VII - Magic:

[ A - Magic Meter | B - Magic Items | C - Spells ]

A - Magic Meter:
The Magic Meter is located just to the left of the Life Meter on the Character Sheet. You use it to keep track of how much Magic Power your character has.

B - Magic Items:
Magic Items are items that are powered by a character's Magic power, or else which summon magical powers, themselves. All magic items require the Magic skill to use.

1 - Wands
Wands are items - usually made of wood, but sometimes out of other substances as well - which will cast a spell when activated using the Magic skill. Most will drain magic from the character. How much will depend on the individual wand.
Making a wand requires a special skill - "Make Wand." This skill does not appear on the character sheet, and must be listed in "other." This skill obviously has the Magic skill as a prerequisite. It requires roughly a year to learn this skill, or else 10 Character Points. Once this skill is used, a sage may then go on to learn to make the individual wands.
Learning to make a wand usually requires about a year of study. Difficult wands can take longer to learn.
Most wands require at least 10 points of Magic to make.

2 - Medallions
Medallions cast powerful spells over a large area, affecting everything but the wielder of the Medallion.
Making a medallion requires a special skill - "Make Medallion." This skill does not appear on the character sheet, and must be listed in "other." This skill obviously has the Magic skill as a prerequisite. It requires roughly two to three years to learn this skill, and is not available to starting characters. Once this skill is used, a sage may then go on to learn to make the individual medallions.
Learning to make a medallion requires three or four months of study for simple ones, and longer for truly powerful ones.
Most medallions require at least 16 points of Magic to make.

3 - Other Magic Items
Making other types of magic items present similar challenges. A character must learn to make the item, and the process could take a year (think of three college semesters, to get an idea of the scope of the task).
I.e., to make a Magic Sword, a character must somehow gain the Make Magic Sword skill. To make a magic candle, the character must know the Make Magic Candle skill, etc.

C - Spells:
In the Character Creation process, players can give their characters starting spells by spending a character point for each spell; however, there are some spells that starting characters cannot use.
To learn a spell, a character must seek out a magician who is proficient with the spell, and skilled in teaching, as well.

1 - Bolt (1/damage)
Using the bolt spell on any creature will inflict as much damage as a character spends Magic points, and a player may spend up to 4 of his character's Magic points to cast one. A Bolt always has an Attack level of 15 and a Penetration Factor of 2.

2 - Shield (2)
Using the Shield spell consumes 2 points of Magic, and magically doubles a character's Life for about 5 minutes.
Note that this spell doubles the character's Life only, not his Life and armor. To represent this on the Character Sheet, fill one column of Armor Points with Life tokens. It doesn't matter which column you use, since the spell is only temporary.

3 - Jump (1)
Casting this spell consumes 1 point of Magic, and allows the character who casts it the ability to jump 15 feet in the air for about 5 minutes.

4 - Life (6)
Casting the Life spell consumes 6 points of Magic and magically restores 3 points of Life.

5 - Fairy (5)
When this spell is cast, the caster turns into a fairy. When the spell is cast, the manager rolls 4 dice to determine for how many turns the spell will last. When the spell wears off, the character returns to its natural form.

6 - Fire (various)
The Fire spell can be used in two ways.
If cast as a bolt, a fireball shoots out of the magician's hand, at an Attack level of 20 and Penetration Factor of 3. The amount of damage it causes depends on the amount of Magic used. For every 2 points of Magic used, it causes 1 point of damage.
If cast on a metallic weapon such as a sword or spearhead, it will consume 2 points of Magic and cause the weapon to fire bolts of flame at the owners command up to once every 3 turns. These bolts have an Attack level of 20 and a Penetration Factor of 2, and they inflict 1 point of Damage. The effects last for about 5 minutes. Note that the magician can only cast fire on his own weapon, and if he lets go of it after casting, the spell is broken.

7 - Ice (various)
When this spell is cast, a glowing, white bolt shoots from the Magician's hand, turning the first thing it touches to ice for as many minutes as the caster used Magic points.

8 - Thunder (8)
The Thunder spell inflicts 5 points of damage to any creatures within a 20 foot radius.

9 - Healing (12)
The healing spell heals temporary conditions such as paralysis from bubbles, transformation spells, and the Enslave spell.
It can also counter the Shadow or Mirror Mimic spells, but to counter Mirror Mimic, it must be cast on the mirror used to create the Mimic, and not on the Mimic itself.

10 - Enslave (16)
The Enslave spell can be used to command any object or device that is capable of motion to do some task. It is often used on corpses or machines.
The object of the spell must be capable of doing the task ordered, or the spell will have no effect. For example, if the spell is cast on a cart, the cart can be ordered to do some task ("Go to the house," etc.), but if it is cast on a sword, it will have no effect, since a sword has no moving parts.
The spell will last until it is countered by a Healing spell, or until the task ordered is completed. If the order remains standing in perpetuity ("Guard the entrance," etc.) it can last indefinitely.
The order given must be brief and easily understood. "Guard the door," "Take this item to the river," and "Kill all intruders," are all examples of legitimate orders. "Kill everyone except me," "Open all the green bottles," and "Make a drum," are all commands which are too complex, even if the object used is capable of the action. "Take this away," "Stop him," and "Bring me an apple," would not work, because they suggest several possible courses of action. Take it where? Stop him how? Bring which apple?
Once an object is enslaved, it can be given a new order at any time by spending 2 points of Magic and speaking the command. (Obviously, the object must be in hearing range.)

11 - Phase (1/turn)
When this spell is cast, the magician's body, and all of the items he is carrying, become ethereal, allowing him to pass, unharmed, with them through any solid object. Fire, being itself ethereal, will still injure phased creatures, as will any magical attack, magic weapons, or attacking spirits.

12 - Teleport (1/foot)
The Teleport spell allows the caster to magically and instantaneously move in any direction, regardless of any matter in the way. For instance, a magician can use this spell to move to the other side of a door or wall. The amount of Magic used depends on how far the caster teleports.

13 - Mirror Mimic (16)
Casting the Mirror Mimic spell on a mirror will cause the reflection in that mirror to come through the glass into reality. (The mirror must, of course, be large enough to accommodate the object.) From that time on, the object used will cast no reflection in that mirror. However, since an object can have many reflections in many mirrors, more than one reflection of a single object can be brought out of a mirror.
If this spell is cast on the reflection of a living creature, an exact mirror image of the creature will come through the mirror. The two will be indistinguishable in manner, personality, goals, desires, and tastes. If the original creature is killed, any and all reflections of it will instantaneously return to their mirrors. If a Mimic is killed, it will vanish, and the mirror used to summon it will never again cast a reflection of the creature.
A Mimic will not cast a reflection in any mirror, and will be invisible to a creature using a revealing Magic or object (such as the Cross or Lens of Truth).
If the healing spell is cast on the mirror used to create a Mimic, the Mimic will instantaneously return to the mirror.

14 - Shadow Mimic (20)
When the Shadow Mimic spell is cast on a living creature, it's shadow will spring to Life, and attack that creature. If the Mimic or the creature mimicked dies, the Mimic resumes its natural role as a shadow.
As long as the Shadow Mimic lives, the character mimicked will cast no shadow whatsoever.
If the Healing spell is cast on the Mimic, the spell will be broken.

Note: This is not, by a long shot, a list of all possible spells. It is a list of known and common spells. There are literally millions of possible spells. In practical application, any spell your Manager will accept is possible.


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