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Magic & spells

Affinity, the notch ladder, and every spell it reaches

Magic is not a spell list you learn — it is one charge whose depth is set by how much affinity you are carrying for the element you are casting. Hold aim to take the cast stance, hold attack to charge (it spends mood), release to cast. How far the bar got decides which version of the spell you throw.

Elemental magic comes in VERSIONS: every equipped item granting an element's affinity (the held caster wand + a worn matching amulet) LENGTHENS that element's charge bar, and the bar is cut into NOTCHES — each notch reached loads a categorically bigger spell (fire: a few small flames -> more -> big ones -> a fire beam blast). Rung 3 rides the EMPOWER numbers above (the old pairing bonus became the "big" notch); rung 4 is each element's blast form. With conflicting affinities equipped, the scroll wheel swaps which element is loaded while the cast is ready (the bar recolors per element).

Affinity: what you need to cast

Affinity is counted per element, from everything equipped at that moment. Each point lengthens that element's bar by 2 notches, to a ceiling of 4.

SourceHow it countsElementAffinityNotes
Energy LongswordHeld casterEnergy+1Only while it is the weapon in your hands.
Fire WandHeld casterFire+1Only while it is the weapon in your hands.
Frost WandHeld casterIce+1Only while it is the weapon in your hands.
Mending WandHeld casterHealing+1Only while it is the weapon in your hands.
Storm WandHeld casterLightning+1Only while it is the weapon in your hands.
AnkhWorn (necklace)Healing+1Counts while worn, whatever you are holding.
Blue CapeWorn (back)Ice+1Counts while worn, whatever you are holding.
Court's CloakWorn (back)Holy+1Counts while worn, whatever you are holding.
Fire AmuletWorn (necklace)Fire+1Counts while worn, whatever you are holding.
Green CapeWorn (back)Lightning+1Counts while worn, whatever you are holding.
Ice AmuletWorn (necklace)Ice+1Counts while worn, whatever you are holding.
Lightning AmuletWorn (necklace)Lightning+1Counts while worn, whatever you are holding.
Red CapeWorn (back)Fire+1Counts while worn, whatever you are holding.
Valkyrie HelmWorn (head)Holy+1A partial affinity: deepens an element you already hold, and grants it too.
Elemental bond (cherub)PetAny bonded element+bondStands with you whatever you hold; stands taller while your mood is at its ceiling.
Arcane Confluence (cherub)PetThe element you are charging+notchesLends only to the bar you are actually charging.
Ribbon StaffHeld caster (generalist)Every element you already know+mood × 2Deepens what you know and can never grant a new element — bare, it gives you nothing and casts blind.
A worn piece counts whatever you are holding, so a fire wand with a fire amulet is affinity 2 — a full four-notch bar and the blast form. A fire wand with an ice amulet is two separate affinities of 1: both bars exist, and the scroll wheel swaps which element is loaded while the cast is ready.

What each affinity point buys

AffinityNotches on the barDeepest spell reachableSurplus
12up to rung 2
24the blast (rung 4)
34the blast (rung 4)charge 15% faster
44the blast (rung 4)charge 30% faster
Affinity beyond the ladder's depth has no rung left to unlock, so it pays out as SPEED instead: this much faster charge per surplus point (Player. cast_affinity_ease). Only reachable by stacking an elemental bond, a cape and an amulet on one element — deep standing in an element, rewarded.

Casters

CasterElementCharge timeMood per secondTier
Energy LongswordEnergy2.2 s124
Fire WandFire1.1 s103
Frost WandIce0.7 s73
Mending WandHealing1.4 s133
Ribbon Staffany you already know1.25 s244
Storm WandLightning1.3 s123
A release below 35% of the bar fizzles — and still spends the mood.

Fire — every number

ConstantValueWhat it is
FIRE_BEAM_BLAST_DMG250AoE damage to everything else in the blast
FIRE_BEAM_BLAST_RADIUS4.5Impact fireball AoE
FIRE_BEAM_DMG450Direct-hit damage on the aimed foe
FIRE_BEAM_HEAD2Head scale
FIRE_BEAM_HITSTUN16
FIRE_BEAM_KB7
FIRE_BEAM_RADIUS0.3Beam body radius
FIRE_BEAM_RANGE24Fire rung 4 — the fire beam blast: a heavy traveling head (the ice beam's grammar, slower and fatter) that detonates where it lands.
FIRE_BEAM_SPEED46M/s the fire head travels (heavier than ice)
FRIENDLY_FIRE_DAMAGE_MULT0.35Damage multiplier applied when a player's strike lands on another player. Knockback is not scaled — it still displaces + disrupts them at full force, which is the whole point (space around your greatsword-wielding teammate).
WAND_EMPOWER_FIRE_COUNT_ADD2Extra orbiting will-o-wisps in the halo
WAND_EMPOWER_FIRE_DUR8Empowered halo lifetime (vs the plain 5.5)
WAND_EMPOWER_FIRE_R01.4Fatter orbit ring radius (vs 1.1)
WAND_EMPOWER_FIRE_R_AMP0.5Bigger radius breathing (vs 0.35)
WAND_FIRE_COUNT_MAX4
WAND_FIRE_COUNT_MIN1Fire wand: charge scales the walking will-o-wisp count (half -> min, full -> max).
WAND_FIRE_FLOOR_COUNT5Fire rung 3 — floor fire: a marching line/fan of live_fire patches walking out along the aim from the muzzle (sits between the bolt halo and the beam in power — a direct floor-ignite, not via wisplet contact).
WAND_FIRE_FLOOR_DUR4.5Live_fire patch lifetime (s)
WAND_FIRE_FLOOR_SIZE1.1Live_fire patch size
WAND_FIRE_FLOOR_SPREAD0.22Fan half-angle (rad) the line splays with distance
WAND_FIRE_FLOOR_STEP1.7Metres between successive patches
WAND_FIRE_T1_COUNT2Fire rung 1 keeps the halo small — "first its a few small fire".

Ice — every number

ConstantValueWhat it is
FROST_PLATFORM_LIFE9Seconds the ice holds before it thaws
FROST_PLATFORM_RADIUS2.4Frost platform. A beam that lands over water freezes a walkable ice slab at the water surface for a while.
FROST_PLATFORM_THICK0.35Collision box thickness under the surface
ICE_PATCH_LIFE7
ICE_PATCH_RADIUS2.6Ice patch (frost beam miss): the slippery splat.
WAND_EMPOWER_ICE_PATCH_MULT1.5Bigger miss-splat + slick radius
WAND_ICE_BOLT_CHILL_DUR2.5Chill window a landed shard re-arms (stacks)
WAND_ICE_BOLT_DMG_MAX100
WAND_ICE_BOLT_DMG_MIN50
WAND_ICE_BOLT_HITSTUN6
WAND_ICE_BOLT_HIT_RADIUS0.7
WAND_ICE_BOLT_KB2
WAND_ICE_BOLT_PATCH_SCALE0.5Miss splat is small (vs the beam's)
WAND_ICE_BOLT_RANGE22Small straight chilling shards fired at the aim point (heal_bolt/telekinesis travel model — raycast per tick, no tunnelling). Light damage + a chill stack; a floor miss drops a small ice_patch. Rung 1 = one bolt, rung 2 = a 3-bolt volley.
WAND_ICE_BOLT_SPEED34
WAND_ICE_BOLT_SPREAD0.14Volley half-spread (rad)
WAND_ICE_BOLT_VOLLEY3Rung-2 shard count

Lightning — every number

ConstantValueWhat it is
HOLY_BOW_PERFECT_WINDOW0.06Crest grace (s): a release here is the perfect shot
PARRY_WINDOW_FRAMES4First N frames of holding block = the parry window (active from frame 0 — the guard itself is live the same tick the input is read, ground_state polls and swaps state with no startup; the 0.04s enter blend is cosmetic only). 6 -> 4: parry is the instant read, "after frame 3-4 it's a normal block".
PROJECTILE_PARRY_WINDOW_FRAMES10Projectiles get A wider window. A melee parry is a read of the swing's windup — the animation tells you when the blow lands, so 4 frames is fair. An incoming glob/missile/rock tells you nothing but its own closing distance, and 4 frames is 0.07s of a flight measured in whole seconds: the mechanic existed but was effectively unhittable. 10 frames (~0.17s) is the reactive-deflect window; the projectile also flashes as it enters it (see SpiderWebGlob._parry_tell) so the timing is teachable. Still a read, not a hold: past the window the same guard only blocks.
TECH_WINDOW0.18Impact tech: the parry input pressed just before a wall bounce / wall splat / spiral-knockdown ground impact recovers you actionable — land into a tech (direction held = tech roll that way), or rebound gracefully off the wall. Wall break is never techable. A press arms a short window; a whiffed press locks re-arming briefly so mashing isn't free (the Smash lockout rule).
WAND_STORMCLOUD_ACQUIRE2.4Free cloud grabs a foe once this near the point
WAND_STORMCLOUD_FREE_CHASE1.4M/s drift + hunt when cast on free aim
WAND_STORMCLOUD_FREE_TURN1.1Wide, sluggish turn (rad/s)
WAND_STORMCLOUD_LIFE9Rung 3 — storm cloud: the wisp's KIND_THUNDER cloud cast as a player spell with a strike budget. A locked target is chased with better steering; free aim drifts to the point then hunts nearest sluggishly. (storm_cloud.gd wall-block fix serves both.)
WAND_STORMCLOUD_LOCK_CHASE3.4M/s chase of a locked target (clearly faster)
WAND_STORMCLOUD_LOCK_TURN3.2Crisp turn onto the locked target
WAND_STORMCLOUD_PERIOD1.6Telegraph window per strike
WAND_STORMCLOUD_STRIKES3Bolts before it dissipates
WAND_STORMCLOUD_STRIKE_RADIUS1.8

Healing — every number

ConstantValueWhat it is
HEALTH_REGEN_BATTLE_RANGE12A hunting enemy within this range counts as still-in-battle and holds regen off, even if it hasn't landed a hit yet (a standoff isn't safe).
HEALTH_REGEN_DELAY5Seconds after taking a wound before the trickle resumes — the "out of battle" grace.
HEALTH_REGEN_PER_SEC3Health slowly knits back outside battle, but only up to a ceiling set by the player's own sanity: a frayed mind can't fully mend, so half sanity heals you back to half health. Sanity and health share STAT_MAX, so the sanity value IS the ceiling in health units (sanity 50 -> health regens to 50). Slow trickle (stat units/sec) — a reward for disengaging, not a reason to turtle.
HEAL_BOLT_RANGE24The heal self-cast is gone: heal fires a squishy green bubble along the aim ray that heals whatever it hits — enemies included. A longer charge casts a bigger, slower one. Hitting the ground pops a green healing ring (glyph disc + a rising aura cylinder) that HoTs everything standing inside, friend or foe — so self/AoE healing mid-combat means holding the ground you cast on.
HEAL_BOLT_R_MAX0.62... at rung 4
HEAL_BOLT_R_MIN0.22Bubble radius at rung 1
HEAL_BOLT_SPEED_MAX16Rung-1 bolt speed ...
HEAL_BOLT_SPEED_MIN7... rung 4 (bigger = slower)
HEAL_RING_HPS_MAX10... rung 4
HEAL_RING_HPS_MIN4HoT per second inside at rung 1 ...
HEAL_RING_LEAVE_ABOVE0.9
HEAL_RING_LIFE7Seconds the ring stays up
HEAL_RING_RADIUS_MAX3.6... rung 4
HEAL_RING_RADIUS_MIN1.8Ring radius at rung 1 ...
HEAL_RING_SEEK_BELOW0.5Wounded enemies contest rings ("damaged enemies may attempt to use it"): below SEEK_BELOW health they path to a ring within SEEK_RANGE and camp it until LEAVE_ABOVE (or the ring dies).
HEAL_RING_SEEK_RANGE15
HEAL_RING_TICK0.5Seconds between HoT payouts
LAND_ENEMY_HEALTH_MULT1.5Rank-and-file land encounters need enough body to express their movesets. Fish derive their own much lighter length-based health curve instead.
LAYER_BOSS_HEALTH_PER0.35
LIMP_HEAL_FRAC0.8...and the limp clears (pool resets with it) while health sits above this fraction of max — healing past it cures the leg. Nothing persists a revive.
LOW_HEALTH_SANITY_MULT1.25Sanity drains this much faster while health is low.
WAND_HEAL_MAX46
WAND_HEAL_MIN22Heal wand: base heal (hud stat units) at half/full charge, degraded by the caster's sanity (a frayed mind heals worse), and the full-charge AoE splash.
WAND_HEAL_SANITY_FLOOR0.45Sanity floor on heal efficiency — even at zero sanity a heal lands this fraction.
WAND_HEAL_SPLASH20Full-charge splash to everyone near the recipient
WAND_HEAL_SPLASH_RADIUS4

The spell objects

SpellWhat it isScript
Beam VisualShared energy-blast beam.res://combat/wands/beam_visual.gd
Energy BeamSustained energy beamres://combat/wands/energy_beam.gd
Fire BeamFire beam blast — the fire ladder's top notch.res://combat/wands/fire_beam.gd
Frost PlatformWalkable frozen water.res://combat/wands/frost_platform.gd
Heal BoltHeal boltres://combat/wands/heal_bolt.gd
Healing RingHealing ringres://combat/wands/healing_ring.gd
Ice BeamFrost wand — ice beamres://combat/wands/ice_beam.gd
Ice BoltIce bolt.res://combat/wands/ice_bolt.gd
Ice PatchIce patch.res://combat/wands/ice_patch.gd
Lightning BeamLightning beam: the storm ladder's travelling shot, replacing the old flat billboard bolt.res://combat/wands/lightning_beam.gd
Lightning BoltStorm wand boltres://combat/wands/lightning_bolt.gd
Lightning MarkApex lightning markres://combat/wands/lightning_mark.gd
Wind CutterWind cutter.res://combat/wands/wind_cutter.gd
Live FireLive fire — a ground fire patch the wisp ignites.res://enemies/wisp/live_fire.gd
Storm CloudThe wisp's chasing spell clouds.res://enemies/wisp/storm_cloud.gd
WispThe wisp: a floating luminous monster — "just a bright light", a stack of angle-responsive lens flares (enemies/wisp/wisp_body.gd) with sparkles falling off it.res://enemies/wisp/wisp.gd
Wisp BodyThe wisp's whole body: a stack of billboarded flare quads (core disc, halo ring, cross streaks, outer glow) wearing enemies/wisp/wisp_flare.gdshader — each layer with its own angle_gain/phase/freq so the stack re-weights as the camera circles itres://enemies/wisp/wisp_body.gd
WispletOne will-o-wisp-let — a mini wisp body orbiting the parent Wisp in an authored pattern (Wisp.WILLO_PATTERNS: count, spin speed, radius pulsing in and out, lifetime).res://enemies/wisp/wisplet.gd