Difference between revisions of "Magic Cape (magic item)"
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{{MIB | {{MIB | ||
|title=Magic Cape | |title=Magic Cape | ||
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|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 | + | |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. |
}} | }} | ||
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.
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.