Spells
Player experience
Spells are the other half of the kit you equip before a run. Five slots, five jobs. You bring one spell you own into each home.
Movement and Secondary are movement slots, and they are fixed. Dash owns Movement. Ground Pound owns Secondary. A new profile starts with Dash equipped.
Offensive, Summon, and Buff are where the kit becomes a character. Offensive is Blackhole, Pyrosphere, Blowback Blast, and Frozen Over. Summon is Sin Shard, False Idol, and Demonic Betrayal. Buff is Ghost and Greed, and they share that one slot.
The others arrive as quest rewards and stay in the bag. A shop spell can fill a home for this life only.
Product goal
A kit becomes a character. Movement and Secondary are the movement abilities you can count on. Offensive, Summon, and Buff are the shelves that can grow.
Open
Offensive, Summon, and Buff can take more spells. Which new spells belong there is open. Ghost and Greed share Buff, and whether they keep sharing is open.
Movement stays Dash. Secondary stays Ground Pound.
Homes
- Movement — Dash.
- Offensive — Blackhole, Pyrosphere, Blowback Blast, Frozen Over.
- Summon — Sin Shard, False Idol, Demonic Betrayal.
- Buff — Ghost, Greed. Shared slot.
- Secondary — Ground Pound.
The spells
Dash
Dash
You dash in the direction you are moving, and the camera banks with you. Standing still, the dash goes forward along your aim. It is the movement spell you start with. White Rhino Charge turns that blink into an offensive blast: dash farther and blast through enemies in your path. Each new rank makes it last longer and farther with each dash.
Blackhole
Blackhole
You drop a well and the crowd is dragged into it. They take damage for as long as the pull lasts. There is no upgrade yet. The well is the whole spell.
Blowback Blast
Blowback
You shove a lane where you are looking. The crowd in that tube is pushed and hurt, hardest near you and lighter at the tip. The upgrade turns a short shove into a longer, harder blast.
Frozen Over
FreezeOver
You freeze the crowd in a cone in front of you. What freezes can shatter. Permafrost holds them longer and covers more ground.
Pyrosphere
Pyrosphere
You drop a sphere of fire on the crowd. They burn. The longer the well lasts, the more it takes. Stoke feeds it: hotter, wider, and a longer burn.
Demonic Betrayal
DemonicBetrayal
You grab one of the horde and hold it, small, in front of you. Let go and you throw it back into the crowd and it explodes. The upgrade grabs the bigger ones, and the throw hits a wider blast.
False Idol
Distraction
You plant an idol and the crowd chases it instead of you. You stay hidden while it runs. When it breaks, it explodes. The upgrade makes the chase last longer, and the blast reaches farther.
Sin Shard
SinShard
You loose a homing shard and it hunts. A hit sends it on to the next enemy. The upgrade splits the shard, so one cast becomes a small swarm of its own.
Ghost
Ghost
You disappear. The crowd loses you until the hide ends. There is no upgrade yet. The vanish is the whole spell.
Greed
Greed
You cast and the mana orbs come to you. The rush ends on its own. There is no upgrade yet. The pull is the whole spell.
Ground Pound
GroundSlam
You slam down to the ground with damage around you. If you are already on the ground, you hop to start the slam. The hop is how a grounded cast begins. It is not the point.
As built
Spell ids in this build are SpellId: None, SinShard, Dash, Ghost, Blackhole, Greed, GroundSlam, Pyrosphere, Blowback, Distraction, FreezeOver, DemonicBetrayal.
As-built enums. Mana cost, cooldown, duration, and radius live on each spell model in as-built assets. Upgrade ranks live on the stackable assets in the run readout.
What the player can do
Equipped spells occupy spell slots. The active slot is the one that hears the cast. SpellCastGate spends mana, then the spell's controller runs the effect. Mana orbs in the level restore mana. Cast masks and slot contents come from the resolved loadout for that life. The shop can equip a spell into the live kit during the life. The profile loadout is what the next life resolves.
What ends it
A cast ends when its duration or effect completes, mana cannot pay for it, the slot is on cooldown, or the life ends. Unequipped spells are not live.
What is saved
Owned spells and equipped spell slots are inventory. Current mana is runtime.
How a spell enters the shop
CollectionCatalog.GateForSpell is the round after which a spell card can unlock. Dash 1, Pyrosphere 2, Ghost 3, Blowback 3, GroundSlam 4, Distraction 4, SinShard 5, Greed 6, FreezeOver 6, Blackhole 8, DemonicBetrayal 10. SpellId.None is not a shop spell.
A stackable is offered only when its StackableAbilityType requires that spell and the live kit has the spell. Ghost, Blackhole, and Greed have no required-spell upgrade. White Rhino Charge's first level is a gold card. Once that level is owned, later ranks join the upgrade roll while Dash stays equipped.