Difference between revisions of "Magic Cape (magic item)"

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{{MIB
 
{{MIB
 
|title=Magic Cape
 
|title=Magic Cape
|attunement=requires attunement
 
 
|rarity=epic
 
|rarity=epic
 
|m=major
 
|m=major
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|imagelink=https://zelda.gamepedia.com/Magic_Cape
 
|imagelink=https://zelda.gamepedia.com/Magic_Cape
 
|summary=Briefly become [[invisible]] and [[Damage immunity|immune]] to nonmagical damage.
 
|summary=Briefly become [[invisible]] and [[Damage immunity|immune]] to nonmagical damage.
|This bright red cloak is known simply as the magic cape. It has 8 charges. While wearing it, you can activate the cape as a [[bonus action]] by speaking the command word and consuming 1 charge, which turns you [[invisible]] until the start of your next turn. While you are invisible in this way, you are [[Damage Immunity|immune]] to all nonmagical damage.<br/>{{tab}}At the start of each of your turns, you must either expend 1 charge to maintain this effect for another turn, or end the effect.<br/>{{tab}}This cape regains 2d4 charges daily at dawn. A creature can use its action to touch the cape and expend 7 [[magic points]], which restores one charge early.  
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|This bright red cloak is known simply as the magic cape. It has 8 charges. While wearing it, you can activate the cape as an action by speaking the command word and consuming 1 charge, which turns you [[invisible]] until the start of your next turn. While you are invisible in this way, you are [[Damage Immunity|immune]] to all nonmagical damage.<br/>{{tab}}At the start of each of your turns, you must either expend 1 charge to maintain this effect for another turn, or end the effect.<br/>{{tab}}This cape regains 2d4 charges daily at dawn.
 
}}
 
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Revision as of 00:26, 16 April 2020

Wondrous item, epic major

This bright red cloak is known simply as the magic cape. It has 8 charges. While wearing it, you can activate the cape as an action by speaking the command word and consuming 1 charge, which turns you invisible until the start of your next turn. While you are invisible in this way, you are immune to all nonmagical damage.
     At the start of each of your turns, you must either expend 1 charge to maintain this effect for another turn, or end the effect.
     This cape regains 2d4 charges daily at dawn.


The material on this page is based primarily on content found in A Link to the Past, which is copyright Nintendo Co., Ltd.