
Spell Behavior | Draft



Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Pyro Spells:
▬ Pyro Spells that create a flame generate a small amount of noise, a lot of light and heat, and consume breathable air.
▪ Light and sound generation makes stealth more difficult.
▪ Heat generation in already toasty environments could cause heatstroke.
▪ Rapid consumption of breathable air in sealed spaces could cause suffocation.
▬ In environments lacking breathable air (underwater for example), any created flames will only last an instant, reducing the amount of
light and heat they are able to generate per cast.
▪ Sealed spaces will run out of breathable air after enough Pyro Spells are used. After this point, any new Pyro Spells will only last an
instant, until more breathable air enters the space.
▬ Pryo Spells that generate heat can dry out wet entities over time.
▪ Heat from Pyro Spells behaves the same as heat does naturally, causing moisture to evaporate or phasechange to a gas, ice to melt, etc.
▪ Anemo Spells are much more efficient at drying out entities, and can do it very quickly.
▬ Pryo Spells that generate heat are very effective at destroying ice.
▪ There may be exceptions; consult the appropriate Cryo Spell to check if the ice generated behaves differently to heat.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Hydro Spells:
▬ Hydro Spells are able to create fresh water out of nothing.
▪ There must be enough space present to create the water in question. Attempting to create a large body of water in a small, contained
space is not recommended. However, in a life-or-death situation, a body of water too big to fit in a contained space can be created in
order to cause the container to burst. Water pressure is useful, but must be considered carefully. If the container is reinforced sufficiently
and does not burst to release the pressure, the water pressure will simply crush anything else in the container.
▪ Water created by Hydro Spells can still evaporate or phasechange to steam or ice depending on the environment it finds itself in.
▪ Water created by Hydro Spells can be used to fuel other Elemental Spells that require Water.
▬ Hydro Spells that come into contact with objects, allies or enemies will make them wet, just like normal water would.
▪ Wet entities are particularly susceptible to damage and effects from Electro Spells and Cryo Spells.
▪ Entities can be dried out using Anemo Spells, or particular Pyro Spells. There is also an Electro Spell which vaporises moisture in order to
remove it from an entity.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Cryo Spells:
▬ With a few exceptions, Cryo Spells that generate ice can only be cast in an environment containing moisture.
▪ Particularly hot or dry environments make it very hard to use Cryo Spells. If the caster gains access to a small amount of water, they can
use that water to fuel their Cryo Spells.
▬ Ice generated by Cryo Spells is particularly susceptible to the heat generated from most Pyro Spells.
▪ Pyro Spells can destroy ice formations fast and effectively.
▪ There may be exceptions; consult the appropriate Cryo Spell to check if the ice generated behaves differently to heat.
▬ Cryo Spells are more potent in environments containing lots of moisture, and / or low temperatures, like in bodies of water or in a
snowy landscape. Cryo Spells that create any form of ice will create much more of it in these conditions -- between 2x and 3x more than
normal, and may make heavier, denser ice that is harder to break.
▬ Cryo Spells that hit wet targets will affect those targets much more efficiently than normal.
▪ The exact effect / how much damage depends on the spell in question, but wet targets are much more susceptible to the effects of Cryo
Spells. They may freeze faster, generate more ice, or form ice that is much harder to break.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Electro Spells:
▬ Electro Spells that create a bolt of lightning will generate a loud, thundering noise and a moderate amount of light.
▪ Sound and light generation makes stealth more difficult.
▬ Electro Spells that strike conductive materials will chain their effects to all connected entities.
▪ Wet targets, targets in contact with conductive materials like metal, or targets who are physically touching others will spread the
electricity.
▪ The more entities that are hit with a single Spell, the less damage the Spell will do to each entity.
▪ Unique effects (such as Paralysis or Spell Attraction) are not divided, and are instead duplicated across all struck targets.
▪ Electro Spells are particularly damaging to single targets, and those with unique effects are able to affect large groups of enemies.
▬ Electro Spells that strike wet targets have a high chance of temporarily paralysing the target.
▪ Unless the Spell otherwise states, the average amount of time paralysis will last in a fight is a few seconds.
▬ Electro Spells can be nullified if they strike a material that acts as an earth conduit.
▪ Particular Geo Spells may erect a lightning-rod-like structure that attracts electricity for the purposes of nullifying it by dispersing it into
the ground.
▪ The presence of moisture will often not be enough for the Electro Spell to travel around an earth conduit; electricity seeks the path of
least resistance, after all.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Dendro Spells:
▬ Dendro Spells that generate or stimulate plant life require the presence of moisture, light and earth.
▪ There are notable exceptions; some Dendro Spells may make use of mushroom plant life and therefore require no light, or hydroponic
plant life and therefore require no earth, or desert plant life that comes with its own water source when generated, and therefore require
no water.
▪ In most cases, the earth must be soil of sufficient quality that at least something would naturally grow in it. There are exceptions that
can grow on bare rock or in sand, however.
▪ Dendro Spells will sometimes mention specific conditions under which their plant life can grow.
▬ Plant life created by Dendro Spells can benefit greatly from the effects of Hydro Spells.
▪ Unless the Spell specifies otherwise, the environment must be temperate (not too hot or too cold) for Dendro plant life to be stimulated
by Hydro Spells.
▪ Dendro Spells that generate or stimulate plant life can create much more of it -- between 2x and 3x as much -- or stimulate it much
faster than normal, when under the effects of some Hydro Spells.
▬ Plant life created by Dendro Spells are particularly vulnerable to fire.
▪ Plant life created by Dendro Spells burn faster than regular plants; a small plant could turn to ash in a matter of moments if fed to
enough fire.
▪ There are notable exceptions; some Dendro Spells create fire-resistant plants, however they'll usually have an alternate weakness.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Anemo Spells:
▬ Anemo Spells can create breathable air out of nothing.
▪ There must be enough space present to create the air in question, though a fair amount of air can be contained in a sealed space before
it becomes too pressurized to be safe for living things. Anemo Spells could easily inflate balloons or otherwise fill sealed spaces that can
expand due to the air's presence.
▪ Anemo Spells that create breathable air could extinguish small fires simply by blowing them out by force, but particularly big fires
may instead grow much larger due to the addition of more fuel.
▪ Anemo Spells can be used underwater, though the air that is generated will quickly rise upwards with immense force. Anemo Spells that
form a projectile of air may stray from their intended path and arc upwards towards the water's surface.
▪ Anemo Spells can be used in a total vacuum, though the air will quickly spread out over a wide area due to negative pressure differential,
and the Spell may have minimal effect.
▬ Anemo Spells can dry out wet entities with ease.
▪ Pyro Spells can dry out wet entities over time by evaporating moisture, but Anemo Spells blow the moisture away altogether.


Spell Behavior
Unless a Spell specifies otherwise, the following explains the behavior of all Geo Spells:
▬ Geo Spells cannot create Geo materials (e.g. stone, earth, soil, etc) out of nothing.
▪ All Geo materials that are used by Geo Spells must already be present in the environment.
▪ Some Geo Spells specifically require the presence of Stone, Sand or Soil, though others can make do with dust particles.
▪ Being far from land could pose a particular challenge to Geo Spell users, for example if they find themselves on a ship in the middle of the
ocean. Creative minds may still find traces of Geo materials somewhere, however.
▬ Geo materials are exceptionally resistant to the effects of Pyro Spells and Electro Spells.
▪ Stone is particularly resistant to heat, though sand could eventually turn to glass, and soil could burn with a dim flame and produce
harmful smoke.
▪ Stone, sand and soil are particularly resistant to electricity, however if moisture is present, the electricity could pass around the Geo
material with ease.
▪ Particular Geo Spells could attract Electro Spells for the purpose of nullifying them. View the Geo Spell in question to check.
▪ Stone can form an effective shield to block Anemo Spells, though Sand or Soil may only reduce the force before being blown aside.
▬ Geo Spells can benefit Dendro Spells, or disadvantage them.
▪ Dendro Spells often require earth to generate plant life. Geo Spells could deliver the appropriate material to where a Dendro Spell is
intended to be used.
▪ Conversely, Geo Spells can remove the appropriate materials that Dendro Spells may require to function.
▪ Geo Spells could use Geo materials to crush plant life, though crushing plant life is less effective than simply burning it with Pyro Spells.
The plant life could survive being crushed and grow through and around the Geo materials.
