or re-absorbing it form the item via Spell Absorb.



    `Spell Rebuke
    Original:Guy, Spell – Utility
    [Fist], [Profession]


    0 Rupees

    Prerequisite to obtain & use: Lv4 or higher in the Spell Scholar profession

    By placing their palm to another individual's forehead and concentrating for about a minute, the user can force the individual to forget a spell or other ability they already know, even major abilities. This can only be done with the individual's knowledge of the procedure and their consent. Whenever this spell is cast, its effect must be earned as a quest reward equal to half of the forgotten spell's cost, assuming 4/4/4. Forgetting a Specialty is a special case, which costs 80 rupees. Alternatively, forgetting all of the abilities a character knows (save certain racial abilities which cannot be forgotten) costs a standard 50 rupees.



    `Spell Transfer
    Original:Guy, Spell – Utility
    [Profession]


    0 Rupees

    Prerequisite to obtain & use: Lv10 in the Spell Scholar profession

    By placing their palm to the forehead of another individual and concentrating for a few seconds, the user is capable of temporarily transferring a spell they already know to the individual. There are two ways in which this can be done. The first enables the transferred spell to be cast once by the recipient anytime before they next lose consciousness, with no negative effects on the one who transferrer. Alternatively, taking a few more seconds than the other method, the recipient will receive the ability to cast the spell as often as the spell itself permits until they next lose consciousness, but during that time, the transferrer loses the ability to cast that spell themselves. In either case, the transferrer may at any time willing withdraw their spell from the recipient, almost immediately over any distance, so long as the spell itself is not in the midst of being cast. In such a case, the spell will only be withdrawn after the recipient has finished casting it. Major spells may not be transferred with this ability.



    `Stone Skin
    Canonical, Technique - Defense
    [Goron], [Protection], [Racial]


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

    Prerequisite to acquire & use: The user's race must be Goron.

    Most adult Gorons have developed through their diet of rocks, their unique physiology, and physical condition, a skin surface akin to stone. This skin is capable of withstanding hefty blows, searing heat, chilling cold, and takes from them the need to breathe entirely. However, it also renders them incredibly heavy and weighs them down greatly, cutting down on their running speed and prevents them from being remotely buoyant in any liquid. Note that, although much damage is reduced and Goron skin can feel like stone, no attack that would harm a Hylian is completely negated against a Goron, only weakened somewhat.

    As a Racial ability, this technique is automatically known by certain races. Specifically, this includes all Gorons. Like most racial abilities, it can also be earned by those of other races who have transformed into Gorons (as with a Transformation Mask), but must be earned as any other treasure.



    `Toado Potion
    Original:WillowtheWhisp, Skill – Utility
    [Deku], [Organic], [Potion], [Profession]


    110 rupees

    Prerequisite to obtain: Lv7 or higher in Alchemist profession

    Much like the Deku Baba Potion, this potion contains the embryo of a Toado, the form of a young Deku Toad. When the potion is broken, however, the Toado will not grow into a Deku Toad immediately. Given the right conditions, meaning a dark, watery area, the Toado will grow into a full grown Deku Toad. This usually takes several days to occur. Due to its unnatural origins, this Deku Toad is incapable of spawning. The Deku Toad is also completely loyal to its master, and can be used as a mount, etc. Only one Deku Toad can be under control of the Alchemist at a time.



    `Undead
    Bordeline-canon, Ability - Defense
    [Racial], [Skull Kid], [Undead]


    0 rupees

    One with this ability is no longer among the living, but has not deceased and passed on. As such, they have no need to eat, drink, or sleep. Additionally, most forms of healing magic--which function by giving their target life--have no effect on something which is already dead. (Specifically, this includes all treasures with the [Healing] field, unless specified otherwise.)

    As a Racial ability, this skill is automatically known by certain races. Specifically, this includes all Skull Kids. Unlike most other racial abilities, it is also automatically applied to other races who transform into a Skull Kid for so long as they are a Skull Kid.



    `Valiance
    Original:Guy, Ability - Utility
    [Rito], [Racial]


    0 rupees

    Prerequisite to acquire & use: The user's race must be Rito

    Due to the sheer devotion and bravery taught to the youths of Dragon Roost Island, Rito are naturally courageous and can start with additional courage-based treasures. A Rito with 2 Courage will have an additional 10 special rupees to spend on any Courage-based treasure, alongside the regular treasures they have upon creation. A Rito with 3 Courage will gain an additional 20 special rupees; one with 4 Courage will gain an additional 35; and one with 5 Courage will gain an additional 50. These special Courage rupees can only be spent at the character's creation, and can only be used to obtain Courage-based treasures. If any are not used, then they will simply be wasted.

    As a Racial ability, this skill is automatically known by certain races of certain origin. Specifically, this includes all Rito. Unlike most racial abilities, it cannot be learned by other races who have transformed into a Rito.



    `Wall Kick
    Canonical, Ability - Utility
    [Gerudo], [Racial], [Travel]


    P5: 45 rupees
    P4: 60 rupees
    P3: 90 rupees
    P2: 120 rupees
    P1: 240 rupees

    Prerequisite to acquire: The user's race must be Gerudo.

    Growing up in a society that highly values athletic ability and combat strength, the wall kick is one of many abilities a young Gerudo will be expected to master. She has trained in agility as well as power, and so as an adult possesses the nigh-superhuman ability to jump-kick off walls with ease, even several times consecutively.

    As a Racial ability, this technique is automatically known by certain races. Specifically, this includes all Gerudo. Like most racial abilities, it can also be earned by those of other races who have transformed into Gerudo (as with a Transformation Mask), but must be earned as any other treasure. After transforming into a different race, the user will temporarily lose this ability until they transform back into a Gerudo, as with most racial abilities--however, if the user has a Power or Courage of 3, they will retain it.



    `Warrior's Training
    Original:Guy, Technique - Utility
    [Gerudo], [Racial], [Rupee]


    0 rupees

    Prerequisite to acquire & use: The user's race must be Gerudo.

    Due to the nature of Gerudo society, all of its members are naturally strong and adept for combat, and as such can be created with additional Power-based treasures. A Gerudo with 2 Power will have an additional 10 special rupees to spend on any Power-based treasure, alongside the regular treasures they have upon creation. A Gerudo with 3 Power will gain an additional 20 special rupees; one with 4 Power will gain an additional 35; and one with 5 Power will gain an additional 50. These special Power rupees can only be spent at the character's creation, and can only be used to obtain Power-based treasures. If any are not used, then they will simply be wasted.

    As a Racial ability, this skill is automatically known by certain races of certain origin. Specifically, this includes all Gerudo. Unlike most racial abilities, it cannot be learned by other races who have transformed into a Gerudo.



    `Water Control I
    Original: Squishy, Spell -- Utility
    [Alteration], [Water]


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

    The water control spell is a talent that runs in the Clearwater family. It's a spell that allows the user to control, to some extent, the flow, shape and place of water, the amount depending on how well-trained the user is.

    To be able to use this spell, there has to be water nearby of course, such as raindrops, a pond or any container holding water. A skilled user might also drain water from his or her surroundings, such as raindrops, dew or vapor.

    At tier 1, the water, with a maximum volume of 35 litres, can be lifted and moved by the caster, at a maximum distance of 4 metres, before it collapses and falls where it is currently floating. Losing concentration, fainting or walking while controlling the water will cancel the spell.



    `Water Control II
    Original: Squishy, Spell -- Utility
    [Alteration], [Water]


    Prerequisite to obtain & use: Water Control I

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

    The water control spell is a talent that runs in the Clearwater family. It's a spell that allows the user to control, to some extent, the flow, shape and place of water, the amount depending on how well-trained the user is.

    To be able to use this spell, there has to be water nearby of course, such as raindrops, a pond or any container holding water. A skilled user might also drain water from his or her surroundings, such as raindrops, dew or vapor.

    At tier 2, the water, with a maximum volume of 70 litres, can be lifted and moved by the caster, at a maximum distance of 7 metres, before it collapses and falls where it is currently floating. Losing concentration or fainting will cancel the spell, though at tier 2 it is possible to take slow steps while controlling the water. Quick sudden movements such as jumping or dodging will cancel the spell.



    `Water Control III
    Original: Squishy, Spell -- Utility
    [Alteration], [Water]


    Prerequisite to obtain & use: Water Control II

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

    The water control spell is a talent that runs in the Clearwater family. It's a spell that allows the user to control, to some extent, the flow, shape and place of water, the amount depending on how well-trained the user is.

    To be able to use this spell, there has to be water nearby of course, such as raindrops, a pond or any container holding water. A skilled user might also drain water from his or her surroundings, such as raindrops, dew or vapor.

    At tier 3, the water, with a maximum volume of 100 litres, can be lifted and moved by the caster, at a maximum distance of 10 metres, before it collapses and falls where it is currently floating. Losing concentration or fainting will cancel the spell. At tier 3 it is possible to walk at a slow but steady pace while controlling the water, although any sudden movements will still cancel the spell.



    `Water Hop
    Canonical, Skill - Utility
    [Deku], [Korok], [Jump], [Racial], [Travel], [Water]


    C5; 7 rupees
    C4: 10 rupees
    C3: 15 rupees
    C2: 20 rupees
    C1: 40 rupees

    Prerequisite to acquire & use: The user's race must be Deku Scrub or Korok.

    Due to their light weight, wooden bodies, and natural agility, a Deku Scrub or Korok may rebound and jump off the surface of water a few times in quick succession. This is particularly useful for getting across deep chasms of water that submerging themselves in would otherwise be lethal.

    As a Racial ability, this technique is automatically known by certain races of certain origins. Specifically, this includes Deku Scrubs originating from Moruge Swamp or Lost Woods. For an individual who is a Deku Scrub originating elsewhere, a Korok, or a member race who has transformed into a Deku Scrubs or Korok, this ability can be earned as any other treasure. However, the ability will be temporarily lost if the user's race should change, under normal circumstances.

    If the user has a Courage of 5, and is not a Goron: The ability can be maintained and used if the user's race changes.



    `Wind God's Aria
    Borderline-canon, Skill - Utility
    [Music], [Travel], [Wind]


    C5: 40 rupees
    C4: 50 rupees
    C3: 55 rupees
    C2: 65 rupees
    C1: 65 rupees

    While not a particularly difficult tune to play, this musical piece is extremely rare to hear and incredibly useful. It can only be earned by earning the favor of an anonymous wind god, whom entrusts the user with keeping the tune secret. Upon finishing the playing of this song, the user and their party will be sucked away into the breeze and vanish into thin air, before reappearing in a vortex of wind within a hidden region of Dragon Roost Island.



    `Winged Flight
    Canonical, Technique - Utility
    [Rito], [Racial], [Travel]


    C5; 30 rupees
    C4: 40 rupees
    C3: 50 rupees
    C2: 60 rupees
    C1: 70 rupees

    Prerequisite to acquire & use: The user's race must be Rito.

    Rito are a people who devote themselves to a dragon they revere as their sacred deity, Valoo, who rests atop their homeland of Dragon Roost Isle. As a rite of adulthood, a young Rito will make a pilgrimage unto Valoo to receive his blessing. After this blessing has been received, only then will the Rito be able to sprout wings and fly as a bird through the air--a trait very characteristic of their race. These wings take the place of the user's arms while flying, so the user is rendered unable to use their hands mid-flight.

    As a Racial ability, this technique is automatically known by certain races. Specifically, this includes all Rito. For an individual who originated as a member of another race who has transformed into a Rito, this ability can be earned as any other treasure. However, the ability will be temporarily lost if the user's race should change.
    Last edited by a moderator: Oct 8, 2013
  4. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
    48
    Major Treasures
    These treasures are not be one-of-a-kind. Rather, what makes them "Major" is the sheer power they possess. Because of the potence within these treasures, a Newbie's character can only handle one such treasure, while a Regular's character can handle two, and a Veteran's character can handle three.



    `Arcane Weapon
    aka: `Magic Sword, `Noble Sword, `White Sword
    Borderline Canonical, Magic Tier – Offense
    [Blade], [Material], [Mirror]


    PWC 5: 100 rupees
    PWC 4: 150 rupees
    PWC 3: 200 rupees
    PWC 2: 250 rupees
    PWC 1: 300 rupees

    At the hands of a master blacksmith, Arcane Weapons are forged from a combination of particular magical metals, creating a weapon more powerful than common-tier armaments. They are of a superior quality to most weaponry, leaving them harder to break, unlikely to rust or corrode, and keep a sharper edge on blades for longer periods of time. Any Arcane Weapon is capable of deflecting basic magical projectiles on their own without the aid of extra enchantments.

    An Arcane Weapon can be improved upon by imbuing it with a single metallic Material treasure, which can further enhance its base capabilities for a steep cost of an extra fifty rupees. The imbuing is permanent, and cannot be replaced by another treasure.

    An Arcane Weapon can only be crafted and imbued by a character that possesses Level 3 Crafting of a blacksmithing or weaponsmithing nature. Arcane Weapons cannot be imbued with a Material treasure that is not metallic in nature (i.e. no cloth Materials).



    `Ballad of Gales
    aka: `Song of Soaring
    Canonical, Skill - Utility
    [Music], [Travel]


    C5: 75 rupees
    C4: 100 rupees
    C3: 150 rupees
    C2: 175 rupees
    C1: 200 rupees

    After playing a complex musical number on an instrument or with their own voice, the user and their party while be enwrapped within a massive, inexplicable pair of white wings, before vanishing in a swirl of magic. A minute or so later, they will reappear inside the temple of any Hyrulean city (anything marked on the main map) not under Ganon's control.




    `Bunny Hood
    Canonical, Magic-Tier - Defense
    [Alteration], [Empowerment], [Mask]


    C5: 75 rupees
    C4: 100 rupees
    C3: 150 rupees
    C2: 175 rupees
    C1: 200 rupees

    This item appears as a hood worn on the head, fixed with yellow bunny ears. The wearer is granted vastly enhanced speed of movement. They are at all times capable of moving their body at 150% its normal acceleration and velocity, which affects a myriad of other aspects--from their jumping distance to their ability to dance. However, this effect strangely only functions when the user's hands are empty. Once it has grown to like one wearer, its effect will never work for anyone else.



    `Fell Transformation
    Canonical, Spell - Defense / Offense
    [Dark], [Empowerment], [Transformation]


    PWC 5: 75 rupees
    PWC 4: 100 rupees
    PWC 3: 150 rupees
    PWC 2: 200 rupees
    PWC 1: 250 rupees

    Prerequisites to Obtain: Dark Affinity and five other [Dark] spells.

    The caster may transform into a creature twice his size which represents his inner self. This transformation takes about several seconds to complete and releases so much magical energy that the user is almost invulnerable during the transformation process. While the creature cannot use items or its normal weapons, it is exceptionally powerful, with increased strength and resistance to damage. Additionally, the creature's spells are stronger, and they are enhanced with longer ranges or area of effects.

    This animalistic creature possesses a glowing spot on either its face, chest, or tail (if it has one). Any damage to the weak spot would act as if the caster had sustained it in his original form, and light magic is especially effective when cast upon it. Too much damage to the weak spot will end the transformation early, which would normally last up to several minutes. The caster is left exhausted after changing back, and he loses the ability to cast spells until he's had a night's rest, a big meal, and some time to meditate and refocus his mind. Possessing this spell greatly increases the owner's vulnerability to light magic and also causes the owner to give off an unsettling aura that puts people on edge, making them suspicious and distrustful of him.

    If the user has a Power of 3 or more: He may choose to produce a weapon for his transformed state in addition to the creature's natural weapons. Regardless of his original size, the caster may transform into a creature with a minimum size of ten feet.



    `Hurricane Spin
    aka: `Super Spin, `Great Spin
    Canonical, Technique - Offense
    [Spin], [WeaponBase], [Wind]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees
    P2: 175 rupees
    P1: 200 rupees

    Prerequisite to obtain: Spin Attack/Deku Spin

    An advanced form of either the Spin Attack or the Deku Spin. After charging their willpower into their weapon of choice for a second or so, an immense force is released from the user's weapon which propels them in an insanely rapid vortex spin dozens of times over while charging in an almost random direction (just from simply how difficult it is to control). After the attack finishes, they end up dazed for several seconds.

    If the user has a Power of 5: The user is not dazed after the technique finishes.



    `Ice Shell
    Canonical, Spell - Offense/Defense
    [Cold], [Conjuration], [Empowerment], [Protection]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    The caster can use all of his knowledge of the element of Ice to call a blizzard to him, turning the ground all around him into hard ice and forming a very thick protective shell about his person. The caster enters into an almost sleep-like trance while inside this freezing shell, but he is still capable of almost reflexive combat. The shell can slowly slide around the frozen ground at about walking speeds, depending on the slope of the terrain. While in this shell, the caster can cast only ice magic; however, the power of such spells is greatly increased. When the spell ends, whether it be by the shell breaking open or by the caster choosing to end it, the trance will deepen into a sleep so deep that he will not awaken for at least an hour.



    `Jewel of Control
    Borderline-canon, Magic-Tier - Offense/Utility
    [Magical], [Neck]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    This item appears as a crescent-shaped, dark-green jewel. When it is attached to a chain and worn around the neck by a target, they become subject to the user's complete mind control. The target becomes a mindless slave and will follow orders as effectively as possible. Only those with a 5 in any area of PWC are capable of resisting this effect (but don't be a douche and use it on others' player characters without permission). The only one this jewel will not affect is the own who it claims as its owner--rarely will it accept a new owner without years of passing since its last.



    `Legendary Vehicle
    aka: `Mythic Vehicle
    Canonical, Magic-Tier - Utility
    [Mechanical], [Travel]


    Rupee cost varies, but is based on either Wisdom or Courage.

    A legendary vehicle is essentially a Vehicle which possesses abilities beyond that of a standard, such as being able to fly, being able to teleport, or being able to transform. Each individual Legendary Vehicle should be treated as a Unique Major Treasure, and created specifically by each individual player for their own use.



    `Life
    Canonical, Spell - Defense
    [Healing], [Protection]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    After spending a few seconds concentrating their magical power, the user unleashes a healing force on a nearby ally, mending their wounds, curing their poisons, and ridding them of non-fatal diseases. It cannot bring one back from unconsciousness or death, however. 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.



    `Mythic Mount
    aka: `Legendary Mount
    Canonical, Magic-Tier - Utility
    [Organic], [Travel]


    Rupee cost varies, but is based on Power.

    A legendary mount is essentially a Mount which possesses abilities beyond that of a standard Mount or Versatile Mount, such as being able to carry many passengers, being able to teleport, being able to breathe flames, having the ability to speak, or being undead. Each individual Legendary Mount should be treated as a Unique Major Treasure, and created specifically by each individual player for their own use. An Aquamentus, a Stalbird, and winged bears are all possibilities.



    `Possession
    Canonical, Skill - Utility
    [Communication], [Dark], [Disable], [Transformation]


    C5: 75 rupees
    C4: 100 rupees
    C3: 150 rupees
    C2: 175 rupees
    C1: 200 rupees

    Prerequisite to Obtain: Dark Affinity

    The caster can transform into a dark mist and hover several feet off of the ground. If this mist comes into contact with skin, it enters the target and assumes control of its body. The possessor may leave the host whenever he so chooses, exiting in much the same manner as he entered, leaving the victim temporarily nauseous. The caster may only use the host body's treasures while possessing it, and if the body were to die during possession, the caster would die as well. The possessor may also communicate telepathically with the host and attempt to extract information from its mind.

    There is always something that betrays the host's nature, some clue that hints to its possession. Perhaps the body's shadow is that of the possessor, or the eyes change color, or the skin itself takes on a pale tint; it varies from possession to possession. While the clue need not be obvious, it should be plain enough to alert a suspicious watcher. If the host is unwilling to be possessed, the possessor must continually engage it in a battle of wills to continue control; if he were to ever lose this fight, he would be forcibly ejected from the host and left stunned, exposed, and vulnerable. If the host is willing to be possessed, there is no need for the caster to struggle against it. Dungeon bosses cannot be possessed; they are assumed to either be magically warded or possess a willpower too strong to overcome. Possessing this treasure lowers the caster's resistance to Light magic. While the caster is transformed into shadowy mist, he is extremely vulnerable to any kind of Light magic.

    If you wish to cast this on a Player Character, please don't be a jerk; ask the player's permission before seizing control. While this can make for interesting interactions, it's only fair to have their consent before possessing their character.



    `Powder Keg Supply
    aka: `Bomb Keg Supply
    Borderline-canonical, Magic-Tier - Offense / Utility
    [Goron], [Explosive], [Stock]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees
    P2: 175 rupees
    P1: 200 rupees

    A Powder Keg is a large barrel containing the most potent (and volatile) materials the most renowned of Bombsmiths have mustered. It was the Goron's most impressive export before the fall of Death Mountain, and the items have now become incredibly rare. The explosion? Well, let's put it this way: the sheer force of one of these items can produce is the standard by which all other impacts are judged. There is nothing, short of perhaps Ganon himself, it cannot obliterate in one successful hit. This treasure grants the user an effectively infinite supply of these viciously-potent explosives, however, they require a separate and suitable means of storing them--such as a warehouse, a caravan, or a Compaction Pouch completely dedicated to Poweder Kegs--and run the risk of the kegs accidentally being set off.



    `Spark Heel
    Borderline Canonical, Technique/Spell - Offense
    [Electricity], [Fist]


    P5 or W5: 65 rupees
    P4 or W4: 90 rupees
    P3 or W3: 135 rupees
    P2 or W2: 200 rupees

    Prerequisite to Obtain: Melee Magic

    The user concentrates a viciously powerful amount of magic and inner strength into their heel, before slashing it into their opponent. If the kick connects solidly, the sheer force of the blow cuts into them with electricity, before sending them flying back at least a dozen feet. Gorons or those wearing armor may not be sent back quite to that extent, of course. The sheer force of this strike has been known to break bones even through armor.



    `Summon: Phantom
    Original: Quill, Spell - Utility
    [Conjuration], [Empowerment]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    Description of Function: The caster may summon a single Phantom that will carry out the caster's commands to the best of its ability. An additional 45 rupees may be spent at any time to change what type of Phantom he can summon. Without this purchase, any summoned Phantom can only be a standard Phantom. The special types of Phantoms are listed thusly: Gold, which moves slowly but can instantly teleport to the caster's side; Wrecker, which has the ability to transform into a massive rolling boulder; and Swift, which can move more quickly than most unladen Hylians. If the caster has an Enchantment spell, such as the Fire Enchantment treasure, he may choose to have the summoned Phantom's weapon be so enchanted at the moment of creation. This spell can only be cast once every 24 hours.



    `Thunder
    Canonical, Spell - Offense
    [Electric]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W4: 175 rupees
    W5: 200 rupees

    For just over two full seconds, the user extends their dominant arms straight and locks it in place, with the palm held open, as their feet are held firmly against the ground. For the duration of this charging period, the palm glows increasingly bright white-yellow, until finally a bolt of lightning shoots straight out from their arm, tearing viciously into anything in its path. Using this spell more than once every few minutes will severely damage the user's hand.

    If the user has a Wisdom of 5: The bolt can be shot from the tip of a weapon or instrument in addition to their hand, but the same time limits apply.



    `Transformation Mask
    aka: `Deku Mask, `Goron Mask, `Zora Mask
    Canonical, Spell - Utility
    [Deku], [Gerudo], [Goron], [Hylian], [Kokiri], [Korok], [Mask], [Rito], [Skull Kid], [Subrosian], [Tokay], [Transformation], [Zora]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees
    P2: 200 rupees
    P1: 200 rupees

    Prerequisite to acquire: Song of Healing

    This can only be obtained with the passing of an individual of a given race, who has sorrows left in this world. When the Song of Healing is played in memory of them, their soul is healed and what is left behind is a mask corresponding to their particular race. Donning this mask bends and morphs the user into that race so long as it is worn, often keeping some aspects of their own appearance alongside the one who has passed. This mask will only function for the one who healed the passed one's soul.

    The user's PWC does not change with this mask, and any of their existing racial abilities vanish so long as they are of a different race. While of this other race however, they can learn and obtain treasures which can only be used while of that race. Most racial abilities will need to be learned manually in this new race. Those include This item cannot be used to transform a character into a race that the player would otherwise not be able to access.

    There are several exceptions for racial abilities, which are gained automatically after transforming and cannot be removed. These are Eternal Youth held by Kokiri and Skull Kids (although the ability's exact effects are different), Inferno Composition held by Subrosians, and Plant Composition held by Deku Scrubs and Koroks. By contrast, there are some abilities which cannot be obtained at all if the user does not originate as that race--this is usually because either the ability's effect can only apply at creation, or it gives a bonus that could be considered overpowered if used by a transformer.

    Since a Picori's mask is minuscule, and the mask of other races are massive in comparison, it is effectively impossible for a Picori to transform into another race or vice versa.



    `Void Wave
    Aka: `Black Hole Attack
    Canonical, Spell - Offense
    [Disable], [Electric], [Projectile]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W4: 175 rupees
    W5: 200 rupees

    The caster can throw large energy bolts at a target, bolts which are powerful enough to overwhelm most magical defenses and which strike with enough force to knock the target off its feet and electrocute it with arcane energies. The caster does this by standing or hovering in place while gathering his magic into a single point, creating a rift of pure darkness and sending several large bolts of energy into it, forming a large mass of glowing magic. When he throws this mass, the magic splits into numerous bolts of energy which then fly in an erratic pattern. Arcane Weaponry, Mirror Silver, Mirror Shields, Reflect, and other magical defenses are unable to stop the bolts. However, the projectiles can be reflected back to the caster by a magic-charged Spin Attack.



    `Wizzwarp
    aka: `Farore's Gust
    Major, Canonical, Spell - Utility
    [Travel]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    By concentrating their magic to a point in the nearby vicinity, the user will flash green for half a second and disappear, then reappear in that exact spot a half second later. A soft sound and a transparent image of the user emits from the reappearing point just before the user reappears, so a clever foe may use be able to predict this spell if it used too frequently.
  5. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
    48
    Unique Major Treasures
    These treasures are believed to be one-of-a-kind or otherwise extremely limited, and are also considered powerful enough to be Major. If a character name is listed next to the creator's name in the treasures below, the treasure is to be treated as one-of-a-kind. To earn one of these one-of-a-kind treasures, permission must be granted by its creator.


    `Candyman
    Original: Tsubori , Spell - offense
    [Empowerment], [Fist]


    W5: 110 rupees
    W4: 150 rupees
    W3: 175 rupees
    W4: 225 rupees
    W5: 250 rupees

    Prerequisites: Melee Magic

    Through extreme focus in having their magic penetrate the body of their victims, the user of this ability gains the power to replicate other people's abilities. Upon a successful strong physical strike with this technique, magic is pressed into the soul of the victim where it locates the memory, experience, and capabilities within a random skill or ability. This can be anything from a technique to a spell to a practiced skill and anywhere in between. Once located, the magic takes these soul fragments and duplicates them, trapping the copy within. This can result in the orb housing things such as the spell Fire, the ability sense, or even someone's lock picking expertise.

    Once copied, the magic exits the body from a random point within a foot of the contact point, taking on a physical form. This form is very similar to a bouncy ball, both in size and activity, along with taking the colour of the likeness to the ability. (red for fire, blue for water, Etc) This whole process takes less than a second, with an orb coming out almost immediately after the hit. 

    The orb in it's new form can only be touched by two people. The caster and the person who has the original ability. If the origin attains it, nothing really happens, but the orb can be destroyed safely. However, if the caster obtains this orb, it can be used similar to a seed, through crushing in the palm, eating or otherwise destroying it with their own force. 

    Upon it's destruction, the orb gives the user an exact copy of the copied ability, though leaving the original user with their own. The caster then has full access to the person's ability, along with their experience with it. This copy lasts for approximately five minutes before the caster is suddenly unable to use it. This can put them at a slight disadvantage for if they have started to depend on the ability. With many techniques such as plummeting blade and such, this makes the caster simply forget the move, and any further attempts to use it will very likely end in botched attempts.

    Also, the orbs seem to have a strange effect when used too often. If more than two orbs are used in five minutes, the caster will start to exhibit behavior similar to the person they gained the ability from, possibly acting exactly like them if enough orbs are taken. This is actually due to the mixing soul fragment gaining enough force behind it with the other orbs to latch onto the user's soul for it's five minutes. In most cases, this isn't a very desirable effect. Additionally, the more orbs the user takes in from any single person, the less effectively the abilities will be replicated. 

    This ability under no circumstances works on physical treasures, such as bomb bags or hook shots. All requirements to use a treasure or ability are covered by the original user of the ability, including treasures prior required or PWC requirements. 



    `Fairy
    Canonical, Spell - Defense
    [Fairy], [Transformation], [Travel]


    W5: 75 rupees
    W4: 100 rupees
    W3: 150 rupees
    W2: 175 rupees
    W1: 200 rupees

    This spell is an invention of the Great Fairy herself, and only personally bestows the knowledge of it upon those who have managed to not only impress her, but win her favor. It grants the user the ability to transform into a sprite fairy at will, a process which is not only easy but occurs in just a couple seconds. This enables the user to fly quickly, give off a colored glow representing their personality (and thus cannot be changed without a major character shift), and if they so choose, sacrifice themselves to fully heal and bring back to life another individual.

    The Great Fairy has bound the user to never transform in public places, nor teach it to anyone else. Doing so will have a grave end, likely with the Great Fairy at the very least stealing back her spell.



    `Farore's Wrath
    Original:WillowtheWhisp (Dante), Magic-Tier - Offensive
    [Bow], [Projectile], [Transformation], [Wind]


    W4 and C5: 53 rupees
    W3 and C4: 70 rupees
    W2 and C3: 105 rupees
    W1 and C2: 145 rupees
    C1: 200 rupees

    Prerequisites to use: Whirlwind, Wood-based Crafting, and at least two of the following: [Wind] Specialty, Wind's Requiem, Wind Enchantment, Straight Shooting, Farore's Wind, Deku Leaf, Wind (Spell), or Gust Jar.

    By modifying their Whirlwind, the user is able to create a powerful crossbow, capable of long-range accuracy and power. This crossbow utilizes the wind generated by the Whirlwind, and the force of a small bow, in order to launch bolts up to 300 miles per hour.

    Through compressing the leaves of the Whirlwind, and creating a long barrel that further focuses these winds, the crafter can create the upper half of the cross bow. Then, through modifying a bow, or using materials to create the crossbeam for a crossbow, the crafter may attach this to the now modified Whirlwind. The final portion to the crossbow is a long stock on the haft portion of the whirlwind. The final product is a large crossbow that shoots high speed bolts, using the focused winds of the Whirlwind to add additional speed and rotational force for piercing. This crossbow can fire regular bolts, as well as modified bolts (e.g., a bolt with a seed on its tip). This weapon, Farore's Wrath, takes approximately five to ten seconds to load. If the user combines a normal bow with the Whirlwind to create this, the bow can be removed at any time and used as normal. Farore's Wrath will still function without its bow attachment, though firing at a severely reduced speed, firing bolts at a speed of 100 miles per hour, or close to the speed of a normal bow. However, in this mode, Farore's Wrath may also fire thin blasts of wind, at the speed it would fire a normal bolt, that travel up to twenty feet. Although these are incapable of piercing flesh, these blasts of wind are concentrated to wind an opponent, divert a projectile, or even break ribs.

    The Whirlwind can no longer function as it used to, essentially being converted to the Farore's Wrath. If one desires access to the larger, but weaker blasts of a Whirlwind, it is necessary to repurchase the treasure.



    `Terror Miasma
    Original: Tsubori (The Crane), Magic-Tier - Offensive
    [Conjuration], [Illusion]


    W5: 125 rupees
    W4: 150 rupees
    W3: 175 rupees
    W2: 200 rupees
    W1: 250 rupees

    Prerequisite: The user must have underwent a greatly traumatic event

    The user draws upon his darkest, innermost fears, and begins to chant. This chant, lasting exactly five seconds, manifests the pure essence of fear into the world. This fear, taking the form of a black mist, has an uniform effect radius of exactly fifteen feet from the user. A powerful, airborne hallucinogen, this drug remains in the target's system for approximately eight hours, depending on the body mass of the target and the amount inhaled. The psychological damage inflicted upon the target will, of course, outlive the drug's presence in the target's system. Finally, the miasma remains at full strength for a total of exactly 45 seconds, before immediately dissipating.

    The drug's potency on the target is based off of the target's willpower, or Courage score. If the target has a perfect score of 5, then he will only be mildly disturbed by feelings of panic and anxiety. Those with a score of 4 will become paranoid and sceptical, and will see shadows shift and bend around them in strange and disturbing ways. Those who possess above average willpower, a Courage score of 3, will experience terrifying visions and horrific, flight-enducing sounds. Those with an average will, a Courage score of 2, shall experience their deepest and darkest fears, made seemingly manifest unto the world; loved ones will be shown dying repeatedly, in continually new and ever more horrific ways, and any phobia or disorder that the user possesses will be amplified tenfold. If the target possesses a Courage score of 1, then his mind will be completely overcome with the deepest and darkest fears of the human heart. Expect long-lasting psychological damage.



    `Vampirism
    Original:Guy, Technique - Utility
    [Conjuration], [Empowerment], [Transformation], [PerQuest], [Undead]


    P5: 75 rupees
    P4: 100 rupees
    P3: 150 rupees
    P2: 200 rupees
    P1: 200 rupees

    Through a curse--or a gift--inflicted by a Vire, or the legendary monster Gomess, the user's body has become changed for all eternity, never able to return to what it once was. The effect has torn them from the living, the tissue within their body deceased, but never rotting, and never reaching a state of being dead. They have become between the two, an undead abomination. Several significant changes have been made to the user's physiology:
    - Living Dead - The user is not alive. As such, they have no need to eat or drink in the traditional manner, have no necessity to breathe, and do not age. They are still required to sleep, but generally prefer to now do it during the day.
    - Regeneration - Although the user cannot be healed by magic, their own enhanced physiology allows them to fully heal all non-lethal injuries over the course of a single full-night's rest. Lethal injuries--barring fire, light-based attacks, sunlight, or piercing through the heart with wood--can be healed in a week-long rest. In addition, they are not affected by poisons or diseases.
    - Keese Summon - Once every dozen minutes or so, a Vampire is capable of magically conjuring a single simple Keese to do their bidding. Assuming the Keese is still alive by the time the dozen minutes pass, summoning a new one will replace the last.
    - Enhanced Strength - The user's physical strength and endurance is slightly increased, equivalent in effect to +0.5 Power on the PWC scale.
    - Hypnotic Charm - By gazing deep into the eyes of a sentient creature, the user is capable of overpowering their will and bending them to do their bidding, following certain commands. However, no part of the individual may strongly oppose commands from the Vampire, otherwise they will not be granted. (E.g., an enemy of the Vampire will not be affected, or someone not innately cruel will not be willing to directly harm others.)
    - Blood Addiction - A Vampire has a craving for the blood of mammals, savoring that of Hylians, Gerudo, and Kokiri most of all. It is their sole source of energy, and as such, at least one victim must be drained of blood in every quest (or classic dungeon) for the Vampire to remain animated. Alternatively, a gallon of blood may be consumed from one or more sources. Failure to do so will result in either the Vampire's true death, or the failure of the quest. The user has been given elongated canines which with they normally suck blood, making the feeding process easier.
    - Abomination - The user is unaffected by traditional healing spells or items, as they work be infusing the user with life--but the user is not alive, and thus nut affected by such things. In addition, the user's body is extremely weak to fire or light-based attacks, even the weakest of them being lethal -- much like how a Deku Scrub can die from the tiniest spark. (Notably, however, a Vampire can render their fire weakness moot with Goron Armor, much like a Deku Scrub.) Above all, however, a Vampire has a terrible, lethal weakness to sunlight. Merely standing in it for seconds can cause severe burns, and a full minute of direct exposure will inevitably lead to true death.
  6. Guy

    Guy Admin admin

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    Professions
    The following are established professions which have an effect in addition the standard rupee gain. More detail on how professions function can be found in Quests & Rewards.



    `Alchemist
    Original:WillowtheWhisp

    The Alchemist is a specialized profession which involved the combination of mystical seeds to form strong and various potions, each with a unique and potent effect. Several Abilities are exclusive to this profession.

    Level 1: At level one of the Alchemist Profession, the following treasures, when bought, instead give the buyer twice the amount paid for. This applies to the following treasures: Razor Seeds, Gale Seeds, Pegasus Seeds, Guardian Acorns, Ember Seeds, Scent Seeds, Chill Seeds, and Hyoi Pears. In the case of Scent Seeds, Ember Seeds, Chill Seeds, and Hyoi Pears, individual nuts must be purchased for this to occur—the [Stock] equivalent of each of these items will simply result in having one [Stock], rather than also having a duplicate. For all alchemist potions, listed in the treasures above, the seed equivalent (and not the [Stock] version) must be used unless otherwise noted. A seed is consumed when it is used to create a potion.

    Additionally, a level one Alchemist receives the skill Mixology.

    Level 3: At level three of the Alchemist Profession, the user may begin combining potions, in order to create new potions. The Alchemist has also found recipes for entirely new potions. The Alchemist may learn the recipe of one such potion at zero cost. All level three potions, and above, have only one use. The Alchemist also learns the potion skill Deku Baba Potion.

    Level 5: At level five of the Alchemist Profession, the alchemist is now able to craft the Red Potion; the user is able to craft a Red Potion for free within one quest. The Alchemist also gains access to evolutions of the Deku Baba Potion, and may now learn either the Baba Bird, or the Baba Snake. The Alchemist must choose one or the other. Finally, the Alchemist gains access to new potions.

    Level 7: At level seven of the Alchemist Profession, the alchemist is nearing the peak of their prime. The Alchemist can learn how to create a Toado, which may evolve into a Deku Toad, under the right circumstances. Only one Deku Toad may be under the control of the Alchemist at a time. Finally, the Alchemist may learn a new set of potions.

    Level 10: The Alchemist has reached the peak of their prime, able to create something from nothing. The Alchemist gains the skill Golden Finger. Finally, the Alchemist may learn the either Baba Bird, or Baba Snake, whichever they did not learn. Both the Baba Bird, and the Baba Snake gain new abilities as well.

    *Concerning the Deku Baba, Baba Snake, and Baba Bird, up to four Deku Babas may be controlled at the same time, while Baba Snakes and Baba Birds count for two Deku Babas each.



    `Bombcraft
    Original: Ribitta

    Bombcraft has been an age-old tradition known to any number of races across Hyrule. Men and women with these skills are unrivalled in the art of making and using explosives, their experiences allowing them to come up with some of the most deadly compounds. While many in Hyrule use bombs, the invention and evolution of such explosives came largely from the effort of those in this craft.

    Level 1:
    The Bombcrafter has general access to the materials needed for creating bombs and can now aptly adjust the compounds of the bomb to allow alteration of fuse lengths and stability of their bombs in a more capable manner. This opens up other possibilities such as creating bombs with shrapnel, hard or soft shells, and so on.

    Level 2:
    The Bombcrafter grows more comfortable with explosives in the natural world. They have learned the ability to grow, maintain, and harvest Bomb Flowers within a period of two to four hours. Once planted, the bulb of a Bomb Flower re-grows very quickly.

    Level 3:
    The Bombcrafter has grown in skill, opening up the possibility for many more explosive options. Tier 1 explosive schematics can now be purchased by the Bombcrafter.

    Level 4:
    Time spent with explosives has bred a further adeptness with living creatures that explode. Bombchu Supply, Bombfish Supply, and Bombling Supply now use the highest of a character’s PWC for price calculation and are 50% off.

    Level 5:
    Increased expertise has lent itself to allow the Bombcrafter to craft Tier 2 explosive schematics. Beyond this, they may also receive one Tier 1 schematic for free now.

    Level 6:
    Through many failed experiments and close calls while dealing with these deadly explosives, the Bombcrafter’s skin has been toughened against explosions, especially from their own mixtures. Damage done by their own bombs is roughly cut in half, and explosive damage done by enemies roughly cut by a quarter.

    Level 7:
    Further skill alongside explosives allows the Bombcrafter to produce Tier 3 explosive schematics. On top of this, they may receive access to a single Tier 2 schematic for free.

    Level 8:
    After countless hours with these exploding mechanisms and powder on their hands, simply by touching an explosive the Bombcrafter ensures the thing will not detonate. No matter how close to an explosion this is, so long as the Bombcrafter can make physical contact before detonation happens, the blast can be delayed. When the explosive is released, the explosive will detonate no sooner than one second later, if the explosion was imminent, or the duration of the remaining fuse if longer than one second.

    Level 9:
    Controlling explosives is practically a motor skill for the Bombcrafter, allowing them to use the Blast Mask without harming themselves externally from each explosion. However, given the concussive force immediately next to them, extended and repeated use may lead to dizziness and eventually knocking the user unconscious.

    Level 10:
    The Bombcrafter may now create Superbombs. The schematics are free, but only one of these bombs may be crafted per roleplay thread. While a Superbomb may be kept beyond the thread it is created, if it is not detonated, only one may be owned at a time.


    Tier 1 Schematics (open)
    `Remote Bomb
    Canonical, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    The Remote Bomb functions very similarly to a standard Bomb, only instead of detonating on impact or fuse, it explodes based on a remote signal from a medium distance away. The remote is a small, simple device with only one purpose, and the bomb explosions are equal to that of normal bombs. These bombs have a light-grey coloring to them and are fairly stable. Once obtained, the user may find these in their Bomb Bag.



    `Water Bomb
    Canonical, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    The Water Bomb is a normal bomb with a fuse that burns even when submerged underwater. These bombs are coated in a tight skin-like material that looks similar to a fish’s scales, which protects the fuse while underwater. These bombs explode like regular bombs, though it should be noted that they do not roll, bounce, or slide very well when not in the water. Once obtained, the user may find these in their Bomb Bag.



    `Jelly Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    Jelly Bombs are coated with an adhesive that quite effectively allows them to stick to almost any surface. The adhesive comes from a ChuChu jelly compound and is designed to only be sticky after the bomb is released from the Bombcrafter’s hand. Besides its adhesive qualities, this functions just like a normal bomb. Once obtained, the user may find these in their Bomb Bag.



    `Fire Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    Fire Bombs look very similar to normal bombs only they are colored a bright orange-red. When detonated, however, these bombs explode in flame rather than just raw concussive force. Once obtained, the user may find these in their Bomb Bag.



    `Smoke Bomb
    Original: Ribitta, Magic-Tier –Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    A Smoke Bomb is a curious device that deals no physical harm when it explodes. Instead, it released a continuous stream of smoke from the place of explosion for about thirty seconds, which is usually enough to fill a room to the point of being unable to see to the other side. Once obtained, the user may find these in their Bomb Bag.



    `Mini Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    25 Rupees

    Prerequisite to Obtain: the user must be Level 3 Bombcrafter

    Identical to regular bombs in all but size, Mini Bombs are intended to carry a bite-sized amount of fun. The reduction in size is roughly equal to the reduction in strength, but these handy bombs can be kept hidden in a person’s pockets or smaller pouches. Once obtained, the user may find these in their Bomb Bag.


    Tier 2 Schematics (open)
    `Landmine Supply
    Original: Ribitta, Magic-Tier – Offense/Defense/Utility
    [Explosive], [Stock], [Schematic], [Trap]


    P5: 40 rupees
    P4: 50 rupees
    P3: 65 rupees
    P2: 80 rupees
    P1: 120 rupees

    Prerequisite to Obtain: the user must be Level 5 Bombcrafter

    Landmines are an invention known to the Bombcrafter, and their function is simple yet deadly. A landmine is circular metal device a few inches high and roughly a foot in diameter that can be rigged to be either pressure or proximity sensitive. Once planted by the Bombcrafter the device will arm itself at a set time between five and sixty seconds at the users's discretion. When triggered, a landmine will explode with a power equal to about three bombs at once, the explosion aimed vertical of placement. Purchasing this treasure gives the user an effectively unlimited number of these mines, though they will have to figure out how to carry them.



    `Toxic Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    50 Rupees

    Prerequisite to Obtain: the user must be Level 5 Bombcrafter and must know the Smoke Bomb schematic

    Using a similar technology to the Smoke Bomb, a Toxic Bomb will erupt in a poisonous cloud once exploded. The cloud is easier to see through than the screen from a Smoke Bomb, but it expands to about the same size. If someone is caught inside the cloud, they will immediately feel pains in their lungs and their eyes will begin to burn. The cloud can be very damaging to an individual left exposed to it for more than just a few seconds, but holding one’s breath will hold back most of the symptoms for a time. Once obtained, the user may find these in their Bomb Bag.



    `Napalm Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    50 Rupees

    Prerequisite to Obtain: the user must be Level 5 Bombcrafter and must know the Fire Bomb schematic

    Napalm Bombs are dark-red bombs that when detonated erupt in flame. Unlike the Fire Bomb, however, this fire burns much hotter and cannot be put out by water. Rather, it must be smothered or burn itself out. Once obtained, the user may find these in their Bomb Bag.



    `Frost Bomb
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    50 Rupees

    Prerequisite to Obtain: the user must be Level 5 Bombcrafter and must know the Water Bomb schematic

    Covered in a thin film of permafrost, the Frost Bomb can detonate in or out of water but will usually explode on contact. These bombs are fairly unstable, and when they explode all the area immediately around it will freeze in an instant, similar in fashion to an Ice Arrow. These can be used to freeze water or enemies for a short period of time, but the explosion itself is minimal. Once obtained, the user may find these in their Bomb Bag.


    Tier 3 Schematics (open)
    `Mortar
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Device], [Schematic]


    P5: 45 rupees
    P4: 60 rupees
    P3: 75 rupees
    P2: 100 rupees
    P1: 200 rupees

    Prerequisite to Obtain: the user must be Level 7 Bombcrafter

    The mortar is a heavy, metal device that can be positioned at an adjustable angle, a large cylindrical tube facing toward the sky. The Bombcrafter may load any type of bomb in their possession into the mortar, and a moment later the explosive will fire out at a high rate of speed into the sky. Depending on the angle of the tube, the bomb may be arced to hit targets at any variety of ranges. When a bomb finally lands it will explode from the impact but not any sooner.



    `Portable Cannon
    Original: Ribitta, Magic-Tier – Offense/Utility
    [Explosive], [Device], [Schematic]


    P5: 50 rupees
    P4: 65 rupees
    P3: 90 rupees
    P2: 120 rupees
    P1: 240 rupees

    Prerequisite to Obtain: the user must be Level 7 Bombcrafter

    The Portable Cannon takes many attributes from a normal cannon and shrinks them down to a size that large humanoids can control. Heavy and cumbersome, the weapon would need to be carried on the back of a person and fired from the shoulder. Bombs of any variety can be loaded through the front of this tube-shaped device, and a blasting mechanism in the back will fire the charge. Naturally due to the size, the Portable Cannon loses some range compared to the regular cannon, but accuracy and killing power are roughly equal.



    `Blasting Cloak
    Original: Ribitta, Magic-Tier – Defense
    [Protection], [Schematic]


    P5: 40 rupees
    P4: 55 rupees
    P3: 75 rupees
    P2: 100 rupees
    P1: 200 rupees

    Prerequisite to Obtain: the user must be Level 7 Bombcrafter

    A dark grey cloak, the only distinguishing mark on the Blasting Cloak is a large white skull similar to that of the Blast Mask’s. Completely inflammable and dense enough to deflect glancing projectiles, the Blasting Cloak’s primary purpose is to further reduce damage taken from explosions. So long as the wearer is a yard away from most explosions, the effect will be all but absorbed, though the concussive effect may persist. This, of course, will not serve nearly as effectively against massive explosions such as a Powder Keg or a Superbomb, but in general this item renders the Bombcrafter very difficult to kill by explosives.


    Superbomb (open)
    `Superbomb
    Aka: `Big Bomb
    Canonical, Magic-Tier – Offense/Utility
    [Explosive], [Stock], [Schematic]


    Prerequisite to Obtain: the user must be Level 10 Bombcrafter at which point they receive this schematic for free

    The Bombcrafter may only have one Superbomb at any given time and cannot trade or sell this item. Only one Superbomb may be crafted per thread.

    Huge, heavy, and red, the Superbomb is perhaps one of the single-most destructive forces known to Hyrule. Its immense size of about seven feet in diameter makes it very difficult to move, requiring a cart or perhaps a large creature such as a Goron or a Dodongo to pull the explosive. Superbombs take hours if not days to create, but when they are completed they represent a huge threat to anything nearby. An explosion from a Superbomb can expand to around a hundred yards of effective blasting radius, creating an explosion with the force of a Powder Keg on a massive scale. Because of their immense destructive capabilities, Superbombs are considered widely illegal to have near any sort of civilization.




    `Cartography
    Canonical

    In addition to the standard rupee gain, this map-making profession gives its users the Picori "Lost & Found" ability from level 1.



    `Light Priestess
    Original: Tsubori

    Light Priestesses are the very image of sacredness in Hyrule, with all the people often being kind, loving individuals. They worship the three goddesses, Din, Nayru, and Farore, firmly believing that they will bring salvation in these hard times. In most comparisons it is very similar to a clergy. Those of this prestigious order often use their specially taught light-based treasures to banish evil, help the downtrodden, and protect anyone they can, but this isn't where a light priestess's responsibilities end. They must take up many priestly duties and jobs, from speaking at weddings, funerals and such, to being sent to eliminate evil presence in northern Hyrule. For these duties, they are given rupees for their own living, often coming from a small percentage of the temple donations

    These priestesses are all taught very highly in morals. If they see a hurt person, it is their obligation to assist them, and they’re all told to be courteous and mannerful. Despite this, many are, in fact, instructed to fight. Some learn skills like fencing while others prefer archery. Either way, these priestesses may not focus on combat, but they can earn their place within it. Despite the title, there are indeed a few men within the order, it is just mostly female dominated.

    - at Lv1, through their start in the path of light, the priestess has learned to summon light to their general location, lighting up the room around them. This light is entirely magical and if the priestess leaves the room, it will dissipate.

    The character gains the Illumination treasure

    - at Lv2, due to their bolstered attunement with light, the priestesses have become very skilled in noticing the presence of beings of evil. This makes them helpful for seeking out dark forces and eliminating them.

    The character gets sense (Evil)

    - at Lv4, as the priestess has now begun to scale into the Goddess’ good graces, they’re provided with a magical song that returns them to the temple immediately, perfect for any devout priestess who needs to move around quickly.

    Character gets Prelude of light

    - at Lv6, now with even greater strength in controlling the forces of light, the Priestess gains the ability to perform light enchantments. Light enchantments are perhaps what the Light Priestesses are most famous for, despite the fact that there are scarcely any with the ability.

    The character gains the Light enchantment treasure

    - at Lv8, through their further enlightening in the order, the light priestess has gained a powerful way of healing the injured, at a heavy cost. This shows the self-sacrificial nature of the priestesses at it’s best.

    The character gains the Bladed Healing treasure

    - at Lv10, now a master of controlling the gift of light from the goddesses, the priestess gains the ability to protect themselves and the people around them to the very highest degree.

    The master priestess gains the Light Shield treasure.



    `Mask Collector - Unique
    Original: Jarin

    The following restrictions are applied to those who take the Mask Collector profession:
    - Each character, no matter the rank (Newbie, Regular, or Veteran) is unable to take any Major Treasures. In essence, they are given a Major Treasure capacity of 0. Transformation Masks are not considered “Major Treasures” by Mask Collectors.
    - The only Standard Treasures a Mask Collector can obtain is the Song of Healing, and the Mask Satchel, with the latter having a level requirement. He cannot borrow or trade treasures from other allies.
    - A Mask Collector will never share, loan, or borrow a mask from another character. The Mask Collector is driven to obtain the masks through their own hard work, and treasures them too much to lend them to allies.
    - The Mask Collector cannot take any professions other than Mask Collector.

    As there are twelve races that can create usable Transformation Masks, that leaves eleven masks for a Mask Collector to collect. As stated in the Transformation Mask treasure, a Picori mask is impossible to use. Each level allows for an increase to the number of masks a character can own.

    - At Lv1, the Mask Collector can own and carry 1 Transformation Mask on their person.

    - At Lv2, the Mask Collector can own and carry 2 Transformation Mask on their person.

    - At Lv3, the Mask Collector can own and carry 3 Transformation Mask on their person.

    - At Lv4, the Mask Collector may own 4 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    The Mask Collector may now own a Mask Satchel.

    - At Lv5, the Mask Collector may own 5 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    - At Lv6, the Mask Collector may own 6 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    - At Lv7, the Mask Collector may own 7 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    - At Lv8, the Mask Collector may own 9 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    - At Lv9, the Mask Collector may own 10 Transformation Masks, but may only carry 3 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.

    - At Lv10, the Mask Collector may own 11 Transformation Masks, but may only carry 4 Masks at a time. The other masks must be stored somewhere else, either in a residence owned by the Mask Collector, or in a Mask Satchel. If the Mask Collector owns neither, he may not receive any more masks until he does.




    `Merchant
    Original: Guy

    Being an experienced trader of useful goods, a merchant will be able to acquire and sell useful items at bargain deals, and keep some of such items for his own use. Specifically, the rupee cost of all Utility Magic-Tier items acquired by himself or his allies in a quest (not including those crafted in a crafting profession) will be reduced by an amount dependent upon his profession level.

    - At Lv3, the rupee cost of all utility items is reduced by 5%, rounded up to the nearest whole rupee.
    - At Lv4, the rupee cost of all utility items is reduced by 10%, rounded up to the nearest whole rupee.
    - At Lv5, the rupee cost of all utility items is reduced by 15%, rounded up to the nearest whole rupee.
    - At Lv6, the rupee cost of all utility items is reduced by 20%, rounded up to the nearest whole rupee.
    - At Lv7, the rupee cost of all utility items is reduced by 25%, rounded up to the nearest whole rupee.
    - At Lv8, the rupee cost of all utility items is reduced by 30%, rounded up to the nearest whole rupee.
    - At Lv9, the rupee cost of all utility items is reduced by 35%, rounded up to the nearest whole rupee.
    - At Lv10, the rupee cost of all utility items is reduced by 40%, rounded up to the nearest whole rupee.



    `Minstrel
    Aka: `Troubadour
    Original: Blonde Panther

    Minstrels are singers, songwriters, musicians, all sorts of artists who use music to entertain the crowd. They earn money by performing, be it in the streets or on stage, and are so skilled in their chosen art that they gain specific bonuses when playing music or singing.

    However, due to their dedication to the musical arts, a Minstrel cannot take a Specialty or sub-specialty.

    - At Lv1, the Minstrel gets +1 PWC for the purpose of purchasing and using all treasures with the [music] field. However, they also get -1 PWC for the purpose of purchasing treasures without the [music] field.

    - At Lv2, the Minstrel has overcome any stage fright they may have had, raising their voices so they can be heard over an increased distance, doubling the range over which treasures with the [music] field are effective.

    - At Lv4, the Minstrel’s mastery of uncommon and magical songs is far greater than that of most normal musicians. The Minstrel no longer has to perform the entire musical number associated with a treasure with the [music] field- the first few bars suffice for the effect to activate.

    - At Lv6, the Minstrel’s voice is clear enough to leave a lasting impression on the minds of all who listen. The Minstrel can now have two treasures with the [music] field in effect at once, as long as they are used in swift enough succession.

    - At Lv8, the Minstrel has developed a very unique sound to their voice, making it pleasant on the ears of some and painful on those of others. The Minstrel is now capable of differentiating between friend or foe with the effects of their treasures with the [music] field.

    - At Lv10, the Minstrel has mastered their art fully and no longer have to put in as much time studying treasures with the [music] field to use them effectively. The Minstrel no longer counts as having -1 PWC when purchasing treasures without the [music] field.



    `Spell Scholar
    Original:Guy

    Spending his or her life not only studying but teaching the depths of all forms of magic, a Spell Scholar has a heightened ability to teach and learn spells, with "spells" being defined as Abilities based on Wisdom.

    - At Lv1, the user can teach others spells they already know, with the pupil learning the spell at 1/1/1 of the cost. The spell still must be earned in a quest, as normal.
    - At Lv2, the user can learn a spell from another player-character who already knows it at 4/4/4 cost (or 5/5/5 cost if the user has 5 Wisdom).
    - At Lv3, the user can teach others spells they already know, with the pupil learning the spell at 2/2/2 of the cost.
    - At Lv4, the user gains the ability, "Spell Rebuke."
    - At Lv5, the user can learn a spell from another player-character who already knows it at 5/5/5 cost (or 50% of the 4/4/4 cost, if the user has 5 Wisdom).
    - At Lv6, the user can teach others spells they already know, with the pupil learning the spell at either 3/3/3, or +1/1/1 to the character's existing PWC, whichever is more expensive.
    - At Lv7, the user gains the ability, "Spell Confine."
    - At Lv8, the user can learn a spell from another player-character who already knows it at 50% of the 4/4/4 cost.
    - At Lv9, the user can teach others spells they already know, with the pupil learning the spell at either 4/4/4 the cost, or +2/2/2 to the character's existing PWC, whichever is more expensive.
    - At Lv10, the user gains the abilities, "Spell Transfer," and, "Spell Absorb."



    Shadow Priestess - Unique
    Original: Blonde Panther (Qamar)

    Do not let the title ‘priest’ deceive you- Shadow Priestesses are warriors, trained not in magic or holy services but in the arts of war. The only similarity with a priest of any sort that they have, is that they draw strength from a conviction, which is related to the Golden Goddesses in a sinister way. The Shadow Priestesses shoulder the burdens of all that is unholy and unjust so that others do not have to, shunning things like material wealth and human affection.

    Rather than relying on treasures and weapons, Shadow Priestesses hone the abilities they were born with, making them more potent and dangerous than those of their tribeswomen.

    -At Lv1, the Shadow Priestess is a mere initiate in the order. Her Gerudo Dragon takes a form easily linked to Shadow- a small explosion of black flames, which poisons the victim.

    -At Lv2, The Shadow Priestess has spent enough time in reclusion to sense the presence of a human or monster without using her five senses, having honed the ability she inherited from her father. Qamar now possesses the Sense ability.

    -At Lv4, The Shadow Priestess is enough in tune with the Element of Shadow that she can combat Undead foes more effectively. Qamar gains the ‘Special Triangle Punch’ ability.

    -At Lv6, The Shadow Priestess has seen enough combat and travel to effectively use her Wall Kick for both. Qamar’s Wall Kick gains the Offensive meta-field, allowing her to use it against enemies for average damage.

    -At Lv8, The Shadow Priestess has delved into the less savory abilities of her trade and has learned to control other entities, even against their will. Qamar masters the Command Melody.

    -At Lv10, The Shadow Priestess has perfectly honed her skills and innate abilities. Her Gerudo Dragon gains the [Conjuration] field, allowing it to materialize in the shape of an actual dragon for a maximum of a minute.



    `Spirit Priest - Unique
    Original:Spirit Adept (Kamalya)

    Spirit Priest serve the goddesses and act as a representative of the element of Spirit. It is their job act as a connection to the divine for others, keep the element of Spirit strong where ever they go, and to oppose Ganon's forces when possible. Spirit Priest cannot make money off of their profession, it's unethical to accept money for their services and doing so brings the risk of excommunication. Their abilities revolve around inspiring others to temporarily give them the ability to do things they couldn't normally.

    - At Lv1, the Spirit Priest holds enough standing with the goddesses to perform religious duties and mundane rituals. These things include marriage ceremonies, church services, and other such tasks.

    - At Lv2, the Spirit Priest is able to empower the untapped potential within someone and temporarily allow them to use a treasure that the priestess herself can use, as well as full knowledge of the treasure. The recipient of this gift must meet the requirements for the treasure or else it will not work. The insight only works for a few moments on one person at a time. This ability will only work with minor treasures.

    - At Lv4, just as the Spirit Priest is able to inspire others, she herself has begun to learn how to draw inspiration from other people. With the permission of the roleplayer involved, the Spirit Priest can temporarily use one of another character's treasures. While the Spirit Priest is using this ability, the owner of the shared treasure cannot use it. Kamalya must meet the requirements to use the treasure in order for this ability to work. This ability will only work with minor abilities.

    - At Lv6, the Spirit Priest becomes even more apt at inspiring people, allowing her to choose two treasures she can temporarily allow another person to use that the priest herself can do, as well as full knowledge of the ability. The recipient of this gift must meet the requirements for the treasure or else it will not work. The insight only works for a few moments on up to two people at a time. This ability will only work with minor treasures.

    - At Lv8, the Spirit Priest has reached the peak of her inspirational ability, allowing her to choose three treasures she can temporarily allow another person to use that the priest herself can do, as well as full knowledge of the ability. The recipient of this gift must meet the requirements for the treasure or else it will not work. The insight only works for a few moments on up to three people at a time. This ability will only work with minor treasures.

    - At Lv10, the Spirit Priestess has reached the highest level of enlightenment within the element of Spirit. When borrowing another character's ability, she no longer denies that character the ability to use the shared ability.



    `Priestess of Nayru
    Original: Darth_Slaverus

    Priestesses who revere Nayru, the Goddess of Wisdom, above all else, these holy women forsake the worship of Din and Farore in order to better act as Nayru’s agents in the mortal world. Aside from the usual duties expected of the clergy, a Priestess of Nayru is tasked with promoting the spread of knowledge and combating ignorance across all of Hyrule. They often act as seers, offering guidance in both spiritual and worldly matters. However, the work of the Cult of Nayru is not always pacifistic in nature, and it would be folly to assume the Priestesses are defenseless. Their patron deity is the one most closely associated with magic, and as a result, most tend to be powerful mages in their own right. While the Priestesses of Nayru do not charge fees for their services, the unorthodox style of their sect means they generally rely on whatever money they can extract through donations and tithes from the faithful to survive, granting them an income like any other profession.

    Restrictions: Under no circumstances can a Priestess of Nayru enjoy the benefits of a treasure associated with Din or Farore, such as Farore’s Courage, and they seem to take extra damage from offensive spells associated with Din or Farore, such as Din’s Burst.

    - At Lv1, the Priestess can conduct religious ceremonies in a manner that tends to leave all attendees spiritually-enriched.

    - At Lv2, through ritual prayer, a Priestess of Nayru can attempt to receive a vision that reveals the outcomes of a proposed action or offers a clue as to the most favorable course of action in a given situation. These visions are very rarely clear-cut, and can easily be vague or misinterpreted, especially if the information sought is particularly complex. This power grows in potency as the Priestess’ profession level increases, although the meaning behind a vision will never be completely obvious.

    - At Lv4, a Priestess of Nayru begins to display proficiency in her craft, she gains the ability to confer the blessings of Nayru upon others. Once per day, a Priestess may bestow +1 Wisdom upon a single target. While this effect can stack with other Wisdom-boosting powers, it does not assist in the purchase of Wisdom-based treasures, only increasing general intelligence and magical power. The bonus lasts for exactly one hour, but the target must remain near the Priestess to reap the benefits. Should the target stray too far from the Priestess’ side (approximately two rooms away in terms of distance), the effect is forfeit and wasted for the day.

    - At Lv6, as magic is the province of Nayru, her more enlightened Priestesses can often manipulate it to hamper enemy spellcasters. If a Priestess sees an opponent using a magic Treasure, she may enter a trance that will delay or even outright halt the incantation, depending on how much effort and arcane energy the Priestess wishes to exert. Whilst in this state, the Priestess is rendered immobile and defenseless again physical assault. It is possible to affect multiple enemy mages in this fashion, though this is extremely draining and likely to burn through the Priestess’ magic reserves in record time. The trance lasts until the Priestess stops, one side runs out of magic, or the foe abandons the spell in frustration.

    - At Lv8, through exemplary service to Nayru, a Priestess’ mere presence can inspire the minds of all around her. At this level of achievement, the Priestess can now affect her entire party with the blessings of Nayru, no longer constrained by a limit of one person a day. This replaces her Level 4 ability with an aura that boosts the Wisdom of any nearby that the Priestess deems worthy. The other restrictions of the ability continue to apply, however. The aura can only be activated once a day for an hour, and those who wander too far from the Priestess will lose the bonus permanently, at least until she next uses the aura.

    - At Lv10, at the peak of enlightenment, having become a saint in Nayru’s name, a Priestess can ask the Goddess to grant her complete knowledge of a Treasure, including how best to acquire and use the Treasure. This ability allows the Priestess to purchase a treasure using her Wisdom score to determine cost, regardless of the original stat used. Only one treasure may be bought in this fashion. If the Priestess wishes to buy another treasure with this ability, they must discard the first; any Rupees spent on this first treasure are not refunded. Any additional effects gained through having high Power or Courage are not acquired unless the Priestess has the requisite Power or Courage.
  7. Guy

    Guy Admin admin

    Messages:
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    Alterations:
    - The P1 cost of the Transformation Mask has been halved from 400 rupees to 200.
    - The rupee cost of the Skull Mask has been slightly lowered.
    - The additional effect of the Cane of Somaria can now be activated if the user knows Din's Burst or holds the Fire Rod, rather than only if they know the Fire spell.

    New treasures:
    - Spark (Creator: Guy)
    - Spectacles of Agony (Creator: Doc Genz)
  8. Guy

    Guy Admin admin

    Messages:
    1,633
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    Alterations:
    - Due to the increased character-per-post limit, all the standard treasures have been merged into one post.
    - Aquatic Birth, Business, Inferno Birth, Potioncraft, and Seed Collector can now be maintained through racial transformations.
    - Gale Aura is no longer a racial ability, but is still exclusive to Rito or those specializing in the Wind field.
    - Wall-Kick, a Gerudo racial ability, can now be maintained through racial transformation if the user has a Power or Courage of at least 3 (instead of 5, as it was before).
    - Corrected various racial abilities from "Canonical" to "Original:Guy."

    New treasures:
    - Handheld Illusion (Creator: Guy)
    - Valiance (Creator: Guy)
  9. Guy

    Guy Admin admin

    Messages:
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    All Stock items now have an equivalent Single-Use item.

    New treasures
    - Bomb
    - Bombchu
    - Bombling
    - Chill Seed (Creator: Guy)
    - Chill Seed Supply (Creator: Guy)
    - Deku Nut
    - Ember Seed
    - Hyoi Pear
    - Magic Bean
    - Scent Seed

    Alterations
    - The effect and cost of Business have changed.
    - Several treasures' fields have been corrected
    - The crossbow's rupee cost has been lowered
    - The Bombling Supply and Bombchu Supply P5 costs have been raised from 40 rupees to 60 rupees. (They were erroneously 50% of the P4 cost, rather than 75%.)
  10. Guy

    Guy Admin admin

    Messages:
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    @Whoever added Ice & Wind: Make sure you format it correctly (bold, underline, and italics were missing; the fields weren't alphabetized), and add one of these replies to the thread.

    Alterations:
    - Fire, Ice, and Wind Enchantments can now be sustained indefinitely if the user specializes in Fire, Cold, or Wind, respectively, even if their Wisdom is not 5.

    New treasures:
    - Ice (Creator: Eevachu)
    - Wind (Creator: Eevachu)
  11. Guy

    Guy Admin admin

    Messages:
    1,633
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    Alterations:
    - Ballad of Gales (aka Song of Soaring) has had its rupee cost increased, and is now a major treasure.
    - The "Healing" tag has been added, replacing the "Protection" tag on a handful of treasures.

    New standard treasures:
    - Baba Bird Potion
    - Baba Snake Potion
    - Bombling Potion
    - Create Red Potion
    - Deku Baba Potion
    - Elixir Extraction
    - Epona's Song
    - Fireworks
    - Flame Tube
    - Mixology
    - Potion of Darknut
    - Potion of Eternal Waters
    - Potion of Flight
    - Potion of Guardian Winds
    - Potion of Lynel
    - Potion of Tongues
    - Potion of Unyielding Flames
    - Potion of Wizzrobe
    - Sticky Bomb
    - Toado Potion

    New unique treasures:
    - Bolero of Fire
    - Earth God's Lyric
    - Manbo's Mambo
    - Minuet of Forest
    - New Wave Bossa Nova
    - Nocturne of Shadow
    - Prelude of Light
    - Requiem of Spirit
    - Serenade of Water
    - Wind God's Aria

    New major treasure:
    - Ballad of Gales
    - Powder Keg Supply

    ...I still need to add professions, kinda.
  12. Guy

    Guy Admin admin

    Messages:
    1,633
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    Alterations:
    - Create Red Potion, Elixir Extraction, Mixology, and Toado Potion have been moved from Standard Treasures to Unique Treasures, as they are unique to those with the Alchemist profession.
    - The first announcement reply has been edited to now function as a Professions library.

    New Professions:
    - Alchemist
    - Crafting, General
    - Crafting, Specific
    - Merchant
    - Spell Scholar

    New Unique Treasures:
    - Create Red Potion
    - Elixir Extraction
    - Mixlogy
    - Spell Absorb
    - Spell Confine
    - Spell Rebuke
    - Spell Transfer
    - Toado Potion
  13. Guy

    Guy Admin admin

    Messages:
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    Alterations:
    - Wind Enchantment now has a slightly lower cost for those with high Courage and low Wisdom.
    - Fire Enchantment now has a slightly lower cost for those with high Power and low Wisdom.
  14. Guy

    Guy Admin admin

    Messages:
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    Alterations
    - As of now, the projectiles of the Fire, Ice, and Wind spells, and Fire Rod and Ice Rod items, can only be used once every thirty seconds and can reach no more than thirty feet before dissipating. However, the Fire Rod and Ice Rod can now give a similar effect if the tip of the rod makes impact when sung.
    - "Language of Land" has been changed to "Language of Fauna." It can now only be used only on animals, rather than animals and plants.
    - The racial abilities Deku Pirouette, Deku Nut Production, Electric Aura, Goron Punch, Language of Fauna, Language of Flora, Leaf Puppet, Leaf Warp, and Sense can now be maintained after transforming to a different race.
    - If Gale Aura was learned as a Rito, it can be maintained when transforming into another race.
    - Spin Attack and Deku Pirouette have been given the additional effect of giving the user upwards momentum if used in mid-air.
    - Wind's Requiem rupee cost has been halved.

    New standard treasures
    - Animal Husbandry
    - Blizzard
    - Dark Dive
    - Eruption
    - Explosive Heel
    - Fire Breath
    - Flame Choke
    - Gerudo Dragon
    - Ice Shot
    - Iron Boots
    - Melee Magic
    - Needle Storm
    - Plummeting Blade
    - Portal
    - Quick Draw
    - Sand Wand
    - Shell Transfer (Original:Hylian Shield)
    - Shield Breaker
    - Shuttle Loop
    - Spark Smash
    - Thunderstomp
    - Transform
    - Warlock Punch
    - Wizard's Foot

    New major treasures
    - Spark Heel


    ...On a side note, I'm wondering if Bombos, Ether, Quake, or Light Arrows should be involved as major treasures, albeit with more limited effects.
  15. Guy

    Guy Admin admin

    Messages:
    1,633
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    Alterations:
    - All treasures exclusive to certain races have been moved from standard treasures to unique treasures, including most but not all racial abilities.
    - Language of Fauna and Language of Flora are now attributed to Courage rather than Wisdom.
    - Sense is no longer exclusive to Hylians, but Hylians can still gain it as a racial ability.
    - Shell Transfer's rupee cost has been halved.
    - Seed Collector's effect has completely changed, and portions its former effect can now be found in a new treasure, Seed Expertise.

    New standard treasures:
    - Jabber Nut
    - Sub-Specialty (Creator: Guy)

    New unique treasures:
    - Huge Potential (Creator: Guy)
    - Seed Expertise (Creator: Guy)
    - Undead
  16. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
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    Alterations:
    - Regular characters can now only have two major treasures (rather than three), and Veterans can only have three major treasures (rather than five). Newbie characters can still have only one major treasure.
    - Partly because of the above, Thunder now only occupies one major treasure slot. However, it can now only be used with the dominant hand, now requires two full seconds of charging (as opposed to one), the user's feet must now be locked to the ground for the duration of the charging period, and it can now only be used only once every few minutes without serious damage to the user's dominant hand (as opposed to once or twice a minute). However, its rupee cost has not increased and the basic effect remains the same.
    - The Portal treasure can now only work in pairs.

    New Unique Major Treasure:
    - Vampirism

    New Standard Treasure:
    - Book of Mudora
  17. Guy

    Guy Admin admin

    Messages:
    1,633
    Trophy Points:
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    Alterations
    - The rupee costs of Cross and Lens of Truth have been halved.
    - The rupee cost of Wall-Walking has increased by 50%.

    New standard treasure:
    - Ring of Silence (Created by Gabby)


    ...I still need to get around to adding the Sound, Scent, Sight, Water, Forest, Light, Shadow, Divination, Spirit, and-probably-something-else fields. I also need to go through and double-check the fields for each item (particularly for the magic-tiers, as I believe many of them are missing a Magical/Organic/Mechanical tag where one is needed).
  18. Adaar

    Adaar New Member reg

    Messages:
    125
    Trophy Points:
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    New Standard Treasure:
    - Actor's Illusion (Created by The Janitor)
  19. SenpaiPancake

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

    Messages:
    197
    Trophy Points:
    18
    New Unique Major Treasure:
    - Farore's Wrath (Creator:WillowtheWhisp)
  20. WillowtheWhisp

    WillowtheWhisp Admin admin

    Messages:
    1,093
    Trophy Points:
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    3DS Friend Code:
    3239-3393-6898
    New Standard Treasure:
    -Gaia's Blessing

    New Unique Major Treasure:
    -Demon Soul

    New Profession:
    -Spirit Priest

    Alterations:
    -Goron Iron's description has been changed.
    -The description of Unique Major Treasures has been altered.
    -The description of Professions has been altered.