0mega's Blog: Ganondorf vs Sauron (The Legend of Zelda vs The Tolkien Legendarium)
Before We Begin
Background
| Ganondorf |
| "Ganondorf - Blood Moon" by Lwiis64 |
| "Sauron: War of the Last Alliance" by MattDeMino |
Experience & Skill
Ganondorf
Being the embodiment of Demise's curse upon the descendants of the Goddess and the Champion, Ganondorf carries the will of one of the oldest sources of evil in all of Hyrule, Hyrule being the same age as Termina, which is over ten million years old. Experienced as a thief, a sorcerer, and leader of the Gerudo tribe, Ganondorf was trained in sword-fighting, horse-riding, and archery, before rising to terrorise Hyrule countless times as the leader of a vast army. Hylians in general possess enhanced senses and an innate understanding of magic. He has often required extreme measures by the Sages or even the Goddesses to combat him.
To get the power he constantly craves, Ganondorf is an expert manipulator, having tricked Link into both giving him access to the Temple of Time and the Sacred Realm and removing the Master Sword specifically to undo his sealing by the Sages. He has conquered all of Hyrule on several occasions, tricking the King of Hyrule into accepting his loyalty, posing as a healer of a plague (one that he caused) so he could become the king's advisor, and tempting other power-hungry usurpers like Zant into carrying out his schemes. His influence eventually became great enough to consume the entire Twilight Realm's population.
Ganondorf is a master of all known weapons, having defeated all his fellow thieves for possession of the Triforce, and knocked arrows out of the air from horseback. His extension Ghirahim is a skilled swordsman that could catch blades with his bare hands. He frequently enters into direct combat with Link across many of his iterations, matching his Flurry Rush (which slows his perception of time) and even killing him in one timeline. Link is a master of weapons, repeatedly noted as the greatest of all warriors in Hyrule, having defeated the best knights in the kingdom even as a child, and bested copies of the greatest Champions in all of Hyrule at the same time without the Master Sword. He also defeated Dark Link, a copy possessing all of his skill and could anticipate his every move. Link is also an incredible puzzle-solver who frequently exploits his enemy's weaknesses. Link would also be above Alfonzo, whose skills were described as "legendary".
Sauron
| By Kip Rasmussen |
Sauron's experience goes back before the dawn of time. He was taught for eons by Eru himself and sang the Ainunlindale that would set all creation into being, and comprehended the aspects of Eru's mind that he most took after. Unlike Melkor, who'd always been obsessed with his own plans, Sauron knew the themes of Iluvatar that were woven in, these themes encompassing all the information of the universe and history. He spent countless ages labouring the designs of Ea under the apprenticeship of both Aule the Smith, who possessed unparalleled knowledge of all the elements of earth and of alchemy, and then Morgoth, becoming a sorcerer of terrible power and skill. Other Maiar like the Istari could deduce the future with logical deduction or general prescience. His knowledge greatly enhanced the technology, weapons, and constructions of Numenor, the greatest empire of Arda, like ships without sails, and taught the Elves much of technology, forging, and magic. Gandalf believed Sauron the only one who may have been able to classify the Nameless Things of Moria, creatures older than Arda itself.
Sauron is arguably the greatest manipulator in all of Arda's history, surpassing even his master and was known for his wisdom. He was able to corrupt Saruman to his cause and effortlessly outplay his strategies, drive Denethor to despair by selecting the visions he received through the Palantir so he would only witness the losses of Gondor, and appear in a benevolent form to the Elves and convince them to forge the Rings of Power despite their initial distrust of him, later corrupting the hearts of the Nine Kings of Men and turning them into Ringwraiths. He was able to use the pride of Al-Pharazon to go from being a captive enemy within the greatest empire in the world to being Pharazon's court advisor within only a few years, driving the entire nation away from the teachings of the Valar, tricking them into invading its shores and conducting human sacrifices to Morgoth himself.
Sauron is willing to enter direct combat with the greatest warriors of Men and Elves. He personally slew Elendil and Gil-Galad at the same time, royal warriors that had lived for centuries/millennia battling the forces of evil. Elvish warriors were capable of single-handedly defeating Balrogs in single combat, fallen Maiar spirits that possessed enough power to dominate dragons. In an alternate history where he reclaimed the One Ring, he defeated Legolas and Elrond by himself. He overcame Finrod Felagund in a battle of songs and spells, and fought in and plotted many of Morgoth's greatest victories across several thousand years. He should also be comparable with the Nazgul, nine warrior kings who served Sauron in countless battles across centuries; both Eltariel and Talion have defeated the Ringwraiths in the past, yet neither were a match for Sauron in combat, even when Eltariel had Celebrimbor's aid. He would likely be comparable to Aragorn as well, who was skilled in the use of many weapons.
Equipment
Ganondorf
Trident
Sword of the Sages
Initially used to attempt to execute Ganondorf, only for him to rip it out of his chest and take it for himself. The Sage Sword is made of holy magic, which specifically targets evil magic/beings, and can inflict wounds that remained after centuries, unable to be healed through transformation.
Gloom Sword
Gloom Club
Gloom Spear
Bow of the Demon King
Twin Swords
Demise's Sword
Remote Bombs
The Dark Mirror
Secret Stone
The Triforce of Power
Upon completing their creation of Hyrule, the Golden Goddesses left behind a portion of their powers in the Golden Triforce, split into three pieces; Naryu the Goddess of Wisdom, Farore the Goddess of Courage, and Din the Goddess of Power. Together, the Triforce can shape reality and grant any wish, but due to only possessing an unbreakable spirit, not a pure heart, Ganondorf's attempt to steal the complete Triforce split it into three parts. Ganon received the Power of Din, master of fire and creator of the land. The magic of the Goddesses is conceptual in nature, Naryu's Wisdom creating science,magic and Order. Massively enhancing his power by transforming him into a demon, the Triforce of Power can amp Ganon's soldiers, revitalize him from heavy injuries, grant him an increased lifespan, and even pull him back from the dead.
Sauron
Palantir
The Palantir is a seeing stone made by the Elves of Valinor. Its vision can extend Sauron's perception of the world over hundreds of miles and one's own power over large distances, even allowing glimpses into the past and possible futures. Any two people in possession of a palantiri can communicate over any distance.
Orbs of Power
Feather of the Great Eagle
Tablets of Dark Knowledge
Star of Gobha
Morgul Blade
The Black Sword Mormegil
Broadsword of Finrod Felagund
| Original art by LoveBoro |
Sceptre of Númenor
Annatar's Javelin
Shadow Armour
Forged in the fires of Mount Doom using a part of Sauron's own soul, the One Ring is the ruling Ring of Power, made to control the nineteen Ringbearers of Elves, Dwarves, and Men through their rings. The Ring makes Sauron all but invincible, allowing him to regenerate practically any wound done to his body. It enhances his abilities, causing Sauron's power to constantly increase over time. As long as the Ring remains, Sauron will remain bound to Ea, unable to stay dead even with the destruction of his bodily form. It's opposite in nature is found in the Phial of Galadriel, the remnant of Primeval Light, as only the Silmarils surpass it in power.
The Ring is indestructible against conventional damage, Elrond admitting no elvish craft could destroy it, and Tolkien admitting no fire save Sauron's own could damage it, including that of Ancalagon the Black. It is fortified against all dangers; the elements, volcanoes, earthquakes, corrosion, magnetic forces, radiation, hard vacuums and other forms of energy are harmless to it. Even Manwe, chief of the Valar, could not attempt to override its evil power, for Sauron dedicated its forging to the forces of evil, defending it even against the ravages of time itself.
The One Ring could turn the wearer invisible if they so wished, grant them the ability to perceive the realm of spirits, increase their good luck, and enhance the abilities and attributes of the user depending on what they desired, including their hearing, ability to see in the dark, understanding of the languages used by Sauron's servants, and detection of magical forces. It contained all the powers of the Nineteen Rings of Power, which primarily involved the slowing of decay and the passage of time. The wearer's spells, strikes, and maneouvres are guaranteed to succeed, particularly with its ability to slow down time, provide unlimited fire magic, and bypass resistance to mind manipulation. It can also hide its presence on Sauron's finger from those of lesser power or without a Ring of their own.
As Sauron is its master and origin, the Ring is loyal to him, returning to Sauron's hand even when worn by another. Contrary to popular belief, Sauron is not "diminished" without the Ring, only if someone can bend its power under their will. It bends the will of any user towards Sauron's evil; even those committed to destroying the Ring would eventually succumb to its influence and either become Sauron's thrall or take his place as the new Dark Lord. One's vulnerability to the Ring is tied to their own level of power: the greater one's ability or potential, the greater danger they are in of falling under its corruption, regardless of nobility. Since the Ring activates any latent darkness within the wearer, the best defence against the temptation of the Ring is to have no ambition/will, as it was with the natural force of Tom Bombadil, or no desire to change one's lot in life as it was with the Hobbits, and even then this would not last indefinitely. When in Sauron's presence, very few of equal standing would be able to withhold the Ring from him.
Abilities
Ganondorf
Demon Physiology
Immortality
Regeneration and Healing
Stamina and Endurance
Ganondorf's magic makes his body mere raiment to be altered or discarded at a moment's notice, having taken on many different forms through the ages. He has become a giant pig, a bat, and his lesser, partially sealed forms can be as tall as cliffs. With the Secret Stone, he transformed into a dark dragon larger than Castle Hyrule, whose armoured scales could only be penetrated by the Master Sword, though at the cost of his sanity. His Puppet Ganon could take on many forms battling Link.
Power Nullification
Plant Manipulation
| "Inside the Deku Tree" by SuperPhazed |
Darkness Manipulation
Telekinesis
He crushed Hyrule castle beneath him in a last ditch effort to kill Link and Zelda and repeatedly caused a Blood Moon to rise across Hyrule as a side effect of his power being unleashed, at one point even dragging it closer to the planet. He has thrown Midna and Phantom Ganon across rooms in fights, and could freeze Link in place with a mere gesture.
Flight
As Agahnim he could travel as a mass of darkness and as Ganondorf he could levitate and fly with ease, utilizing the skill in combat against Link while he possessed Zelda's body. He has also flown in his bat and draconic form.
Enhanced Senses
His "offshoot" Agahnim was able to sieze the minds of the guards of Hyrule Castle and place them under his direct control. He possessed and puppeted Zelda in his fight with Link, cast her into a deep sleep in another incarnation, while his Gloom corrupted the Goron tribe into following his bidding. Even when he was leading the Gerudo, he mind controlled those that weren't loyal. His influence drove King Dodongo insane for displeasing him, similar to how he corrupted and controlled both the Guardians and the Divine Beasts with Malice.
Ganon has looked into dreams and communicated with Link over vast distances, even when disguising himself as another person like Zelda. Other telepaths like Sahasrahla could communicate across dimensions, reaching Link in the Dark World from Hyrule. Ganon can astrally project his form to witness events from a distance. With Gloom, his weakened form could force Link and the new Sages to witness visions of the past.
Non-Physical Interaction/Soul Manipulation
Elemental Manipulation
As Agahnim, he stilled the floods, famines, and blazes that were plaguing Hyrule. He can cast fire and lightning, raise walls of flame, throw energy volleys, induce winter across domains of Hyrule, blacken the sky with dark clouds, sustain an island spanning storm, and created another storm as a side effect of his battle with Link. His sword swings can create tornadoes with sufficient force, while his sealing magic caused a minor earthquake within the Temple of Time. During his TOTK revival, he created tornadoes, sandstorms and volcanic disruptions.
Energy Manipulation
Ganon has turned invisible in his battles with Link. He's created illusions of himself as Agahnim, Zelda, and of the environment to both trick and combat foes that could be interacted with as if solid. Zant too (within Ganon's power) could create multiple illusions that covered entire rooms (assuming these are illusions and not reality warping). In his spirit form, he can choose whether others can see him.
Intangibility
He can become intangible to pass through objects, fly as a ghost to avoid attacks, turn himself into mist as he did with Phantom Ganon, and appear as a fiery spirit lacking physical matter to escape battles. His weakened Calamity form could turn into smoke and mist upon being defeated, manifest as a spiritual presence in the form of a serpent and transform into a cloud of Malice for attacks, while his Agahnim form could transform into a shadow.
Evil Creation/Summoning
As the origin/root of all evil, Demise can create and command evil, which usually manifests as demons (or jellyfish), lesser demons like Ghirahim creating armies of blins. As Agahnim, his spells conjured dark knights covered in armour. He has conjured Phantom Riders and summoned spectral aids like Phantom Ganon and Puppet Ganon. Upon claiming the secret stone of Sonia, he summoned a horde of monsters with ease, while his Calamity form created the four elemental Blights.
Teleportation
The Phantom Ganon avatar can teleport in his battle with Link, and his beast form could teleport at will. He also teleported/summoned enemies for Link to fight, and teleported Zelda away from the Temple of Time to Hyrule Castle. He can also create portals, opening one between his tower and the Great Sea and created holes into another dimension more than once. He can also materialize and dematerialize as pieces of darkness.
Sealing
Ganondorf has frequently imprisoned his enemies in prisons of magic, sealing away Zelda in a cage of dark power and trapping six maidens within crystals. His Malice further sealed the souls of the Champions within their corrupted Divine Beasts.
BFR
After his phantom failed to destroy Link, Ganondorf banished it to the gap between dimensions. He also used his Agahnim form to send both Zelda and later Link to the Dark World, traversing the "void" between realms to get them there. Those that are banished to the Dark World can have their very consciousness fade to nothing or will be transformed into demons.
Time Manipulation
Reality Manipulation
He could have turned Hyrule into the Lost Woods, created a maze that warped space-time around itself, and altered space so up became down and left became right in his battle with Link. Phantom Ganon could enter and exit paintings at will. Other characters like the Hero's Shade could crack holes in space itself, which Demise replicated with his portals. He was further stated to have power over time itself, taking control of the "hyperspace" realm where he and Link had their final battle and preventing Link from calling on the Skyward Strike. He empowered Zant to the point where the usurper king could alter his throne room on a whim to match various environments and merge portions of Hyrule with the Twilight Realm.
Resistances
- Holy Magic (Limited): Despite the Sage Swords, Master Sword, and Light Arrows being holy magic that specifically works against evil, Ganondorf has taken hits from them without immediately succumbing. They can still hurt him, just not fatally without repeated attacks.
- Mind Manipulation: Ganon can freely enter and exit the Dark World, which can drive people mad and cause their consciousness to fade away.
- Soul Manipulation: The Triforce pieces protected Link and Zelda from Zant's Twilight, which turned people into spirits. He also withstood multiple hits from the Gloom Spear, which can cleave souls from the body, without the Triforce, though the latter may be due to his immunity to his own Gloom.
- Transmutation and Corruption: Triforce pieces prevent their users from being turned into spirits or dark monsters. Lesser monsters like Trinexx could resist the Quake Medallion, which can transform monsters immune to the transmutation of Magic Powder turning enemies to slime.
- Elemental Manipulation (Status Effects): He has withstood multiple elemental attacks from Link, including those of fire, ice, and lightning
- Conventional Weaponry: No earthly weapon is said to be capable of harming him, requiring magical and holy weapons to finish him
- Sealing (Limited): Though Ganondorf has been sealed, he usually breaks free in time. Lesser demons used Ganon's power to escape Impa's seals
- Time Manipulation: Can resist the Stasis Rune, which freezes one in time, though has been affected by Link's usage of Recall. His Imprisoned form also remained in existence despite Link destroying Demise in the past
- Deconstruction: Ganon has revived his body from his soul, and has resisted the Ancient Arrows, which utterly eradicate targets.
- Information Analysis (Limited): Navi could not detect any weakness on Beast Ganon's body, though Link did find it soon after, and Fi could analyse Demise during his final confrontation with Skyward Sword Link.
Sauron
Maiar Physiology
| "Sauron" by Gil-Galads |
Being one of the Ainur, Sauron exists as an angelic being of pure spirit, a Holy One of demiurgic power. Forged directly from the Flame Imperishable, the Creative Force of the supreme god Eru, he exists as a direct extension of Eru, an "intrusion" of God himself onto the created world. Ainur are aspects of Eru, principalities emanating directly from the divine Godhead. His soul is completely indestructible, able to be harmed and affected but never fully destroyed to the point that he will ever cease to exist. Whereas the Elves' immortality is bound to the world of Arda, existing within it only as long as the planet exists, Valar and Maiar are "true" immortals, ageless and unbound by the ravages of time, for they are of the "primary creation" of the Timeless Halls. They are beings of pure will and awareness, their essence transcending material reality as reality transcends fiction.
Not possessing bodies, Maiar do not require sustenance or sleep, and can exist within any environment, be it the vacuum of space, the depths of the ocean, underground magma, or the Void beyond Ea itself. Unbound by matter, Ainur spirits can fly, turn intangible, and move at any speed they desire. They are immune to attacks, weaker spirits being able to shatter both normal and magical weapons upon contact. The nature of the Ainur is bound to Ea and their interactions with it; the more energy or will they put into "dominating" its physical constituents, the more of their original power is expended and the weaker they become. Despite this, their spirits can gain or regain their power over time, and do not necessarily require physical form to act upon the world.
Existing like Gandalf as a "transcendent sub-creator", more an archetypal force of nature, Sauron embodies the concept of craftsmanship, the relationship between material objects and living things. Maiar embody the themes of creation, interacting with and representing primordial/primal emotions, elements, and the fabric of Fate itself. While the Valar represent the core concepts of reality as direct manifestations of Eru's thoughts and plans (capable of embodying utter Darkness in Morgoth's case) Maiar execute the Valar's vision of the processes of creation, embodying parts of their spirit into the Prime Matter of the universe. Their presence passively magnifies the Essence of their environment, making streams overflow or enhancing the intelligence of animals.
| "Iluvatar and Melkor" by Abrahan de Labastida |
Ainur are classified by Tolkien as "sub-creators", a refracted splinter of God's Prime Light. They cannot give the "primary reality" of life to creation, only secondary in the same sense that an artist paints a picture but cannot make it real. To be given sub-creative powers guaranteed that whatever the Ainur devised in their thoughts were given the reality of creation through Eru's will; to use it was to be liberated from the channels of creation that have already been used, drawing on the infinite possibilities of God's variety. The "Songs of Power" are extensions of the Logos (the Word of God) itself, the undivided essence of purest myth, where fantasy and imagination were yet to be separated from physical matter.
Tolkien's view is taken from Barfield's examination of prehistoric myth, where the literal and metaphorical aspects of creation are united as one. Souls are made in the law of the Logos, existing as a fundamental part of it and sub-create through it. Words of the Logos are integral to one making sense of reality, an enchanter's power to wield on a plane external to the mind, as the Word in Tolkien's world is the Music of the Ainur. To use magic is to "make the will more quickly effective", an inherent power to created beings that cannot be learnt. It is to divide the purest emanation of God's light into constituent parts, with the power of the Valar described as having the "authority" of Eru. Before the appearance of Will with the Ainur, everything existed as the mere potential of erma, or "prime matter" on a lower plane akin to that of mathematics (NoME pg.226). The power of words being what formed Arda, Sauron can utilize them to bend the nature of the world to his liking.
Magic is split between magia, which produces real results and goetiea, which is for artistic purposes or illusions. Sauron draws on his Essence, the energy, or "radiance", of his soul, pure Essence being derived from the Flame Imperishable of Eru Himself, and imbues it into the substance of Arda. It was only after Sauron yielded his mastery of Tol-in-Gaurhoth that Luthien was able to overthrow it with a spell of her own and enchanted the Gate of Dol Guldur to be incapable of being forced open. His Words could unleash massive shockwaves to knock back armies and overpowered the Song of Finrod to strip the Elf King of his magical disguise.
| "The Temple of Morgoth 2" by EKukanova |
For Maiar, physical forms/hroa are raiment to be changed, discarded, and rebuilt from nothing as per their desire; they can shapeshift into plants, elemental forms, plus animals, or "dreadful shapes of phantoms". Sauron took on the form of the greatest wolf the world had ever seen, a serpent, and a vampire large enough to block out the Moon during his battle with Huan. He took on the fair guise of Annatar to placate Elves and Men, but when combat resumed, his form was of formidable physical might, including armour and specific weapons forged from nothing and dismissed just as easily.
Terror Aura
| "Elendil the Tall" by GabrieleBagnoli |
| "An Untold Story - Second Age" by AntiCodex |
Darkness Manipulation
Corruption
| "Corrupting Counsel" by JMKilPatrick |
Even the power of Tom Bombadil on his own land would not be able to resist the dominion of Sauron if he had returned to his full power. He also learnt from Morgoth how to corrupt men and elves into orcs. This corruption can target the soul of its victim through its connection, however slight, to the erma, or prime matter, and it is this "taint" that allows dark magic to be cast on the erma in the first place. A temple dedicated to Sauron corrupted its surroundings, its taint being capable of covering the world if Sauron regained the One Ring. Through tainting the land itself, Sauron can empower his allies, call freezing rain, shroud the area in darkness, and draw power from his worshippers praying to him.
Life and Disease Manipulation
| "The Black Breath" by Chris Cold |
Entering the land of Mordor caused weariness and sickness to overcome the entire Elvish army due to Sauron's corruption, lessening life forces due to the stench and toxic fumes. The Black Breath of Mordor similarly could infect others beyond the ability of normal medicine to heal, inducing dark dreams and killing within hours. Sauron corrupted the entire forest of Mirkwood to serve his ends, being responsible for the monsters that came to spawn there. He later created a terrible plague to ravage Gondor that infected the water and even the very breath of life.
Illusions and Invisibility
Pre/Post-Cognition
| "The Eye of Sauron" by John Howe |
As all that is in the past is known to the Ainur, Sauron can perceive any event he chooses within history in order to gain information. As he witnessed the Ainulindale and participated in it weaving all creation, it is possible that he would have some understanding of how to predict events before they happened, similar to how the Istari could through logical deduction.
Curses and Boons
Energy Manipulation
| "A master ring" by TheBabyDragons |
The Maiar are capable of wielding and containing the holy light that spilled from the destroyed Two Trees of Valinor, (which is a primeval light undivided between the physical and metaphorical and an emanation of God's White Light) the same way the dwarves and elves could harness starlight.
Mind Manipulation
The Valar and Maiar can transmit and receive thoughts from each other, thus allowing communication over vast distances. They could also send their thoughts backwards and forwards through time itself, disappearing and reappearing virtually instantly. Sauron can probe one's mind for thoughts of treachery, cause targets to lose their memories, and dominate any number of lesser wills, over time corrupting the entire kingdom of Numenor into turning against the Valar (which at the time may have consisted of up to 12 million people on the island itself), and was implied to have been providing the will to fight for all of the orcs of Mordor during the Battle of the Black Gate.
While all creatures in Tolkien possess a telepathic barrier that prevent anyone, even the Valar, from forcefully reading their mind, one can apply enough pain or pressure to "convince" the mind to allow them access. With force of will, Sauron can invade the bodies of others and take control of them, similar to how Saruman possessed King Theoden. He can also counter another's mind manipulation as he did against Celebrimbor (despite Celebrimbor possessing the One Ring that could bypass resistance to mind manipulation) and with how he ensnared Saruman's mind when the wizard attempted to spy on him. In his presence one can withhold a truth but cannot outright lie, as their minds are automatically twisted towards darkness.
Teleportation/Dimensional Travel
Sauron can teleport between locations, materializing as a pillar of flame, as well as use it in battle. He can summon Balrogs to his side when need be, and allegedly could summon monsters from the Void with the use of rituals, which is somewhat supported by Ungoliant and other demons being seemingly able to travel to crossover points between dimensions. The Ainur, upon descending to Ea, passed through the Void outside space-time. He enchanted the Final Landing of Mount Doom to teleport intruders into a pool of lava. His servants could teleport too. In an early draft of The Lost Road, the elf Elendil was capable of transporting others back in time, so Sauron could possibly do the same.
Power Nullification
Fate Manipulation (Debatable)
| "The Fate of Isildur" by Anato Finnstark |
Soul Manipulation/Non-Physical Interaction
| "Sauron forging the One Ring" by Samuel Marcelino |
As long as Sauron endures, the Nazgul are forever bound to his service and their Rings. Sauron sealed his former Mouth within one of his fortresses, forever to be tortured, killed, and reborn within the walls of Barad Sereg. With Celebrimbor, he absorbed the elf's soul and bound it within the tower of Barad-Dur.
Essence Spells
Sauron has access to all spell lists in the Middle Earth Roleplaying Game, which are divided into Essence and Channelling. Essence draws from the power of creation, the Ainulindale that created Middle-Earth, while Channelling calls directly on the power of the Valar to bolster one's spells (this being Morgoth's power in Sauron's case). Given that Sauron is of the Maiar, he should be able to cast these spells with far greater potency than a typical player.
| "Battle Of The Last Alliance" by Entar1078 |
- Resist Heat: Target is totally protected from all natural heat to 200°F
- Resist Cold: As Resist Heat, except protects against natural cold to -30°F
- Sly Ears: Target's hearing is augmented to double normal effectiveness
- Balance: Adds +50 to one slow moving maneuver (e.g. walking a 3" beam)
- Nightvision: Target can see 100' in normal darkness (e.g. night or dark rooms) as if it were daylight. Magical darkness will reduce this spell's effects.
- Sidevision: Target has a 300° field of vision, all around except for directly behind him.
- Sounding: Target's voice has its loudness tripled.
- Watervision: As Nightvision, except target can see 100 feet in water, even murky water.
- Waterlungs: Target can breathe water as if it were normal air, but he will be unable to function in air
- Gaslungs: As Waterlungs, except target can breathe any gas (including air) as if it were normal air.
| "Stalker" by Skullbastard |
- Detect Essence: Detects any item or active spell from the Essence realm
- Detect Channeling: As Detect Essence, except realm is Channeling.
- Detect Invisible: As Detect Essence, except detects invisible things
- Detect Traps: Gives a 75% chance of detecting a trap
- Text Analysis: Caster can read text written in an unknown language with complete technical analysis (vocabulary and syntax), but not an understanding of idioms (jargon), subtle implications, or cultural references.
- Detect Evil: As Detect Essence, except detects if a being or item is evil or if an item was created by evil or if an item was used by a very evil person for an extended period
- Location: Gives the direction and distance of any specific object or place that the caster is familiar with or has had described in detail.
- Perceive Power: As Detect Essence, except it will give an estimate of the power (level or potency) of the person or item or spell examined.
- Delving: Gives significant details about an item's construction and purpose (not specific powers).
- Lock: Caster can cause any lock he can see within 100' to be locked. The lock is just normally locked and can be unlocked normally.
- Magic Lock: A door (or container) can be magically “locked,” The door can be broken normally or the spell can be dispelled. Otherwise the door cannot be opened.
- Locklore: Gives the caster a +20 modification on picking the lock analyzed and +10 to anyone to whom he describes the lock.
- Traplore: As Locklore, except that it applies to disarming traps.
- Jamming: Causes a door to expand and jam into its frame, ranging from slightly stuck to unopenable).
- Weakening: Reduces the inherent strength of a door by 50%.
- Opening: When cast on a lock chances are 40% for normal locks and 90% for a Magic Lock to open
- Disarm: As Opening, except its chances apply to disarming traps.
- Undoor: Will vaporize a non-magic door up to 6" thick, 10' high and 10' wide
| "Saruman and Gandalf at the Tower of Orthanc" by Angelo Montanini |
- Vibrations: Causes an object to vibrate rapidly; if fragile it may break. If it is an object that is being held, the holder may fumble it.
- Shield: Creates an invisible force shield in front of the caster
- Staying: Exerts pressure on a person or object. Object cannot be moved by staying alone, and pressure can only be in one direction.
- Telekinesis: One object can be moved with no acceleration.
- Deflections: Caster can deflect any missile that passes within 100 feet of him
- Bladeturn: As Deflections except the -100 modification is applied against one melee attack.
- Aiming: By concentrating on the mind of a missile firer and the flight of the missile, the caster causes an additional +50 to be added to the attack roll
| "Ainulindale" by zdrava |
- Spell Store: Caster may cast this spell in addition to, and just before, the spell he wants to store. Then the stored spell may be cast at any time, with no penalty. The storing spell costs the same number of power points as the spell stored. No other spell may be cast while a spell is stored.
- Cancel Essence: This spell helps protects the caster from Essence spell attacks.
- Rune: This spell inscribes a spell on a specially prepared piece of paper. The rune can then be used to cast the inscribed spell once (using the normal spell casting procedure).
- Cancel Channeling: As Cancel Essence, except for Channeling spells
- Dispel Essence: As Cancel Essence, except dispelling effect is in а 10' radius about the caster
- Dispel Channeling: As Dispel Essence, except only Channeling spells are affected.
- Sign of Stunning: A Sign on a "non-mobile" surface. A Sign can be triggered by one of the following (decided by caster): after a chosen period of time, certain movements, certain sounds, touch, reading, etc. Stuns the triggering victim.
| "Middle earth unrolled (version 2) by Onirio |
- Familiar: The caster can attune himself to a small animal (to be called his familiar), then control the familiar and view the world through its senses by concentrating on it.
- Presence: When he concentrates, caster is aware of the presence of all sentient/thinking beings within 50 feet; i.e, the caster knows where they are. He also gets a feelings of which are intelligent and which are animals.
- Listen: Caster can pick a point up to 10' away, and as long as he concentrates, he will hear as if he were at that point (there can be intervening objects such as walls).
- Long Ear: As Listen, except that caster's point of hearing may be moved independently up to 100 feet away if he is physically able to go there (he could not send his point of hearing through walls or closed doors).
- Watch: As Listen, except the caster sees from the fixed point (it can rotate).
- Long Eye: As Long Ear, except the caster sees from the moving point (it can rotate).
- Observe: As Listen and Watch, except caster can listen and watch at the same time and the range is 100'.
- Telepathy: Caster can read the surface thoughts of one target, though not always without the target realizing
| "Beren in Dungortheb" by kuliszu |
- Sound Mirage: This illusion creates any set of simple immobile sounds coming from an area of up to 10' radius. It can dampen normal sounds in the area to the loudness of a normal conversation.
- Unseen: A single object (or being) is made invisible until 24 hrs. pass or the object is struck by a violent blow or the object (or being) makes an attack.
- Light Mirage: Creates any simple immobile image or scene in an area of up to 10' radius. It can dampen normal light to the brightness of candlelight.
- Invisibility: As Unseen I, except everything within 10' of the target is invisible as long as it starts and remains within the 10' radius.
- Taste /Smell Mirage: Creates any set of simple immobile tastes or smells in a 10 foot radius. It can dampen normal tastes and smells in the area.
- Illusion: Creates a simple immobile image or scene up to an area of 10' radius. Two of the following options may also be chosen: a) an extra sense may be added to the illusion or b) the duration may be doubled or c)the range an be doubled or d) the radius of effect may be doubled.
- Phantasm: This illusion creates the image of one object or being that will move however the caster wants while he concentrates. When the caster stops concentrating, the image remains, but stops moving (the caster can resume concentration later and resume moving the phantasm). The image can be any size that would fit in a 10' radius sphere. One of the options from Illusions mау also be chosen or two images can be created and moved (both images must be within the aster's field of vision).
| "Sauron ReBirth" by benSatori |
- Sleep: Causes target(s) to fall into a natural sleep. All targets must be in caster's field of vision.
- Charm Kind: Target (which must be humanoid) believes caster is a good friend.
- Confusion: Target is incapable of making decisions or initiating action. The target may continue to fight current foes or act in self defense.
- Suggestion: Target will follow a single suggested act that is not completely alien to him (e.g., he will not commit suicide, blind himself, etc.).
- Hold Kind: Humanoid target is held to 25% of normal action for as long as the caster concentrates.
- Master of Kind: Target must obey caster as in Suggestion for the duration of the spell. Caster may employ any number of non-alien suggestions.
- True Charm: As Charm Kind, except any sentient creature may be affected.
- Quest: Target is given one task; failure results in a penalty such as a drop in stats or a phobia (e.g. fear of spiders, fear of water, etc.) or some other mental illness or a physical disability (e.g., a limp, rheumatism, scars, etc.).
- Boil Liquid: Any inanimate liquid can be heated to boiling
- Warm Solid: Any solid inanimate, non-metal material can be warmed to 100°F
- Woodfires: Causes any wood (or any inanimate organic material) that the caster chooses within reach of caster's palm to ignite and start burning.
- Wall of Fire: Creates an opaque wall of fire
- Heat Solid: As Warm Solid, except material can be heated to 500°F
- Fire Bolt: A bolt of fire is shot from the palm of the caster
- Call Flame: Creates an opaque cube of flame
- Fire Ball: A ball of fire is shot from the palm of the caster, it explodes at a point chosen by the caster
- Aura of Flame: The caster may touch one object and create an aura of flame around it.
- Circle Aflame: As Wall of Fire, except the "wall" forms a circle with the caster at the center
- Freeze Liquid: Any inanimate liquid can be cooled to freezing (temp. cannot be lower than -30°F).
- Cool Solid: Any solid, inanimate, non-metal material can be cooled to -20°F
- Wall of Cold: Creates a transparent wall of intense cold
- Cool Air: The temperature of the air in an enclosed area may be lowered to a maximum of -20°F. When the concentration ceases, the air will warm normally.
- Chill Solid: As Cool Solid, except material can be cooled to -200°F
- Iсе Bolt: A bolt of ice is shot from the palm of the caster
- Cold Ball: A ball of cold is shot from the palm of the caster. It explodes at a point chosen by the caster
- Wall of Ice: Summons a wall of ice
- Call Cold: As Call Flame except that it creates а cube of cold
- Circle of Cold: As Wall of Cold, except the “wall” forms a circle with the caster at the center
- Enchanted Rope: If caster holds one end of a rope, he can cause the rope to move up to its length (within the range) in any direction and to tie itself in knots (it cannot attack or tie up a moving or active being).
- Loosen Earth: Loosens 100 cubic feet of earth to the consistency of plowed ground.
- Crush Stone: Crushes a stone or section of stone (up to 2"x2"x2") to the consistency of a powder. This includes non-enchanted stone and gems. If a maneuver roll is made, this spell can affect sling stones.
- Earthwall: Summons a wall of packed earth.
- Cracks Call: Any already existing cracks ог flaws in a section of inanimate material will extend to their limit.
- Stonewall: As Earthwall, except wall is up to 10х10'х1' of stone and it has the durability of normal stone.
- Stone/Earth: Changes 100 cubic feet of normal stone to packed earth
- Earthwall True: As Earthwall, except duration is permanent.
- Earth/Mud: As Stone/Earth, except changes earth to soft mud.
- Earth /Stone: As Stone/Earth, except changes packed earth to solid stone and loose earth to gravel.
- Projected Light: A beam of light (like а flashlight) springs from the caster's palm. He can turn it on or off by opening or closing his hand.
- Shock Bolt: A bolt of intense, charged light is shot from the palm of the caster
- Light: Lights a 50 foot area about the point touched. The light produced is equivalent to torchlight. If the point is on a moving being or object, the area will move with it.
- Shade: All shadows and darkness in a 100' radius around the chosen center point deepen
- Sudden Light: Causes a 10 foot radius burst of intense light, all those inside the radius are stunned
- Dark: As Light except that a 50 foot radius of darkness results. It is the equivalent of a dark, moonless night.
- Lightning Bolt: As Shock Bolt except a lightning bolt is shot
- Breeze Call: Causes a swirling breeze to arise from around his person, which drives away any suspended or gaseous matter (dust, clouds, etc.) and disrupts all missile attacks passing through it.
- Airwall: Creates a transparent wall of dense churning air. All movement through it is disrupted
- Condensation: Condenses water from the surrounding air into the cupped hands of the caster
- Stun Cloud: Creates a cloud of charged gas particles
- Airstop: Cuts all generalized air movement (i.e. wind) by up to 30 MPH
- Vacuum: Creates а near vacuum.
- Death Cloud: Creates a toxic cloud
- Fog Call: Creates a dense natural fog that obscures vision
- Waterwall: Creates а wall of water. It must be affixed to a solid or liquid surface
- Water Bolt: A bolt of water is shot from the palm of the caster
- Unfog: Disperses fog in an area up to the radius of effect.
- Calm Water: Water within radius is calmed
- Clean Water: Removes all sediment and dissolved substances from a volume of water
- Call Rain: If there are clouds in the sky, it rains outdoors for the spell's duration
- Leaping: Allows the target to leap 50 feet laterally or 20 feet vertically (or some combination of lateral and vertical movement)
- Landing: Allows the target to land safely in a fall up
- Leaving: Caster teleports target to a point up to 300 feet away, but there can be no intervening barriers in a direct line between the target and the point (closed doors and bars are barriers; a pit is not).
- Levitation: Allows target to move up and down vertically
- Fly: As Levitation, except target can fly
- Portal: Opens a portal in any solid surface, through which anyone or anything can pass. The surface appears unaffected but shimmers slightly
- Long Door: As Leaving, except caster can pass through barriers by specifying exact distances.
- Teleport: As Long Door, except movement range is in miles
- Run/Sprint: Target may run without tiring, but once he stops or performs some other action the spell is canceled.
- Speed/Haste: Target may act at twice his normal rate
- Self Size Changing: Caster may shrink to 10% his normal mass (height in normal situations); there is no decrease in his strength. Caster may also enlarge to half his normal mass, and there is no increase in his strength (except for movement purposes).
- Change of Kind: Caster can alter target's form to the form of any desired humanoid race, the target's mass cannot change by more than 10%.
| "The Battle of Finrod and Sauron" by Michael Howe |
- Study: When concentrating with this spell, the caster reads at thrice their normal rate, and can retain anything he reads or learns as if he had a photographic memory with total recall.
- Learn Language: When concentrating with this spell, the rate at which the caster can learn a language is tripled.
- Language Lore: Caster learns what language a piece of text is written in. He may also learn the identity of the author if the caster has seen his work before or if the author is noteworthy or distinctive.
- Mind's Lore: Caster can scan the target's mind, and receive part of the target's knowledge (conscious and unconscious) concerning one very specific topic.
- Interpreting Ear: Allows caster to understand one speaker regardless of what language he is speaking.
- Passage Origin: As Language Lore, except that the caster can also tell if the text has been translated and what the original language was. From the dialect and idioms, he can also tell the approximate date that the text was originally written and the region in which it was written.
- Calm Song: Targets are calmed and cannot take any aggressive action
- Holding Song: As Calm Song, except target can only take 25% of normal action.
- Stun Song: As Calm Song except target is stunned.
- Silence Song: As Calm Song, except target may not speak.
- Sleep Song: As Calm Song, except target falls into a light sleep.
- Charm Song: As Сalm Song, except target believes caster is a good friend
- Fear's Song: As Calm Song, except target fears caster and attempts to get away from him.
- Forgetting Song: Target will forget what transpired in a certain period of time specified by the caster
- Long Whisper: Caster's whisper can be directed to any point that he picks
- Silence: Any sounds originating within up to 50' of the caster's body cannot be heard outside the radius.
- Sonic Law: Caster may manipulate sound within 100' of his body. He can create any sound he wants, and if he desires, that sound can be heard outside the radius.
- Great Song: As Song, except everyone within a 10' radius of the caster is а target of the spell from the Controlling Songs list.
- Jewel/Metal Assessment: Caster can assess the value of jewels and metals to within 10% for any market he desires (i. allows him to calculate different values for the different cultures he is familiar with).
- Item Assessment: As Jewel & Metal Assessment, except any crafted item may be assessed (the magic capabilities are not included).
- Detect Power: Detects power (enchantment) in an item; also gives the realm of power and an estimate of how powerful it is.
- Item Analysis: Caster has а chance for each ability of determining what enchanted abilities the item has. This includes all bonuses and spells; roll once for each. Initially, a character may only cast this spell once on a given item; however, each time the character advances a level, he may cast this spell again on the item,
- Assessment True: As Item Assessment, except anything can be assessed, such as livestock, houses, boats, etc. (magical abilities are still not assessable).
- Significance: Determines if the item examined has any cultural or historical significance, and gives a rough idea of what significance that is.
- Detect Curse: Detects if an item has a curse on it, and it gives an image of the person who cursed the item.
- Origins: Gives the race and nature of the being who made the item and when and where it was made (within 100 miles and 100 years).
- History: Gives the caster a random vision of some past event that the item was present at.
| "The Great War of Arda" by Fell418 |
- Trap Detection: Caster has а 75% chance of detecting any outdoor trap within the 5 foot radius concentrated upon.
- Nature's Awareness: Allows caster to monitor animate activity in a 500 foot area (i.e, movement, combat and maneuvers).
- Storm Prediction: Gives caster a 95% chance of predicting time and type of any rain or storms within 15 min over next 24 hour period.
- Weather Prediction: As Storm Prediction, except it predicts the time frame, nature and severity of the general state of the weather.
- Breeze Call: Causes a swirling breeze to arise from around his person, which will blow in a set direction. It drives away any suspended or gaseous matter
- Waiting Awareness: As Nature's Awareness, except that it allows the caster to set the spell on "alarm"—any animate activity in the radius will cause caster to be alerted.
- Fog Call: Creates a dense natural fog within the radius of effect. The fog obscures vision and subtracts from all missile attacks.
- Limbwalking: Allows caster to walk along nearly horizontal tree limbs (that can support the weight) as if he were on level ground.
- Waterwalking: Allows caster to walk on water as if he were on level dry ground. Maneuver rolls may be required on rough water.
- Swimming: Enables target to swim without tiring or expending energy.
- Sandrunning: As Limbwalking, except caster can run on sandy surfaces.
- Merging Organic: Allows caster to merge up to 1 foot deep into organic material. He is inactive, but aware of surrounding activity. The caster cannot move while merged, but may exit at any time.
- Windwalking: Allows caster to walk on moving air (wind)
- Protection: Subtracts 30 from all elemental attack rolls against the target and adds 30 to all of the target's RRs versus spells.
- Area Protection: As Protection I, except all beings within 30 foot radius of target get the benefits when the caster concentrates,
- Neutralize Curse: Nullifies the effects of a curse for the duration of this spell. The curse is not dispelled
- Remove Curse: Cancels a curse if the curse fails a RR. The target level is the level of the original curse caster, and the attack level is the level of the caster of this spell.
- Cancel Spell: As Remove Curse, except that any one existing spell may be canceled.
- Heal: Heals 1—10 concussion hits.
- Stun Relief: Relieves target of one round's worth of stun effect, i.e., target is stunned for three rounds less that before spell was cast (in addition to normal decrease).
- Regeneration: Reduces the concussion hit damage that the target has taken by 3 hit for each round
- Awakening: Awakens target instantly.
- Heal 50: As Heal 10, except that it heals 5-50 concussion hits,
- Frost/Burn Relief: Relieves target 3 areas of mild damage or 1 area of severe damage (e.g. 3rd degree burn) or a combination of 1 mild and 1 moderate area can be healed.
- Prayer: Target gets a +10 bonus to any Resistance Rolls and maneuver rolls.
- Bless: Target gets a +10 bonus to his Defensive Bonus and maneuver rolls.
- Resistance: Target gets a +5 bonus to any Resistance Rolls and to his Defensive Bonus.
- Resist Elements: Protects caster from natural heat up to 200°F and natural cold down to -20°F; gives +20 to RRs for heat or cold spells.
- Plant Facade: Allows caster to appear as any one type of plant within 10% of his own size. He will not smell or feel like the plant: it is a purely visual illusion.
- Underwater Breathing: Caster is able to breathe normally under water as well as in air.
- Animal Facade: As Plant Facade, except caster can appear as any type of animal.
- Shadow: Caster appears as a shadow: provides near invisibility in dark areas.
- Deflections Organic: Deflects one missile fired at the caster. The missile must be at least partially of organic composition.
- Turnings Organic: As Deflections Organic, except that a melee attack roll has 100 subtracted.
- Detect Channeling: Detects any item or active spell from the Channeling realm; each round caster can concentrate on any area within the range.
- Detect Essence: As Detect Channeling, except realm is Essence.
- Detect Evil: As Detect Channeling, except detects if a being or item is evil or if an item was created by evil or if an item was long used by a very evil person.
- Detect Curse: As Detect Channeling, except detects curses on people or things.
- Location: Gives the direction and distance of any specific object or place that the caster is familiar with or has had described in detail within 500 foot range
- Detect Traps: As Detect Channeling, except it gives a 75% chance of detecting a trap (certain enchanted traps may receive modifications to this chance).
- Detect Invisible: As Detect Channeling, except detects invisible things; all attacks against an invisible thing so detected are modified by -50. No attack can normally be made without some form of detection.
- Curse Tales: Caster can determine nature and origin of any one curse, including the identity of the originator of the curse.
- Projected Light: A 50 foot beam of light (like a flashlight) springs from the caster's palm. He can turn it on or off by opening or closing his hand.
- Speech: Target is able to communicate basic ideas and complex concepts in a specific language of someone within 10 feet (hungry, thirsty, bathroom, peace, etc.)
- Light: Lights a 10 foot area about the point touched. The light produced is equivalent to torchlight. If the point is on a moving being or object, the area will move with it.
- Silence: Creates a 10 foot area around the target, into and out of which sound cannot travel. The area is centered on the target and will move if he does.
- Sudden Light: Causes а 10 foot radius burst of intense light, all those inside the radius are stunned
- Shock Bolt: A bolt of intense, charged light is shot from the palm of the caster.
- Utterlight: As Light, except it is the equivalent of full daylight; it also cancels all magically created darkness.
- Waiting Light: As Light I, except it can delay the action of the spell until up to 24 hour/lvl passes or a being passes or a certain word is said, etc.
- Long Calm: Targets will take no aggressive/offensive action, and will fight only if attacked, within a range of 300 feet
- Hold Kind: Any one being may be held to 25% of normal activity for as long as the caster concentrates.
- Stunning: Caster points his arm (elbow locked and fist clenched) at the target and channels raw power from his deity.
- Golden Slumbers: As Stunning, except target falls into a deep sleep
- Blinding: As Stunning except target is blinded
- Preservation: Caster can preserve а body, preventing any further deterioration or damage (e.g., bleeding, cell breakdown, decomposition, etc.). A coma results if the target is still alive; the spell will not prevent death (i.e. the target's soul leaving his body).
- Intuitions: Caster gains a vision of what will probably happen in the next 3 minutes to the next two weeks if he takes a specified action,
- Dream: Caster has 3 dreams relating to the topics he chooses. He must sleep or meditate for at least 8 hours.
- Lifekeeping: Caster can prevent the soul of a “dead” body from leaving, thus preventing actual death and enabling the fallen being to regain health via simple bodily repairs (Preservation is required to preserve the body). Lifekeeping must be cast upon the target within 2 minutes (12 rounds) of “death,” or the soul will leave the body. Returning a soul to a body would be a 12th level (or higher) spell.
- Death's Tale: Caster gets a vision of the events surrounding the death of any 1 dead being through the eyes of the deceased. He also gets a view of the killer. Corpse must have died within a number of years equal to caster's level.
- Clotting: Target's blood loss is reduced. For one hour he may not fight or move faster than a walking pace without reopening wound, and thus taking the blood loss again.
- Cut Repair: Target's blood loss is reduced
- Minor Vessel Repair: Target's blood loss is reduced by; this reflects the repair of minor blood vessels, but it will not affect damage to major arteries or veins
- Major Vessel Repair: Repairs all damage to any one artery or vein
- Joining: Caster can reattach one severed limb. Recovery time 1-10 days.
- Blood Transfusion: The caster can transfer a half pint of blood from a willing (or unconscious) blood donor to another character (who has taken bleeding damage). The caster must place one hand on the donor and his other hand on the wounded character.
- Sprain Repair: Repair one sprain.
- Minor Fracture Repair: Mend one simple fracture (not compound fractures, shatters, joint damage, or skull damage). Recovery time 1-10 hrs.
- Muscle Repair: Repairs one damaged muscle (not organs such as the heart). Recovery time 1-10 hrs.
- Cartilage Repair: Repairs all damaged cartilage around one joint. Recovery time 1-10 hrs
- Tendon Repair: Repairs one damaged tendon or ligament. Recovery time 1-10 hrs
- Major Fracture Repair: Mends one simple or compound fracture (not shatters, joint damage, or skull damage). Recovery time 1-10 hr. Alternatively, this spell can be used to repair a minor fracture with a recovery time of zero.
- Jaw Repair: This spell can repair any jaw or tooth damage except for a shattered jaw. This includes tooth damage such as: cavities, abscesses, and cracked or chipped teeth. If a tooth is knocked out or shattered, this spell will make it whole if most of the tooth can be recovered.
- Skull Repair: Mends any one skull fracture (not shattered areas). Recovery time 1—10 hr.
- Joint Repair: Repairs one damaged joint (not shattered joints). Recovery time 1—10 days.
- Nasal Repair: Repairs any nose damage short of complete nose loss. Can repair a nose lost to frostbite.
- Nerve Repair: Repairs any nerve damage in 1 area
- Minor Ear Repair: Repairs any external ear damage, including ear loss (regeneration takes 1—10 hours).
- Major Ear Repair: As Minor Ear Repair, except that it repairs any internal ear damage (e.g. restore hearing).
- Joining: When cast with the Joining spells on the other two healing lists (Blood Ways and Bone/Muscle Ways), caster can reattach one severed limb. Recovery time 1-10 days.
- Eye Repair: Repairs any eye damage short of complete eye loss.
- Organ Repair: Repairs damage to one organ that has not been completely destroyed. Recovery time 1—10 hours. Does not affect the brain.
- Animal Sleep: Puts an animal to sleep. Will not affect enchanted creatures or "intelligent" creatures.
- Cloaking: Allows caster to blend into surrounding terrain and become undiscoverable by animals.
- Summons: Caster can summon a non-intelligent creature who will remain for one minute and then disappear. The caster can control the creature when he concentrates. The general type of creature can be specified by the caster but exactly what the creature is should be determined randomly (eg. the caster could specify “four legged, hooved” and could get a zebra, horse, camel, etc.).
- Animal Tongues: Caster gains knowledge of any one animal language (a member of the species must be within 100') for the duration of the spell.
- Animal Mastery: Allows caster to control the actions of any one animal when he concentrates.
- Animal Location: Caster can locate members of any one species of animal, or he can find out what species are in the area.
- Befriending: All animals within 50' will act friendly toward caster; however, the caster does not control them.
- Animal Empathy: Caster can understand and visualize the thoughts and emotions of any one animal.
- Plant Lore: Caster can learn the nature and history of any one plant that he touches. For a complete plant or more than half of a plant, this information is automatically obtained. However, for less than half of a plant (e.g., a leaf, a berry, a nut, etc.), the chance of getting this information is lower
- Plant Tongues: Caster gains knowledge of any one plant language (a member of the species must be within 100”) for the duration of the spell.
- Instant Herbal Cures: Allows caster to cause any one herb to become capable of being applied taking effect instantly. When the herb is subsequently used, its benefits/ dangers will be immediately felt.
- Herb Mastery: Allows caster to double the potency of any one herb (growing or dead). Spell may be employed but once per dose of herb. It must be cast immediately before the herb is used. It can be cast on a half of a dose at a time in order get the effect of a full dose.
- Plant Location: Caster can locate members of any one species of plant, or he can find out what species are in the area.
- Herb Cleansing: Allows caster to remove any harmful poisons, by-products, or side effects from one dose of herbs.
- Speed Growth: Allows caster to increase speed of growth of any one species of plant within the radius of effect by x100
- Herb Production: Allows caster to grow an herb by planting the proper seed. The resulting herb is sterile
- Plant Growth: Allows caster to double the size of any one plant: requires 1 day growth. If the plant is not already fully mature, it will achieve twice its normal size when it does reach full maturity.
- Plant Control: Caster can control the automatic and/or mental processes of any one plant. Caster can also control the plant's movements if the plant is capable of movement
- Purify Food/Water: Eliminates any disease ог poison in any food and water within the radius. Special ог magical diseases or poisons may be resisted if they are powerful enough.
- Detect Disease: Detects any disease or source of disease; each round caster can concentrate on any one S'R area within the range.
- Disease Purification: Stops spread of disease (including infection) already in the body of one target. Thus, no further damage due to the disease will occur in the target's body.
- Detect Poison: As Detect Disease, except that only poison is detected.
- Poison Purification: Neutralizes any one poison in the system of one target. Damage already sustained is not cured.
- Disease Resistance: Target gets an additional resistance against diseases
- Poison Resistance: As Disease Resistance, except against poisons
- Neutralize Disease: All diseases in a 10 foot radius are neutralized (i.e., sterilized and destroyed).
- Neutralize Poison: All poisons in а 10 foot radius are rendered ineffective.
- Mental Cures: Target is cured of any one mental disease (i.e., neuroses, paranoia, phobias, psychoses, etc.). Complete recovery takes 1-50 days.
- Sustain Self: Caster receives all necessary nutrition and water for I day.
- Airwall: Creates a transparent wall of dense churning air that hampers movement
- Water Production: Caster can produce sufficient water in any available receptacle to supply any person for one day.
- Food Production: Caster can produce sufficient food from the surrounding area to feed one hearty appetite for one day. If the food is not consumed within 24 hours of when it is produced, it will go bad.
- Woodwall: Creates а wall of wood, its weight must rest on a solid surface. It can be burned through or chopped through or it may be toppled if one end is not against a wall.
- Nutrient Conjures: Caster can produce I loaf of waybread that weighs 2 oz. and will support I being for Т day:. The loaf will lose potency in I month.
- Barrier Pit: Opens a pit (500 cubic feet in stone or 1000 cubic feet in earth or ice). The entire pit must be within 50 feet of caster.
- Pathlore: Caster acquires a visual image of the nearest destination in both directions along any one path upon which he stands. For this purpose, a destination is any man-made structure (bridge, house, castle, town, gate, door, etc.) or physical barrier (the end of the path, a ford, across roads, a chasm, etc.).
- Trap Detection: Caster has a 75% chance of detecting any outdoor trap within the 5 foot radius concentrated upon.
- Tracking: Caster gets a +50 bonus for Tracking
- Path Tale: Caster acquires visual image of any user(s) of a given path
- Pathfinding: Caster gets a mental diagram of the locations and routes of any and all paths within a 5 mile radius. This spell can only be used outdoors.
- Tracks Lore: Caster acquires a visual image of the being that left a particular set of tracks. Provides a bonus for tracking the being that left the tracks.
- Detect Ambush: Allows caster to detect any hostile beings within a 50 foot radius. Provides direction, but not the distance to the danger.
- Passing Lore: Caster acquires a visual and aural (sound) image of all beings who have passed within a 50 foot radius of the object he touches within a recent period.
- Stonerunning: Allows caster to run on stone surfaces angled up to 75 degrees as if he were on level ground.
- Traceless Passing: As long as the caster concentrates, he can walk without leaving tracks or other visible signs of his passing,
- Track Hiding: As Traceless Passing, except that the caster can also hide tracks of any one other being whose track he follows.
- Hues: Caster and equipment within 1 foot of his body takes on the physical coloration of an organic object he chooses and is in contact with. Gives a bonus to Hide maneuver attempts.
- Shade: All shadows and darkness in а 100 foot radius around the point touched deepen, aiding Hide maneuvers by +25.
- Silent Moves: Caster can move silently, so long as he does not create a sound originating more than 1 foot from his body (e.g. slamming door, hitting a 4 foot long branch, etc.).
- Self Cloaking: As long as he does not move (he may make small movements such as breathing and flexing muscles), the caster blends into surrounding terrain
- Blank Thoughts: As long as caster concentrates, his mental patterns will appear to be those of a local animal that he chooses. This will deceive detection spells such as Presence,
- Water Finding: Locates all sources of running surface water, exposed groundwater, etc. exceeding 1 gallon. Caster learns approximate size and quality of sources.
- Fire Starting: Causes any wood (or any inanimate organic material) that the caster chooses within 1 foot of caster's palm to ignite and start burning (if it will ignite at a temperature less than or equal to that of wood).
- Food Finding: Caster learns location, type and approximate quantity of all edible food sources (either dead animal matter, or any plant).
- Sterilization: Sterilizes any inanimate solid or liquid. That is, it eliminates living creatures smaller than 0.25 inches in length, but it will not affect larger creatures or inanimate poisons or other material.
- Shelter Finding: Caster learns location, type, and approximate size of closest waterproof, covered space exceeding 125 cubic feet. Shelter must have an entry exceeding a 2 foot radius, bordering on open air.
- Lesser Traps: Caster can construct a minor outdoor trap іn 1 minute (e.g. a shallow spiked pit, a snare that mangles the victim, etc.).
- Weather Prediction: Allows 95% chance of predicting time, nature and severity of weather over the next 24 hr. period.
- Nature's Awareness: Allows caster to monitor animate activity in the area (i.e, movement, combat, and maneuvers).
Rolemaster Spell Laws
| "The Lord of the Ring" by Victor-Lam-Art |
The magic of Sauron could potentially extend to all aspects of Ea, and is stated to be able to pull from all the spells of the Rolemaster Spell Law, aligning with both the Sorcerer and Alchemist caste. These spells are dubious regarding whether they fit with the magic system of the Legendarium; nonetheless, given that Sauron is said to be capable of them, I will list the most relevant ones here (though only the ones not already listed above from the MERP Sourcebooks):
- Meld Walls: Melds two walls together
- Wall of Force: Creates a transparent wall of pure, impenetrable force
- Detect: Detects any use of specific magic types
- Life Typing: Analyses one living being, giving race, age, and state of health
- Perceive Power: Gives an estimate of the power of the person, spell, or item
- Poison Analysis: Analyses any poison on a person or object
- Power Typing: Analyses spell type and what profession cast or created it
- Curse Analysis: Analyses a curse for level, effect, and possible cure
- Greater Disease Purification: Any Disease in a 100 foot radius area is elimi nated.
- Greater Poison Purification: Any poison in the 100 foot radius area is neutralized.
- Purification True: Eliminates all poisons and/or diseases in the area
- Word of Return: Caster may return to any point previously designated and within a range of 10 miles x his level (e.g., a 30th level could return to a point up to 300 miles away)
- Re-returning: Caster may go to his point of return (as per Word of Return), and then return to the point where he cast his spell
- Aura/Alkar: Creates a bright aura about the target, making him appear far more powerful and subtracting 10 from all attacks.
- Flare: A ball of light is shot from the palm of the caster: it will travel to the limit of the range, explode (as a flare), burn with a bright light (as a flare), drift slowly to earth, and go out.
- Lightning Call: Caster can cause a lightning bolt to strike a target within his range. There must be a storm within 1 mile that is severe enough to cause precipitation or lightning or very heavy winds.
- Stonespeech: Caster can communicate with any 1 stone - if it possesses any required animate qualities.
- Mass Blood Repair: Allows caster to stop bleeding in, and fully repair, I wound/lvl (e.g., a 50th lvl caster can fully repair a total of 50 wounds/spell cast); wounds repaired may be spread out over multiple targets.
- Brain Regeneration: Allows caster to regenerate lost brain material; regrowth takes I0-100days,depending onextent of damage; target is in coma during recovery
- Mass Repair True: 100' Caster can repair a number of damaged muscles and/or tendons equal to his level; recovery is instantaneous.
- Organ Regeneration: 100' Allows caster to regenerate any internal or external organ (not including the brain or nerv ous system); regrowth takes 1-10 days.
- Afterthoughts: Allows caster virtual total recall of any conversation or writing he encountered within a period of days equal to his level.
- Detect Evil: Detects "true evil" in an animate or inanimate target
- Detect Curse: As Detect Evil, except caster can detect curses.
- Detect Hate: As Detect Evii,except caster can detect the emotion of hatred, in the living mind or in an object forged with great malice.
- Light Lore: Caster can ascertain the origin point and nature of any "holy item" that is not "of darkness" or "of evil"; will not give specific capabilities.
- Poison Lore: Caster can ascertain exact nature and type of poison and determine what cure may be used
- Life Lore: Caster can determine the nature and type of any 1 living target. He will not be able to ascertain the target's personal traits or capabilities, but will know the normal abilities associated with the target's species.
- Curse Tales: Caster can determine nature and origin of any I curse, including the name of the one who bequeathed it.
- Analyze Symbol: Caster learns what spell is emplaced within one Symbol
- Unsymbol: Caster can remove one Symbol of a entity lower than his level
- Dark Lore: As Light Lore , except caster can ascertain the origin point and nature of any item "of darkness" or "of evil."
- Hate Analysis: Caster can determine the nature and origin of active hatred found within any target (inanimate or animate); the degree and other details of such hatred can also be acquired.
- White Lore: Caster can ascertain exact nature, origin, purpose, and history of any "holy item"; it allows caster to visualize all who have possessed the item.
- Life Lore True: As Life Lore, except caster can determine specific traits and capabilities of any target.
- Black Lore: As White Lore, except it can only be used on an item "of darkness" or "of evil."
- Stunning: Caster points his arm at the target and channels raw power from his power source (usually a deity); target is stunned.
- Absolution: Target's "soul" is torn from his body; it remains in whatever place "souls" go for 1 week/10 failure. The soul can be returned only through Lifegiving.Target is unconscious until soul is restored; even for subconscious activity, he is at -75.
- Holy Shout: All beings not of the caster's own "alignment" (religious persuasion) are affected; all failing to resist are stunned or fall unconscious.
- Rereturning: Caster may cast this spell and be returned to within 20' of the point he "Returned" from.
- Holy Bridge: Opens a direct channel to the caster's deity; results depend on the deity's personality, motives, and powers. Any spell the deity can cast may be transmined through the gate.
- High Prayer: Caster receives detailed information from his deity on a single topic question.
- Tree Door: Caster can enter one tree and exit through another
- Nature's Eye: Allows caster to visualize and sense activity in a 100 mile radius
- Chills: Target gets a cold; roll for severity (high is bad for target).
- Grey Vision: As Chills, except target is color-blind.
- Smelling Loss: As Chills, except target loses their sense of smell
- Rabies: As Chills, except target gets rabies; after 21 days of no visible effect, the disease sets in. The target's organs contract; he foams at the mouth, becomes very thirsty and violent; and any one he bites or scratches must resist or catch the disease. The Target dies 5-7 days after disease's onset.
- Hearing Loss: As Chills, except target has no sense of hearing.
- Tongue Rot: As Chills, except over the course or 1 week the target's tongue will rot away and he will not be able to speak.
- Asthma: As Chills, except target gets severe asthma
- Leprosy: As Chills, except target gets leprosy, which causes a gradual loss of feeling in the extremities (and blood flow); this doubles the effectiveness of wounds in these areas.
- Allergy: As Chills, except the target becomesallergic to a substance (not himself) of the caster's choosing; when in the presence of this substance
- Hemophilia: As Chills, except the tar get becomes a hemophiliac; concussion hits are doubled; healing hits require double the normal expenditure.
- Malaria: As Chills, except the target contracts malaria
- Epilepsy: As Chills, except target be comes an epileptic; in a tension situation there is a 5% chance he will go into an epileptic fit.
- Pneumonia: As Chills, except target gets pneumonia; if the target is kept warm and completely immobile for 2 weeks, he will have only a 25% chance of dying (much higher ifnot treated). The chance of dying is lowered 5% for every 10 points by which caster's Constitution exceeds 50.
- Elephantiasis: As Chills, except target gets elephantiasis; his extremities swell and grows up to 5x normal size.
- Leukemia: As Chills, except target gets leukemia; target will weaken at a rate of 2%/day when the total reaches 100%, the target is dead.
- Plague: As Chills, except target gets a "plague". If he fails his RR, he will die 95% of the time (in 10 min); the other 5% of the time, he believes that he resisted, but becomes a carrier instead.
- Flesh Destruction: Can collapse organs, wither limbs, petrify a body, and cause bones, skin, and muscles to decay
- Detect Curse: Detects a curse on an item or person.
- Nightvision Curse: Target can see at night as if it were day, but he can only see in the day as if it were the darkest night.
- Ulcer Curse: As Nightvision Curse, except target can only eat bread or dairy prod ucts; anything else will aggravate his ulcer (unless he makes aRR) and he will be incapaci tated for 1-8 hrs.
- Curse of Dake: As Nightvision Curse, except target cannot move faster than a walking pace on his own (he may be carried or ride at a faster pace).
- Green Tongue: As Nightvision Curse, except target can only eat green leaves; eating other food will incapacitate him (unless he makes a RR) for 1-8 hrs.
- Sea Curse: As Nightvision Curse, except will never voluntarily swim, enter any water (even a bath), or get in a boat.
- Excommunication: Target loses all Channeling power points; thus he cannot cast any Channeling spells (even through bonus items). A hybrid spell user of Channeling (e.g., Sorcerer or As• trologer) would only lose half his PPs.
- Learning Of Mins: As Nightvision Curse, except target can only speak and write his native language.
- Curse Of Shar Bu: As Nightvision Curse, except target is sterile and impotent.
- Beauty Of Arraer: If anyone sees the uncovered face of the target or gets within 3' (and is of the opposite sexual persuasion and fails a RR), they will attempt possess and carry off the the target (they will fight if necessary). Certain persons will get modifications to their RRs (eunuchs, hedonists;, tacos, hosers, icers, etc.)
- Clotting Curse: As Nightvision Curse, except target's blood will coagulate and create a blood clot around the area of any cut or wound. The clot will cut off circulation to the area fed by the given vessel and target will lose the affected body section after 2-20 min due to system damage (e.g., a thigh wound might ultimately mean loss of leg; a neck wound would be fatal).
- Ugliness Of Orn: If a person sees the uncovered face of the target (or gets within 3'), he must make a RR: if he fails by 51 or more, he attacks the target.
- Running Death: As Nightvision Curse, except target will run until he dies of exhaustion; he may be restrained, but whenever freed, he will begin to run again.
- Friendslayer: Every time the target is in a combat situation near friend(s) there is a 10% chance that he will attack one of his friends and attempt to kill him.
- Dark Thoughts: As Nightvision Curse, except target may not attack any "evil" creature and the target learns all evil languages and the target will obey the commands of any evil person who is 10+ levels higher than himself.
- Trait Erosion/Impair: Can reduce physical stats permanently or temporarily to one.
- Animate Dead: Caster can cause any dead body to rise up and move.
- Vision Guide: Scans the past by feeling the temporal location of significant events
- Vision Behind: Caster gets a vision of several hours, days, or years into the past, provided he has an item related to the vision
- Anticipation: Predicts the most probable actions of opponents
- Spell Anticipation: Predicts what spell an opponent will cast
- Intuition: Can gaze into the near future
- Time Returning: Caster is able to physically travel years into the past.
- Starpaths: Caster (on a clear night, when stars are visible) gains perfect di rectional and distance sense; he cannot be lost.
- Mind Store: Caster stores mental pattern of target; can be used later to recognize the target or locate the target through Finding.
- Finding: Caster gets direction and distance to any one unshielded Mind Stored target within range.
- Mind Typing: Caster learns race, profession, and level of target.
- Direction: Caster gets direction to any unshielded Mind Stored target
- Awareness: Gains a general knowledge of the presence and actions of each target (e.g., being is casting a spell, but not what spell is being cast).
- Word of Command: When caster commands "hold", the target is rendered immobile
- Word of Calling: Target is forced to come and face the caster (fighting if necessary) and remain immobile for I md/10 failure. Caster must remain immobile, or control lapses.
- Waiting Word: Any of the "Words" can be set to go off at a specified time or movement.
- Word of Death: Target suffers the results of a critical strike on the table of the caster's choice.
- Detect Illusion: Caster can check one object or place and tell if it is an illusion or has an illusion on it.
- Detect lnvisible: Detects any invisible object or being
- Misfeel Kind: For the purposes of mental or magical detections, target appears to be of any race the caster chooses.
- Misfeel Power: As Misfeel Kind, except target's level may be misrepresented by 10 levels (up or down).
- Presence Mirage: One "presence" of a being can be created.
- Misfeel Calling: As Misfeel Kind, except target's profession may be misrepresented.
- Reduce Power Emanations: An object's power emanations may be reduced, so that a minor item's power is undetectable and major items seem like minor
- Disillusion: All illusions within the caster's range ceases to exist for the caster
- Room Fee: Caster has a vision of what has occurred in a room or place
- Anticipations: Predicts most probable action of all beings nearby
- Mind's Door: If caster has established mental contact with a target (an intelligent being) that will cooperate, the caster can teleport to the target's location or the target can teleport to the caster's location.
- Leaving True: As Leaving, except movement is limited only by the barrier restriction (on a flat plain this would be the horizon).
- Watersight: Caster can see through water (even if murky) as if it were day.
- Woodsight: Caster can see through wood.
- Watch: Caster can pick a point and he will have a field of vision from that point; he can rotate but not move (there can be intervening objects such as walls).
- See Invisible: Caster can see invisible objects.
- Stonesight: AsWoodsight, except caster can see through stone.
- lronsight: As Woodsight, except caster can see through iron or steel.
- lllusionsight: As Watersight, except caster can see through all illusions.
- Metalsight: As Ironsight, except any "non-enchanted" metal can be seen through.
- Utterdarksight: As Nightsight, except caster may also see through magically created darkness.
- Wallsight: Caster can see through any "non-enchanted" wall.
- Sight True: Caster can see through any and all inanimate material
Resistances
- Mind Manipulation: All Children of Iluvatar, be it Men, Elves, or Ainur, possess a barrier of "un-will" that prevents another from accessing their mind. While placing enough pressure through torture and manipulation can technically convince the mind to let its guard down, it is impossible for anyone, even Morgoth himself, to force their way in, the sole exception being Eru.
- Empathic Manipulation: Other Maia like the Balrogs could stand in the presence of Ungoliant, which terrified the Eldar into losing their will to fight
- Soul Manipulation: A weakened Sauron resisted the spirit of Celebrimbor attempting to dominate his soul, despite being hampered by both Eltariel's magic and the power of a new Ring.
- Holy Magic: The wolf Carcharoth was able to survive ingesting one of the Silmarils, which burned with holy magic, despite his evil nature, even feeding off the power while it burned him from the inside. Sauron could approach the Star of Gobha, whose Holy Aura prevented normal humans from reaching it.
- BFR (Debatable): When the souls of Elves leave their body upon bodily death, they are only instructed to travel to the Halls of Mandos to receive judgement. Seeing as Elves can refuse to answer the summons due to the necessity of free will, it is possible that Sauron's spiritual ontology makes him unable to be forcefully transported against his will.
- Time Manipulation: Sauron and Talion have resisted Focus Mode, which is stated to slow down time. With a Saving Throw, he could resist being aged 10,000 years per minute.
- Transmutation: Ainur bodies are formed from their own control over matter, so they should be able to resist attempts to alter their form.
- Disease Manipulation: Lesser powers like the Eldar possessed bodies immune to normal sickness and disease.
- Extreme Temperatures: Sauron can easily endure freezing cold winds and the heat of lava. Other Maia like Gandalf could endure the Balrog's flames, which are as hot as a volcano, while Arien could endure the heat of the Sun.
- Precognition: Though prophecy is a useable magic, it is considered difficult, if not impossible to foretell the future of anything under the Shadow of Sauron, Galadriel admitting it would be pointless to try foretelling the fate of the Ring.
Forms
Since I've already covered their ability to transform, this section will focus on forms with the most historical significance within the timelines of their franchises (outside of their standard/most recognized forms).
Ganondorf
Demise

"VsDemise" by R-SRaven
The original Demon King and the origin point of all evil within Hyrule. Though eventually defeated and sealed away by the Goddess Hylia, Demise would wear down the walls of his prison over time, seeking out Hylia's reincarnation through his extension/servant Ghirahim. Once again defeated by the Hero Reborn, his final breath was spent cursing Link and Zelda to forever be haunted by his hatred.
The Calamity
After being sealed 10,000 years ago by the first king Raaru, Ganon's malice would overflow from his prison as a mindless beast of pure hatred that required the Sheikah's full technological might and the power of Hylia to seal away. Returning with a vengeance, the Calamity broke free, corrupted the Sheikah Guardians and Divine Beasts and laid waste to Hyrule. He was first sealed by Princess Zelda, who contained him for one hundred years before Link recovered from his injuries and slew the beast with Zelda's aid.
Demon Dragon
Upon Link gaining the upper hand in their climactic battle, Ganon predictably went scorched earth on Hyrule. Willingly abandoning his humanity and sanity, he devoured the Secret Stone he'd stolen from Queen Sonia and achieved his full power as a gigantic demonic dragon. Threatening to destroy the world, it took the combined force of Link and Zelda's Light Dragon to finally put the Demon King down.
Sauron
Mairon of the Timeless Halls
| "The Ainulindalë" by Evan Palmer |
Annatar, Lord of Gifts
| "Annatar, Lord of Gifts" by Karis |
The Necromancer
Weaknesses
Ganondorf
As with any power-mad despot, it is Ganon's own arrogance that has caused his downfall on many occasions, frequently underestimating his opponents due to their youth or perceived weakness. His sadism and vindictive nature also makes him likely to drag out battles in order to taunt and torture, only resorting to his full power as a last resort. Not to mention, his hatred has led him to use any means to destroy his foes, even at the cost of his own sanity as shown by him willingly consuming a Secret Stone. At times, his lack of a "strong, righteous mind" have caused him to lose control.
Though he is able to take hits from holy weapons, they can harm him, and he and his magic have a history of being sealed away across multiple Zelda titles. The Sages sealed him in both versions of the Ocarina of Time final battle (despite him possessing all three pieces of the Triforce in the Downfall timeline), Zelda and Raaru sealed his Calamity and Ganondorf himself in the Breath of the Wild timeline, and another group of Sages banished him to the Twilight Realm in Twilight Princess.
Sauron
Obviously, putting so much of his own will and essence into a single object has drawbacks. Should the One Ring be taken and wielded by another of sufficient or superior will, Sauron's influence will be greatly reduced, and destroying it completely will rob Sauron of the ability to manifest at all, existing as an impotent spirit within the twilight realms and being reduced to a "vanishing point". With or without the Ring, Sauron (and Maia in general) can only change their bodily form instanteously, recreating their forms from complete destruction often requiring extensive time to reform.
Also, for all his intelligence, Sauron is highly arrogant and cynical, truly believing the Valar sought the domination of all creation the same way he did. As a result, while he can easily understand those of proud disposition, he has shown great difficulty comprehending the mindsets of the humble and easily contented, which is how the Hobbits Bilbo, Frodo, and Sam were able to resist the influence of the Ring as long as they did, and could not comprehend the mindset of Gandalf due to his humility. The desire to control also consumed Sauron until it became his entire person, falling into infinite recession of mind upon his final defeat. Sauron's time serving Morgoth also gave him his master's lust for destruction and inability to see any motive beyond greed and hatred within another.
Gandondorf
Feats
- Successfully killed Link and obtained the Triforce in one timeline
- Conquered Hyrule and ruled it for seven years
- Has repeatedly broken free of the seals placed upon him
- Mortally wounded Hylia in their first battle as Demise
- Tricked Zant into carrying out his plans
- Defeated Raaru and the Sages in open combat
- Led the Gerudo on many successful conquests
Power
- As Demise, possessed the power to bring ruin to the world or destroy it entirely
- Created a storm that covered the entire ocean (36.87-59 Gigatons)
- Took control of a dimension that contained a star
- Tore apart Greatfish Island
- Possessed the power of 1000 men
- Moved the Moon across the sky as the Calamity (21.05 Yottatons)
- His dragon form pulled the Moon closer to the planet during his battle with Link (13 - 69.4 Ronnatons)
- His power "shook the skies"
- Punched shockwaves into the ground
- Split the earth with his sword strikes
- Shook a temple upon his seal being broken
- Rotated the planet in seconds (39.6 Ronnatons)
- Stopped the Earth's rotation (50.91 Exatons - 642.3 Zettatons)
- His power within Zant caused all of Hyrule to be consumed by the Twilight Realm, and planned to merge both realms into one.
- Destroyed the Master Sword as a greatly weakened corpse
- Lifted Hyrule Castle into the sky on more than one occasion (49.05 Kilotons)
- Sought to gain power over the world that surpassed the Golden Goddesses'
- While it's only stated that he intended to do this, Null from Echoes of Wisdom was able to trap the Golden Goddesses with his own power yet was given a major amp by the Triforce of Power, implying that such a feat is at least possible.
- Placed tennis with light blasts
- Flew from the horizon to a temple in seconds (Mach 63.5)
- Dodged Zelda's Light arrows, deflecting one with his sword
- Avoided Link's flurry rush and matched it with his own
- Raised a Blood Moon in seconds (Mach 4691)
- Moved across the sky as a giant dragon
- Possibly created after-images from his speed
- Survived Hyrule castle collapsing on him
- No "earthly weapon" is capable of harming him
- Could endure Link's bombs (1.32 - 11.37 Tons of TNT)
- Endured having another castle explode around him (288.07 Kilotons)
- Took hits from the Megaton Hammer, which could move mountains
- Has been stabbed repeatedly and walked it off, even by holy weapons
- As a dragon, could not have his hide pierced by normal weapons
- Took repeated hits from the Master Sword, which Zelda had spent thousands of years pouring energy into as the Light Dragon
- Brushed off Valoo's fire breath
- Took hits from the power of the Sages
- Blocked a Secret Stone powered attack from Raaru and Zelda
- Had his heart ripped out by Link's wolf form and kept fighting
- As Demise, could not be staggered by Link's shield bashes
Sauron
Feats
Power
Isildur vs Sauron,War Of The Last Alliance by Sleipnirrrr |
- Quickly overpowered Gandalf, turning his staff to dust
- Could destroy entire hills
- Lifted a ship on a tidal wave the size of a small mountain that moved many ships far inland
- Made Mount Doom erupt with sheer force of will
- Sulhelka could freeze 10,000 cubic feet of water (363.12 Tons of TNT)
- Overpowered Gil-Galad and Elendil simultaneously
- His fight with Huan created soundwaves heard from hundreds of miles away (The total kinetic energy of which would have to be ten thousand times greater than the seismic energy unleashed) (6.44 Gigatons)
- Only the Silmarils had greater power than the One Ring
- Conjured a storm from Minas Morgul to Minas Tirith
- Swatted away armies of superhuman elves and Numenorians with ease
- Overpowered the song of Finrod Felagund
- Could not be stopped by every Dwarf on the planet put together
- Gollum believed the Ring would give Sauron the power to "eat the world"
- Galadriel stated that the Ring would give her power "Stronger than the foundations of the Earth"
- Sustained Mordor, his death causing the entire realm to collapse (1.06 Teratons - 88.57 Petatons)
- He at the very least held up the mass of Barad-Dur (43.9 Megatons)
- He also shook Mordor as a signal (up to 3.14 Teratons)
- Battled Gil-Galad and Elendil at the same time and won
- Killed Thrain faster than Gandalf the Grey could react
- Flew away from Tol-Sirion as a vampire
- Matched Celebrimbor when he was slowing time
- Moved faster than eyesight during his battle with Celebrimbor and Eltariel
- Travelled from Numenor to Middle Earth
- Ainur spirits could move at any speed they desired, travelling to any place in Ea instantly (Possibly Infinite)
- Brushed off being stabbed by Talion
- Got repeatedly slashed by Celebrimbor while the latter wielded the One Ring, then got up immediately afterwards unharmed
- Resisted Eltariel's light, which could disintegrate normal Orcs
- Got blasted by Galadriel's Phial, which contained the light of a star
- Took a blast of lightning from the Valar Manwe unharmed
- Survived the destruction of Numenor, tanking a direct strike from Eru himself
- The One Ring could endure the attacks of Ancalagon the Black without damage, who could level mountain ranges (13.2 Petatons)
- Elrond admits that no weapon or tool of the Elves could destroy it either
- It was also fortified against the power of an earthquake (5.6 Gigatons)
- Even while weakened was stated to be undefeatable by Gandalf the White
Scaling
Ganondorf
The Servants of Evil
| Original source here |
As the final boss of many Zelda games, Ganondorf should easily scale above his servants (I mean how likely is it he would allow his minions to possess power he didn't have?). With other evil entities, Ganon being the big bad of the entire series and the reincarnation of the king of demons means he should scale above any feat displayed by lesser monsters.
- Colgera creates a massive storm (42.96 Kilotons)
- Argorok instantly creates a gigantic storm (31.84 Teratons - 1.35 Petatons)
- Moblins possessed the strength of ten men
- Vaati's seal being broken caused a storm over Hyrule (31.73 - 59 Gigatons)
- Malladus threatened to destroy the entire world in a short span of time (364.43 Teratons)
- Wizzrobes create yet another storm (7.1 Teratons)
- Onox could dodge lightning (Mach 1941.99)
- Volvagia's death erupted a volcano (16.38 - 246.26 Megatons)
- Gyorg boiled all the water of the Great Bay (501.22 Gigatons)
The Heroes
- A Guardian's laser punched a hole in a mountain (2.27 Megatons)
- The Divine Beast Vah Rudania triggered a volcanic eruption
- Just one Sage had greater power than the Master Sword, Raaru possessing power "greater than time"
- The Knight Construct slammed the Forbidden Construct through several floating islands
- The Ancient Dragons could set off volcanoes and flood forests (2 Petatons)
- Captain Linebeck's cannon could sink portions of islands (3.67 Gigatons)
Link
The Champion of Hyrule and the Hero of Time. While Ganondorf's whole deal is failing to conquer Hyrule thanks to Link's intervention, he has frequently given Link a very hard time doing so. Not only did his greatly weakened sealed corpse effortlessly one-shot post Breath of the Wild Link and go on to match a much stronger Link in speed, he was successful in actually killing Link in the Downfall timeline. Even when he does lose, it usually requires Link and Zelda working together to stop him with both the other two pieces of the Triforce and weapons specifically designed to harm evil beings.
- Shook "the pillars of heaven" in his battle with Dark Link
- His Hero's Shade form formed several afterimages with his speed
- Dodged Beamos lasers (0.24c)
- His bombs could destroy massive rock faces and cause volcanic eruptions
- Flurry Rush could boost his speed to the point where a lightning bolt seemed frozen in comparison (37 - 388.7c)
- Fired an arrow from Termina to the Sun in seconds (245.26c)
- Possibly dodged lightning
- Got thrown away by a tornado
- Stopped a charging Lynel (448,000 Newtons)
- Threw a column of granite weighing over 10,000 tons
- Smashed through several stone structures (0.84 Tons of TNT)
- Destroyed a rock formation blocking a road (14.78 Tons of TNT)
- The Master Sword is stated to be a font of "limitless power"
- The Sun Song could turn day to night (12.57 Ronnatons)
- Shattered a boulder thrown at him by the Stone Tallus (85,332 Tons)
- Possessed the Silver Gauntlets which contained the power of an army, and the Golden Gauntlets which could move mountains
- The Triforce of Courage is "the power to rule worlds"
- Dispersed a thunderstorm with the Ether Medallion (210.45 Megatons - 67.33 Teratons)
| "The Princesses of Legend" by bpaddles |
- As Hylia, raised a series of islands from the ground into the sky and held them there indefinitely, creating a barrier of clouds to hide them which stretched across the horizon. (552 Gigatons)
- Absorbing the Light Force from her allowed Vaati to create a dimension of countless stars (Likely 16.9 ExaFoe)
- Dodged a Guardian's laser (1.67c)
- Moved a giant boulder (331.24 Tons)
- Survived getting pulled into a tornado
- Her arrows are stated to be light itself
- Sealed Calamity Ganon away for 100 years
- Poured energy into the Master Sword for millennia as the Light Dragon
Majora
- Pulled down the Moon hard enough to raze Termina (35.12 -140.91 Exatons or 19.3 Exatons - 100 Zettatons)
- It is possible he created the Moon itself with his own power, as his defeat caused the Moon to be completely vaporized
- Created a pocket dimension large enough to hold a Sun (271 Quettatons)
- Warped the heavens of Termina, affecting space and time and possibly recreated the entire realm
- Required Link to use the Fierce Deity Mask to defeat him
- Forged from the armour of the Man-eater, who sustained an entire world
- Reduced all creations back into the Void of chaos
- Creation includes millions of worlds and multiple alternate dimensions
- Created multiple rifts in space-time to destroy all of Hyrule
- Trapped the Three Golden Goddesses
- Deemed the Triforce of Power insufficient to satisfy his hunger
- Formed Hyrule from the "universe in chaos"
- Flooded all of Hyrule
- Sealed away Null
- Created millions of alternate worlds
- At bare minimum they formed millions of planets (114.73 Ronnatons - 164.91 Quettatons)
- They also created these worlds within seconds (up to 32 Sextillion c)
- Alternate "worlds" like Termina contain entire starry skies and other planets as evidenced by the aliens that arrive
- Created and empowered the Triforce. The Triforce:
- Sustained Lorule for a limited time after the original was lost
- Warped the Sacred Realm into the Dark World
- The "aliens" of Majora's Mask travelled to Termina as a point of light, possibly from another star system altogether (Inapplicable, as we don't have any details on the distance or timeframe)
- The Stone Giants were able to halt the descent of Termina's Moon long enough for Link to defeat Majora
- Gorons could shrug off explosions with no trouble
- Scrapper flew from Skyloft to Faron's basin in seconds (Mach 514)
- Levias conjured and sustained a gigantic storm (7.46 Petatons)
- The Wind Fish created the dream dimension of Koholint
Sauron
The Children of Iluvatar
The army of Gil-Galad was forced to expend much of its combined power in its war against Sauron, which caused their influence on the world to fade. In the dark ending of Lord of the Rings Conquest, Sauron was capable of defeating Elrond and Legolas by himself. Elrond admitted that if the One Ring were hidden in Rivendell, he would not be able to defend it if Sauron came to reclaim it. Similarly, he directly overpowered Finrod in a contest of power, Finrod being one of the strongest of all elves, so he should easily scale above the feats of any of the Children of Iluvatar.
- Legolas nocked an arrow faster than eyesight
- Celebrimbor's sword froze a thousand cubic feet of water (363 Tons of TNT)
- Luthien shook Tol-Sirion with a song
- Talion could intercept crossbow bolts
- Terieth's Staff of Lore could create hurricanes
- Galadriel threw down Dol Guldur and cleansed the surrounding forest
- Her attacks also sent shockwaves beyond the horizon in seconds
- Finrod briefly matched Sauron's song of power
- Fingolfin could avoid the strikes of a diminished Morgoth
- He survived several, which could blast giant holes into the ground
- Feanor captured the light of the Two Trees of Valinor in the Silmarils
- This light was used to fashion every star in existence, and is prophesied to revive the Two Trees once the Silmarils are broken open
- Turin slew Glaurung the Dragon
- Glorfindel single-handedly killed Gothmog the Balrog
- Tinfang Warble's music made the stars shine brighter
- Though a draft of later works, Tolkien's Elves (called fairies here) supposedly rekindled the Sun of Valinor
- The Ringwraiths could blot out the sun with their presence
- The Dwarves could contain the light of the Sun and Moon in their jewels, as well as the fire of dragons
- The Black Hand of Mordor created a huge storm (100.74 - 251.67 Megatons)
- Aragorn survived the Hornburg's wall blowing up beneath him
- The Ents could throw massive boulders hundreds of feet, break open a dam, rip open iron gates, and crack stone with their voices
- Were-wyrms could drill through mountains
- The Stone Giants threw boulders the size of small mountains
- Morgoth's "spirits of shadow" could possibly destroy the Sun and Moon
- Huan could match Carcharoth when he was empowered by a Silmaril
- Huan's fight with Sauron created sound waves heard hundreds of miles away (644 Kilotons)
- Carcharoth survived the Silmaril scorching him for at least a week (870.34 Ronnatons for the entire week based on a Silmaril's output)
- The horses of Orome ran with the speed of a hurricane
| "The awakening" by AnatoFinnstark |
- Smaug:
- Shook the Lonely Mountain and Laketown in his rage from miles away
- Immediately melted several gigantic furnaces of solid gold
- Claimed his wings were akin to a hurricane
- Ancalagon the Black flattened the Mountains of Thangorodorim, sinking half of the continent of Beleriand into the ocean as a side effect (13.2 Petatons)
- His breath could destroy forests in a single blast
- Fought Earendil wielding a Silmaril (17.8 MegaFoe - 7.24 GigaFoe)
- Earendil was riding Vingilot, which was fast enough to cross interstellar distances (54.75 billion - 33.96 trillion c)
- A dragon's breath possessed the power of a hurricane
- An average hurricane holds the power of 10,000 nuclear bombs (At least 200 Megatons)
- Could dodge lightning bolts
- Cold Drakes could down a Mumakil with a swipe of their tail
| "Osse and Uinen" by Kimberly80 |
- Gandalf's battle with Durin's Bane destroyed a mountain
- Gandalf the White caught one of Legolas' arrow mid-flight
- Eönwë personally overthrew Morgoth in the War of Wrath
- The Maiar could incarnate as light itself
- Osse raised the island of Numenor (23.73 Teratons)
- Arien and Tilion moved the Sun and Moon (248 Yottatons - 1.2 Foe, 0.036c)
- Other Ainur shaped remote worlds and stars
- Saruman:
- Flew from Angband to Lammoth very quickly (Mach 2.83 - 28.27)
- Burn with the force of a volcano (Possibly 8.24 Megatons)
- Caused enough damage to Ungoliant to force her to free Morgoth and flee the battle, making their attacks more powerful than Morgoth's scream (5.17 Megatons - 8.17 Gigatons)
- Ungoliant had recently devoured the light of the Two Trees of Valinor, with which Varda had fashioned innumerable stars
- Tar Garoth could have rampaged across the entire world and has defeated entire armies single-handedly
- Durin's Bane made the caverns of Moria tremble with his footsteps
| "Powers of Arda" by Jerrel Salvatierra |
- Morgoth:
- Toppled the Two Lamps of the Valar (13 Petatons each)
- Caused lava to erupt from the ground with his strikes
- Descended into Arda in a form greater than a mountain
- Razed mountains and oceans in his battles with the Valar (12.4 Teratons)
- Spread his essence across all of Ea (Possibly Infinite, Universal)
- Disrupted the orbit of the Earth or the Sun (640.24 Zettatons - 12.57 Quettatons)
- Could have reduced all of Ea to formless chaos
- Endured close proximity to the Silmarils for millennia (9.08 TeraFoe - 3.69 PetaFoe)
- The Valar:
- Enchanted Vingilot to travel across the universe and back in a day
- Varda used the dew of the Two Trees to create innumerable stars
- Mandos governed the Halls of Mandos, which (debatably) contained entire galaxies (See Before the Verdict)
- Raised mountains to hold back Morgoth
- Valaquenta states that none of the feats recorded of the Valar come close to describing their true power
- Are not impressed by any notions of size and distance
- Imbued Arda with conceptual form, so that even destroying all of creation to the level of formless chaos could not eradicate its existence as the thoughts and desires of the Valar and Maiar.
- Are stated to be as powerful as the gods of ancient mythologies.
- Had a great individual, almost total combined, command over Ea
- Stated to be "the incarnation of Darkness, and the embodiment of destruction"
- Overpowered a diminished Morgoth
- Devoured all the Light of the Two Trees of Valinor, the Primeval White Light and an emanation of Eru himself
- Turned Earendil into a star
- Gave Carcharoth the power to break through the Girdle of Melian
- Allowed Earendil to bypass the seal of the Valar and reach Aman
- Will eventually resurrect the Two Trees of Valinor
Verdict

Art by MGNStudioCo
Stats
Power
Tertiary Factors
Verdict
Parity:- Equally skilled and experienced in combat
- Both can resist holy magic
- Most elemental attacks will cancel out
- Necromancy allows both to replenish their numbers
- Possesses roughly equal abilities in weaponry
- Power Nullification is equal on both sides
- Roughly even in stamina, healing, and endurance
- Equally skilled and experienced in combat
- Both can resist holy magic
- Most elemental attacks will cancel out
- Necromancy allows both to replenish their numbers
- Possesses roughly equal abilities in weaponry
- Power Nullification is equal on both sides
- Roughly even in stamina, healing, and endurance
Ganondorf

"Do not look away. You witness a king's revival.... and the birth of his new world!"
- Takes power by a landslide regardless of what ends are used...
- Malice/Gloom gives him a massive numbers advantage
- Has better showings of and scaling to greater Area of Effect attacks
- Has more explicit reality warping powers
- Has overall faster physical regeneration
- Time Stop is superior to Time Slow
- Scales to far greater finite speed feats than Sauron
- ....but Sauron's conceptual powers makes physical power irrelevant
- Inferior telepath and has far less showings of resisting domination
- Less experienced with full on fights against other evil wills
- Not as skilled a manipulator
- Is far more vulnerable to sealing and soul manipulation
- Far less versatile arsenal overall
- Has no precognition to counter Sauron's
- Has no infinite speed feats to match the Maiar's
- Would have a very hard time destroying the One Ring and would be easily corrupted by it.
- Inferior senses
- More likely to succumb to anger and arrogance if placed at a disadvantage
Sauron

"You cannot hide. I SEE YOU. There is no life.... in the Void. Only..... Death."
- Sub-creation counters any power advantage Ganon may have
- Infinitely faster, even if usage is temporary
- Far more skilled in manipulation
- Superior arsenal can destroy a good deal of Ganon's best weapons
- Far superior senses and precognition
- Generally more level headed in combat
- Cannot be followed or stopped if he uses time travel
- Is a vastly better telepath
- More versatile overall
- Could likely seal Ganon successfully given the opportunity
- Has far lower showings of destructive capacity
- Far slower when using finite speed feats
- Total physical regeneration will take longer than Ganondorf's
- Has a more obvious weakness
- Outnumbered when factoring in Gloom armies and Phantoms
- Could be vulnerable to BFR
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