Post by Link on Apr 9, 2018 22:25:16 GMT 1
Link
”Hoot! Seek! Skiyaat!”
Name: Dalarin Shalnemed
Title/Nickname: Link, The Hero of Magick
Canon: The Legend of Zelda & Magicka
Character: Link
Age: 16
Height: 5'10''
Weight: 136 lbs.
Appearance and Personality
Eye Color: Bright Blue Eyes
Hair Color: Platinum-Blonde Hair
Face Claim: Link
Physical Description:
Likes: Breaking Things, Cutting Grass, Green, Milk (especially Chateau Lon Lon), Swordplay.
Dislikes: Talking, Would-be Tyrants
Fears: Lots of things, but courageous to a fault in the face of fear
Goals: Banish evil from the land
Habits: Hoards items
General Personality: Quiet, caring, courageous
Special Abilities
Blood of the Goddess: As a Hylian, Link is a certifiable demigod with special abilities granted to him from his lineage. Firstly, his bones and muscles are highly durable, enabling him to take only minimal damage from terminal velocity falls from extreme heights while wearing a full set of heavy, non-enhancing equipment, and enabling him to lift, push, pull, and otherwise manipulate objects many times his size. In fact, Link can avoid the former's damage altogether just be rolling forward upon impact with the ground, dissipating enough of the force in this manner so as to avoid damage entirely.
Also, as a Hylian, he is extremely sensitive to hearing the whisperings of the Gods, and has the ability to communicate with people using telepathy across vast distances. In fact, he is so adept at this that he tends to remain utterly silent other than uttering battle shouts.
This ability is not a spell, and does not allow Link to probe others' minds, however, he can read surface thoughts when in close proximity, and there is a Hylian technique utilized by master swordsmen such as Link known as the possession technique, wherein he takes control of the body of a willing or weak-minded participant. If he does so, his own body is vulnerable, and cannot act to defend itself, and his clones re-fuse into one.
Jabber Nut: Having eaten the mystical Minish Jabber Nut, Link is able to magickally understand and commune in all tongues.
Covenu's Cold: Ice. Summons a short-lived but exceedingly cold blizzard in a 90 ft. radius around Link. Its winds are not terribly strong, and it doesn't really do too much other than chill everything in the area, or freezing said things if they are wet. The blizzard only lasts 2 rounds and does not spare Link its effects. Replaces other active weather effects in the area. Cooldown: 3 rounds.
Demise's Visage: Dark. Instills horror in the hearts of Link's surrounding enemies, causing them to flee in terror from before him. Cooldown: 1 round.
Din's Destruction: Fire & Arcane. Sends forth a massive explosive arcane missile spiraling skyward before it comes crashing down a couple meters in front of Link. Cooldown: 1 round.
Din's Fire: Fire. Sends out a moving wall of intense flames from Link as either a full nova radiating out from him or as a wave from in front of him. This wall of flame starts slow, but rapidly increases in speed as it moves away from him. Cooldown: 1 round.
Din's Wrath: Fire & Earth. Calls down a shower of burning rocks from the heavens, which rain down on the area around Link, not sparing his own location. These meteor-like rocks are very much capable of harming Link as well, and fall in a 90 ft. radius around him. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Dinraal's Burning: Fire & Arcane. Calls down a diagonal ray of dragonfire which burns a 40 ft. line from in front of Link. Cooldown: 1 round.
Eldin's Avatar: Fire & Life. Summons a phoenix which dives down at Link's immediate location upon casting, potentially harming him in the process as it explodes in a moderate nova of fire covering about a 15 ft. radius. The nova harms those at its center, but outside of the explosion life energies seep into the recently deceased, healing them fully and restoring them to life. The phoenix arrives at the casting site in a couple seconds after the casting is complete. Cooldown: 1 round.
Eldin's Eruption: Fire & Earth. Causes the earth to temporarily split open in a 15 ft. radius in the target area, oozing lava and spewing burning rocks. Lasts 2 rounds. When the spell ends, the ground fixes itself back as if it never happened. Cooldown: 3 Rounds.
Eldin's Spittle: Arcane. Coats a moderate area in a wide cone in front of Link with a highly slippery, flammable liquid. Cooldown: 1 round.
Faron's Drizzling: Water (+ Life). Creates a mild rainstorm in the area, causing the skies to darken with rain clouds which shower a 90 ft. radius around Link with rain water. Adding Life to the spell causes the rain to have a restorative effect on whatever it touches, healing living things and damaging undead things. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Farore's Force: Air. Allows Link to push or pull enemies and objects towards him or away from him in either a 40 ft. radius around him or in a smaller cone in front of him. The spell does not discriminate targets; anything within said radius will be pulled towards Link or pushed away from him respectively. The push/pull effect can be resisted by large or fairly heavy subjects. Cooldown: 1 round.
Farore's Peace: Arcane & Light. Creates a flash of cleansing light that washes over a 90 ft. radius around Link, banishing all loose magical effects as well as removing status effects such as being invisible, magically shielded, burning, wet, or frozen to name a few. This is a blanket effect, meaning that it effects Link and his items as well, however, the effects of Farore's Peace do NOT disenchant or unimbue anything; magical items will still be magical. Cooldown: 1 round.
Farore's Wind: Arcane & Life. Utilized to set a warp point to recall to later, as well as to swiftly blink to an area about 90 ft. away from Link's present location. Its warp points act as save points when placed within the hollows of Gossip Stones or Owl Statues, allowing him to be saved from death via recalling to said previous state. Cooldown: 1 round.
Farosh's Tranquility: Life. Creates a 15 ft. radius healing area, which indescriminately healls all subjects in range over time. Lasts 2 rounds. Cooldown: 3 rounds.
Hylia's Serenity: Time & Ice. Freezes a target in time, causing forces and effects applied to the target to add up harmlessly as they are applied until the stasis wears off and it all hits the target at once, often causing the target to fly off through the air at high speeds as all of the acceleration and force is applied simultaneously. Cooldown: 3 rounds.
Hylia's Trust: Arcane. Summons a small gossip Stone or owl statue at the target location, which rises harmlessly from the ground and begins channeling a weak healing spell to Link's allies. Cooldown: 3 rounds.
Ikana's Calling: Death. Summons a group of Stalfos, Gibdos, or ReDeads to fight for Link in the target area. Cooldown: 2 rounds.
Ikana's Quake: Earth. Thrusts out seismic waves of dust and powerful stone spikes in a 15 ft. radius at the target area. Lasts 1 round. Cooldown: 2 rounds.
Jalhalla's Spite: Death. Summons Jalhalla, a powerful, scythe-wielding poe, to strike down the single most heavily weakened sentient thing in a 40 ft. radius around Link, including Link himself. The scythe Jalhalla weilds is enchanted with extremely potent magic, and is capable of striking down most targets in a single swipe, reaping their life energy. However, Jalhalla can be unsummoned or driven back by potent enough life or light magic. Cooldown: 3 rounds.
Kana's Command: Arcane. This spell is cast on an enemy, and instills in them a desire to fight for Link instead of against him. Lasts 2 rounds. Cooldown: 3 rounds.
Kana's Light: Light & Arcane. Produces a flash of light which draws all incorporeal things in a 90 ft. radius around Link into the corporeal realm. Cooldown: 1 round.
Kana's Upheaval: Earth. Causes a wave of rocks to surge upwards from the earth in a 40 ft. line in front of Link, knocking things into the air. Cooldown: 1 round.
Kana's Wrath: Fire & Arcane. Causes a series of delayed fiery explosions in a line from any desired direction. These explosions have good force behind them and can send a moblin flying through the air. The delay is 3 seconds long, during which time, a smoky line of arcane mist traces the line, thus making the spell somewhat predictable. Cooldown: 1 round.
Lanayru's Lightning: Lightning. Sends out a thunderbolt from Link, which chains through multiple targets in an instant. Cooldown: 1 round.
Levias' Lifting: Air. Buoys up Link with a mystical upwelling of air from beneath him, allowing him to levitate a couple feet up over surfaces, as well as fall very slowly whe higher than 2 ft. Lasts 3 rounds. Cooldown: 4 rounds.
Loria's Cloak: Arcane. Causes Link (and his items) to become invisible. He becomes visible again upon interacting with something outside himself or casting a spell besides Mystic Channeling, which is more of a pre-spell. (His own movements do not count.) Cooldown: 1 round.
Maire's Banishing: Arcane. Banishes a single random target from the area, harmlessly exiling them to a random location elsewhere in the world. Risky to use, as Link could possibly banish himself. Cooldown: 1 round.
Maire's Gate: Arcane. Creates an initially inactive portal upon its first casting in front of Link. Upon its second casting, it creates a second portal linked to the first, activating it. Subsequent casts can move the portals. Cooldown: 1 round after second casting.
Mairu's Servant: Arcane + Any. Summons a large 10 ft. tall, dormant elemental servant in front of Link, which remains incorporeal and inactive until it is struck with an elemental energy, causing it to become corporeal and activate and take on the properties of that element. This second step can be bypassed if the spell is cast with said energy already added to the spell. Cooldown: 1 round.
Mairu's Geyser: Water. Causes a 12 ft. tall, 5 ft. wide jet of water to magically gush up from out of nowhere upon the surface of the ground, tossing things out of the way of the upwelling. Link can ride these geysers and even stand upon them to reach higher areas. Cooldown: 1 round.
Majora's Melding: Arcane, Water, & Lightning. Raises two similar objects or creatures into the air before fusing them together into one. Cooldown: 3 rounds.
Malanya's Boon: Arcane, Life, & Light. Provides a temporary damage absorbing shield, speed boost, and damage boost, all of which decay fairly quickly over time, with speed becoming quite shackled until the shield expires after 1 round. Cooldown: 1 round.
Mipha's Grace: Life & Lightning. Resurrects a recently deceased target with 10% of their maximum health, or heals a living target, providing them with a little extra health. Cooldown: 3 rounds.
Mystic Barrier: Any + Light. Link creates a barrier of the chosen element or elements, either directly on himself, or in the area around him.
Mystic Beam: Arcane + Any OR Life + Any. Just as it sounds, Link sends out a beam of the chosen element or elements to annihilate (or otherwise effect) his foes. The effect of the beam depends upon the chosen elements.
Mystic Bomb: Any + Light. Link creates a singular or multiple bombs of hardlight which can be set as proximity mines, timed explosives, or contact explosives. The explosion effect depends on the other applied element or elements.
Mystic Channeling: Any. The basis of Link's spells, he channels the mystic elements directly, queuing them up as tiny condensed globes of energy which swirl around him before being combined to produce a spell effect. Link can queue up to 8 individual elements, including repeats of the same element. Element compounds count as a single element for the purposes of this ability.
Mystic Imbuing: Any. Link imbues an object, often a weapon, with magick power corresponding to the element or elements chosen. This energy grants passive damage bonuses and status effects, but can also be released in the form of a spell.
Mystic Magnetism: Lightning. Link channels a nigh invisible electromagnetic tether to a metal object in order to manipulate said metal object with an effect akin to magnetokinesis.
Mystic Nova: Any. Again, just as it sounds, Link sends out a nova of energy of the chosen element or elements, with the effects of said nova depending upon the chosen elements.
Mystic Lightning: Lightning + Any. Link channels arcing bolts of electricity either in front of him or in an area around him to damage his foes. The lightning can have added effects based on any additional elements added to the spell.
Naydra's Hailing: Ice. Calls down a shower of large hailstones from the heavens, which rain down on the area around Link, not sparing his own location, and freezing anything they contact. These massive chunks of ice are very much capable of harming Link as well, and fall in a 30 ft. radius in a target area. Lasts 1 round. Cooldown: 2 rounds.
Nayru's Blessing: Time & Ice. Allows Link to slow the flow of time on himself, allowing him to seemingly move and think 19 times as fast! Lasts 5 game-time seconds. Cooldown: 1 round.
Nayru's Love: Arcane. This spell wreathes Link in a shimmering, transparent blue shield which prevents Link from being harmed, but also prevents him from harming others. This effect last for 2 rounds. Cooldown: 3 rounds.
Nayru's Tempest: Arcane & Lightning. Summons a violent lightning storm in a 90 ft. radius around Link. The subsequent lightning strikes that assault the area do not discriminate targets, and will strike anything in the area at random. This spell often requires outdoors casting to be effective. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Ordona's Waymaker: Arcane. Causes a solid cube or wall of sorts to rise out of the ground at the target location composed of translucent energy. These walls last 2 rounds, and can be flipped over on enemies or burst to do damage to enemies around them. Cooldown: 3 rounds.
Revali's Gale: Air OR Air + Ice OR Air + Fire. Creates a whirling cyclone of wind which whirls out from Link, tossing encountered enemies through the air. Can also be cast directly underneath Link to launch him straight up in the air, and adding Ice or Fire to the spell creates an Ice or Fire cyclone, respectively. Cooldown: 1 round.
Rupeeji's Curse: Arcane, Light, & Lightning. Confuses the target, causing them to act unpredictably and possibly attack friends, believing them to be enemies, etc. This lasts 2 rounds. Cooldown: 3 rounds.
Urbosa's Fury: Arcane & Lightning. This spell can be cast in two ways. In the first way, Link snaps his fingers and Lightning strikes a single target. In the second, Link charges and subsequently releases a large Spin Attack which produces a nova of tiny arcing bolts of lightning in a 20 ft. radius around him. The first, more powerful ability is more powerful with access to the sky, as the lightning is called down from the heavens. Cooldown: 1 round.
Venu's Judgement: Ice & Arcane. Fires a spray of 12 fist-sized seeker projectiles from Link's sides, which home in on a target and deal significant damage, chilling the target, or freezing the target if wet. The wide arc makes it ineffective at close range. Cooldown: 1 round.
Venu's Vortex: Arcane. Probably the most powerful spell in Link's possession, this spell creates a tiny vortex above the ground 20 ft. in front of Link. This vortex's pull begins very weak, but upon being fed something, usually a small stone, its pulling power becomes very strong; strong enough to slowly pull in an adult Hinox. Things pulled into the vortex's center are crushed into utter oblivion in an instant. The vortex does not descriminate targets, and will pull at Link as well. The vortex will dissipate within 5 seconds of having crushed nothing substantial, its pull decaying over this period. Cooldown: 3 rounds.
Zephos' Haste: Lightning, Arcane, & Fire. Doubles the caster's speed briefly. Lasts 2 rounds. Cooldown: 3 rounds.
Triforce of Courage: Arcane. A golden metallic triangular object normally. When bonded to its bearer, it becomes a mark floating just above the back of their sword-hand of the full Triforce symbol with the pieces that they possess glowing bright gold and the other segments appearing dim. In this case, the right corner piece would be glowing.
The legendary artifact of Farore, the Golden Goddess of Courage, creator of all life in Mudora, and unveiler of Secrets. The Triforce of Courage grants its bearer unsurpassed courage in the face of danger, as well as instant aptitude in the use of any weapon or tool that is acquired, making the bearer a skilled combatant indeed. In addition, the Triforce of Courage grants a certain level of limited magical protection, saving its bearer from the full effects of curses and the like that would otherwise cause death or other severe effects. (Such as when the Hero of Twilight was placed under the Twilight Curse which would have destroyed his mortal frame, killing him, and instead, he simply assumed a wolf form when in the Twilight Realm.)
The Triforce of Courage also grants its bearer a kind of extrasensory perception, allowing Link to sense when enemies are approaching or near, hidden or not.
Master Sword: Arcane. The Master Sword has taken on many appearances and forms, but its current form is one of its more powerful ones, namely the Golden Master Sword. In this form, it possesses a golden blade and a teal guard and handle. It's guard possesses a single gemstone that glows brightly as well.
Forged and blessed by a goddess, bound to a sword spirit created with the sole purpose of aiding the hero and guarding the blade itself, and bathed in the sacred fires of no less than three other goddesses as well, the Master Sword did not come by its name lightly. The sword is extremely difficult to scratch, let alone break, and can cut through a myriad of things, especially evil things. If the sword does get damaged, it can enter a more dormant state wherein it will store energy to repair itself. Sheathing the sword into the earth, usually in stone, can expedite this process. Also, the Master Sword can fire blasts of arcane energy, which can be strengthened or multiplied when the sword is empowered by lightning or when its wielder's life-force is at full strength. The blade can also deflect struck energy projectiles back to their senders.
In this ultimate form of the Master Sword, the blade has been fused with the four sacred elements. This gives it the ability to split its user into four versions of himself, all of one mind; these are referred to as the Four-Who-Are-One. While split into four, Link cannot choose his Robe color bonus, and instead, the first three automatically take on the colors of Green, Red, and Dark Blue. The last copy has a tiny bit of leeway, being able to appear as either Yellow or Purple. Also, at least one of the four must have the sword unsheathed, or the copies will refuse into one Link. Other than this, the copies are free to use Link's other items.
Goddess Sword: Arcane. Due to a time-paradox of sorts created by events in ancient times, wherein the Demon King Demise was defeated by the very first Link, this past form of the Master Sword exists co-extant with its other self, and has diverged since then to become unique from the Master Sword. Even its sword spirit, originally a copy of Fi, has become quite distinctly a different being, and is now known as Valanvi the Fairy Queen.
As it is essentially a time-split counterpart to the Master Sword, its basic abilities and stats are quite similar, and as such, it too was forged and blessed by the goddess Hylia, but from that point its own reality split, causing it to develop differently from there. Instead of the sacred flames of the Golden Goddesses, this alternate Goddess Sword was tempered in dragon's fire with the three pure metals: Crimsonine, Azurine, and Aquanine, and infused with the sacred Sand of Hours.
These changes to its development have made it slightly shorter in blade length and strength when compared to the Master Sword, but the sword itself is still powerful, and capable of sending out similar arcane sword beams and striking down and sealing away demon lords like its counterpart. Despite it slightly lacking in attack strength and reach, the Goddess Sword is capable of channeling the power of the Sand of Hours to influence the flow of time around Link, giving him a secondary time-manipulation option, but primarily utilized as a defence against others that would attempt to manipulate time for Link.
Sacred Robes of the Hero: Arcane. See picture for details on how the robes look. These robes also contain a hidden layer of chainmail.
These unassuming robes are a suit of armor, and provide limited protection to the wearer, although they can still be damaged, and far easier than the Master Sword at that. These robes do not automatically self-heal, but are tied to the life-force of the wearer, and thus, they will repair themselves as the wearer heals. In addition, the Robes of the Hero have different color coded modes that they can enter: Green, the default color, bestows magical resilience. Red bestows fire immunity. Dark Blue bestows water-breathing, better underwater maneuverability, and immunity to the wet status. Purple bestows physical resilience. White bestows cold immunity. Black bestows dark immunity. Yellow bestows Light immunity. Finally, Light Blue empowers the Master Sword and bestows knockback immunity. Only one color can be applied at a time. As a flavor note, these robes also hide the face of the wearer.
Golden Gauntlets of Gamelon: Arcane. These enchanted, gold plated gauntlets endow their wearer with immense strength. Specifically, while wearing these gauntlets, Link can lift over a thousand tons; strength enough to throw a granite pillar over one's shoulder as if it were a basketball. As Link primarily uses a sword, this doesn't change much for his usual striking power, though this does make a major difference with the Magick Hammer. In addition, these gauntlets can focus and condense the mystical elements that Link has at his disposal into bouncing balls of concentrated energy. An example of this is the ability to conjure and throw bouncing balls of fire hot enough that a single fireball can melt a massive ice pillar into a puddle in just a few seconds. (These fireballs do not explode violently though, and mostly just burn things, especially ice). Also, while somewhat unnecessary, the gauntlets also possess mounted slingshots on top.
Dual Spearshots: Arcane. Wrist-mounted grapple-like devices that can be fired at a somewhat distant target at will, located on the underside of the Golden Gauntlets. In its blade/spear mode, it can impale targets to damage them before being retracted back to the user. It also possesses a Switchclaw mode wherein three claw-like appendages are fired at once for grabbing the target and pulling it towards Link, or Link towards it, depending on what is heaviest. The Switchclaw is also enchanted to allow Link to magically switch places with a grasped object, and like most of Link's equipment, these spearshots are extremely durable.
Power Bracelets: Arcane. The Power Bracelets further brace Link's limbs against intense pressure, bolstering his strength along with the Golden Gauntlets enough to enable him to toss around massive boulders like nothing, and allowing Link to enter a two-dimensional picture form, wherein he is impervious to conventional harm and does not have to eat, sleep, breathe, blink, etc. However, this ability requires a solid surface that is sufficiently smooth so as to compensate for his pictorial form. Also, damaging the surface he is on can harm him and jettison him from it.
Fireshield Earrings: Arcane. The Fireshield Earrings aren't as effective as the Red Sacred Robes, but they are still useful as they protect Link from hot environments no matter what version of the Robes he chooses to wear, and extinguish any fires that attempt to take hold of him or his items. It should be noted that they do not make Link immune to fire based attacks, although they do reduce damage taken from such attacks.
Magick Mirror Shield: Arcane. Originally forged from the body of the sacred thunder dragon Lanayru, the Mirror Shield is all but indestructible, and capable of not only deflecting projectiles and reflecting energy beams, but it is also capable of storing said energy before sending it back as an attack for Link. The shield's polished surface is also ideal for reflecting and focusing beams of light, infusing them with holy energy. Link can also see through the shield from the other side, and through the gaze of its true-seeing eye, he can peer through illusions and the like to see what is truly in front of him.
Sacred Sail Cloth: Arcane. Worn as a cape or mantle, or simply held in his hands, this cloth allows Link to glide long distances in order to safely traverse any height. It can provide one short burst of upward momentum on its own, however, it does not grant true flight.
Ball & Chain: Arcane. The Ball and Chain, which is exactly what it sounds like, can be used to break through ice and rocks and inflict heavy damage on enemies. Link can also swing it to damage any enemy around him. After being thrown, the Ball and Chain will return to Link, causing damage to any enemy in its path back to him. When Link holds the Ball and Chain in his hands, it can be used to deflect incoming projectiles, such as Chilfos' ice spears.
Cane of Wizilur: Arcane. The legendary Staff of Imbalance, otherwise referred to as the Cane of Wizilur, is a mystical staff carved from the very trunk of the World Tree. The staff greatly empowers all spells cast through it, amplifying one's control over said summoned elements, and can charge objects or spaces in order to flip them over or repel the first thing to touch them, respectively.
Magick Hammer: Arcane. The Magick Hammer is a massively heavy warhammer that is enchanted to dissipate its own kinetic energy into shockwaves of force that can knock over or flip enemies, as well as pound rusted switches into the ground. This dissipation of its force does not mean that its force isn't still formidable, especially with Link's Golden Gauntlets amplifying said force, and it can smash many huge obstacles to bits. As should go without saying, the hammer itself is extremely durable.
Magick Spinner: Arcane. The Magick Spinner is an ancient item created long ago. Link rides it much like a skateboard, and can mow through weak enemies with it while doing so. The device can also be attached to railings located on specific walls that allow Link to travel along them, and it allows Link to drift across quicksand without sinking. Additionally, if Link uses the Spinner before falling or jumping off a high cliff, he will be slowed down considerably and take no damage upon landing. He can also control his descent as he falls.
Ocarina of Magick: Time & Arcane. The Lorulian royal family kept the Ocarina of Magick a secret for millennia, but eventually it was bestowed upon our hero. The Lorulian counterpart to the Ocarina of Time, it is capable of performing many mystical melodies that can have a variety of effects. Other than this fact, it's just a durable ocarina.
Fishing Rod: Arcane. You might think that a Fishing Rod is mundane... And you'd kinda be right. But hey! It's sinker always sinks the hook to where Link wants it in the water, and its hook, line, and actual rod itself are highly durable... So that makes it special. Shut up.
Whip Rope: Arcane. This magic whip is enchanted to stretch far to reach targets, striking them or adhering to loose items on their person, removing them and bringing them to Link. This adherance ability can also allow the Whip Rope to double as a grapple.
Pegasus Boots: Arcane. These steel-plated leather boots, adorned with Roc Feathers, are enchanted to double their wearer's base speed, or allow their wearer to achieve short bursts of immense speeds, during which time, they are able to run on air to traverse gaps. While dashing, the wearer instantly accelerates to 60 miles an hour. Not too shabby for surprise attacks. When coupled with the Sacred Sail Cape, and Levias' Lifting, Link can traverse large gaps.
As they are steel-toed, they pack a mean punch, er, kick, when utilized offensively. They can be magnetized in order to walk upside-down or sideways on metal ceilings or walls, allowing for great mobility, especially in conjunction with the Grip Ring. Their hover function can also allow for Link to walk on water, however, these boots are heavy, and without the active hover function, they will cause Link to slowly sink in water without actively swimming against such a thing.
Bow of Magick: Arcane + Any. A gilded, bladed bow that is capable of summoning its own magical munitions, such as fire arrows that burn things up and melt ice, ice arrows that freeze targets solid, light arrows that deal epic damage to evil things, and arcane arrows that simply deal arcane damage. Can also act as a standard bow for firing regular munitions.
7 Gust Bottles: Arcane. Six crystal bottles enchanted to preserve and contain their contents in a state of semi-stasis, keeping living things contained within alive. However, this preservative effect does not extend to heat, at least not completely, thus, hot things contained within will eventually cool to room temperature. These jars are also capable of producing powerful currents of air in order to suck things into itself or blow things out, as well as simply sending out gusts of air to activate switches or push away enemies.
Magickal Boomerang: Arcane. An enchanted boomerang that can lock onto multiple targets, homing in on each one in turn to strike them at least once before returning to Link's hand. In addition to the boomerang's homing function, it can also be guided mid-flight, and produces a magical field that will capture any loose objects that it comes in contact with while in flight, bringing them back to Link when it returns. This field is what damages enemies, while stronger enemies are simply stunned, and exceedingly strong enemies are entirely unaffected.
Sacred Vessel: Arcane. The Sacred Vessel plant is a mystical flower that is capable of containing drops of sacred essence, such as the tears of gods and light spirits.
Spiritual Medallions: All. The Spiritual Medallions act as failsafes for the channeling of their respective energies for spells within zones of "silence." The Fire Medallion channels Fire and Earth, the Spirit Medallion channels Spirit and Lightning, the Light Medallion channels Light and Time, the Forest Medallion channels Air and Life, the Water Medallion channels Water and Ice, and the Shadow Medallion channels Dark and Death. All can channel Arcane.
Moon Pearl Ring: Arcane. A silver ring that bears a shining blue gem which possesses powerful protective magic. This ring is enchanted to protect the wearer and his equipment from curses such as polymorphing, and reduces damage taken by half. This ring can also activate dormant Moon Gates, which are dimensional portals to alternate realities.
Grip Ring: Arcane. An electrum ring with a red gem at its center, the Grip Ring is enchanted to allow its wearer to effortlessly climb up nearly any surface, and additionally reduces damage taken by half. Thus, together with the Moon Pearl Ring, the damage that Link would normally receive is quartered.
Magick Ring: Arcane. A white-gold ring, bearing a green gem as its main feature, the Magick Ring allows Link to assume a variety of forms taken from his homeland, such as an Octorok, Zora, Goron, Deku, Bokoblin, Moblin, Like-like, Subrosian, Sheikah, Wolfos, even a Dragon, etc. The change is largely cosmetic, as his strength and items do not change, however, sometimes additional abilities or weaknesses are gained from a transformation. (Some items become a part of his body, such as his robes while in Wolfos form.)
Book of Sealing: Arcane. The Book of Sealing possesses the power to seal defeated monsters inside its pages, and can then create summoning circles to temporarily utilize the might of the mystical creatures sealed inside in order to aid Link in combat. Obviously, this isn't meant to be used on players unless they really want to live in a book.
Goron Powder Keg: A massive explosive device that is quite heavy as well, and is only carry-able by Link due to his Golden Gauntlets, the Goron Powder Keg packs a huge explosive punch, capable of reducing massive mansion-crushingly large boulders to gravel in a single blast.
Bombs: Just what they sound like. Link's bombs pack enough explosive force to blast small boulders apart.
Bombchu: Same as Link's bombs, but these race forward at around 15 mph, adhering to the surface beneath them to traverse walls and ceilings until they collide with a non-wall target or time-out, exploding as they do so.
Magick Key: Arcane. An enchanted key that changes its shape to fit the lock of any door.
Thaumatic Map & Compass: Arcane. Link's map and compass are, as one might expect, enchanted. The map can hover in place in the air, and can have images on it expanded and the like, and cave and indoor locations on it can be tapped to view inside them. As for the compass, it is enchanted to point towards hidden things in the area instead of north.
Link is an adept puzzle solver, acrobat, horseman, and swordsman.
Also, as a Hylian, he is extremely sensitive to hearing the whisperings of the Gods, and has the ability to communicate with people using telepathy across vast distances. In fact, he is so adept at this that he tends to remain utterly silent other than uttering battle shouts.
This ability is not a spell, and does not allow Link to probe others' minds, however, he can read surface thoughts when in close proximity, and there is a Hylian technique utilized by master swordsmen such as Link known as the possession technique, wherein he takes control of the body of a willing or weak-minded participant. If he does so, his own body is vulnerable, and cannot act to defend itself, and his clones re-fuse into one.
Jabber Nut: Having eaten the mystical Minish Jabber Nut, Link is able to magickally understand and commune in all tongues.
Magick Spells
Covenu's Cold: Ice. Summons a short-lived but exceedingly cold blizzard in a 90 ft. radius around Link. Its winds are not terribly strong, and it doesn't really do too much other than chill everything in the area, or freezing said things if they are wet. The blizzard only lasts 2 rounds and does not spare Link its effects. Replaces other active weather effects in the area. Cooldown: 3 rounds.
Demise's Visage: Dark. Instills horror in the hearts of Link's surrounding enemies, causing them to flee in terror from before him. Cooldown: 1 round.
Din's Destruction: Fire & Arcane. Sends forth a massive explosive arcane missile spiraling skyward before it comes crashing down a couple meters in front of Link. Cooldown: 1 round.
Din's Fire: Fire. Sends out a moving wall of intense flames from Link as either a full nova radiating out from him or as a wave from in front of him. This wall of flame starts slow, but rapidly increases in speed as it moves away from him. Cooldown: 1 round.
Din's Wrath: Fire & Earth. Calls down a shower of burning rocks from the heavens, which rain down on the area around Link, not sparing his own location. These meteor-like rocks are very much capable of harming Link as well, and fall in a 90 ft. radius around him. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Dinraal's Burning: Fire & Arcane. Calls down a diagonal ray of dragonfire which burns a 40 ft. line from in front of Link. Cooldown: 1 round.
Eldin's Avatar: Fire & Life. Summons a phoenix which dives down at Link's immediate location upon casting, potentially harming him in the process as it explodes in a moderate nova of fire covering about a 15 ft. radius. The nova harms those at its center, but outside of the explosion life energies seep into the recently deceased, healing them fully and restoring them to life. The phoenix arrives at the casting site in a couple seconds after the casting is complete. Cooldown: 1 round.
Eldin's Eruption: Fire & Earth. Causes the earth to temporarily split open in a 15 ft. radius in the target area, oozing lava and spewing burning rocks. Lasts 2 rounds. When the spell ends, the ground fixes itself back as if it never happened. Cooldown: 3 Rounds.
Eldin's Spittle: Arcane. Coats a moderate area in a wide cone in front of Link with a highly slippery, flammable liquid. Cooldown: 1 round.
Faron's Drizzling: Water (+ Life). Creates a mild rainstorm in the area, causing the skies to darken with rain clouds which shower a 90 ft. radius around Link with rain water. Adding Life to the spell causes the rain to have a restorative effect on whatever it touches, healing living things and damaging undead things. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Farore's Force: Air. Allows Link to push or pull enemies and objects towards him or away from him in either a 40 ft. radius around him or in a smaller cone in front of him. The spell does not discriminate targets; anything within said radius will be pulled towards Link or pushed away from him respectively. The push/pull effect can be resisted by large or fairly heavy subjects. Cooldown: 1 round.
Farore's Peace: Arcane & Light. Creates a flash of cleansing light that washes over a 90 ft. radius around Link, banishing all loose magical effects as well as removing status effects such as being invisible, magically shielded, burning, wet, or frozen to name a few. This is a blanket effect, meaning that it effects Link and his items as well, however, the effects of Farore's Peace do NOT disenchant or unimbue anything; magical items will still be magical. Cooldown: 1 round.
Farore's Wind: Arcane & Life. Utilized to set a warp point to recall to later, as well as to swiftly blink to an area about 90 ft. away from Link's present location. Its warp points act as save points when placed within the hollows of Gossip Stones or Owl Statues, allowing him to be saved from death via recalling to said previous state. Cooldown: 1 round.
Farosh's Tranquility: Life. Creates a 15 ft. radius healing area, which indescriminately healls all subjects in range over time. Lasts 2 rounds. Cooldown: 3 rounds.
Hylia's Serenity: Time & Ice. Freezes a target in time, causing forces and effects applied to the target to add up harmlessly as they are applied until the stasis wears off and it all hits the target at once, often causing the target to fly off through the air at high speeds as all of the acceleration and force is applied simultaneously. Cooldown: 3 rounds.
Hylia's Trust: Arcane. Summons a small gossip Stone or owl statue at the target location, which rises harmlessly from the ground and begins channeling a weak healing spell to Link's allies. Cooldown: 3 rounds.
Ikana's Calling: Death. Summons a group of Stalfos, Gibdos, or ReDeads to fight for Link in the target area. Cooldown: 2 rounds.
Ikana's Quake: Earth. Thrusts out seismic waves of dust and powerful stone spikes in a 15 ft. radius at the target area. Lasts 1 round. Cooldown: 2 rounds.
Jalhalla's Spite: Death. Summons Jalhalla, a powerful, scythe-wielding poe, to strike down the single most heavily weakened sentient thing in a 40 ft. radius around Link, including Link himself. The scythe Jalhalla weilds is enchanted with extremely potent magic, and is capable of striking down most targets in a single swipe, reaping their life energy. However, Jalhalla can be unsummoned or driven back by potent enough life or light magic. Cooldown: 3 rounds.
Kana's Command: Arcane. This spell is cast on an enemy, and instills in them a desire to fight for Link instead of against him. Lasts 2 rounds. Cooldown: 3 rounds.
Kana's Light: Light & Arcane. Produces a flash of light which draws all incorporeal things in a 90 ft. radius around Link into the corporeal realm. Cooldown: 1 round.
Kana's Upheaval: Earth. Causes a wave of rocks to surge upwards from the earth in a 40 ft. line in front of Link, knocking things into the air. Cooldown: 1 round.
Kana's Wrath: Fire & Arcane. Causes a series of delayed fiery explosions in a line from any desired direction. These explosions have good force behind them and can send a moblin flying through the air. The delay is 3 seconds long, during which time, a smoky line of arcane mist traces the line, thus making the spell somewhat predictable. Cooldown: 1 round.
Lanayru's Lightning: Lightning. Sends out a thunderbolt from Link, which chains through multiple targets in an instant. Cooldown: 1 round.
Levias' Lifting: Air. Buoys up Link with a mystical upwelling of air from beneath him, allowing him to levitate a couple feet up over surfaces, as well as fall very slowly whe higher than 2 ft. Lasts 3 rounds. Cooldown: 4 rounds.
Loria's Cloak: Arcane. Causes Link (and his items) to become invisible. He becomes visible again upon interacting with something outside himself or casting a spell besides Mystic Channeling, which is more of a pre-spell. (His own movements do not count.) Cooldown: 1 round.
Maire's Banishing: Arcane. Banishes a single random target from the area, harmlessly exiling them to a random location elsewhere in the world. Risky to use, as Link could possibly banish himself. Cooldown: 1 round.
Maire's Gate: Arcane. Creates an initially inactive portal upon its first casting in front of Link. Upon its second casting, it creates a second portal linked to the first, activating it. Subsequent casts can move the portals. Cooldown: 1 round after second casting.
Mairu's Servant: Arcane + Any. Summons a large 10 ft. tall, dormant elemental servant in front of Link, which remains incorporeal and inactive until it is struck with an elemental energy, causing it to become corporeal and activate and take on the properties of that element. This second step can be bypassed if the spell is cast with said energy already added to the spell. Cooldown: 1 round.
Mairu's Geyser: Water. Causes a 12 ft. tall, 5 ft. wide jet of water to magically gush up from out of nowhere upon the surface of the ground, tossing things out of the way of the upwelling. Link can ride these geysers and even stand upon them to reach higher areas. Cooldown: 1 round.
Majora's Melding: Arcane, Water, & Lightning. Raises two similar objects or creatures into the air before fusing them together into one. Cooldown: 3 rounds.
Malanya's Boon: Arcane, Life, & Light. Provides a temporary damage absorbing shield, speed boost, and damage boost, all of which decay fairly quickly over time, with speed becoming quite shackled until the shield expires after 1 round. Cooldown: 1 round.
Mipha's Grace: Life & Lightning. Resurrects a recently deceased target with 10% of their maximum health, or heals a living target, providing them with a little extra health. Cooldown: 3 rounds.
Mystic Barrier: Any + Light. Link creates a barrier of the chosen element or elements, either directly on himself, or in the area around him.
Mystic Beam: Arcane + Any OR Life + Any. Just as it sounds, Link sends out a beam of the chosen element or elements to annihilate (or otherwise effect) his foes. The effect of the beam depends upon the chosen elements.
Mystic Bomb: Any + Light. Link creates a singular or multiple bombs of hardlight which can be set as proximity mines, timed explosives, or contact explosives. The explosion effect depends on the other applied element or elements.
Mystic Channeling: Any. The basis of Link's spells, he channels the mystic elements directly, queuing them up as tiny condensed globes of energy which swirl around him before being combined to produce a spell effect. Link can queue up to 8 individual elements, including repeats of the same element. Element compounds count as a single element for the purposes of this ability.
Mystic Imbuing: Any. Link imbues an object, often a weapon, with magick power corresponding to the element or elements chosen. This energy grants passive damage bonuses and status effects, but can also be released in the form of a spell.
Mystic Magnetism: Lightning. Link channels a nigh invisible electromagnetic tether to a metal object in order to manipulate said metal object with an effect akin to magnetokinesis.
Mystic Nova: Any. Again, just as it sounds, Link sends out a nova of energy of the chosen element or elements, with the effects of said nova depending upon the chosen elements.
Mystic Lightning: Lightning + Any. Link channels arcing bolts of electricity either in front of him or in an area around him to damage his foes. The lightning can have added effects based on any additional elements added to the spell.
Naydra's Hailing: Ice. Calls down a shower of large hailstones from the heavens, which rain down on the area around Link, not sparing his own location, and freezing anything they contact. These massive chunks of ice are very much capable of harming Link as well, and fall in a 30 ft. radius in a target area. Lasts 1 round. Cooldown: 2 rounds.
Nayru's Blessing: Time & Ice. Allows Link to slow the flow of time on himself, allowing him to seemingly move and think 19 times as fast! Lasts 5 game-time seconds. Cooldown: 1 round.
Nayru's Love: Arcane. This spell wreathes Link in a shimmering, transparent blue shield which prevents Link from being harmed, but also prevents him from harming others. This effect last for 2 rounds. Cooldown: 3 rounds.
Nayru's Tempest: Arcane & Lightning. Summons a violent lightning storm in a 90 ft. radius around Link. The subsequent lightning strikes that assault the area do not discriminate targets, and will strike anything in the area at random. This spell often requires outdoors casting to be effective. Replaces other active weather effects in the area. Lasts 2 rounds. Cooldown: 3 rounds.
Ordona's Waymaker: Arcane. Causes a solid cube or wall of sorts to rise out of the ground at the target location composed of translucent energy. These walls last 2 rounds, and can be flipped over on enemies or burst to do damage to enemies around them. Cooldown: 3 rounds.
Revali's Gale: Air OR Air + Ice OR Air + Fire. Creates a whirling cyclone of wind which whirls out from Link, tossing encountered enemies through the air. Can also be cast directly underneath Link to launch him straight up in the air, and adding Ice or Fire to the spell creates an Ice or Fire cyclone, respectively. Cooldown: 1 round.
Rupeeji's Curse: Arcane, Light, & Lightning. Confuses the target, causing them to act unpredictably and possibly attack friends, believing them to be enemies, etc. This lasts 2 rounds. Cooldown: 3 rounds.
Urbosa's Fury: Arcane & Lightning. This spell can be cast in two ways. In the first way, Link snaps his fingers and Lightning strikes a single target. In the second, Link charges and subsequently releases a large Spin Attack which produces a nova of tiny arcing bolts of lightning in a 20 ft. radius around him. The first, more powerful ability is more powerful with access to the sky, as the lightning is called down from the heavens. Cooldown: 1 round.
Venu's Judgement: Ice & Arcane. Fires a spray of 12 fist-sized seeker projectiles from Link's sides, which home in on a target and deal significant damage, chilling the target, or freezing the target if wet. The wide arc makes it ineffective at close range. Cooldown: 1 round.
Venu's Vortex: Arcane. Probably the most powerful spell in Link's possession, this spell creates a tiny vortex above the ground 20 ft. in front of Link. This vortex's pull begins very weak, but upon being fed something, usually a small stone, its pulling power becomes very strong; strong enough to slowly pull in an adult Hinox. Things pulled into the vortex's center are crushed into utter oblivion in an instant. The vortex does not descriminate targets, and will pull at Link as well. The vortex will dissipate within 5 seconds of having crushed nothing substantial, its pull decaying over this period. Cooldown: 3 rounds.
Zephos' Haste: Lightning, Arcane, & Fire. Doubles the caster's speed briefly. Lasts 2 rounds. Cooldown: 3 rounds.
Items and Materials
Triforce of Courage: Arcane. A golden metallic triangular object normally. When bonded to its bearer, it becomes a mark floating just above the back of their sword-hand of the full Triforce symbol with the pieces that they possess glowing bright gold and the other segments appearing dim. In this case, the right corner piece would be glowing.
The legendary artifact of Farore, the Golden Goddess of Courage, creator of all life in Mudora, and unveiler of Secrets. The Triforce of Courage grants its bearer unsurpassed courage in the face of danger, as well as instant aptitude in the use of any weapon or tool that is acquired, making the bearer a skilled combatant indeed. In addition, the Triforce of Courage grants a certain level of limited magical protection, saving its bearer from the full effects of curses and the like that would otherwise cause death or other severe effects. (Such as when the Hero of Twilight was placed under the Twilight Curse which would have destroyed his mortal frame, killing him, and instead, he simply assumed a wolf form when in the Twilight Realm.)
The Triforce of Courage also grants its bearer a kind of extrasensory perception, allowing Link to sense when enemies are approaching or near, hidden or not.
Master Sword: Arcane. The Master Sword has taken on many appearances and forms, but its current form is one of its more powerful ones, namely the Golden Master Sword. In this form, it possesses a golden blade and a teal guard and handle. It's guard possesses a single gemstone that glows brightly as well.
Forged and blessed by a goddess, bound to a sword spirit created with the sole purpose of aiding the hero and guarding the blade itself, and bathed in the sacred fires of no less than three other goddesses as well, the Master Sword did not come by its name lightly. The sword is extremely difficult to scratch, let alone break, and can cut through a myriad of things, especially evil things. If the sword does get damaged, it can enter a more dormant state wherein it will store energy to repair itself. Sheathing the sword into the earth, usually in stone, can expedite this process. Also, the Master Sword can fire blasts of arcane energy, which can be strengthened or multiplied when the sword is empowered by lightning or when its wielder's life-force is at full strength. The blade can also deflect struck energy projectiles back to their senders.
In this ultimate form of the Master Sword, the blade has been fused with the four sacred elements. This gives it the ability to split its user into four versions of himself, all of one mind; these are referred to as the Four-Who-Are-One. While split into four, Link cannot choose his Robe color bonus, and instead, the first three automatically take on the colors of Green, Red, and Dark Blue. The last copy has a tiny bit of leeway, being able to appear as either Yellow or Purple. Also, at least one of the four must have the sword unsheathed, or the copies will refuse into one Link. Other than this, the copies are free to use Link's other items.
Goddess Sword: Arcane. Due to a time-paradox of sorts created by events in ancient times, wherein the Demon King Demise was defeated by the very first Link, this past form of the Master Sword exists co-extant with its other self, and has diverged since then to become unique from the Master Sword. Even its sword spirit, originally a copy of Fi, has become quite distinctly a different being, and is now known as Valanvi the Fairy Queen.
As it is essentially a time-split counterpart to the Master Sword, its basic abilities and stats are quite similar, and as such, it too was forged and blessed by the goddess Hylia, but from that point its own reality split, causing it to develop differently from there. Instead of the sacred flames of the Golden Goddesses, this alternate Goddess Sword was tempered in dragon's fire with the three pure metals: Crimsonine, Azurine, and Aquanine, and infused with the sacred Sand of Hours.
These changes to its development have made it slightly shorter in blade length and strength when compared to the Master Sword, but the sword itself is still powerful, and capable of sending out similar arcane sword beams and striking down and sealing away demon lords like its counterpart. Despite it slightly lacking in attack strength and reach, the Goddess Sword is capable of channeling the power of the Sand of Hours to influence the flow of time around Link, giving him a secondary time-manipulation option, but primarily utilized as a defence against others that would attempt to manipulate time for Link.
Sacred Robes of the Hero: Arcane. See picture for details on how the robes look. These robes also contain a hidden layer of chainmail.
These unassuming robes are a suit of armor, and provide limited protection to the wearer, although they can still be damaged, and far easier than the Master Sword at that. These robes do not automatically self-heal, but are tied to the life-force of the wearer, and thus, they will repair themselves as the wearer heals. In addition, the Robes of the Hero have different color coded modes that they can enter: Green, the default color, bestows magical resilience. Red bestows fire immunity. Dark Blue bestows water-breathing, better underwater maneuverability, and immunity to the wet status. Purple bestows physical resilience. White bestows cold immunity. Black bestows dark immunity. Yellow bestows Light immunity. Finally, Light Blue empowers the Master Sword and bestows knockback immunity. Only one color can be applied at a time. As a flavor note, these robes also hide the face of the wearer.
Golden Gauntlets of Gamelon: Arcane. These enchanted, gold plated gauntlets endow their wearer with immense strength. Specifically, while wearing these gauntlets, Link can lift over a thousand tons; strength enough to throw a granite pillar over one's shoulder as if it were a basketball. As Link primarily uses a sword, this doesn't change much for his usual striking power, though this does make a major difference with the Magick Hammer. In addition, these gauntlets can focus and condense the mystical elements that Link has at his disposal into bouncing balls of concentrated energy. An example of this is the ability to conjure and throw bouncing balls of fire hot enough that a single fireball can melt a massive ice pillar into a puddle in just a few seconds. (These fireballs do not explode violently though, and mostly just burn things, especially ice). Also, while somewhat unnecessary, the gauntlets also possess mounted slingshots on top.
Dual Spearshots: Arcane. Wrist-mounted grapple-like devices that can be fired at a somewhat distant target at will, located on the underside of the Golden Gauntlets. In its blade/spear mode, it can impale targets to damage them before being retracted back to the user. It also possesses a Switchclaw mode wherein three claw-like appendages are fired at once for grabbing the target and pulling it towards Link, or Link towards it, depending on what is heaviest. The Switchclaw is also enchanted to allow Link to magically switch places with a grasped object, and like most of Link's equipment, these spearshots are extremely durable.
Power Bracelets: Arcane. The Power Bracelets further brace Link's limbs against intense pressure, bolstering his strength along with the Golden Gauntlets enough to enable him to toss around massive boulders like nothing, and allowing Link to enter a two-dimensional picture form, wherein he is impervious to conventional harm and does not have to eat, sleep, breathe, blink, etc. However, this ability requires a solid surface that is sufficiently smooth so as to compensate for his pictorial form. Also, damaging the surface he is on can harm him and jettison him from it.
Fireshield Earrings: Arcane. The Fireshield Earrings aren't as effective as the Red Sacred Robes, but they are still useful as they protect Link from hot environments no matter what version of the Robes he chooses to wear, and extinguish any fires that attempt to take hold of him or his items. It should be noted that they do not make Link immune to fire based attacks, although they do reduce damage taken from such attacks.
Magick Mirror Shield: Arcane. Originally forged from the body of the sacred thunder dragon Lanayru, the Mirror Shield is all but indestructible, and capable of not only deflecting projectiles and reflecting energy beams, but it is also capable of storing said energy before sending it back as an attack for Link. The shield's polished surface is also ideal for reflecting and focusing beams of light, infusing them with holy energy. Link can also see through the shield from the other side, and through the gaze of its true-seeing eye, he can peer through illusions and the like to see what is truly in front of him.
Sacred Sail Cloth: Arcane. Worn as a cape or mantle, or simply held in his hands, this cloth allows Link to glide long distances in order to safely traverse any height. It can provide one short burst of upward momentum on its own, however, it does not grant true flight.
Ball & Chain: Arcane. The Ball and Chain, which is exactly what it sounds like, can be used to break through ice and rocks and inflict heavy damage on enemies. Link can also swing it to damage any enemy around him. After being thrown, the Ball and Chain will return to Link, causing damage to any enemy in its path back to him. When Link holds the Ball and Chain in his hands, it can be used to deflect incoming projectiles, such as Chilfos' ice spears.
Cane of Wizilur: Arcane. The legendary Staff of Imbalance, otherwise referred to as the Cane of Wizilur, is a mystical staff carved from the very trunk of the World Tree. The staff greatly empowers all spells cast through it, amplifying one's control over said summoned elements, and can charge objects or spaces in order to flip them over or repel the first thing to touch them, respectively.
Magick Hammer: Arcane. The Magick Hammer is a massively heavy warhammer that is enchanted to dissipate its own kinetic energy into shockwaves of force that can knock over or flip enemies, as well as pound rusted switches into the ground. This dissipation of its force does not mean that its force isn't still formidable, especially with Link's Golden Gauntlets amplifying said force, and it can smash many huge obstacles to bits. As should go without saying, the hammer itself is extremely durable.
Magick Spinner: Arcane. The Magick Spinner is an ancient item created long ago. Link rides it much like a skateboard, and can mow through weak enemies with it while doing so. The device can also be attached to railings located on specific walls that allow Link to travel along them, and it allows Link to drift across quicksand without sinking. Additionally, if Link uses the Spinner before falling or jumping off a high cliff, he will be slowed down considerably and take no damage upon landing. He can also control his descent as he falls.
Ocarina of Magick: Time & Arcane. The Lorulian royal family kept the Ocarina of Magick a secret for millennia, but eventually it was bestowed upon our hero. The Lorulian counterpart to the Ocarina of Time, it is capable of performing many mystical melodies that can have a variety of effects. Other than this fact, it's just a durable ocarina.
Fishing Rod: Arcane. You might think that a Fishing Rod is mundane... And you'd kinda be right. But hey! It's sinker always sinks the hook to where Link wants it in the water, and its hook, line, and actual rod itself are highly durable... So that makes it special. Shut up.
Whip Rope: Arcane. This magic whip is enchanted to stretch far to reach targets, striking them or adhering to loose items on their person, removing them and bringing them to Link. This adherance ability can also allow the Whip Rope to double as a grapple.
Pegasus Boots: Arcane. These steel-plated leather boots, adorned with Roc Feathers, are enchanted to double their wearer's base speed, or allow their wearer to achieve short bursts of immense speeds, during which time, they are able to run on air to traverse gaps. While dashing, the wearer instantly accelerates to 60 miles an hour. Not too shabby for surprise attacks. When coupled with the Sacred Sail Cape, and Levias' Lifting, Link can traverse large gaps.
As they are steel-toed, they pack a mean punch, er, kick, when utilized offensively. They can be magnetized in order to walk upside-down or sideways on metal ceilings or walls, allowing for great mobility, especially in conjunction with the Grip Ring. Their hover function can also allow for Link to walk on water, however, these boots are heavy, and without the active hover function, they will cause Link to slowly sink in water without actively swimming against such a thing.
Bow of Magick: Arcane + Any. A gilded, bladed bow that is capable of summoning its own magical munitions, such as fire arrows that burn things up and melt ice, ice arrows that freeze targets solid, light arrows that deal epic damage to evil things, and arcane arrows that simply deal arcane damage. Can also act as a standard bow for firing regular munitions.
7 Gust Bottles: Arcane. Six crystal bottles enchanted to preserve and contain their contents in a state of semi-stasis, keeping living things contained within alive. However, this preservative effect does not extend to heat, at least not completely, thus, hot things contained within will eventually cool to room temperature. These jars are also capable of producing powerful currents of air in order to suck things into itself or blow things out, as well as simply sending out gusts of air to activate switches or push away enemies.
Magickal Boomerang: Arcane. An enchanted boomerang that can lock onto multiple targets, homing in on each one in turn to strike them at least once before returning to Link's hand. In addition to the boomerang's homing function, it can also be guided mid-flight, and produces a magical field that will capture any loose objects that it comes in contact with while in flight, bringing them back to Link when it returns. This field is what damages enemies, while stronger enemies are simply stunned, and exceedingly strong enemies are entirely unaffected.
Sacred Vessel: Arcane. The Sacred Vessel plant is a mystical flower that is capable of containing drops of sacred essence, such as the tears of gods and light spirits.
Spiritual Medallions: All. The Spiritual Medallions act as failsafes for the channeling of their respective energies for spells within zones of "silence." The Fire Medallion channels Fire and Earth, the Spirit Medallion channels Spirit and Lightning, the Light Medallion channels Light and Time, the Forest Medallion channels Air and Life, the Water Medallion channels Water and Ice, and the Shadow Medallion channels Dark and Death. All can channel Arcane.
Moon Pearl Ring: Arcane. A silver ring that bears a shining blue gem which possesses powerful protective magic. This ring is enchanted to protect the wearer and his equipment from curses such as polymorphing, and reduces damage taken by half. This ring can also activate dormant Moon Gates, which are dimensional portals to alternate realities.
Grip Ring: Arcane. An electrum ring with a red gem at its center, the Grip Ring is enchanted to allow its wearer to effortlessly climb up nearly any surface, and additionally reduces damage taken by half. Thus, together with the Moon Pearl Ring, the damage that Link would normally receive is quartered.
Magick Ring: Arcane. A white-gold ring, bearing a green gem as its main feature, the Magick Ring allows Link to assume a variety of forms taken from his homeland, such as an Octorok, Zora, Goron, Deku, Bokoblin, Moblin, Like-like, Subrosian, Sheikah, Wolfos, even a Dragon, etc. The change is largely cosmetic, as his strength and items do not change, however, sometimes additional abilities or weaknesses are gained from a transformation. (Some items become a part of his body, such as his robes while in Wolfos form.)
Book of Sealing: Arcane. The Book of Sealing possesses the power to seal defeated monsters inside its pages, and can then create summoning circles to temporarily utilize the might of the mystical creatures sealed inside in order to aid Link in combat. Obviously, this isn't meant to be used on players unless they really want to live in a book.
Goron Powder Keg: A massive explosive device that is quite heavy as well, and is only carry-able by Link due to his Golden Gauntlets, the Goron Powder Keg packs a huge explosive punch, capable of reducing massive mansion-crushingly large boulders to gravel in a single blast.
Bombs: Just what they sound like. Link's bombs pack enough explosive force to blast small boulders apart.
Bombchu: Same as Link's bombs, but these race forward at around 15 mph, adhering to the surface beneath them to traverse walls and ceilings until they collide with a non-wall target or time-out, exploding as they do so.
Magick Key: Arcane. An enchanted key that changes its shape to fit the lock of any door.
Thaumatic Map & Compass: Arcane. Link's map and compass are, as one might expect, enchanted. The map can hover in place in the air, and can have images on it expanded and the like, and cave and indoor locations on it can be tapped to view inside them. As for the compass, it is enchanted to point towards hidden things in the area instead of north.
Skills
Link is an adept puzzle solver, acrobat, horseman, and swordsman.
History
Birthday: July 26th
Relations: Hylia (Ancestor Goddess)
Birthplace: Hyrule, Mudora
Current Residence: Midgard
History:
RP Mechanics
Fluff:
Minions: Fi, Navi, Epona, Valanvi