Spell List

Attack

Bolt | Fire | Ice | Lightning | Grapeshot | Ground Fire | Fire Bolt | Thunder
Paralyze | Enchant Tracer | Enchant Zapper

Defense

Shield | Reflect | Vengence | Life | Healing | Darkness |

Movement

Jump | Phase | Teleport |

Other

Fairy | Enslave | Mirror Mimic | Shadow Mimic


Attack

Bolt
Cost : 1 per point of 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 as he likes to cast one. A Bolt always has an Attack level of 15 and a Penetration Factor of 2.
Source: Wizzrobes in Zelda 1, 2, 3; Agahnim in Zelda 3.

Fire
Cost: 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 metalic 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.
Source: a Magic in Zelda 2; a rod in Zelda 3.

Ice
Cost: 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.
Source: a rod in Zelda 3.

Lightning
Cost: 5
Using this spell consumes an entire turn, no matter the character's speed. The caster raises his hands, and sends forth from them three bolts of lightning, which shoot out across the room in a zig-zag pattern, attacking everything in front of the caster at 20, and which inflict 4 points of Damage on anything they hit.
Lightning has a Penetration Factor of 6, making it virtually unstoppable.
Source: Agahnim in Zelda 3.

Grapeshot
Cost: 5
This spell is cast like a bolt, the main difference being that when it hits something it explodes into 6 bolts, each capable of inflicting 2 points of Damage at a Penetration Factor of 3, which fly out in all directions from the point where the Grapeshot struck.
If the grapeshot strikes a living creature, it inflicts 2 points of Damage on that creature, and then explodes in all directions from that creature.
Source: Agahnim in Zelda 3.

Ground Fire
Cost: 5
This spell summons a foxfire, which shoots out of the ground at the casters feet, and then runs quickly along the ground away from him. This flame is 2-3 feet high and inflicts 3 points of Damage on any creature it touches, and sets fire to bushes, dry grass, or other flamable things.
When cast as an attack, in the specific direction of some creature, it attacks at 12, but can easily be jumped by a character that has the Jump skill. (Assuming, of course, that the character is able to move in the same turn that the spell was cast).
Source: Wizards in Zelda 2.

Fire Bolt
Cost: None
A type of Magic discovered by Link during his campaigne against Ganon, it is remarkable in that it costs no extra Magic to use.
When the magician casts the Bolt Spell (see above) in junction with the Fire Bolt spell, the Bolt works just as it normally would, inflicting normal Damage and consuming normal Magic, but a ball of fire, identical to Magic Candle fire, appears wherever the bolt hits an object or wall.
Source: Book of Magic & Wizzrobe's Wand in Zelda 1.

Thunder
Cost: 8
The Thunder spell inflicts 5 points of damage to any creatures within a 20 foot radius.
Source: a Magic in Zelda 2.

Paralyze
Cost: 10
When cast, this spell will freeze one creature in its tracks for thirty seconds. The creature will be totally concious, but unable to speak, turn its head, or even move its eyes.
It can only be cast on any given creature once per day.
Source: Agahnim in Zelda 3.

Enchant Tracer
Cost: 20
When cast on any type of missile weapon, that weapon will return to the caster after being thrown or fired. Obviously, this spell should only be cast on a weapon that it is possible to catch, such as a boomerang or spear. Firing a Tracer Arrow would be suicide.
This spell takes a full hour of concentration to cast. If the caster is interrupted in that time, the spell collapses, and the 20 points of magic are wasted.
Casting this spell on a Boomerang only requires 10 points of Magic. Otherwise, the proceedure is the same.
Source: the existance of Tracer weapons.

Enchant Zapper
Cost: 20+
This is an extremely complex type of magic, and very taxing on the caster, but is considered well worth it for the end result.
When this spell is cast on a close-range weapon, it will cause that weapon to shoot Zaps when weilded by a competant magician. By spending 20 Magic Points, the item can be enchanted to Zap for one point of Damage, by spending 30 it can be made to Zap for 2 points, by spending 35, it can Zap for 3, and by spending 40, it can Zap for 4. However, the item can only be made to Zap for as much damage as it normally delivers in combat.
Completion of the spell takes a full hour of concentration. This means the magician must have complete silence, and no distractions. If anything iterrupts the caster, the weapon explodes, delivering an ammount of damage relative to the time spent casting. If the magician had been casting for 10 minutes, it inflicts 1 point of Damage to everything within a 10-ft radius.; if the spell fails after 20 minutes, it delivers 2 points of Damage to everything within a 20ft radius; and so forth, up to a limit of 6 points of damage to everything within a 60ft radius if the caster is interrupted just before completing the spell. The Magic used to enchant the spell will be wasted if the spell fails.
Source: the existance of Zapper weapons.

Defense

Shield
Cost: 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.
Source: a Magic in Zelda 2.

Reflect
Cost: 4
This spell will double the Penetration Resistance of any piece of armor the caster is wearing, including the shield.
Source: a Magic in Zelda 2.

Vengence
Cost: 2 per Turn
This spell renders the caster immune to all physical attacks, and delivers 2 points of Damage on any creature attacking the caster while the spell is active. It remains active until the caster decides to stop it, or runs out of Magic.
While using this spell, the wizard has complete freedom of motion, and is able to cast other spells while it is active.
Source: Agahnim in Zelda 3.

Life
Cost: 6
Casting the Life spell consumes 6 points of Magic and magically restores 3 points of Life.
Source: a Magic in Zelda 2.

Healing
Cost: 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.
Source: none

Darkness
Cost: 2 per Turn
This spell makes the caster invisible, but still quite solid, and allows him free to cast other spells while it is in use. Once invoked, it will remain in effect until the caster deliberately ends it.
Bright light will break the spell, and render it useless for the next five turns.
Source: Ganon in Zelda 1 & 3.

Movement

Jump
Cost: 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. Its effects last for about 5 minutes.
Source:a magic in Zelda 2.

Phase
Cost: 1 per Turn
When this spell is cast, the magician's body, and all of the items he is carrying, become etherial, allowing him to pass, unharmed, with them through any solid object. Fire, being itself etherial, will still injure phased creatures, as will any magical attack, magic weapons, or attacking spirits.
Source: Agahnim in Zelda 3, loosely from Wizzrobes in Zelda 1.

Teleport
Cost: 1 per foot
The Teleport spell allows the caster to magically and instantaniously 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.
Source: Wizzrobes in Zelda 1, Agahnim in 3.

Other

Fairy
Cost: 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.
Source:a magic in Zelda 2.

Enslave
Cost: 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 indefinitly.
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 comands 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.)
Source: the existance of animated objects.

Mirror Mimic
Cost: 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 accomodate 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 instantaniously 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 instantaniously return to the mirror.
Source: "Ringleader" phenominon in Zelda 1.

Shadow Mimic
Cost: 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.
Source: final boss in Zelda 2.


The Hyrule role playing game is made by Krystofor Goldensword (a fan), for all Zelda fans who have any imagination, and care to use it.

The Legend of Zelda, The Adventure of Link, A Link to the Past, Link's Awakening, The Ocarina of Time, Majora's Mask, and the characters Link, Zelda, Impa, and all other persons, places, and things in Hyrule, as well as the land of Hyrule, itself, are copyright Nintendo of America, Inc. Krystofor claims no rights for the materials, and this game may not be used for profit in any way.