Spell Crafting

To create a spell you will need to do part one of the Earth Guild. Spell crafting is done at a spell imbued. When you arrive at the spell imbued you can begin the process of spell crafting by paying 3 Completion Points(CP) to the center console. When you do the pillars around you will all be assigned random stats that can be re-rolled. Spell crafting is the process of selecting a magnitude, duration, charge, effect, influence, type, and key bind for a spell.

Preparing to Make a Spell
Making an effective spell is an expensive process that will cost a lot of System Points(SP),Completion Points(CP),Rune Points(RP),Essence,Wood,and Metal. If you don’t bring enough of each you won’t be able to re-roll the spells stats leaving you stuck with what you get.

Magnitude
The overall strength of the spell. Higher is always better. Possible out comes very low, low, medium, high, very high This stat cost 100 SP to re-roll

Duration
How long the spell last. Higher is almost always better, unless for some reason you want a short lived spell. Possible outcomes: very low, low, medium, high, very high. This stat cost 100 wood to re-roll

Charge
How long it takes to charge the spell. Higher is always better, unless you want the dramatic flare of a slow charging spell. Possible outcomes: very low, low, medium, high, very high. This stat cost 100 metal to re-roll

Effect
This is where is gets a little more complicated. What status effect the spell applies is specific to what type of spell you’re crafting (ex:Ecomancy or Geomancy) This stat cost 1 CP to re-roll.

Influence
What initial effect your spell has. This effect will not apply a status it will apply instantly. Try to make this match with the spells effect.

Ex: poison matches with damage not healing Regrowth (healing over time) matches with healing not damage

This stat cost 100 essence to re-roll

Possible outcomes: healing, damaging

Type
Determines what shape the spell takes, and how it’s used. This stat cost 100 RP to re-roll.

Possible outcomes:

Homing missile- A ball of magic that’s guided by your hand once it leaves.

Ball- A ball of magic that isn’t guided by your hand once it leaves.

Pillar- A pillar that constantly re-apples it’s effect and influence Tip- usually it is not ideal to make a damaging pillar, as it can be difficult to retreat in time to not get damaged, and monster will simply run towards you avoiding the pillar.

Touch-builds power on your hand/wand/staff you must then touch you target to apply the spells effect and influence.

Wall- builds a wall. Warning- A wall will not use your spells influence or effect so those will effectively be lost.

Key Binds
In order to use a spell it will need to be bound to controller buttons. Near the center of the spell imbueder two leavers can be found one labeled X/A the other labeled Y/B. Flip these levers in the sequence you want to press the corresponding buttons to cast the spell you’re making.

Ex: For my first spell I only want to press X/A once so I only pulled the X/A lever once.

Tip: It might be a good idea to organize your spells by key binding. This can be done either by deciding that either the top button or the bottom button at the beginning of a spells sequence Should mean healing or damage or by deciding that single button spells (A/X x1 or A/X x2) should relate to healing or damage

Ex: top button: damaging/damage support Bottom button: healing/defensive

Tip 2: If you feel you might forget what your spells mean it might be a good idea to keep a log of what they are.

Ex: Spells Bottom top- healing wall rock illusion (geomancy) Top top bottom - cocoon heal area (ecomancy)

Top x1 - poison damage guided missile (ecomancy) Top x2- beam damage effect:??? (Geomancy) Top x3- not bound yet

Bottom x1-touch heal antidote Bottom x2-heal pillar life seed Bottom x3-heal pillar regrowth

Finishing the Spell
To finish the spell go to the console in the center of the inbuder and press both the trigger and grip This will charge (1CP X the number of key binds in the spell).

Casting the Spell
To cast a spell start by holding the grip, do not let go of the grip through the whole process. Next press the key bind the spell is set to, do not hold the buttons only press them. Last hold the trigger to begin charging the spell.

Pillar and wall: you must have space in front of you, and start these spells with your arm low, where it has space to move up. Once you enter your key bind and while holding the trigger bring your arm up. The more you raise your arm the higher the pillar goes.