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: Mon Jan 18, 2021 10:06 am
Elemental Affinity Spirits are able to use Elemental Magic for any Element they 'have an affinity' for. 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 Elemental 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. 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.
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.
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.
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.
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.
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.
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 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.
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. New Synergies may be unlocked at a later date.
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: Mon Jan 18, 2021 10:07 am
Spell List Click on a Spell's Name to see the full description of that Spell.
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. Can ignite flammable materials.
ᴀᴍʙᴜsʜ ғʟᴀʀᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes flames to erupt from the caster's hands or feet immediately upon cast, capable of burning enemies who are close by.
▬ Defensive Spells ▬
ʜᴇᴀᴛ ᴀᴜʀᴀ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ The caster's body radiates a powerful heat, in order to melt ice, or slowly evaporate water. There is not enough heat to burn clothes, and the aura takes time to raise the caster's internal body heat.
▬ Support Spells ▬
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.
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.
▬ Defensive Spells ▬
ᴡʜɪᴛᴇ 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.
▬ Support Spells ▬
None yet...
▬ Healing Spells ▬
sᴄᴀʟᴇ ᴠᴀᴘᴏʀ| ʀᴀɴᴋ ᴇ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ Causes the caster's skin to exude a fine mist of water vapor that has the unique effect of rapidly healing very light wounds on their skin.
ғʀᴇᴇᴢᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes a small object or surface, up to 400m away and within the caster's view, to suddenly drop in temperature and freeze over.
ғʀᴏsᴛғʟᴀʀᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Fires a concentrated stream of ice from the caster's hand(s), able to freeze objects within 1m and cause severe damage to skin.
▬ Defensive Spells ▬
ᴄᴏʟᴅsᴋɪɴ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes moisture on the caster's skin to freeze solid and form a thin protective layer. If the caster moves, the protective layer will break apart. The layer provides protection from blunt, slashing and cutting attacks. Heavy or piercing strikes will easily breach the protective layer. Can only be cast on self.
sᴘɪᴋᴇ sᴄᴀʟᴇ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes moisture close to the target's skin to attach to them and freeze into long, sharp shards, pointing outwards. The shards are easily broken, but are quite numerous, and can threaten to cut or impale attackers who come close. Can be cast on self, allies, or enemies.
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.
▬ Defensive Spells ▬
None yet...
▬ Support Spells ▬
ɴᴜʟʟ ɢʀᴏᴜɴᴅ| ʀᴀɴᴋ ᴇ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ Causes a target, within 10m and within the caster's view, to become protected from most electrical discharges so long as they are touching the ground, even if they are wet. Can be cast on self. Lasts up to 2 posts.
ɢᴜsᴛ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ Causes a sudden burst of wind to erupt in the air. The gust erupts upwards from the ground or forwards away from the caster, towards a target up to 10m away. The force of the wind is able to push the average person back, fling particularly light targets off their feet by a small measure, or suddenly propel projectiles away. Can be used to launch allies up a little higher than they'd normally be able to jump, and quickly dries out wet targets.
ᴡʀᴇsᴛ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ |ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ The caster grasps the air with an open palm in the direction of some nearby Geo material (stone, earth, or sand, within 10m of the caster) and rips a small chunk of the material (roughly 0.2m³, about 2kgs) out of place, and can then direct the material as a projectile in another direction. The projectile typically carries a good amount of force, often enough to break bones if striking an unprotected limb or torso. Any kind of armor helps spread the force out and causes a target to suffer painful bruises instead. Loose earth or sand cannot be turned into a projectile and will fall apart once removed from its original position.
ᴜɴsᴛᴀʙʟᴇ ᴏ̨ᴜᴀᴋᴇ| ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes a loud shockwave to pulse through the ground at the caster's feet, resonating outwards to displace stone, earth or sand randomly up or down by 0.1m (4 inches), reaching up to 10m away from the caster. Very sudden, and can throw an enemy's footing off, disturb loadbearing structures, kick up sand or dirt into the faces and eyes of attackers, or cause small Geo-generated structures to change angle or topple over.
▬ Defensive Spells ▬
ʀᴀɪsᴇ ᴘɪʟʟᴀʀ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes a long, square pillar (about 0.4m x 0.4m x 2m) of stone to erupt from the ground within 20m of the caster at high speed. Capable of slamming into objects to damage them, or launching objects or enemies up into the air. Does not require line of sight. Can erupt from the ground at any angle, or downwards from ceilings. Can be used to block an incoming attack or projectile.
sᴛᴇᴇʟsᴋɪɴ| ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ Causes nearby stone, earth or sand particles to coat the caster's body and form a solid protective layer that is immensely rigid. If the caster moves, the protective layer will break apart. The layer provides protection from heavy, blunt, piercing, slashing and cutting attacks. Can only be cast on self.