[attr="class","header"]Oron's Inventory
[attr="class","section"]Equipment
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Solaris | One of two swords that Oron had forged for him following his return to Hyrule City and reclaiming his title as a Prince of Hyrule. Solaris is a larger sword with a shining white and gold color scheme that has a magical blessing that allows Oron to safely channel magic through the blade. It is a bit heavier than Lunaris so Oron has to use it with more finesse, but it packs quite a punch and Oron can still swing it deceptively fast. Can dual wield it with Lunaris.
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Lunaris | One of two swords that Oron had forged for him following his return to Hyrule City and reclaiming his title as a Prince of Hyrule. Lunaris is a lighter, slimmer sword of an almost pitch black color which also has a magical blessing so Oron can safely channel magic through the blade. Due to its lighter build compared to Solaris, Oron can attack faster with the sword and use a more nimble fighting style when using the sword by itself. Can dual wield it with Solaris.
• Oron's Royal Attire | The clothing and light armor that Oron now dons when out on the field. Pretty similar to his former clothing, but have a slightly more 'regal' look to them to reflect his true status as a Prince. Actually still pretty practical, though!
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Oron's Traveling Attire | The clothing and light armor that Oron primarily wore during his journeying around Hyrule. Nothing too special about them, but they get the job done. Comes with a cool hooded cloak! Oron still occasionally wears them and keeps them in shape, especially if he needs to keep a lower profile.
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Adventurer's Pouch | A magic bag commonly sold in towns. It is able to hold an incredible amount of items, so long as they are of reasonable size, from bottles to weapons without weighing down the user. Should the user reach inside, what item they pull out is decided by what the user's mind feels it needs. Should they not be thinking of anything, the item they pull out will be random.
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Lute | A stringed instrument that Oron bought in a town some time ago during his continuing travels. After procuring some basic lessons, he now plays it as a hobby. May potentially have more use than meets the eye down the line...
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Boomerang | A wooden Boomerang which can be thrown to hit switches or stun enemies before returning to the user. Can be locked on to multiple targets when the user has proper practice with it.
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Bombs | Explosives that can be thrown, rolled or used in many different ways. Be sure to get out of the way before it explodes!
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Hawkeye | Need something better then a telescope? Or perhaps you're looking to enhance your aim with a bow? The Hawkeye will allow one to see further distances and zoom in more then a normal telescope could! Just remember if you're using it for combat, it takes time to use the Hawkeye and adjust it, leaving you open for attack.
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Abyssal Handkerchief | A black handkerchief that retains no light or color. Received as a mourning gift from Ursula von Brandt. Velvety to the touch, dries quickly after use.
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Magic
Farore:Initiate:
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Push Wind | Causes the wind to be blown a certain way at a certain strength. May be used to push a small sailboat, blow out a candle, or push the leaf of a book.
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Minor Spark | Send a jolt of electricity through your fingers into a target. May light a fire, cause sudden, minor discomfort, or jumpstart a mechanism.
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Feather Fall | Allows the user to fall slower at the expense of being blown by the wind.
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Green Thumb | A simple spell in which the user places their hand on the ground and causes grass and flowers to bloom around them regardless whether or there's any fertile soil nearby. If used by a Deku Scrub, this spell can also be used to grow a Deku Flower if they find themselves suddenly needing to take flight. Can be used indefinitely, but drains energy quickly.
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Air Dry | Speed up the drying of a wet object.
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Throw Voice | Makes the caster’s voice emanate from a different location within their vision.
Novice:
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Wind Orb | Gusts of wind form an orb that can be fired from the palm or thrown as a projectile.
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Shock Bolt | Sparks charge in the palm of the wielder, turning into a bolt of electricity that can be fired quickly.
• Gale Boost | The user conjures a miniature twister underneath them or an ally, launching themselves into the air.
• Blessing of the Wind | This spell will give weapons the properties of wind. Weapons that are swung can create miniature tornadoes, while those that are thrown (Such as the Boomerang) are capable of taking a small twister with them until the weapon hits something. This effect is indefinite but will feed on the user's energy until it is cancelled.
Apprentice:
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Fresh Breeze | A cool, refreshing breeze passes over the target or the user as their wounds are healed.
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Lightning Snap | With the snap of their fingers, the caster will cause lightning to explosively discharge on a location. Can be aimed at any distance within 30m of the user's vision. Causes metal objects to be charged.
• Tenacious Gust | The mage is able to simulate strong winds, fired from the palms. These winds can blow enemies back, or be used to solve puzzles. Can be held indefinitely but drains the user's energy quickly.
• Electric Gauntlet | The caster channels electricity into their hands or weapon. While harmless to the user, those struck by a physical blow from the user will receive a nasty shock. Lasts for three turns followed by a three turn cooldown.
Adept:
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Farore's Judgment | The caster becomes capable of continuously surging electricity from their fingers at an opponent. Can be held indefinitely but drains the user's energy quickly.
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Revitalizing Jolt | A small but potent jolt of electricity that, rather than harming the target, can be used to wake someone up from a deep sleep or bring them back to consciousness if they've been knocked out. Can only be used once on the same person in a single thread and risks severe damage to the target if attempted repeatedly.
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Petal Dance | This allows for the user, if they're in an area with a lot of flowers, to send a barrage of razor-sharp petals at the opponent. While each individual petal is fairly weak, there's a lot of them so the damage adds up very quickly.
Expert:• Gale Runner | The user creates small-but-potent bursts of wind from their legs as they run, which propels them even further and allows them to run at much higher speeds than they would normally be capable of. Lasts for 3 turns, then has 3 more of cooldown once it wears off.
• Farore's Wind | The user teleports 10 feet from where they were standing in any direction. If charged up uninhibited, the user can teleport up to 20 feet. Target location must be visible to the user, and cannot be blocked by solid matter. Causes a burst of wind after teleportation. Cooldown for 4 turns.
• Blades of Farore | A wind of invisible blades is blown across the field, indiscriminately cutting everything in its path. Be careful of using this spell near allies. Subject to a two turn cooldown.
• Farosh's Breath | The expert exudes a forceful blast of thunderous electricity from their mouth that shocks enemies and blows apart weak structures. May push targets back and stun them for two turns. May incite fear in weaker-willed monsters or creatures. Subject to a four turn cooldown.
Demise (Sealed?):Initiate:
• Light Snuff | Causes the shadows to reach out and extinguish a small natural light source. Must be strengthened in order to snuff out stronger light sources. Does not affect Hylia light sources.
Novice:
• Corrupting Dark | The user infuses spells from other schools with the dark power of Demise, both for themselves and allies. Does not work on Hylia magic.
• Impish Trickery | This spell will allow the caster to turn a single, inanimate object invisible to all but the user. This effect is indefinite but will feed on the user's energy until it is cancelled. A neat party trick, or a way to hide something from inquiring minds.
Adept:
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Influence of Demise | The adept brings out feelings of rage within themselves or a single target. If used on a creature, it can cause them to attack indiscriminately until the rage subsides. Hylia-blessed individuals or those with stronger wills will not be affected by this spell.
Expert:
• The Wrath of Demise | Augments a target’s physical power drastically, but with a price. Rage consumes the target’s mind and they lose a great deal of control over their body, causing them to rampage and attack without reason. Lasts five turns. Can only be used once per thread.
• Shadow Veil | The user blends into the shadows making stealth much easier. Lasts for three rounds, and needs another three rounds of cooldown once it expires. Spell is cancelled if the user takes damage. Requires Impish Trickery.
Nayru:Initiate:
• Water Magnet | Causes water to magically fly toward the user and stick to their skin for whatever purpose.
• Purify Water | Creates pure drinking water from a previously undrinkable source, such as stagnant or highly saline bodies of water. Removes harmful minerals that would otherwise make the water undrinkable. Affects a gallon of water per usage.