The Velan Codex

Spellcasting

Speed and Tempo

Pace is judged by the shape of the speed curve, not raw speed: drawing a whole spell faster costs nothing, but rushing or dragging one part does. The ideal curve follows how careful hands move: slower where the path bends (the two-thirds power law of human motion), nearly stopping at each sharp corner (about 65% slower), and easing in and out over the first and last 12% of the stroke. Tempo is the whole cast measured against the breath window, which starts at the first touch.

SpellSpeed within each strokeTempo across both thumbsBreath window
RepelSteady down, brake hard into the corner, snap outward: slow, stop, goBoth thumbs start, corner and finish together600 ms
CoilOne continuous flow with no stops; eases slightly through the top and bottom turnsThumbs mirror each other moment by moment700 ms
GaleQuick rise, brake at the tip, quick fallSame peak at the same moment on both sides600 ms
Facet SealLeft glides at an even speed all the way round; right stops at each of its three cornersThumbs move at different rates by design; sync checks they drift exactly as the two shapes require, and start and end together800 ms
BraceOut, brake, down, brake, back: two hard stopsBoth thumbs start, corner and finish together600 ms
MendOne continuous flow; eases slightly round the bottomThumbs mirror each other moment by moment650 ms
Bevel LashLeft stops at the triangle's two corners; right is one even strokeThumbs move at different rates by design; start and end together850 ms
Prism SnareLeft stops at three corners, right at twoThe thumbs brake at different moments; start and end together900 ms

Thumb sync allows about 80 ms between the thumbs' start and end times before it costs a third of the timing score. A spell can set its own breath window (Coil, Facet Seal, Mend, Bevel Lash and Prism Snare do); the default is 600 ms, and it is meant to grow later with player level and gear.

Overall quality weights the parts: shape 35%, corners 20%, sync 20%, pace 15%, size 10%. Coil and Mend override them (shape 40%, pace 20%, sync 20%, corners 10%, size 10%), since they have no corners to judge. A cast fizzles below 45% overall, when either thumb's shape scores under 30%, or when breath runs out. Quality sets power: a cast just over the fizzle line hits at 0.6x, a perfect one at 1.5x, with most of the gain at the top, so precision keeps paying off. Perfect needs zero error, which no hand produces; careful test draws land around 88–96%. All of these numbers are tunable on the device and are first guesses until playtesting.

Weights in the game

The default weights every spell uses unless it overrides them, read from Assets/Scripts/Scoring:

shape35%
size10%
pace15%
corners20%
sync20%

Coil overrides them

shape40%
size10%
pace20%
corners10%
sync20%

Mend overrides them

shape40%
size10%
pace20%
corners10%
sync20%
Fizzle line
45% overall
Shape minimum
30% on each thumb
Sync tolerance
80 ms
Power range
0.6x to 1.5x

From Mobile RPG Codex › Spellcasting › Speed and Tempo