All Spirits have access to the Elemental Magic System, which, depending on their Elemental Affinity and Affinity Level, allows them access to certain spells for use in and out of combat.
Note: As we state each now and then, our Elemental Magic System is partially based off of the 7-Element System found in Genshin Impact.
Posted: Tue Jan 05, 2021 10:55 pm
Elemental Affinity Elemental Affinity describes which Element your Spirit Character can use when casting Elemental Magic. There are seven elements in total, shown below, and at first, all Spirits are able to use one of these elements, known as their Primary Element. Later on, once a Spirit's Affinity Level reaches Rank C, they will be able to unlock their Secondary Element after fulfilling some other requirements.
Affinity Level Affinity Level describes how potent a Spirit's magic has become. All Spirits start out with an Affinity Level of E, and through certain actions can improve their Affinity Level to D, C, B, A and finally S. Your Affinity Level will determine which spells you have access to, and raising it requires meeting varying conditions (such as completing specific Solo Missions, sacrificing some materials, and having your Elemental Energy (the Energy Bars) raised to a certain point already). Raising your Affinity Level means more powerful magic at your disposal from that point onwards.
Primary and Secondary Elements Primary Elements give the Spirit full access to that element's spell list, and Secondary Elements give the Spirit limited access to that element's spell list (restricted of course to that Spirit's Affinity Level). Spells that can only be used if the caster has that element as their Primary Element will be clearly marked as Primary Element Only; all other spells can be used regardless of if that element is the Spirit's Primary or Secondary Element.
Spell Types There are four types of Spell; Offensive, Defensive, Support and Healing. Spells have their type clearly listed beside their name, but a Spell's type only marks the intended use of the Spell. So long as you follow the Spell's description, any Spell can be used in other ways than originally intended (for example, the Pyro Healing Spell Cauterize can instead be used to torture a wounded target).
Spell Behavior Each Element has specific rules that apply to all of their Spells, unless a Spell specifies otherwise. Spell Behavior helps determine how a particular Element behaves. For example, Pyro Spells that create a flame also generate a large amount of light, and Electro Spells that hit a target that is in contact with something conductive will have the electricity jump to those other entities, and damage is shared between them.
Elemental Energy All Spirits will need to make use of a simple Elemental Energy Bar setup (or they can use their own, or simply keep track of their energy with text (e.g. 25 / 100) if they prefer) to help keep track of their Elemental Energy reserves. All Spells, and some Artifacts, require Elemental Energy as a cost, and during posts where you do not use any Elemental Energy, the Bar will replenish a little. This setup is in place so that we can meter out our spending of spells so nobody can overdo it, and so that deciding which spell to cast plays into strategy that much more.
Elemental Synergies and Incompatibilities Depending on which Element you pick as your Primary Element, there will be Elements that you simply cannot pair with it. This is known as Elemental Incompatibility. Some Elements simply don't play nice with eachother and cannot be wielded by the same Spirit.
Certain Elements go very well together. Elemental Synergies allow access to Synergy Spells, which are a combination of two Elements and can be very useful and / or powerful.
The following list shows which Elements are incompatible with eachother (denoted by an ✗) and which Elements Synergise well with eachother (denoted by a ✓).
Siel Kosane Captain
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Siel Kosane Captain
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Posted: Tue Jan 05, 2021 11:09 pm
ᴘʏʀᴏ 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 List Click on a Spell's Name to see the full description of that Spell.
▬▬▬▬▬ Rank E ▬▬▬▬▬
ɪɢɴɪᴛᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Sparks a small flame against any object or surface up to 400m away, within the caster's view.
ᴀᴍʙᴜsʜ ғʟᴀʀᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes flames to erupt from the caster's hands or feet immediately upon cast.
ᴡᴀʀᴍᴛʜ| ʀᴀɴᴋ ᴇ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ Causes a target within 100m of the caster to raise their body temperature. Can be used to tire opponents or keep allies warm.
▬▬▬▬▬ Rank D ▬▬▬▬▬
ᴋɪɴᴅʟᴇғʟᴀᴍᴇ| ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ Creates a ball of fire roughly the size of a basketball, within 30m of the caster, which remains burning in midair until it expires 5 minutes later. Used to keep allies warm, provide light, or rob an enclosed area of breathable air. Can appear very close to a target's body to inflict burns before they move away.
ᴠɪɢᴏʀ| ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ Grants a target within 10m increased physical energy, and the unmistakable feeling they they are brimming with vigor. Allows for improved proficiency in physical endeavors, including combat. Targets will typically crash after a period of time and suffer lethargy for a short period thereafter. Can be cast on self. Can be cast on allies and enemies.
ᴄᴀᴜᴛᴇʀɪᴢᴇ| ʀᴀɴᴋ ᴅ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes two of the caster's fingertips to glow with heat, with the intent to sear wounds shut to stop bleeding. Causes immense pain, but can save lives. Has limits to how large a wound can be to be cauterized effectively. Can only be cast on self, but the cauterization can be performed on self, allies or enemies. Can be used to torture a target.
▬▬▬▬▬ Rank C ▬▬▬▬▬
ʙʀɪɢʜᴛ sᴛᴀʀ| ʀᴀɴᴋ ᴄ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes a radiantly bright light to glow from the caster's open palm, so long as it is raised above their head, and they are not otherwise moving. Takes about two seconds to reach maximum brightness, and remains bright for up to twenty seconds. Can ignite very dry or very flammable materials close to the caster, but will typically not burn skin. The caster and their equipment is unaffected. Useful for punishing the sight of enemies for a short period of time, before they can take precautions against bright, blinding light.
ᴀʀᴍᴏʀ ғʟᴀʀᴇ| ʀᴀɴᴋ ᴄ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes six dozen flames to erupt randomly in the air, roughly one metre from the caster, in all directions, over the course of a few seconds. The flames are intensely hot, but short-lived. Rapidly increases the air temperature around the caster, and can set fire to things in close proximity, or burn attackers who come close.
▬▬▬▬▬ Rank B ▬▬▬▬▬
ɢʀᴇᴀᴛᴇʀ ᴄᴀᴜᴛᴇʀɪᴢᴇ| ʀᴀɴᴋ ʙ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes the caster's palm to glow with heat, with the intent to sear large and complex wounds shut to prevent bleeding. Causes immense pain, but can save lives. Can only be cast on self, but the cauterization can be performed on self, allies or enemies. Can be used to torture a target.
ʜʏᴅʀᴏ 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 List Click on a Spell's Name to see the full description of that Spell.
sᴘʟᴀsʜ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Creates a small splash of water against any object or surface up to 400m away, within the caster's view.
ᴊᴇᴛsᴛʀᴇᴀᴍ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes high-pressure water jets to shoot from 1-2 of the caster's palms with enough force to knock the average person off their feet.
ᴠᴀᴘᴏʀ sᴄʀᴇᴇɴ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Suddenly creates a large cloud of water vapor in front of the caster or a target up to 30m away, obscuring objects from view.
ᴠᴏʟᴜᴍᴇ sᴘʀɪɴɢ| ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ Creates a small amount of water (up to two litres) in a container that can hold it. The water can be used to fuel Cryo Spells, conduct Electro Spells, or feed Dendro Spells, as normal water can.
ʀᴇᴅ sʏɴᴛʜᴇsɪs| ʀᴀɴᴋ ᴅ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Changes a small amount of water (up to one litre) into blood that is compatible for transfusion into a Human or Spirit target. The blood must still be protected from contaminants and transfused into the target as normal. Useful for preventing death caused by blood loss.
ғʟᴜɪᴅ ʜᴇᴀʟɪɴɢ| ʀᴀɴᴋ ᴄ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Allows the caster to transfer half a litre of water to their hands, then onto the site of a small or simple wound, to rapidly repair the wound. Does not cause pain, nor relieve it. Can only be cast on self, but anyone's wounds can be repaired if their wound is touched by the caster's hands. Has limits to the amount of damage or the types of wounds that can be repaired.
ɢʀᴇᴀᴛᴇʀ ғʟᴜɪᴅ ʜᴇᴀʟɪɴɢ| ʀᴀɴᴋ ʙ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Allows the caster to transfer one and a half litres of water to their hands, then onto the site of large or complex wounds, to rapidly repair the wound. Does not cause pain, nor relieve it. Can only be cast on self, but anyone's wounds can be repaired if their wound is touched by the caster's hands. Very serious wounds can be repaired using this Spell, but bones remain brittle once mended and take days to set properly.
ᴄʀʏᴏ 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 List Click on a Spell's Name to see the full description of that Spell.
ᴇʟᴇᴄᴛʀᴏ 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 List Click on a Spell's Name to see the full description of that Spell.
ᴅɪsᴄʜᴀʀɢᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes a discharge of electrical energy on any object or surface up to 400m away, within the caster's view.
sᴘᴀʀᴋsᴛʀɪᴋᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Fires a small electric bolt from the caster's hands or feet immediately upon cast. Can travel up to 5m.
ʙᴏʟᴛ sɴᴀʀᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Lays a trap on a surface within 10m of the caster. When an entity passes close to it, several small bolts of lightning strike the target from the surface. Can be cast on a surface close to a target and triggered instantly.
ᴅᴇɴᴅʀᴏ 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.
ᴀɴᴇᴍᴏ 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.
ɢᴇᴏ 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.
Spell Behavior Unless otherwise specified in the Spell, all Pyro Spells adhere to the following rules: ▪ Pyro Spells that create a flame generate a lot of light, making stealth more difficult. ▪ Pyro Spells can be cast in any environment, even underwater or in a total vacuum, however in these conditions any flames they generate will only last an instant, reducing the amount of heat they are able to generate per cast.
Ignite| Level E Offensive Spell | Primary Element Only Causes any material that the caster can see, within 400m / 0.25miles, to spark a small flame. Flammable materials can spread the flame, while non-flammable materials will not. If the target of this spell is obscured in any way (including through light-warping phenomena like heatwaves, invisibility spells, or transparent physical barriers like glass or water), the spell will not spark a flame on the target material. Can be cast on living things, however most humanoids and beasts will only suffer a tiny singe to their skin or hair in this case. Can be used as a signal to allies, if it is cast somewhere that they can also see, even if the target is non-flammable (as the spell will still spark a small flame, which then abruptly goes out).
Ambush Flare| Level E Offensive Spell Causes a small, hot eruption of flame to burst from the caster's hands or feet, which travels a very short distance (up to 0.5m / 1.6ft). The flame is energetic and bright, able to ignite flammable materials or leave a small but painful burn on a held enemy's skin, but perhaps most useful of all is how immediate the burst of flame is; it is useful as a sudden distraction or surprise attack. It can be paired with physical attacks like punches or kicks to inflict fiery damage on an opponent, however it cannot be cast at range, only lasts one post, and cannot be cast on others. Clothing worn by the caster is not damaged unless the caster wishes for it to be. The caster is unharmed by the flames, unless they wish to be.
Warmth| Level E Status Spell Causes a living thing's body temperature, or a target object's ambient temperature to rise. Can be cast on a target within 10m / 30ft, or on self. Useful for helping a target keep warm in cold environments, or to help stabilise their body against temperature shock. Will not raise the target's body temperature to dangerous levels or cause them to exhibit fever-like symptoms. Can be used to tire an enemy who is already in a hot environment or is dealing with the heat of other spells or attacks. Can last for a minute or two when used offensively or on objects, or up to an hour when used defensively or to keep warm. Will only warm; cannot be used to boil water or cause materials to become too hot to touch.
Vigor| Level D Status Spell Grants the target (within 10m / 30ft) increased physical energy, and the unmistakable feeling that they are brimming with vigor. Allows for more proficiency in combat or situations requiring physical prowess. Once Vigor wears off though, the target will typically crash and suffer reduced physical energy for a short time. Can help tired individuals feel energised for a short period. Lasts up to two minutes, after which point the target will suffer reduced physical energy for one minute, or can last up to five minutes, after which point the target will suffer reduced physical energy for five minutes. Can be cast on self, on allies, or on enemies. - Care should be taken not to use this spell's effects unfairly. This spell does not allow godly feats to be performed; it simply affords a measurable increase to physical energy. -
Cauterize| Level D Healing Spell | Primary Element Only Causes two of the caster's fingertips to exert a high temperature to an object on touch, with the intent to be used to sear wounds shut and prevent further bleeding. The burning is painful on skin, and agony on wounds. Targets will typically require painkillers or to be unconscious, or they risk thrashing about in response to the pain. Typically used to shut small wounds or long, thin cuts. Ineffective at closing very large wounds like impale wounds or shredded masses of flesh, as the target will likely die of pain shock for having such a large area cauterized. Can be used to torture a target, be they already wounded or not, but is more effective when used on an open wound. Can be used on inanimate objects that will react in some way to a hot touch. From one inch away, the heat cannot be felt from the caster's fingertips, however the fingertips will exude a soft fiery glow all the same.
Greater Cauterize| Level B Healing Spell | Primary Element Only Causes one of the caster's hands to exert a high temperature to an object on touch, with the intent to be used to sear large wounds shut and prevent further bleeding. The burning is painful on skin, and agony on wounds. Targets will typically require painkillers or to be unconscious, or they risk thrashing about in response to the pain. Effective at closing very large wounds like impale wounds or shredded masses of flesh, though care should be taken as the target will likely die of pain shock if a large enough area gets cauterized. Can be used to torture a target, be they already wounded or not, but is more effective when used on an open wound. Can be used on inanimate objects that will react in some way to a hot touch. From one inch away, the heat cannot be felt from the caster's hand, however the hand will exude a soft fiery glow all the same.
- Hydro Spells -
Spell Behavior Unless otherwise specified in the Spell, all Hydro Spells adhere to the following rules: ▪ Hydro Spells are able to create water out of nothingness. The water can still evaporate rapidly in hot or dry environments, however. ▪ The water created by Hydro Spells behaves like normal water and can be used to fuel Cryo Spells or conduct Electro Spells.
Splash| Level E Offensive Spell | Primary Element Only Causes any material that the caster can see, within 400m / 0.25miles, to become drenched by a small amount of water. Materials that are on fire can be put out, unless the water only serves to spread the propellant (e.g. oil), or it can help Electro or Cryo Elements connect with the target material and conduct through it or freeze it. If the target of this spell is obscured in any way (including through light-warping phenomena like heatwaves, invisibility spells, or transparent physical barriers like glass or water), the spell will not splash water on the target material. Can be cast on living things, however most humanoids and beasts will only suffer a cold, wet splash on their skin.
Volume Spring| Level D Support Spell Causes a container held by the caster to fill with cool water created by this Spell. The water is almost pure, is drinkable, and is safe to come into contact with wounds if necessary. The maximum amount of water that each cast can create is two litres. The water behaves like normal water and can fuel Cryo Spells, conduct Electro Spells, or feed Dendro Spells. Two litres is considered enough to fuel two average Cryo Spells or Dendro Spells that consume water.
Red Synthesis| Level D Healing Spell | Primary Element Only Changes a small amount of water (up to one litre) into blood that carries the same DNA as and is compatible for transfusion into a humanoid target. Does not transfuse the blood into the target, and can become contaminated if the water used is contaminated or if the resulting blood is exposed to contaminants. Useful for slowly helping a patient recover lost blood, and can be cast multiple times to replenish large amounts of lost blood. While the blood is considered healthy, it lacks valuable nutrients necessary for the proper repair of damaged flesh and organs. A patient who has lost a lot of blood will need to consume nutrients if they wish to recover at a steady pace from their wounds.
Fluid Healing| Level D Healing Spell | Primary Element Only Allows the caster to transfer a small amount of water (approximately 0.5 litres) along the palms of their hands to the site of a wound, and expends the water to repair damaged flesh over the course of approximately 30 seconds (roughly 2 Posts in combat). Effective on small bleeding wounds, long but thin cuts, bruises and small impale wounds, but ineffective at healing broken bones or badly torn muscles, or at putting limbs back into their sockets, or reattaching severed appendages. A skilled healer will arrange the patient's limbs and bones so they are in the correct places before casting this spell, then wrap and brace / plaster any areas with broken bones so they can heal. Does not cause pain or discomfort to the target. Can be used on self. Can be used on any target so long as the caster is able to touch the site of the wound with their hands. Does not create the water required for this spell, so the caster will first need to acquire or create some water another way.
Greater Fluid Healing| Level B Healing Spell | Primary Element Only Allows the caster to transfer a medium amount of water (approximately 1.5 litres) along the palms of their hands to the site of a wound, and expends the water to repair damaged flesh over the course of approximately 30 seconds (roughly 2 Posts in combat). Effective on most wounds, including impale wounds, shredded flesh, badly torn muscles and cuts of various sizes, but cannot put limbs back in their sockets or reattach severed appendages. Can mend broken bones somewhat, but they will remain brittle at the point where the bone fragments have been fused back together, risking a repeat of the break if exposed to too much force. A skilled healer will arrange the patient's limbs and bones so they are in the correct places before casting this spell, then wrap and brace / plaster any areas with broken bones so they can heal. Does not cause pain or discomfort to the target. Can be used on self. Can be used on any target so long as the caster is able to touch the site of the wound with their hands. Does not create the water required for this spell, so the caster will first need to acquire or create some water another way.
- Cryo Spells -
Spell Behavior Unless otherwise specified in the Spell, all Cryo Spells adhere to the following rules: ▪ 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. ▪ Cryo Spells are more potent in environments containing lots of moisture, 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 locations (e.g. a Spell that creates one small pillar of ice may instead create three huge pillars).
Icicle| Level D Offensive Spell Fires a small shard of solid ice from the caster's hand, propelled at a high speed towards their target. The point of the shard is sharp, however the ice itself is rather brittle and can be easy to break if met with an opposing force or solid object. The speed that the projectile travels at means it is capable of piercing skin, but it cannot pierce bone or go all the way through a limb. The wound a direct hit can leave is very deep, and this offensive spell is useful for inflicting small but heavily bleeding wounds on a target. Requires an atmosphere containing moisture to cast. In very hot or dry areas, no ice will form.
Grasping Shard| Level D Offensive Spell Causes a collection of icicles to form on the ground beneath a target within 20m / 65ft of the caster, intent on forming over their feet or any body part close enough to the ground that they'd be unable to move if held in place. The icicles appear to form a set of abstract hands, which attempt to grab the target's ankles or cover over their feet. If the target is laying on the ground, they can attempt to form over any part of their body. The ice is brittle and can be broken with some force, but will often require a strike from a weapon or an ally to break; simply struggling will not be sufficient to break the ice's grasp. Requires an atmosphere containing moisture to cast. In very hot or dry areas, no ice will form. Ineffective against targets that are off the ground by more than a few inches, but can be cast on open ground to interrupt a target's landing and make them falter.
- Electro Spells -
Spell Behavior Unless otherwise specified in the Spell, all Electro Spells adhere to the following rules: ▪ All Offensive Electro Spells that strike wet targets, targets in contact with highly conductive materials, or targets who are physically touching others, will have their effects spread to those other entities. Damage gets divided amongst all struck entities, so the more entities a spell hits, the less damage per entity it causes. ▪ All Offensive Electro Spells that strike wet targets or targets in contact with highly conductive materials have a high chance of paralyzing them for a period of time. Unless the Spell otherwise specifies, the paralysis should last just a few moments (on average, one of the target's posts). ▪ All Electro Spells that generate a bolt of lightning will cause a loud, thundering noise, making stealth difficult. Some spells may specify a way to use them so that no bolt gets generated, in which case the spell will be silent. Bolts only generate a little light.
Sparkstrike| Level E Offensive Spell | Primary Element Only Fires a small electric bolt from the caster's hands or feet, which can strike a target up to 5m / 16ft away. The bolt is quite immediate and can be useful as a sudden distraction or surprise attack. When striking skin, the bolt can leave a small painful burn, but does almost nothing to electrocute the target unless there are highly conductive materials touching them (e.g. metal armor, or if the target is wet). The force of the bolt is able to physically push a target back a little, which can throw off an incoming attack of theirs or interrupt their movements. If striking a wet target, the target can be briefly paralysed by electricity. If used on a target the caster is currently touching, no bolt will generate, but the target will still be struck with an electric force that can push them back or briefly paralyze them.
Lightning| Level D Offensive Spell Causes a target up to 20m / 65ft away to be struck by a lightning bolt from the sky. The lightning takes a moment to travel from the sky to the ground, and is wide enough to completely envelop a humanoid target and can vaporize thin or fragile materials around them, like cloth or paper. The target's clothes can become damaged from the strike, but will typically not be completely destroyed. Requires a clear view of the sky above the target in order to cast, and cannot be cast again for 3 of the caster's posts. Can risk advertising your or the target's position, or be used as a clear signal to others a great distance away. The lightning itself is not as loud or as damaging as natural lightning can be, but can be especially harmful to wet enemies or enemies in contact with highly conductive materials, who will also typically suffer from paralysis for a few moments after the strike. If the target is currently benefiting from the effects of Status Spells, this Spell will destroy the effects of the most recently activated Status Spell on the target.
Redirection| Level D Support Spell | Primary Element Only Allows the caster to redirect incoming electricity to another target (including a target that will absorb the effect, like the ground) or nullify the electricity they're currently being struck by. Can be cast on nearby allies (within 20m / 65ft of the caster) in order to protect them from electricity or nullify the electricity they're currently being struck by. Does not offer lasting protection, and only lasts one post, after which time the target will be vulnerable to electricity once again. If the target is suffering from the effect of an Electro Status Spell, each cast of this Spell will remove the last activated negative effect.
- Dendro Spells -
- Anemo Spells -
- Geo Spells -
Infinity Wall| Level B Defensive Spell | Primary Element Only Causes a large number of stone or sand particles from the ground to magnetise to just above the caster's skin, forming a microscopic defensive layer of matter. The layer of matter is thin over exposed skin, and thick over skin that is covered by clothing. The thin layer protects against physical damage by a small degree, helping to barely deflect attacks that would have left a small bruise, but can be pierced with some force. The thick layer protects against physical damage quite well, defending against most attacks that would break bones or impale the body so that they instead leave painful bruises. The Spell works much like a bullet-proof vest, offering impressive protection, but can still cause terrible bruising if struck with enough force. Can only be cast on self. Causes the caster's body to weigh 40% more (which can make them sink in water or snow faster). The thick layer of matter can cover, at most, 70% of the body, so even if the caster is covered head-to-toe with clothing, there will still be areas of their skin covered only by a thin layer.