List of defense magic
From Hyrule
Below is a list of defense magic, the type of magic used to keep yourself and your companions alive. Defense magic defines any spell that can be used to protect the caster or his allies.
Contents |
Ranks
1 = Best, hard to do
2 = Medium, good defense
3 = WTF? Is this defense, or what?
Elemental Spells
Earth Element
Shield - The most common and one of the most useful of the defense spells, Shield increases the defense of the caster by an additional 25%, making them less susceptible to harm. In RP battles, it creates a barrier that can be very difficult to penetrate. Rank=2
- Cost = 10 TP
- L1 - 1 TP - Can Cast
- L2 - 2 TP - Lasts 2 Rounds
- L3 - 3 TP - Lasts 3 Rounds
Fire Element
Firewall - A spell invented by Kasei, it manipulates fire into barriers. In stat fights it is equivalent to the Shield spell. Rank=2
- Even though Kasei invented this, it theoretically can be used by others.
Light Element
Fairy - A Scholarly spell, Fairy is used to transform adventurers into the tiny pixie race for one round. While in this form, players may take advantage of the Fey's racial ability of Tiny, allowing them to pass through locks or reach far-off locales. If used on a Fairy, this spell counts as a Life Spell of the corresponding level. The Fairy race, however, cannot learn this spell.
- Cost = 10 SPL
- L1 - 1 TP - Can Cast
- L2 - 2 TP - Lasts 2 Rounds
- L3 - 3 TP - Lasts 3 Rounds
Life - A Scholarly spell, Life is the standard ability when it comes to restoring characters' HP. Initially it restores 25% of a character's health, but subsequent levels provide great boosts in its power.
- Cost = 8 SPL
- L1 - 2 TP - Can Cast
- L2 - 3 TP - Heals 50%
- L3 - 5 TP - Heals 100%
Resurrection - A Clerical spell, Resurrection is the prime revival spell for the residents of HA2. Should an ally fall in combat, Clerics may use this spell to revive them with a fraction of their HP and SPL restored. Rank=2
- Cost = 15 TP
- L1 - 3 TP - Can Cast
- L2 - 4 TP - 50% Restored
- L3 - 6 TP - 100% Restored
Royal Spirit - A spell known only to Vassals, this ability can only be used on the caster himself. If the grunt in question is at 25% or less of his health, this restores him back to 25%. This percentage increases with subsequent levels.
- Cost = 7 SPL
- L1 - 1 TP - Can Cast
- L2 - 2 TP - Restores to 30%
- L3 - 5 TP - Restores to 50%
Temple Services - A powerful Cleric spell, this heals an ally completely, restoring them to 100% of their HP.
- Cost = 10 SPL
- L1 - 2 TP - Can Cast
Nature Element
Polymorph - A powerful and easily fatal spell in the right hands, Polymorph is used by Mages to transform the targeted opponent into a [relatively] harmless Cucco for a total of three turns. During this time, the animorphed player retains their stats but cannot perform any actions, cast any spells, or attack until the spell wears off or is broken, which occurs if the caster only has Polymorph L1 and the castee is hit with an attack. Rank=1
- Cost = 8 SPL
- L1 - 2 TP - Can Cast
- L2 - 5 TP - Won't Break on Hit
Special Character Spells
As this is a game focused on the players' creativity, it is not uncommon for writers to come up with special spells that only their character(s) know(s). These are often disallowed during official, admin/mod-GMed fights or Events, but in terms of role-playing these things can easily set one adventurer apart from the others.
- Note: All spells are only allowed to be used by the creator of the spell, unless permission is specifically granted by the creator.
Rohtric Carrse - A spell used only by Alpha's Rohtra Hiran style of fighting and spellcasting. It causes all electricity in the air to be absorbed by his staff, effectively making him immune to lightning-based attacks. Rank=2
- Note: Only Alpha can use this.
Racial Spells
Favor of The Goddesses - The Hylian's racial ability, it is the equivalent to Life L1. Rank= 2(Although it is arguably a 1, since it's free and has no TP cost)
Shadowmeld - The racial ability of Sheikah warriors, this talent lets the caster become invisible, placing them outside battle for one turn. Rank=2
Restrictions
Spells are potentially the most powerful abilities that can be learned in HA2, but this power results in it being necessary to limit which classes can learn them. The following is a list of each spell that is restricted to a certain class or classes, meaning that only a member of that class may learn the listed spells. As Scholars are the more magically based, while Vagabonds and Grunts are more physically-minded in abilities, it should come as no surprise that the majority are of the Scholar Main Class.
Scholars
- Fairy
- Life
- Mages
- Polymorph
- Clerics
- Resurrection
- Temple Services
Grunts
- Vassals
- Royal Spirit