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Magic Spells

underconstruction

Magic in Book of Mudora works differently than in D&D. For more information on magic use allowed by each class, see the classes page.

Blessings

These blessings are put on an arrow before it is used. While a character must have a certain ability score to cast the blessing, the blessing may be activated by anyone once the arrow is shot.

Fire Arrow
– Requisite Power score: 30.
– Magic Points used: 2.
– Effect: Arrow damage + 3 fire damage.

Ice Arrow
– Requisite Courage score: 30.
– Magic Points used: 2.
– Effect: Arrow damage + 3 ice damage. Freezes small, tiny, and diminutive creatures solid for 1, 2, and 3 rounds. Can be used to freeze up to five cubic feet of water for three rounds.

Light Arrow
– Requisite Wisdom score: 30.
– Magic Points used: 2.
– Effect: Arrow damage + 3 light damage against evil creatures. Cannot be used by the Shadow alignment.

Spells

If an attempt to cast a spell fails, the character loses half the Magic Points that would have been used to cast that spell (rounding down).

Calm

Din’s Fire
– Requisite Power score: 25.
– Magic Points used: 6.
– Range: Up to 10 ft.
– Effect: A bubble spreads in a 10-foot radius in all directions, including down, for 1d10 fire damage.

Fairy Spell

Farore’s Wind

Fire Spell

Firestorm
– Requisite Power score: 30.
– Range: 30 ft.
– Magic Points used: 1
– Effect: Shoots a fireball in front of, back of, and to either side of the caster in a straight line at chest level for 1d6 fire damage.

Jump Spell

Life Spell

Nayru’s Love
– Requisite Wisdom score: 30
– Magic Points used: 12.
– Range: Touch
– Effect: +5 to AC for five rounds.

Noise
– Requisite Courage score: 20
– Magic Points used: 5
– Range: 20 ft.
– Effect: Creates a massive din, disrupting enemies’ concentration. They take a -2 penalty to Attack, Will saves, and Concentration checks for one round per caster level. Allies within 20 feet of the caster also take this penalty if the caster forgets to warn them to plug their ears as a free action.

Pyros
– Requisite Power score: 25.
– Magic Points used: 1
– Range: Personal
– Effect: Raises a stationary wall of fire as a shield in front of the caster. At each level past 1, caster may add an additional target to defend. This wall will take 1d8 damage before crumbling. Shield is automatically destroyed by water or ice attacks.

Reflect Spell
– Requisite Wisdom score: 30.
– Magic Points used: 2
– Range: Personal
– Effect: Deflects attacks from one chosen direction for 1d3 rounds. Invisible shield is five feet wide. Shield is ineffective against attacks that cause 8 or more points of damage.

Rings of Fire
– Requisite Power score: 30.
– Magic Points used: 5.
– Range: Up to 10 ft.
– Effect: Caster shoots a ring of fire at the enemy for 1d6 fire damage. At each level past 1, caster may choose an additional target.

Shield Spell
– Requisite Wisdom score: 50.
– Magic Points used: 10
– Range: Personal
– Effect: Absorbs attacks from one chosen direction for 1d4 rounds. Invisible shield is five feet wide. Shield will move with the target it is defending and can absorb 12 points of damage before breaking.

Spell Spell
* The Spell Spell is used for importing other spells from Dungeons & Dragons 3.5. For more details about the effects of these spells, consult your Player’s Handbook. Minstrels, Slayers, and Thieves may use all of the spells open to them; Sages and Heroes must pick four at a time to know. These may be swapped out when the character levels or at the SM’s discretion.
– Requisite Courage/Wisdom/Power score: Varied
– Magic Points used: 5
– Range: Varied
– Effect: Caster may choose from one of the following D&D spells, depending on the characters stats.

  • Darkvision (Wisdom 40): See in total darkness for 60 feet for 10 minutes per level.
  • Deathwatch (Wisdom 30+Shadow alignment): Determine how close all enemies in a cone are to death.
  • Endure Elements (Courage 25): Endure hot or cold environments for 24 hours.
  • False Life (Courage 40+Shadow alignment): Caster gains 1d10+caster level temporary HP; spell lasts 1 hour per level.
  • Feather Fall (Courage 20): Subject falls slowly, taking no damage upon impact.
  • Glitterdust (Wisdom 20): Cloud of golden particles coats everything in the area for 1 round per level.
  • Light (Power 30): Causes an object to shine like a heatless torch for 10 minutes per level.
  • Mage Hand (Power 20): 5lb telekinesis.
  • Magic Weapon (Power 50): Weapon gains +1 bonus for 1 minute per level.
  • Resistance (Power 25): Subject gains +1 bonus on saving throws.
  • See Invisibility (Wisdom 40): See invisible things within normal range of vision for 10 minutes per level.
  • Slay Living (Power 70+Shadow alignment): Caster touches a living creature, slaying it instantly unless it makes a fortitude save (DC 1d20+caster level). If the save is successful, the spell does 1d6+caster level damage.
  • Teleport (Courage 60): Teleport up to 100 miles away.
  • Tongues (Wisdom 20): Speak any language for 10 minutes per level.
  • Water Breathing (Courage 60): Breathe underwater for 2 hours per level.

Thunder Spell
– Requisite Power score: 60.
– Range: 30 ft.
– Magic Points used: 40
– Effect: Eliminates all non-Boss enemies in the room.

Songs

Some songs appear to have an unusually high DC. All songs have a usual playing time of one standard action, but a player may choose to announce that he is taking more than one round to play a song. If an attempt to play a song fails, the character loses half the Magic Points that would have been used to cast that spell (rounding down).

Advantages: This opens up songs that characters may usually take a long time to access.

Disadvantages: Always taking this option in order to play cautiously will greatly reduce the number of songs a character can use during a battle.

To take more than one round on a song, the player must announce his intent before his character begins playing the song. For the first round, he rolls his Perform: Music check normally. For following rounds, he rolls the same check and adds half the total points (rounding up) to his total Perform: Music check. If the character is struck in battle before he has finished playing, he must make a Concentration check. (DC is his roll on the first Perform: Music check)

Ballad of Gales
– Requisite Courage score: 30
– DC: 25 Perform Music
– Playing time: One standard action.
– Magic Points used: 5.
– Effect: Allows the player to warp himself and others to certain points in Hyrule once they have already been visited:
Great Sea
Dragon Roost Island, Forest Haven, Greatfish Isle, Mother and Child Isles, Outset Island, Southern Fairy Island, Tingle Island, Tower of the Gods, and Windfall Island.
Main Continent
Castle Town, Death Mountain, Gerudo Valley, Kakariko Village, Kokiri Forest, Lake Hylia, Ordon Village, and Zora’s Domain.

Ballad of the Wind Fish
– Requisite Wisdom score: 18
– DC: 15 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1.
– Effect: Wakes up anything that is asleep in a 50-foot radius.

Bolero of Fire
– Requisite Power score: 25.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 fire damage to target. At each level past 1, caster may add an additional target.

Chant of the Renaissance
– Requisite Courage score: 20.
– DC: 35 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 5
– Effect: All who hear (in the player’s party) get +1 to attack, damage, and saves. Effects last 1d4 rounds.

Command Melody
– Requisite Courage/Power/Wisdom score: 20, + Shadow alignment.
– DC: 40 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: Player may give the target one simple command such as “hold this rope” or “protect me”. Target must make a Will save, DC 18, to resist.  Can only be used on sentient creatures. Creature must carry out the command to the best of its abilities, but it decides how to go about doing so and the spell dispels when it feels that it has fulfilled its duty. If the creature is unable to fulfill the command within one day, the song dispels.

Earth God’s Lyric
– Requisite Power score: 25.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Raises a wall of stone as a shield in front of the caster. At each level past 1, caster may add an additional target to defend. This wall will take 2d8 damage before crumbling.

Elegy of Emptiness
– Requisite Courage score: 50.
– DC: 40 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 5
– Effect: Target takes -3 on attack, damage, save, and check rolls.

Epona’s Song

Frog’s Song of Soul
– Requisite Courage/Power/Wisdom score: 35
– DC: 35 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 5
– Effect: Animate an inanimate object (including skeletons) for 1d6 minutes. Animated object will follow the player’s commands precisely, to a fault.

Goron Lullaby
– Requisite Courage/Power/Wisdom score: 25; cannot be used by Shadow alignment.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Causes all opponents to fall asleep. Enemies must make a Will save, DC 14, to stay awake.

Inverted Song of Time
– Requisite Wisdom score: 25; cannot be used by Shadow alignment.
– DC: 40 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 7
– Effect: This sacred melody can change the flow of time. Successful playing of this song slows down time for everyone but the caster, allowing for 1d4 rounds of apparent free action. Environmental hazards such as fire or acid still affect the caster as normal. Enemies are considered prone as they do not appear to move.

Manbo’s Mambo
– Requisite Power score: 20
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: This upbeat tune will heat the blade (or bludgeoning surface, or whatever part of the weapon makes contact with the enemy) of the target for +2 fire damage for 1d4 rounds.

Melody of Darkness
– Requisite Courage/Power/Wisdom score: 35 + Shadow alignment
– DC: 35 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: 1d6 shadow damage to target. At each level past 1, caster may add an additional target.

Melody of the Fire
– Requisite Power score: 20
– DC: 40 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: 1d6 fireballs blossom where the caster wishes, doing 1d3 damage each.

Melody of the Forest
– Requisite Courage score: 20
– DC: 40 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: 1d6 razor-sharp leaves shoot out at the enemy, doing 1d3 damage each.

Melody of the Ocean

Melody of the Sands
– Requisite Courage score: 20
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: You raise a sandstorm, reducing visibility by 50% for one minute per caster level. Storm encompasses the room or, if in a large or open area, a 30ftx30ft circle.

Melody of the Snow
– Requisite Wisdom score: 20
– DC: 40 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 3
– Effect: 1d6 arrows of ice shoot out at the enemy, doing 1d3 ice damage each.

Minuet of Forest
– Requisite Courage score: 20
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 4
– Effect: Caster creates three copies of himself that waltz about the room, confusing enemies. Copies stay as equidistant from the enemy as possible. An enemy wishing to attack the caster must roll 1d4 to determine which image it goes for. No damage is taken if a copy is hit; however, when either the caster or his copies are struck, the spell dispels.

New Wave Bossa Nova
– Requisite Wisdom score: 25.
– DC: 30 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 2
– Effect: +1 to attack and damage for 1d8 rounds.

Nocturne of Shadow
– Requisite Courage/Power/Wisdom score: 25+ Shadow alignment
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 shadow damage to target. At each level past 1, caster may add an additional target.

Oath to Order

Overture of Sages
– Requisite Courage/Power/Wisdom score: 40; cannot be used by Shadow alignment.
– DC: 35 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 5
– Effect: This holy melody makes any weapon a vessel for the Three Goddess’ might, adding +4 Light damage to Shadow creatures for 1d6 rounds.

Prelude of Light
– Requisite Courage/Power/Wisdom score: 25; cannot be used by Shadow alignment.
– DC: 15 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Anything evil within the room will glow purple for 3 rounds.

Requiem of Spirit

Saria’s Song
– Requisite Courage score: 25.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Causes vines to grow from the ground, ensnaring all enemies. Enemies must make a reflex save, DC 13, to avoid being caught. Tangled enemies can make a strength check, DC 13, to tear free.

Serenade of Water
– Requisite Wisdom score: 25.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 water damage to target. At each level past 1, caster may add an additional target.

Scarecrow’s Song

Sonata of Awakening

Song of Double Time
– Requisite Wisdom score: 35; cannot be used by Shadow alignment.
– DC: 60 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 14
– Effect: This sacred melody can open doors through time. Playing this song opens a Medium-sized, door-shaped hole in the air that leads to the future or the past. Door will stay open for one minute per caster level. Caster can travel up to 2d12 hours forward or backward.

Song of Healing
– Requisite Wisdom score: 25; cannot be used by Shadow alignment.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 healing to target. At each level past 1, caster may add an additional target.

Song of Passing

Song of Soaring
– Requisite Courage score: 40
– DC: 40 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 5.
– Effect: Allows a character of another race to hover like a Twili for 1d4 minutes. If player is a Twili, double the normal hover height and duration.

Song of Storms
– Requisite Wisdom score: 25.
– DC: 20 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Causes rain to fall, even inside, for 1d4 rounds.

Song of Time
– Requisite Wisdom score: 30; cannot be used by Shadow alignment.
– DC: 50 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 7
– Effect: This sacred melody can open doors through time. Playing this song opens a Medium-sized, door-shaped hole in the air that leads to the future or the past. Door will stay open for one minute per caster level. Caster can travel up to 1d12 hours forward or backward.

Sun’s Song
– Requisite Courage/Power/Wisdom score: 45; cannot be used by Shadow alignment.
– DC: 35 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 Light damage to target. At each level past 1, caster may add an additional target.

Tune of Ages

Tune of Currents
– Requisite Wisdom score: 25.
– DC: 30 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: 1d4 ice damage to target. At each level past 1, caster may add an additional target.

Tune of Echoes
– Requisite Wisdom score: 20.
– DC: 35 Perform: Music (or enemy DC, if higher).
– Playing time: 1 standard action.
– Magic Points used: 1
– Effect: Player can scry one location, provided that he can form a mental image, however vague, of the area. The player can scry, for example, a mountain cave that he can only see at a distance, but he could not see the innermost room of a temple he has not visited. Player catches only a glimpse of the area. The song does not last long enough for the player to see specific details, but he will notice obvious attributes such as presence of enemies in a room. Attempts to see a person rather than an area result in a clear image of the person and a vague impression of the person’s surroundings. Player cannot scry someone he has never seen.

Wind God’s Aria

Wind’s Requiem

Zelda’s Lullaby
– Requisite stat score: None
– DC: 10 Perform: Music.
– Playing time: 1 standard action.
– Magic Points used: 0
– Effect: Solves puzzles related to the Triforce or Hyrule’s royal family.
– Originally composed by an unknown Sheikah, this secret song has been handed down through Hyrule’s royal family for ages. Anyone who knows it is either royalty or on important business for the royal family.

Harmonizing

During battle, characters may combine the power of their songs to create new magic spells. More combinations are possible than what is listed here; potentially successful harmonies must be approved by the SM.

  • If the characters wishing to play in harmony do not roll the same Initiative, the quicker one must ready an action until the slower one’s turn comes up.
  • On their turn, characters play the two (or more) different songs. Both must succeed for the harmony to be successful. If one character fails, then only the successful song is played.
  • Number of enemies that the song may affect depends upon the higher-level character.

Song of Fire Storms
– Composite songs: Bolero of Fire and Song of Storms
– Effect: Causes fire to fall like rain, even inside, for 1d4 rounds, damaging all enemies in the room for 1d4 fire damage.

Song of Hailstorms
– Composite songs: Serenade of Water and Song of Storms
– Effect: Causes hail to fall like rain, even inside, for 1d4 rounds, damaging all enemies in the room for 1d4 bludgeoning damage.

Saria’s Song of Fire
– Composite songs: Bolero of Fire and Saria’s Song
– Effect: Flaming vines grow from the ground and ensnare enemies as in Saria’s Song, causing 1d4 fire damage each round.

Saria’s Song of Shadow
– Composite songs: Nocturne of Shadow and Saria’s Song
– Effect: Dark vines grow from the ground and ensnare enemies as in Saria’s Song, causing 1d4 shadow damage each round.

Saria’s Song of the Sun
– Composite songs: Saria’s Song and Sun’s Song
– Effect: Glowing vines grow from the ground and ensnare enemies as in Saria’s Song, causing 1d4 damage to shadow creatures each round.

Saria’s Song of Water
– Composite songs: Serenade of Water and Saria’s Song
– Effect: Ice-covered vines grow from the ground and ensnare enemies as in Saria’s Song, causing 1d4 damage each round.

Anything evil within the room will glow purple for 3 rounds.

8 comments

  1. i really like the idea of fusing songs in harmonies, perhaps improvisation could also be used somehow with embellishments. But i dont know how it would work Maybe suffer some battle penalties to try and super charge your song with some flourish. Perhaps there could be levels that responded to songs as well. Like a temple that moves based on the melodies played im just musing. Heres a silly idea as well.
    Catchy Tune: If your song is played for more than x rounds, target monster that can sing begins to sing your tune. (these monster melodies can aid in one man band harmonizing!)


  2. think about it, Bong of Inverted Double Time. Effect: Player moves at times 2 speed, enemies move at half speed.


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