Effects
An effect decides what happens to whatever the shape hit: damage, healing, a push, a freeze, a blink. Every effect belongs to one of ten elements, and elements matter: they set the spell’s colour and sound, they set off reactions together, they decide what fuses at the Fusion Altar, and casting one grows your affinity with its element. Each element has its own page:
- Fire: Burning, blasts and heat. Fire lights what it touches and boils water into steam.
- Frost: Cold, ice and water. Frost slows, freezes and shatters, and freezes water you can walk on.
- Storm: Lightning and shock. Storm strikes hard, chains between foes and runs through water.
- Wind: Air and motion. Wind throws, lifts, dashes, turns arrows aside and carries you through the sky.
- Earth: Stone and ground. Earth shields, roots, heaves the ground and breaks blocks.
- Life: Healing and growth. Life mends allies, cleanses poisons and makes plants grow.
- Void: Darkness, gravity and space. Void pulls, blinks, withers and swallows light.
- Arcane: Pure magic. Arcane strikes, reveals, silences, summons and bends the rules.
- Time: Slowing, speeding and rewinding. Time stops foes and turns back the clock.
- Blood: Life paid for power. Blood cuts, drains, bleeds and turns wounds into strength.