Spell sections

This page will provide you with instructions on how to utilize the various components within a section, the mana cost associated with each component can be found on the ELEMENT page. >>>

If the prospect of crafting spells seems daunting to you, fret not, for there is an app available on the Tools page. >>>

Choose element

You can choose from 16 elements. For additional information about these elements, you can visit the “Magical Traits” section for a concise overview or the “Elements under spell crafting” section for more detailed information. In each section, you can only utilize one element. Even if your intention is to harness the elemental effect rather than the material itself, you must still select one of the available elements.

Creation type

While creating the element, you have three choices:

  • Thin air – Crafted without using existing materials.
  • Transformation – Utilizing an element with the same or similar characteristics already at your disposal.
  • Energy extraction – Tapping into the energy of the element without manipulating its physical substance.

Certain elements, such as healing, light, mental abilities, portal creation, and telekinesis, can only have the number 2 assigned to them since they lack physical form. As a result, they generate side effects that also influence the available trigger options you can use.

 

Element amount

Now that you’ve selected your element, it’s time to determine the quantity you need. Keep in mind that the greater the quantity of material you request, the more mana or arcanite you’ll consume. The fundamental creation will be in a single block of the element if it is in a solid state at room temperature. The form will be either solid, liquid, or gas, depending on its state at room temperature. You have the option to create different states of the element, which you can reference in the table.

You have the freedom to choose the external dimensions and a fundamental decor style.

 

Element form

The importance lies in both the quantity and condition of the element, as shown below. Some elements can take on different forms, each affecting your mana reserve differently. These elemental states are governed by the laws of nature, and their properties change when exposed to varying temperatures.

  • Gas/Dust – Depending on the element, this can manifest as gas, dust, snow, or any other fine, airborne particles.
  • Liquid – Refers to any flowing substance, ranging from water-like consistency to thicker substances like molasses.
  • Solid – Denotes firm materials that can exhibit both flexibility and brittleness, characteristics inherited from the original element.

Creation shape

When you have your element created you can do futher shape changes to the object.

  1. Divide the element into two parts.
  2. Imitate the shape and color of an equally sized object, though without replicating its functionality.
  3. Introduce some functional components, but leave them incomplete to achieve a temporary functionality for a specific purpose.
  4. Alter the surfaces to be rough, smooth, striped, checkered, or other variations as desired.

Triggers

These are the keys to the whole spell; without triggers, the spells won’t function. It’s essential to remember to include the triggers.¬†You have a variety of triggers to choose from, and you can incorporate up to four per section. Here are the available triggers:

Instant The section are applied immediately upon its creation. “Instant” is primarily utilized to initiate the initial spell section and can be employed without requiring any additional triggers. It can be activated simply through thought. If you desire to be more detailed, you can incorporate hand gestures and engage in lengthy, muttered incantations or curses.
Sound The section can be triggerd by a specific sound

This can be achieved through various means, such as being loud, uttering a particular word, or emulating a specific sound type like water, wind, or other typical sounds.

These requirements should be detailed in the “Sound information.”

Voice The section is activated by a specific voice.

This activation relies on the voice of a person or creature. For the spell to function, the individual must be within 10 meters (30 feet) of the person performing the tempel time. To make sure specific words are spoken, you ned to include the sound trigger.

These requirements should be detailed in the “Voice information.”

Light The section is activated by changes in light.

The change can be from light to dark or from one color to another.

These requirements should be detailed in the “Light information.”

Vision The section is triggered by quite easily recognizable visual cues.

The entity triggering the section must remain in general terms; it may be an orc, but not a specific orc, or a horse, but not a particular horse. Species are acceptable, but individual entities are not.

For the spell to function, the object/person must be within 10 meters (30 feet) of the person performing the tempel time.

You can create a broader vision description to increase the chances of activation. However, the downside is that it may trigger at the wrong time if the spell misinterprets the trigger.

These requirements should be detailed in the “Vision information.”

Time delay Time delay before activation. This will postpone the activation of the section after all the other triggers have occurred.
Command (MENTAL) The trigger command only activates sections that incorporate the mental element.

This trigger is exclusively employed with the mental element. It allows you to issue commands to a person or creature, but it must be combined with the “Object/person” trigger for it to function.

In this scenario, the individual doesn’t need to be within range during temple time but must remain in sight for it to function. The person in question can attempt to resist it by using mental resistance to make a save.

These requirements should be detailed in the “Command information.”

Preasure The sections is activaded by preasure.

To make this function, it is necessary to incorporate “Object/person” within the section.

For the spell to function, the object/person must be within 10 meters (30 feet) of the person performing the tempel time.
If you wish to make a trap on a fixed object you have to execute your tempel time at that place.

You can create a broader vision description to increase the chances of activation. However, the downside is that it may trigger at the wrong time if the spell misinterprets the trigger.

You can allso use , weight, time, movement or any other you see fit.

These requirements should be detailed in the “Preasure information.”

Vibrations The sections is activaded by vibrations.

To make this function, it is necessary to incorporate “Object/person” within the section.

For the spell to function, the object/person must be within 10 meters (30 feet) of the person performing the tempel time.

You can create a broader vision description to increase the chances of activation. However, the downside is that it may trigger at the wrong time if the spell misinterprets the trigger.

These requirements should be detailed in the “Vibrations information.”

Touch The sections is activaded by touch. This will trigger upon contact between the spellcaster and the object or individual.
Object/person This trigger does not activate a section on its own. It is always linked to at least one other trigger. Any of the triggers that can be combined with this trigger are specified in the trigger information for each trigger.
Movement The section is triggered by a variation in velocity.

When paired with the “object/person” trigger, the alteration in speed mentioned earlier will initiate the section.

For the spell to function, the object/person must be within 10 meters (30 feet) of the person performing the tempel time.

You can create a broader vision description to increase the chances of activation. However, the downside is that it may trigger at the wrong time if the spell misinterprets the trigger.

These requirements should be detailed in the “Movement information.”

Direction The section is triggered by a variation in direction.

When paired with the “object/person” trigger, the alteration in direction mentioned earlier will initiate the section.

For the spell to function, the object/person must be within 10 meters (30 feet) of the person performing the tempel time.

You can create a broader vision description to increase the chances of activation. However, the downside is that it may trigger at the wrong time if the spell misinterprets the trigger.

These requirements should be detailed in the “Direction information.”

Aiming The aming trigger needs an activation trigger to start. Activation occurs based on any other triggers it follows. The target can be defined by either an object/person, sound, voice, or vision.
Homing The homing trigger needs an activation trigger to start. The target is consistently the individual holding the object when the section’s activation occurs.
Loop The loop trigger reverts to a previous point between two sections, as directed by your chosen location. A loop is concluded in the same manner as a duration; once a loop is triggered, the remainder of the section becomes void. When activating a loop, you determine how far back it should rewind. In the case of a single-section spell, it automatically returns to the beginning of the spell. For a spell comprising three sections, selecting a two-step loop would resume the spell immediately after the first section concludes. By integrating the loop trigger with other triggers, you can create conditional loops.
Weight  Weight is the amount that triggers the section. The weight trigger should be linked to the pressure trigger to determine the force, and the objec/person trigger should be employed to identify what pressure the pressure.

Distance

The elemental constructs or their resultant effects within a spell sectioncan be relocated over a certain distance, the extent of which depends on the amount of mana you are willing to expend. As the object traverses this distance, it will eventually come to a halt. It’s worth noting that the remaining components of the spell can persist beyond the travel time since the spell’s duration can exceed the movement duration. This capability can be leveraged to your advantage. Under the “Speed” parameter, you can specify the rate at which the object moves across the distance. The maximum distance a section can travel is constrained by its wavelength. >>>

 

Speed

Speed relates to how fast the the element or effect in the section travels over the specified distance. You can choose from common speed settings such as walking, running, riding, flying, or moving as swiftly as an arrow.

 

Duration

Actions taking place within a section are carried out but also require a conclusion. The “duration” indicates how long the section remains active. When the duration expires, the section terminates. Even if there was additional distance to cover or triggers that hadn’t initiated yet, they become forfeit as time elapses.

If a spell depends on arcanite and the duration exceeds the available arcanite supply, the spell will prematurely end during its execution. It won’t attempt to restart until the arcanite is fully recharged, consistently breaking at the same point until the spell is repaired.

1 round = 6 seconds 1 minute = 10 rounds 1 hour = 60 minutes = 600 rounds

 

Decor

“Decor” is a visual enhancement that imparts additional style to the spell. It allows you to incorporate elements like smoke, sparks, runes, insults, or even humor. The visual extent roughly corresponds to the volume of the conjured element. You have the same volume at your disposal as the one you created, and how you choose to apply it is entirely up to your discretion.

Decor cannot be employed as an illusion to deceive people into believing that the object is something else. If you wish to create an illusion, employ the light element instead

Damage

Damage is computed within each section and then totaled at the conclusion of the spell.

Mana or Arcanite

As you prepare to finalize your spell, you must decide whether to use mana or arcanite. Mana is determined by your own mana reserves as a spellcaster, while arcanite depends on the amount and type you need to invest in the spell. (See info under ELEMENTS >>>)

 

Storing

You can store your spell in your memory, on a scroll, in a potion, in your spellbook, or finally in your temple book.

HEAD SCROLLS POTIONS SPELLBOOK TEMPELBOOK LIVE SPELLS
1 turm 2 turns 1 turn 1 hour 24 hours 24 hours
To execute prepare and cast To work after consumption To transfer to head
  • Created spells
  • Transfer found spells
  • Transfer to SPELLBOOK
Enchantments placed on items or fixed objects can utilize either one-time stored mana or rechargeable mana through arcanite.

The expenses vary based on your chosen saving method.

Finalizing spell

After considering the various options and potentially linking different sections together, you are now ready to finalize the spell. Before doing so, review the total mana and arcanite consumption to ensure they align with your willingness to expend them. If you are in agreement with these terms, you have successfully created a spell. Congratulations!