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Discharge, Burst Element and Adhere

The three closing words of an incantation: launch, burst on the spot, or make the element cling to a target, a block or yourself.

In development Mechanic v0.0.1 4 min read

An incantation closes on a closing word. There are three, and they do three very different things with the same elements: Discharge launches them, Burst Element makes them explode on the spot, Adhere makes them cling to a creature, a block or yourself. Whatever the word, the incantation closes: you must say System Call again for the next one.

launches the volley
Discharge
explosion, radius 3.3 to ~20 blocks
Burst Element
creature, block or self (24 blocks)
Adhere
+1 per element
System Control Authority XP

With no element held, all three are refused: "There is no element to release." Each one earns 1 System Control Authority experience point per element, cores included (System and Object Control Authority).

Discharge

Discharge releases what you hold in its shape:

  • thrown shape (arrow, spear, dragon…): the elements leave one by one, a tenth of a second apart, from where you saw them; the cores follow. They chase the creature you aim at (48 blocks, in a narrow cone around your gaze) or the target of a Trace, unless Fly Straight;
  • placed shape (Shield, Wall, Vortex): the barrier or whirlwind appears;
  • Grand Art shape (Pillar, Meteor…): the Grand Art falls on the target, up to 96 blocks away — see Merge Element and Grand Arts;
  • Genesis Shape: refused until the 40 Amplify have been said — see Genesis;
  • Wing Shape, Mirror Shape: the spell takes effect — see Wing Shape and Mirror Shape.

Without a shape, the elements leave as orbs (3 damage). See Element shapes and Flight arguments.

Burst Element

Burst Element (or just Burst, as in the anime) makes everything you hold explode, elements and cores together, right in front of your hand — or two blocks in front of your eyes if you hold cores. Every creature within the radius is hit, except you.

The explosion's size follows the square root of the number of elements: ten elements do not make a radius ten times larger, but a core of a hundred fills a clearing.

Elements Radius Damage at the centre
1 3.3 blocks 2.7
2 3.8 3.6
5 4.7 5.8
10 5.7 9.1
20 7.1 14.7
50 10 28.9
100 13.2 49.3

Damage at power 1, to be multiplied by (1 + SCA / 50) and by the dominant element's multiplier. It falls off with distance down to half at the edge of the explosion. The radius does not exceed 18 blocks, except with a firestorm (×1.4).

In the explosion:

  • the dominant element delivers the blow and its full effect;
  • every other element making up at least one fifth adds its effect — and reacts with the others: steam, firestorm, glacier, paradox… see Element reactions;
  • cryogenic freezes water around, aqueous puts out fires (8 blocks at most).

Adhere

Adhere makes the elements cling to what you look at. Only the dominant element acts, with more strength and duration the more elements there are. The target is chosen in this order:

  1. the unit designated by a Trace, wherever it is;
  2. otherwise, the creature you aim at, up to 24 blocks (in a narrow cone, in sight);
  3. otherwise, the block you look at, up to 24 blocks — for the elements that can cling to one;
  4. otherwise, yourself.
Element On a creature On a block On yourself
Thermal Element sets it on fire lights a fire Fire Resistance
Cryogenic Element freezes and slows freezes nearby water thaws + Fire Resistance
Aerial Element throws it into the air — a dash where you look
Luminous Element heals (or burns a hostile creature) a level-15 light healing + Regeneration
Umbra Element marks it through walls — invisibility
Metallic Element weighs it down — Resistance
Crystal Element crystal armor (allies, players) or Weakness — Absorption
Aqueous Element puts out, drowns fire creatures puts out fires, hydrates farmland Water Breathing + Dolphin's Grace

A "—" means the element does not cling to blocks: it comes back to you. Exact durations are on each element's page.