0mega's Blog: Ganondorf vs Sauron (The Legend of Zelda vs The Tolkien Legendarium)

“Let no one ever intimidate you, you are standing on no one's ground. But again, some have claimed the earth as their own and usurped power from the rest of us. But they are usurpers; power belongs to every one of us."
Bangambiki Habyarimana



Control. Domination. Ruin. The origins of all evil in creation may have been sealed away long ago, but their legacy of destruction and malice were embodied in their successors. 

Ganondorf, the reincarnation of Demise's hatred and the bearer of the Triforce of Power from The Legend of Zelda.

Sauron, the inheritor of Morgoth's will to power and the Lord of the Rings from the Tolkien Legendarium.

These two iron-clad tyrants were hailed as prodigies and destined for greatness as builders of empires, but their desire for order quickly devolved into an obsession with control and a merciless hatred for those who would impede it. And no matter how many times they fell, they would rise again as a blight upon the next generation of heroes, indestructible and unstoppable as they cast their shadows of war upon the world, all to claim a golden weapon of ultimate power. But if these two demons of the earth matched their wills against the other, would the champion of the Gerudo consume a mere servant of evil in his Calamity, or would the lost student of the Valar make an upstart dictator feel the burning hands of the Void without life?

Before We Begin

This fight will be a composite battle between all official versions of Sauron and Ganondorf, but there are some caveats that need addressing. 

For Ganondorf, I will be examining every single canon Legend of Zelda title, starting from the original NES Legend of Zelda all the way up to Echoes of Oblivion and Hyrule WarriorsAge of Imprisonment. Supplementary materials will include the official Game and Strategy Guides for each game, the Legend of Zelda Encyclopedia, Hyrule Historia, and the manga adaptations of the Ocarina of Time, Majora's Mask, A Link to the Past, and Twilight Princess. I will not be including Ganon from the original Hyrule Warriors game, the CD-i games, or the 1990's Legend of Zelda Animated Series, as they are not recognized as part of the canon timeline.

For Sauron, all of Tolkien's works will be drawn from, starting with The Hobbit and Lord of the Rings, The Silmarillion, the 12 volume History of Middle Earth Collection, The Nature of Middle Earth, and Verlyn Flieger's Splintered Light literary criticism. The Peter Jackson movie adaptations and the Ralph Bakshi animated adaptations will support these, as will the various Middle Earth video games like Conquest, Battle for Middle Earth, and Shadow of Mordor/War. Finally, I will be supplementing these with the various role-playing tie-ins, primarily MERP, Rolemaster, and the Middle Earth Collectible Card Game. This will not include the Rings of Power TV series due to its conflict with established lore, or the Lord of the Rings Online MMO.

Background

Ganondorf
"Ganondorf - Blood Moon" by Lwiis64
"Was that the sword that seals the darkness? A blade that shatters so easily against my power cannot save you from me."

In the beginning, the Three Golden Goddesses forged Hyrule from the chaos of the Void, crafting a land of beauty and strength. But the cracks were already forming in the physical and spiritual realms; emerging from the deepest fissures of the earth were the demon race, led by their greatest warrior and the origin of all evil, the Demon King Demise. Determined to rule and ruin the world, Demise embarked on a bloody conquest that was only halted by the Goddess Hylia and the Spirit of the Hero, who sealed him away.

However, Hylia knew the seal would not last forever, choosing to reincarnate as a human woman, Zelda, while the Spirit of the Hero was reborn as Link. Eventually her fears would prove correct, as Demise's ever loyal servant Ghirahim would kidnap Zelda and use her soul to power Demise's revival and break the seal. Once again, the Hero rose to slay the Demon King, but this time Demise's hatred would not allow the pair to rest. With his final breath, he cursed the timeline so that Link and Zelda would forever be plagued by Demise's malice in the form of his descendant; Ganondorf.

Ganondorf's exact origins can vary across his various incarnations, but most commonly, he is borne into the Gerudo tribe of the desert. Being the only male Gerudo born within one hundred years, Ganondorf would automatically be made leader of the tribe and be trained by the witches Twinrova in the ways of magic. Though he found success as a bandit king in the desert, he would forever be drawn to the promise of ultimate power in the Triforce, the leftover power of the Golden Goddesses. Infiltrating the Hyrulian royal family, he would gain access to the Triforce, but only receive one third of its collective, the Triforce of Power. The other two pieces went to his hated nemeses, Link and Zelda. Upon their final confrontation, the timeline would split into three possibilities, two where the Hero and the Princess sealed the darkness, and one where the Hero fell to the Dark Lord but was sealed by the Sages.

Time and time again, the evil of Ganondorf plunge the world into darkness, bringing plagues, floods, Calamities, and the near death or real death of the Spirit of the Hero. But no matter how many times his hatred would boil over back into reality, Ganondorf would always fail in the end, cast down and left to reincarnate again in the next millennia. Yet, perhaps victory is not the true goal of the Demon King's wrath. Perhaps it is the suffering of the Hero and the Goddess Reborn that this monster relishes in; as long as he can ensure they never live in true peace, his endless spite will be satisfied....

Sauron
"Sauron: War of the Last Alliance" by MattDeMino
"There is no light, Wizard... that can defeat darkness"

Within the Timeless Halls of the Primary Reality, the supreme God Eru cast forth the light of the Flame Imperishable and forged from it the Ainur, angels of spirit and great power and authority. Together, Eru would instruct them in the themes of the Song of Creation, the Ainulindale. But while the Ainur rejoiced in the music that forged reality, the greatest Ainur, Melkor, sought to dominate the theme with ideas of his own in discord with the theme of Eru. While Eru prophecied that Melkor could never create a theme that would not ultimately find its origin in Eru's design of good, many Ainur were seduced by the power and "efficiency" of Melkor's ability, descending with him into the created universe. While Melkor would have countless servants in the Balrogs, dragons, and orcs, one would stand above the rest in power, loyalty, and destruction; the Maia Sauron. 

Originally a servant of the Vala Aule the Smith, Sauron was known as Mairon, or "the admirable". As one of the Maiar, the lesser angels tasked with executing the Valar's vision, Mairon had a deep love of order and co-ordination, drawn to Melkor's seeming ability to masterfully enact his designs quickly and efficiently. He would become chief amongst Melkor's spies, feeding his master information on the Valar's creative acts so Melkor could destroy them. Under Melkor's tutelage, the admirable became the cruel and abhorrent demon, Sauron.

After Melkor, now named Morgoth, destroyed the Two Trees of Valinor and fled back to Middle Earth with the hallowed Silmarils, the last light of Primeval Creation, Sauron emerged from the shadows as his chief lieutenant. For the next millennia, Sauron would lead countless schemes and battles in Morgoth's name, slaughtering the Elves of the Noldor and corrupting the recently born race of Men to his cause. While he would suffer defeat at the hands of Luthien and Huan, he would continue to aid his master until the War of Wrath ended with Morgoth cast into the Void.

Though initially repentant, Sauron's pride could not face the idea of asking for pardon from the Valar, and so returned to lead the forces of evil as Morgoth's successor. Tricking the Elvish smiths into forging nineteen Rings of Power, he sought to dominate the free peoples through controlling the Ring-bearers with the One Ring that he designed in secret. However, the Elves caught wind of his plan and began a war against his kingdom, ending with Sauron defeated and weakened without the Ring that he had poured so much of his own essence into. 

Neither repentant nor out for the count, Sauron spent centuries gathering his strength while searching for the One Ring. Upon discovering its location within the Shire, Sauron announced his presence to Middle Earth and began one final war against its inhabitants. However, what he could not predict was the humble hobbit Frodo travelling into the heart of his dark kingdom to send the Ring hurtling back into the fires of Mount Doom from which it was made, destroying it and Sauron for good. Now a broken, impotent spirit cursed to live between the living and dead worlds, Sauron's domination may have ended, but the wounds he inflicted will remain a permanent scar upon the world until the end of days.

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 oldExperienced as a thief, a sorcerer, and leader of the Gerudo tribe, Ganondorf was trained in sword-fighting, horse-riding, and archerybefore 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 handsHe 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

A classic weapon of evil, Ganon can throw his trident like a boomerang, shoot bolts of lightning and blasts of swarming energy from it, throw walls of fire, banish targets to the Dark World, and spin it like a helicopter blade to hover in the air.

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

Wielded by Ganondorf in his final battle with Link, the darkness within the blade will reduce the health of an unequipped wielder. It is the most powerful one-handed weapon Link can find within the game.

Gloom Club


Gloom Spear


Bow of the Demon King

Twin Swords


Demise's Sword 


Remote Bombs

The Dark Mirror

Stolen by Ganondorf from an ancient tribe, the Dark Mirror reveals the evil in a person' heart. Ganondorf used the mirror to create multiple Shadow Links to terrorize the land.

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 OrderMassively enhancing his power by transforming him into a demon, the Triforce of Power can amp Ganon's soldiersrevitalize him from heavy injuries, grant him an increased lifespanand 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 


Staffs of Magic

Annatar's Javelin

A throwing weapon with a will of its own, able to teleport back to Sauron as needed.

Shadow Mace


Shadow Armour


The One Ring

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 ringsThe Ring makes Sauron all but invincible, allowing him to regenerate practically any wound done to his bodyIt enhances his abilitiescausing 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 formIt's opposite in nature is found in the Phial of Galadrielthe remnant of Primeval Lightas only the Silmarils surpass it in power.

The Ring is indestructible against conventional damageElrond 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 manipulationIt 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 nobilitySince 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

Demise is the source of all evil from which all demons and monsters are made. Eternal with power over time itselfGanon's demonic heritage grants him incredible power, while also ensuring any other demons alive are absolute in their loyalty to him. A Demon's passive power can summon/create lesser demon doppelgangers, harden their skin to become tougher than armour (forcing enemies to target exposed weak spots), regenerate their manifestations from being blown into a million pieces, exist as a mere spirit for extended periods of time, transform their spirit's host into monstrous forms, inflict wounds that require sacred healing magic to treat, and manifest their hate even past their own death. He can also feed on the negative emotions of others to increase his power, his own defeats causing him to become the embodiment of Hatred and Malice incarnateHis demonic heritage is also likely what grants him his immortality.

Immortality

Regeneration and Healing




Terror Aura


Malice/Gloom



Stamina and Endurance



Shapeshifting

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.

Corruption and Transmutation

Calamity Ganon upon awakening was able to possess and corrupt the four Divine Beasts and all of the Guardians without any difficulty, altering creatures with new features given from Malice and Gloom.  His pure evil was reflected in the Sacred Realm, twisting it into the Dark World and extending into Hyrule where it twisted the land into one of monsters that persisted long after his death, similar to his power transforming the Twili into demonsHe's reanimated skulls with this powerturned the knights of Hyrule into monsters, absorbed Astor's body into his own, and would have transformed all Hyrule into the Lost Woods. Scaling from his emanation Ghirahim, he can use transmutation to repair damage to his swords. Demons and evil spirits in general can possess/empower suits of armour, natural formations, and inorganic machines. They can also forge armour tough enough to resist cannon fire and turn victims to stone upon draining their life-force.



Life and Disease Manipulation


Power Nullification

Curses

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

Mind Manipulation

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 incarnationwhile 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.

Telepathy

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

Spirits are of an astral form, yet Malice can tear one's soul from their body and previously bound the spirits of the Champions to their Divine Beasts, which is consistent with Gloom's properties. He has also stolen the soul of Laruto from her body and would have devoured Zelda's soul to fuel his resurrection as Demise. Even the shockwaves of Zant's magic (when empowered by Ganondorf) could affect spirits made of light. He further cursed the Guardian Deities the Deku Tree and Jabu-Jabu despite their power. He scales to Link, who could destroy Poes, which are undead souls tethering themselves to the living world. Lesser demons like Bellum could devour life-forces as well.

Elemental Manipulation

As Agahnim, he stilled the floods, famines, and blazes that were plaguing Hyrule. He can cast fire and lightning, raise walls of flamethrow 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


Illusions and Invisibility

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 attackswhile 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 armourHe 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 onceHe 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 itselftaking 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

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 existsValar 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 itselfUnbound 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 contactThe 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 timeand do not necessarily require physical form to act upon the world. 

Existing like Gandalf as a "transcendent sub-creator", more an archetypal force of natureSauron 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 caseMaiar 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.

Sub-creation
"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 AinurTo use magic is to "make the will more quickly effective"an inherent power to created beings that cannot be learntIt 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. 

Dark Worship


Terror Aura

"Elendil the Tall" by GabrieleBagnoli




Enhanced Senses
The Eye of Sauron can detect invisible enemies (as can other Maia like Saruman) and hazards, view targets from miles away, see in magical Darknesssense the casting of magic, feel shifts in ambience or curses, and detect the grief and risk of corruption in others across vast distances. His senses are superior to those of an elf, who have superhuman vision, hearing, and can spot invisible spirits of the unseen realm, and should compare to Smaug's, who could sense the growing darkness of Dol Guldur from hundreds of miles away. Should anyone put on the One Ring, he can immediately see and locate them. Even the cloaking spells of Gandalf were unable to prevent Sauron sensing his presence within Dol Guldur, with other illusory magic that would fool humans being easily seen through by Ainur. As a Maiar, he can detect all events across his kingdom.



Elemental Manipulation
"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 fumesThe 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 instantlySauron can probe one's mind for thoughts of treacherycause targets to lose their memories, and dominate any number of lesser willsover 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 accessWith force of will, Sauron can invade the bodies of others and take control of themsimilar to how Saruman possessed King TheodenHe 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 lieas 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 battleHe can summon Balrogs to his side when need beand 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-timeHe enchanted the Final Landing of Mount Doom to teleport intruders into a pool of lavaHis 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.

Resurrection/Necromancy


Power Nullification

The magical light of Saruman could not pierce the darkness within the Hall of the Necromancer, as any magic save Sauron's own cannot function within his domain. Galadriel's phial, despite wielding the Primeval light of the Two Trees of Valinor, could not provide light within the realm of Mordor. Sauron also knows Counter-Spell, which works for any spell he himself already knew prior and prevents a spell's effects from taking hold. In his battle with Finrod Felagund, Sauron's Song of Power stripped Finrod and Beren of their disguises despite Finrod's using his own Song of Power as a counter. Sauron presumably used this to deconstruct Gandalf's staff, turning it to dust and leaving him unable to cast magic before effortlessly restraining him. His sheer hatred of the Elves could nullify their magic.


Fate Manipulation (Debatable)

"The Fate of Isildur" by Anato Finnstark


Soul Manipulation/Non-Physical Interaction






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.

Physical Enhancement

"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.

Essence Ways

"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).

Unbarring Ways


  • 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

Essence Hand

"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

Spell Ways

"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.

    Essence Perceptions

    "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

      Illusions

      "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).

      Spirit Mastery

      "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.).

      Spells of the Mages


      • 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%.

      Bard Spells

      "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. 

      Open Channelling Spell Lists

      "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

      Spells of the Animists

      • 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.

      Ranger Spells

      • 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
      Diseases
      • 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
      Curses
      • 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 ArraerIf 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.
      Time's Bridge
      • 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.  
      Tracking Spells
      • 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).
      Words of Command
      • 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.
      Mind Sense Molding
      • 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). 
      True Sight
      • 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

      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

      Once, even Sauron was good, for Eru's creations are never born evil. Within the boundless realm of Eru, outside of time and space, life and death, and before the creation of everything, Sauron was known as Mairon "the Admirable". With the other Ainur, they beheld the themes of Eru and rejoiced with music of their own. Under the stewardship of Aule the Smith, Mairon possessed an endless love for order, co-ordination, and efficiency, tragically viewing the Discord of Melkor as the quickest path to completion. 

      Annatar, Lord of Gifts

      "Annatar, Lord of Gifts" by Karis

      After the fall of Morgoth, Sauron remained in Middle Earth, unwilling to face the humilation of the Valar's judgement. Though he initially spent years in Southern Gondor genuinely attempting to heal the land and its people, his pride made him relapse into evil. Again seeking domination over creation, Sauron took the guise of Annatar, the Giver of Gifts, and approached the Elves with knowledge of metallurgy in order to trick them into crafting the Rings of Power. It was this form that manipulated Al-Pharazon into leading Numenor away from the teachings of the Valar.

      The Necromancer

      Cut off from the Ring and bereft of physical form, Sauron fled Mordor as a disembodied spirit and went into hiding. Spending centuries both searching for the Ring and gathering his lost power, he took the guise of a dark sorcerer to hide his true identity. Corrupting Mirkwood over time, he drew the Nazgul back to his cause while ravaging Gondor with disease, fleeing his abode in Dol Guldur upon the discovery of his true identity by Gandalf the Grey.

      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

      Speed
      Durability

      Sauron

      Feats

      • Shaped the universe into existence with a song
      • Concealed his evil from the Valar for millennia
      • Tricked the Elves into forging the Rings of Power
      • Terrified Saruman with his mere presence even as a weakened spirit
      • Corrupted Al-Pharazon and Saruman from being enemies to allies
      • Led the empire of Numenor to ruin single-handedly
      • Was responsible for most of Morgoth's greatest victories
      • Almost conquered all of Middle Earth twice
      • Successfully defeated Finrod, Gandalf, and Celebrimbor in combat
      • Power

        Isildur vs Sauron,War Of The Last Alliance by Sleipnirrrr

        Speed


        Durability

        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.

        The Heroes


        The Sages, the Royal Guards, the Champions; Ganon has frequently outclassed them in combat, requiring the Hero of Time in every instance to be the one to defeat him. Ganon comfortably scales above the best feats of Hyrule's heroes.

        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.

        Zelda
        "The Princesses of Legend" by bpaddles
        The name that started it all. The original sealer of evil. Ganondorf has frequently overpowered and imprisoned Zelda, and Link and Zelda are both required to put him down permanently in several of the games in the series. Additionally, he mortally wounded the Goddess Hylia in their final battle, who would reincarnate as Zelda, further scaling him to the Princess.

        Majora


        The sadistic mask that pulled down the Moon. Majora was defeated by the Child timeline Link while he possessed the Triforce of Courage, whereas Ganondorf required an adult Link and Zelda working with the Sages to seal him away for good. Though Link did require the Fierce Deity mask to win, Demise and Ganondorf are considered the ultimate villain of the franchise, meaning both scale above Majora.

        Null (Debatable)
        The Triforce of Power gave a major power boost to Null in his attempt to reduce all creation back into the Void, despite Null having already trapped the Golden Goddesses within a space-time rift. That Null considered the Triforce piece significant enough to seek it out means that Ganon can at least downscale from Null's full power, especially given two Triforce pieces were used to defeat Null.

        The Golden Goddesses (Debatable)
        Though the Triforce is considered only the remnants of the Goddesses' power, it was still considered noteworthy by Null after he had trapped the Goddesses in the Void, and two pieces combined were able to put Null down for good, so Ganon can at least downscale from Din's portion of Goddess feats. 
        Miscellaneous Characters 

        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.


        The Creatures of Middle Earth
        With Maiar having dominated and ordered creation, they undoubtably scale above all of creation's various creatures. Dragons are considered the deadliest of all beasts, yet could be cowed by Balrogs that Sauron scales above.
        The Dragons
        "The awakening" by AnatoFinnstark

        Wizards are confirmed to have greater power than dragons, with even the mightiest dragon, Ancalagon the Black, being able to rival Maiar with his spells. Similarly, Balrogs could tame dragons but remained subservient to Sauron, Sauron being repeatedly described as the greatest of Morgoth's servants.
        The Maiar
        "Osse and Uinen" by Kimberly80

        The Balrogs


        The Valar (Debatable)
        "Powers of Arda" by Jerrel Salvatierra

        While Sauron is a Maiar and thus a lesser power compared to the fourteen Valar that governed all of Arda, he was noted to have been "greater" during the Second Age than a diminished Morgoth was by the time of the War of Wrath, and brushed off a direct attack from Manwe himself during the Fall of Numenor. He also took the original Minas Tirith despite the Vala Ulmo having previously blessed its waters with holy magic. Besides this, "greater" Maiar are said to not be too different in stature to the Valar in terms of capability, with Sauron's power repeatedly deemed noteworthy amongst the Maiar even before the Ring enhanced it. He doesn't scale to their full power, but can be downscaled from their feats, which can be used as the upper limit of his potential. 



        Ungoliant and the Silmarils (Debatable)
        Sauron is obviously not an equal to the agent of Primordial Darkness, but the Balrogs were able to drive away Ungoliant after she had devoured the Light of both Trees of Valinor, the source of the Silmarils' power. Similarly, weaker beings than Sauron like Carcharoth and Ancalagon have endured the power of a Silmaril for hours and days at a time, so there is some precedent for Sauron to at least downscale from Ungoliant.

        Ungoliant:
        The Silmarils:
        • 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

        Before the Verdict

        5D Ganondorf?

        A Skyward Sword article within the Hyrule Encyclopedia stated that Link's final battle with Demise takes place in a "hyperspace" under Demise's control. Since a hyperspace by definition contains more than the standard four dimensions of height, width, depth, and time, this does suggest that Ganon can wield higher dimensional power. This "hyperspace" is the only time any explicitly higher dimensional space is mentioned within the franchise, so is it anything more than an outlier? Within the game, the only supporting evidence for this claim being valid is Fi stating that Demise has power over time itself. 

        In Echoes of Oblivion the primordial entity Null attempted to reduce the creation of the Golden Goddesses back into Void. The cosmology of the Legend of Zelda is hard to quantify, but it possesses multiple spatial realms and the gap between dimensions, as well as a hypertimeline where the three main timelines all co-exist, the combined cosmology being forged from the pure formless chaos. This is further reinforced by the Wind Fish having created Kohalint Island from nothing; while it is stated to be a dream realm, it does to some extent show evidence of physical existence, as well as its own unique flow of time, implying a higher timeline superceding it.

        For Null to transcend a space that includes multiple 4D timelines does strongly imply higher dimensional scaling, supported by the Golden Goddesses having descended upon this chaos from the Heavens, a pre-existent realm that should again transcend the 4D timelines and external dimensions like Lorule and Termina, among others. Thus, for Ganondorf to even downscale from Null and Demise (assuming he doesn't match him) easily grants him higher-dimensional tiers. 



        Platonic Form of the Rings?
        The magic of the Legendarium is rooted in language, song, and words of power. While obviously due to Tolkien being a philologist that created languages for fun, the thoughts given form works on a far deeper level than control over physical matter. 

        Morgoth disseminated his essence into all of creation, not simply Middle Earth, the planet Endor, or the solar system of Arda, but Ea itself. Thus, all land outside Valinor carried a "Morgoth ingredient" that tainted both body and soul of its inhabitants and made Morgoth able to reform his essence from practically nothing. This "taint" extends to the conceptual level, as even if all of Ea was destroyed, the thoughts of the Valar that made Ea would continue to exist as a "world in potential". Additionally, Morgoth's will alone "designed" the fate of Hurin's children, dooming their lives to constant torment and misery

        This is consistent with the nature of the Ainur; while descending to Ea bound their powers within creation and time, their souls remained the same in their fundamental essence as extensions of the Flame Imperishable. These souls in their purest state within the Timeless Halls are of the "primary" reality, viewing the universe of Ea as a fiction, a myth compared to the true reality that only exists as the thought of EruThe Ainur/Valar are the first instances of this Will, a Will that before which, "all is preparation, existing on a lower plane like mathematics" (NoME pg.230). They are "genuine" entities, bound only by the laws of contradiction in what can be created. Morgoth was described as the embodiment of darkness.

        This extends to "sub-creation": Magic in Tolkien is "exertions of true supernatural power in its most powerful and direct forms: characters exert their spiritual power through plain language assertions about the current state of the world – the spiritual power – works, the world alters itself to accommodate their statement, to make it true or perhaps more correctly, given the present-tense nature of the construction and the profundity of the statements, we might even say to make it always have been true, because what is being made ‘true’ is really a ‘truth’ derived from the more fundamental, more real reality of the Unseen. And because the Unseen is more profound and fundamental than the Seen, when its nature is revealed the Seen world, as if snapping to a reality that has already existed immediately conforms.

        With the sub-creation of the Ainur being an extension of Eru's true creation (which is the process of willing existence to continue as a product of his thought/desire), Tolkien's magic exists as a primeval emanation of the Flame Imperishable. Most obviously shown is the magic of the Silmarils, which exists as the undivided union of the artistic and scientific themes of existence, which even Elves and lower Maiar have manipulated. To possess control over the Essence of Arda is thus to influence creation on a Platonic level. 

        Verdict

        Art by MGNStudioCo

        Stats


        Power

        This is surprisingly complex to discuss, so power will be divided into two sections; the first section will be on calculable stats, the second on conceptual layers.

        With lower ends, they are roughly equal. Both have created storms and shockwaves in the Gigaton ranges, and both scale above dragons that have feats measured in Petatons; Ganondorf's raising of the Blood Moon and stopping the Earth's rotation easily place him in planetary ranges, which Sauron has never shown anything close to replicating himself, but he should scale to Carcharoth surviving the energy of a Silmaril for a week straight, which places him in the Ronnaton range. On the medium end, discounting Tinfang Warble's questionable star brightening feat, Sauron can scale to Arien moving the Sun through the sky and Morgoth's spirits that could potentially destroy it, which places him in similar ranges to Majora and Demise controlling dimensions possessing a star, but Ganondorf's scaling gives him the advantage given both cases involve controlling the entire realm rather than one celestial object.

        Moving higher, Demise matching Hylia, whose Light Force empowered Vaati to create an entire starry sky, places him at 16.9 ExaFoe at a bare minimum. Sauron scales to Ancalagon matching the Light of a Silmaril, which places him at roughly 5 GigaFoe, and potentially upscales from a diminished Morgoth enduring the Light for millennia, which places him at 20 PetaFoe. This places Ganondorf's scaling at over 1000 times Sauron's at bare minimum, and this is being generous to Sauron. With highest possible ends for both, the Triforce of Power being considered noteworthy by Null, who could contain the three Golden Goddesses that created the multiverse, along with Demise controlling a hyperspace during his fight with Link, places Ganon in the multiversal to potentially 5D ranges. With Sauron, the Maiar were considered the hands that carried out the plans of the Vlar, which involved forming the endless universe of Ea, places Sauron at most within some portion of infinite ranges, at minimum within multi-galactic to universal ranges. Once again, Ganondorf's feats blow Sauron's out of the water, potentially by one or two orders of infinity.

        However, there is one avenue that we haven't covered, one that could flip this section on its head; conceptual manipulation. Sauron enacting the will of the Valar rationalized the primordial chaos of the universe and imbued it with order and concepts of time and space. The process of sub-creation solidified the prime matter with the Will and thoughts of those emanating the Flame Imperishable, Will that transcends mathematics and would continue to exist even if creation was levelled into formless chaos. With both Valar and Maiar embodying the themes of creation like Fate, Mourning, Time, and History, Sauron's magic may lack the raw physical force of Ganondorf's, but it can affect reality on a more fundamental level, something that could easily bypass normal magical power. 

        So does Ganondorf have any way to match this? Ganondorf's Triforce piece wields Din's power, which is on equal footing with Naryu's, who gave order and science to creation. Ganon has debatably shown this ability himself given that his vile heart disrupted the order of the land upon his death, and should scale to Link and Zelda combatting Null embodying the primordial void beyond creation.

        Likewise, Sauron matches this tier of the Primordial Void, given he scales above Balrogs that could combat Ungoliant being an embodiment of the Void beyond Ea. He also could nullify the Phial of Galadriel's powers that contained the Primeval Light of a Silmaril, which itself is the unduality of science and art united in the Light of God himself, a refracted hue of Eru's purest luminescence. 

        As you have likely gathered, at this stage numbers and stats mean absolutely nothing. Even Ganon's higher-dimensional tiering is rendered moot by their respective control over laws and fundamental themes of creation. Thus, even with the massive advantage Sauron has in physical force, stats are irrelevant, and thus power is ultimately a tie between the two.

        With speed, it's honestly the same arguments for both; with finite feats, Ganondorf absolutely blitzes Sauron. There are far more relativistic, light speed and FTL feats for Legend of Zelda characters than for the Legendarium, and even taking Sauron upscaling from Vingilot and Ancalagon at face value, the Golden Goddesses seeding life across millions of universes puts Ganondorf at thousands of times faster at bare minimum. With Infinite or Immeasurable speed though, Ganondorf lacks real showings, whereas Maiar and Valar are stated to move at any speed they want, and are fast enough to send their thoughts across time itself. Granted, one of the main drawbacks to Fallen Ainur is that their attempt to dominate physical matter bound them increasingly to incarnate bodies rather than their unburdened spiritual forms, which could prevent Sauron from fully capitalizing on this advantage. However, he has shown the ability to fight as a spirit, and before his fall to Isildur could easily discard his body if need be. Not to mention, his reaction speeds may be unaffected by this limitation, so he can at the very least think faster than Ganondorf can. This isn't to say Sauron can just instantly blitz Sauron, given that he is somewhat tethered to the material world by the One Ring, but downscaling from infinite speed is still enough of a boost to suggest that he can match Ganondorf's speed scaling. So speed should even out.

        Stats are thus a Tie.

        Arsenal and Abilities
        Both have vast arsenals of weapons and spells to draw from, so the two inevitably have a lot of overlap. To start with equal abilities, both can: Teleport, raise the dead, control the weather, dominate minds and souls, attack spirits, fly, turn intangible, corrupt the land, unleash diseases, extend their terror auras, curse and empower others, nullify powers, resist holy magic, shapeshift, transmutate others, draw power from evil, craft illusions, spy on others, and unleash darkness, and both debatably have some control over the flow of fate and time. Both are immune to conventional weaponry, and both have enough magic and spells to repair any wounds inflicted on their bodies.

        With weapons, both possess holy swords and corrupted blades that can inflict wounds which never heal. With Flurry Rush and Ring Mode, both Ganon and Sauron can slow down time to their advantage. Ganon and Sauron also have resistance to time manipulation; though Sauron has never had to endure a time stop, the One Ring granting one control over the decay of time could allow him to resist this, especially given that his war with the Elves diminished their ability to halt time's passage within their kingdoms. With the Secret Stone and the One Ring, both can also increase their power, though Ganondorf's enhancement is one giant leap rather than a constant, slower growth.

        Sauron has far more weapons, his ability to shatter even magical weapons upon contact giving him the possibility of whittling down Ganon's arsenal. Granted, with Gloom, Ganon can just respawn his sword, club, and bow, and with demonic energy could likely repair his blades, but he cannot remake the Sword of the Sages or the Dark Mirror if they are destroyed entirely, as they are not his designs, and Ganondorf cannot use Holy magic to repair the former. Ganon could potentially shatter Sauron's weapons too as he did with the Master Sword, though, so this is again a tie.

        Ganondorf at first has the numbers advantage with support. With Demise's Sword possessing Ghirahim, who can act independently of Ganondorf, Sauron would wind up facing a war on multiple fronts, particularly with the Swiss-Army death machine that is Malice and Gloom targetting him too. Gloom can cover entire kingdoms and reach the Moon in seconds, forming entire armies from nothing, something that could easily overwhelm Sauron given the opportunity. However, most of the enemies spawned by Gloom are leagues below Sauron in power, so he could likely swat them away without too much difficulty. Sauron's ability to summon evil spirits, Balrogs, and wraith wolves could likely negate this advantage, especially given the power of even a single Balrog; but Ganon could summon his Blights in response to this, and then Sauron could summon demons from the Void, and so on, again leaving it as a stalemate. 

        Reality Warping vs Words of Power
        Ganondorf's space-time warping, while impressive, has never been used for anything particularly noteworthy outside of teleportation and portals, so it's unlikely he'd pull an Hado 99 or Domain Expansion like attack with it. Similarly, while Words and Songs of Power allow one to alter creation and imbue it with form, Sauron has never used it for this purpose either, so he can't just wish Ganondorf out of existence. Outside of their general magic, neither will gain an advantage, as neither would likely think to use their powers this way to begin with. What do you know, another stalemate.

        Gloom vs Black Breath
        Both can endure indefinite proximity to their own corruptive powers, so attacks like Gloom and the Black Breath should have little effect. Ganondorf's Gloom can absorb technology, unlike Sauron, but Sauron has nothing like the Sheikah or Zonai's tech to absorb in the first place, so it won't make a difference. Sauron's diseases and Evil Animist spells can target and wither one's internal organs, but this is similar to Gloom, which Ganon has resisted. Both can extend the range of their attacks to stellar distances, scaling to Vaati making a starry sky and Tinfang Warble making the stars shine brighter, so both can attack from a distance and multiple fronts. 

        If they do get through, Sauron has far more spells available to target and nullify poisons, curses, and diseases all at once. Counterspell especially allows Sauron to cancel out any spell he has knowledge of, which given the considerable overlap in powers between the two, means that Ganon has no sure-fire way to harm Sauron or bypass his defences, especially that Resist Rolls allows Sauron to resist practically any spell, even teleportation and time manipulation. Ganondorf has no known debuffs to resist similar status effects that we have seen. Basically, if both are immune to diseases, it makes no difference. If both aren't immune to their own magic, Sauron has far more counterspells to make up for it, which would allow him to gain the advantage over time. 



        Escape Routes
        Ganondorf cannot reach Sauron if the latter uses time travel to escape the fight, and Sauron cannot for certain reach Ganondorf if he used dimensional travel. Ganon's control over time is rather vague past the Stasis ability, so it's only possible he could prevent Sauron from using it in the first place. Sauron could potentially find a way to reach Ganondorf across dimensions given his ability to traverse the spirit realm and the Ainur's ability to open doors to the Void, but this is debatable, so both have methods to escape and plan new strategies. However, Sauron's ability to time travel grants him the opportunity to either glean information on Ganondorf's past or attack him at a prior state. Demise does have some theoretical showings of acausality as his imprisoned form still existed depite being technically vanquished in the past at the end of Skyward Sword. However, this could just have been overwritten by the new timeline, so Sauron does retain the option.  


        Mind/Soul Hax
        While both possess telepathy that has controlled entire armies of Gloom and Orcs respectively, Sauron's is far superior. Sauron without the One Ring effortlessly undid Celebrimbor's One Ring enhanced Branding of orc captains that could normally resist mind hax, showing at least two layers to his mind hax, which none of Ganondorf's mental attacks have ever shown.

        Both can resist transmutation and soul removal, though neither are fully immune to it. Again though, Sauron actually has showings of resisting such domination as he did against an amped Celebrimbor, whereas Ganon has no such showings. Pretty much every time his soul was targeted, it has been damaged or cast away. Sauron explicitly has the option of destroying a soul, whereas his own soul could withstand a strike from Eru himself, only damaged beyond repair upon the One Ring's destruction. If he destroys Ganon's soul, Demise's hatred may eventually reincarnate, but it would be thousands of years down the line in a different form, which would count as a win for Sauron.


        Can Sauron Banish/Seal Ganondorf?
        Sealing is arguably Ganondorf's true kryptonite, even more than the Master Sword, as he has frequently been sealed by Hylia, the Sages, Zelda, and Link. While this isn't the same as outright killing him, Ganondorf's escapes from such imprisonment have always taken considerable time, usually centuries or millennia. If Sauron can seal Ganondorf away, he would be incapacitated long enough for it to count as a victory. Sauron was able to bind one of his servants within Barad Sereg, cursed to endlessly die and resurrect for centuries, and absorbed Celebrimbor's soul, so sealing is within his power, as is forcing Ganon's soul out of its body as he did with many Elves and werewolves in the past. Sauron has never banished someone to another dimension (unless you count Morgul Blades drawing one into the wraith world), though he has summoned creatures from the Void, so he could theoretically do the opposite with Ganondorf. Ganon can teleport across dimensions though, so he could escape just as easily.

        It should be noted that Ganondorf's power does not make much difference regarding sealing, as he has repeatedly fallen victim to far weaker characters utilizing it. Raaru sealed him despite being outmatched in power, Zelda sealed the Calamity despite having just awakened her power, and in the Downfall timeline Zelda and the Sages sealed Ganon after he had obtained the complete Triforce. If Sauron has the opportunity to, he will succeed in the attempt more often than not. 


        Can Ganondorf Banish/Seal Sauron?
        As Agahnim, Ganon could banish Link and Zelda to the Dark Realm, and once cast his Phantom copy into the gap between dimensions. However, Sauron has called forth monsters from the Void, other Ainur like Morgoth could traverse the Void from Ea, and Balrogs know how to find crossover points between dimensions, so more often than not Sauron will find a way back in from any banishment.

        With sealing, it's more up in the air; spirits in the Legendarium, including those of Maiar, have been bound within wards and specific locations, but souls can refuse to heed the call of Mandos upon their death and remain in Middle Earth, so Sauron may be capable of the same here. Additionally, a high enough (60th-61st Level) Resist Roll can prevent one from being teleported into a pool of lava, and Morgoth's banishment to the Void required a constant guard to the Door of Night portal for fear that Morgoth could break back in, so resisting BFR is not impossible for Sauron, but would be far from easy.

        Can Ganondorf Destroy the One Ring?
        A point of contention with the Ring is that Sauron based its function upon Morgoth disseminating his essence into all of Arda, a conceptual structure that would still exist as thought and idea and will of others even if physically reduced to formless chaos. While debatable in scope, this suggests that no amount of physical force would be able to destroy the Ring unless it also attacked on a spiritual/conceptual level. The Triforce of Power grants Ganondorf power comparable to the Goddesses creating everything from Void, including the laws of nature, so he would have abilities that reside on the same tier of conceptual layers as the Ring does, meaning that destroying it would be at the very least possible. Plausible though? Tolkien noted not even the Will of Manwe could overpower the evil of the Ring, its only real weakness being self-destruction, so Ganondorf can't just one-shot the Ring like its nothing.

        Secondly, even if it is possible for Ganondorf to destroy the Ring under his own power, it is highly unlikely he would want to. The Ring has repeatedly overcome the wills of anyone who attempted to wield it; Gandalf, Galadriel, Aragorn, all paragons of good and humility, refused to touch the Ring, knowing they would succumb to its allure if they attempted to use it. It is not simply evil that the Ring targets, it is any desire for "more" that the target has; with Boromir, a noble prince attempting to defend his kingdom against the endless assaults of Mordor, he was tempted by the idea that he could use the Ring against Sauron and turn the tide of the invasion. The entire reason Bilbo and Frodo were able to resist the Ring for as long as they did was because, as Hobbits, they had no desires for adventure or expansion or improvement, desiring the quiet and cosy life amongst community, and even then, both eventually became endangered by the Ring's influence when they were nowhere near Sauron, a Sauron who was still far weaker than his peak. Remember, Smeagol, who at worst was a somewhat mean-spirited prankster as a Hobbit, immediately killed his cousin and friend Deagol for the Ring upon finding it, showing just how quickly and deeply the Ring's influence can affect someone.

        Ganondorf, an objectively evil, power-hungry, tyrant, is exactly the sort of person the Ring affects most strongly. The Nine Kings of Men were corrupted through Sauron influencing them through their lesser rings, and while their backstories aren't fully known, there are implications that several did not start out as evil, but were gradually corrupted. With Ganondorf being the literal descendant of evil personified, he would be very easily influenced by the Ring and not be able to bring himself to destroy it immediately. This is the same Ganon that devoured a Secret Stone rather than accept defeat despite knowing it would drive him insane and make him lose his humanity. And remember, the longer one possesses the Ring, the more they are corrupted by it. Unless Ganondorf immediately nuked the Ring before he knew what it was, he would fall under its sway given time.

        Can Sauron Even Kill Ganondorf?
        With his orbs, palantir, and prescience, Sauron's precognition Ganondorf has no counter for. Additionally, his psychometry and visions of the past and possibly futures will clue Sauron in on Ganon's history and personality, while his magical senses will inform him of how to best target his weaponry and magic. Add on that Sauron's shadow prevents one from seeing his future, and Ganon will have a hard time predicting Sauron's moves, particularly with Sauron's infinite speed feats. Does this mean Sauron can bypass Ganon's regeneration and immortality?

        Ganon's regeneration, despite its absurd potency, has been overtaxed repeatedly in the past, Skyward Sword, The Wind Waker, Twilight Princess, and Ocarina of Time having Ganon die to the wounds of the Master Sword while in physical form. Though Ganon has regenerated from a spirit form, his death in Twilight Princess shows he cannot do this indefinitely. His final battles in Ocarina of Time, Breath of the Wild, and Tears of the Kingdom show Ganon visibly damaged in physical form, making him resort to transforming into a beastial form that, once slain, permanently kills Ganondorf. If Sauron can do enough damage over time, he can put Ganon down for good.

        Overall?
        This section is a nightmare for both dark lords to work through, as both possess countless overlaps in abilities and resistances that render most of the opponent's arsenal moot. With what options they do have, none are decisive trump cards that can immediately end the fight; both can and have resisted holy weaponry in the past, so using them to win the fight would be through one hell of a war of attrition.

        That being said, more often than not, Sauron just barely edges out with abilities. His precognition and superior magical senses will give him the knowledge on how to combat Ganondorf's magic more effectively, and time travel is something Ganon simply cannot replicate, allowing Sauron the time he needs to plan. With mind and soul powers, only Sauron has ever shown resistance to such attacks or the power to bypass resistances. And given Ganon's repeated showings of vulnerability to sealing and soul manipulation regardless of power gaps, Sauron's own hax provide a real danger to him. Ganon's own win-conditions are just not certain enough to match, as Sauron has shown counters to them, particularly with Counterspell and Words of Power having repeatedly nullified curses and wards in the past.

        Sauron takes Arsenal and Abilities.

        Tertiary Factors

        With two immortal foes, both obviously have deep wells of experience to draw from, but Sauron has Ganondorf beat here no contest. The first known appearance of Ganondorf (as Demise) was after the Golden Goddesses created Hyrule, and the only way to suggest Demise goes back further is through theorizing. Compare this to Sauron, who we know was created in the Timeless Halls of Eru before the Ainulindale created the known universe, so Sauron existing before the beginning of time gives him a huge advantage in experience.

        If we only take their appearances within history, Ganondorf is obviously the major boss in at least 11 incarnations across history, but he really isn't around for all that long as an active threat, a few years at most as he did with Agahnim. For most of each period, he is sealed away in the Dark World, the Twilight Realm, or Raaru's and Zelda's magic. Sauron has been warring with the world since its literal inception; granted, Hyrule being older than Termina's ten million years makes Hyrule older than Arda, which ranges in age from 30,000 to 735,000 years old (depending on what chronology is used), but Sauron never spent millennia sealed away doing nothing. Even while bereft of form, he never stopped scheming, and we don't know how often Ganondorf reincarnates across the timeline. More likely than not, Sauron takes the edge in experience. 

        With skill, Ganondorf has more explicit statements of being a master fighter and showcasing adeptness with multiple weapons, and has battled prodigies like Link multiple times. Sauron is no slouch in this respect, as he has taken on Gil-Galad, Elendil, Talion, and an Eltariel who was amped by Celebrimbor and a Ring of Power, warriors who have either centuries to milennia of experience or have defeated foes with similar accolades. Here, skill is most likely a tie.

        Endurance is a stalemate as well; Ganondorf could fight Link for days and battle Hylia for an extended period of time, while incarnate Maiar like Gandalf and the Balrog battled through the Mines of Moria for 11 days straight. Calamity Ganon likewise passively battled Zelda's seal for 100 years, whittling it down over time, while Sauron's dark magic warred with the Girdle of Melian for years on end and passively corrupted Mirkwood over centuries. A war of attrition will not end in anyone's favour.  

        Both are highly adept strategists who have manipulated others into doing their bidding and led armies across wars. However, Sauron's experience outclasses Ganon in that he has frequently deceived and controlled those actively opposing him; Saruman, Denethor, and Al-Pharazon especially all fought to destroy Sauron and knew the danger he posed, yet Sauron drove Saruman and Al-Pharazon to become his allies and Denethor into despair and madness. Ganon's never pulled off schemes like that, nor is he as experienced in playing the long game; Sauron's schemes have lasted years and decades in comparison. With general intelligence, Sauron spent aeons learning from the One True God and immortal angels, and is renowned for his genius in crafting and building. He also has a consistent track record of targeting an opponent's weapons in a fight, so he would more likely whittle down Ganon's options and go for the kill first.  

        Speaking of which, Sauron is generally more composed than Ganondorf in combat. Ganon has more than once succumbed to rage in his confrontations with Link, losing his humanity and entering a beastial form. Both are arrogant, but Sauron, being a direct servant of Morgoth for millennia, knows full well he is not the most powerful being in Arda, compared to Ganondorf usually being top-dog in power, and thus more likely to have his pride hinder him. There's also the fact that Sauron could manipulate Saruman because Saruman was very similar to Sauron in a lot of ways. Given that Ganon is a ruthless, power-hungry, tyrant with a love of destruction and domination, Sauron would know full well how to best get under his skin.

        Sauron takes 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

        Ganondorf
        "Do not look away. You witness a king's revival.... and the birth of his new world!"

        Advantages:
        • 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

        Disadvantages:
        • ....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."

        Advantages:
        • 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
        Disadvantages:
        • 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

        Little by little, Sauron's superior intelligence and information gathering will enable him to whittle down Ganon's arsenal and lead him into the perfect trap, and with his expertise in soul manipulation, resistance bypassing mind hax, and inability to be dealt with the same way, sooner or later Ganon will be out of options, time, and patience, all while he has to constantly push against the One Ring's temptation. With far more weapons and abilities to make up for losses, Sauron will outlast everything Ganondorf has to throw at him.

        This is one of the most dead-even battles ever put to fiction. With each possessing so much overlap, counters, and understanding of their opponent, the fight it would take to find a winner would be a brutal war of attrition that would only end with both sides beaten, bloody, and more exhausted than Invincible against Conquest. But when the storm clouds finally dispersed and the land's screams of pain were silenced, it would be the Dark Lord of Mordor standing victorious, and Ganon's blight once more cast into oblivion.

        The Winner is Sauron



        Comments

        1. Some of the links aren't working.

          Specifically the Internet Archive links.

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