A small collection of spells and items inspired by The Legend of Zelda: A Link to the Past.

Somaria's Magic Block

3rd-level Conjuration

Casting Time: 1 action

1 action Range: 30ft

30ft Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Available for: Artificer, Bard, Sorcerer, Wizard

You create a magical block of force, 5 feet on each side, at a point within range. This block prevents creatures and spells from passing through the space it occupies. If a creature is in the space where it is created, that creature is pushed into the nearest unoccupied space of its choice and must make a Constitution saving throw, taking 4d6 force damage on a failed save or half as much on a success.

While the spell is active, you may use a bonus action to cause the block to explode in four directions. All creatures other than yourself within 15 feet of the block in a cardinal direction must make a Dexterity saving throw, taking 3d8 force damage on a failed save. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the block increases by an additional d6 and the damage from the burst increases by an additional d8 per spell level above 3rd.

Byrna's Aura

3rd-level Abjuration

Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (A bit of fabric)

V, S, M (A bit of fabric) Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Available for: Bard, Cleric, Paladin, Sorcerer, Wizard

You create an aura of spinning light around yourself. While the spell is active, you gain a +3 bonus to your AC, and any creature adjacent to and attacking you takes 2d4 radiant damage if the attack misses.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by an additional d4 per spell level above 3rd.

Art: Nintendo

Bombos

5th-level Evocation

Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V, S, M (A medallion made of gold worth at least 300gp)

V, S, M (A medallion made of gold worth at least 300gp) Duration: Instantaneous

Instantaneous Available for: Artificer, Sorcerer, Warlock, Wizard

A burst of spiralling light flashes from you as pillers of fire erupt from the ground around you. Every creature other than yourself within range takes 2d6 fire damage, and must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage and be knocked prone. In addition, any non-magical ice in the area of effect is immediately melted by the heat.

When you cast this spell, you may designate a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on their Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage increases by an additional d8 for each spell level above 5th.

Ether

2nd-level Evocation

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (A medallion made of silver worth at least 50gp)

V, S, M (A medallion made of silver worth at least 50gp) Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

You call down a howling storm to freeze your target with soul-chilling ice. Make a ranged spell attack against the target. On a hit, the target takes 2d10 cold damage and must make a Constitution saving throw. On a failure, the target's speed is reduced to 0 for the spell's duration. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's damage increases by an additional d10 for each spell level above 2nd.

Quake

3rd-level Evocation

Casting Time: 1 action

1 action Range: Self (30 foot radius)

Self (30 foot radius) Components: V, S, M (A medallion made of bronze worth at least 150gp)

V, S, M (A medallion made of bronze worth at least 150gp) Duration: Instantaneous

Instantaneous Available for: Druid, Ranger, Sorcerer, Wizard

You cause the ground to upheave around yourself, coursing with deep violet energy. Every creature within range other than you must make a Strength saving throw. On a failed save, it takes 5d6 bludgeoning damage and is knocked prone. On a success, it takes half as much damage and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's damage increases by an additional d6 for each spell level above 3rd.