The Velan Codex

The Evane spell

Coil

Mirrored · 24 damage

Each thumb draws an S, mirrored, starting at the top. Smooth curves with no corners. Heavy damage.

Left thumb Start here
Right thumb Start here
White dot: start. Arrow: end. Diamonds: sharp corners the scorer checks. Both thumbs draw at once, as the player sees them on a landscape phone.

Strokes

Mirrored: the left thumb draws the right thumb's shape flipped left to right.

ThumbSizeSharp cornersVertices
Left thumb34 mm (17 × 34 mm)None, smooth33
Right thumb34 mm (17 × 34 mm)None, smooth33

Size is the longer side of the drawn shape. Corner positions are the share of the stroke's length drawn before reaching them.

Casting

Breath window
700 ms
Fizzles
below 45% overall, or under 30% shape on either thumb
Thumb sync
about 80 ms allowed between the thumbs' start and end times
Learning
Learned by tracing it 3 times, each recognised as this spell and scoring at least 55%; breath is not timed while tracing

Score weights

shape40%
size10%
pace20%
corners10%
sync20%

Effect

24 damage.

Weakest castBasePerfect cast
Damage14.42436.0

Cast quality scales power from 0.6x just over the fizzle line to 1.5x for a perfect cast.

Against monsters

MonsterHPCasts at bestCasts at worst
Training Golem12049
Sallow Glint1411

Casts needed with this spell alone, at a perfect cast (1.5x) and at one just over the fizzle line (0.6x).

In the Codex

Spell
Coil
Side
Evane
Style
Mirrored
Left thumb
Mirrored S: start upper left, curve over the top to the right, sweep down through the middle, round the bottom, finish lower right
Right thumb
S: start upper right, curve over the top to the left, sweep down through the middle, round the bottom, finish lower left
Size
34 mm
Sharp corners
None: smooth curves only
Effect
24 damage

From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)

Spell
Coil
In-world description
The vine's path. Two S-curves, mirrored like a vine climbing both sides of a trellis; the Glass grows a coil round the target in an instant and pulls tight. No corners, because growth never turns sharply. Greenvault folk use it on runaway goats.

From Story Bible › Spell Lore

Spell
Coil
Faction, style
Tenders, mirrored
Shape
S: start upper right, over the top to the left, down through the middle, round the bottom; no corners
Size, breath
34 mm, 700 ms
Effect
24 damage
Learned
Act 1, Drowned Steps (whole glyph)

From Spell Set › Attack

Spell
Coil
How
Learned at the end of the Prologue; Act 1 is where it's used: the road glint, the Ring, the Wyrm.
Where
—
Required?
Yes (already known)

From Walkthrough: Prologue and Act 1 › Spells gained

Concept art of the effect

Elsewhere in the Codex

The casting prototype ships eight spells, five Evane and three Facet. Repel, Coil, Gale and Facet Seal came first, one per drawing style; Brace, Mend, Bevel Lash and Prism Snare are the first batch from the Spell Set tab. Each lives in its own data file (Assets/StreamingAssets/Data/Spells/<id>.json), and the scorer checks exactly what this table describes. Shapes are written as the player sees them on a landscape phone; "outward" means toward that thumb's screen edge.

From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)

Spell
Coil
Speed within each stroke
One continuous flow with no stops; eases slightly through the top and bottom turns
Tempo across both thumbs
Thumbs mirror each other moment by moment
Breath window
700 ms

From Mobile RPG Codex › Spellcasting › Speed and Tempo

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.

From Mobile RPG Codex › Spellcasting › Speed and Tempo

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.

From Mobile RPG Codex › Spellcasting › Speed and Tempo

Top row, left to right: Repel, Coil, Gale, Facet Seal. Second row: Brace, Mend, Bevel Lash, Prism Snare. In each pair the left half is the left thumb and the right half the right thumb; the white dot is where the stroke starts. The image is rendered from the spell data files, the same way the in-game spell book draws its icons.

From Mobile RPG Codex › Spellcasting › Spell Sheet

Composite
Tempest
Chain
Gale, then Coil
Effect
55 damage, 1 s stagger
Breath window
1,105 ms

From Mobile RPG Codex › Spellcasting › Composite Spells (Prototype)

(Idea) Warm thumbs: the door-mark has always felt warm under the protagonist's thumbs, and they have never asked anyone whether that is usual. After tracing Coil at the Drowned Steps, Aske hears this and says: "Warm. Huh. Mine never were." A recurring motif for the even pair.

From Story Bible › Protagonist and Mentor › The protagonist

(Idea) The first fragment is Coil, at the Drowned Steps at the end of the Prologue, with Aske teaching the method.

From Story Bible › Protagonist and Mentor › Learning a spell by tracing a glyph

Aske walks the player along the Sallow to the Drowned Steps, a Still Age shrine half under the river, and teaches fragment tracing there. Coil is the first fragment. Aske turns back for home.

From Story Bible › Story Outline › Prologue: The Door-Mark (Sallowbank)

Spells: Repel, Coil.

From Story Bible › Story Outline › Prologue: The Door-Mark (Sallowbank)

Set piece: the Sallow Wyrm, a river serpent made of reflections, rising at the Drowned Steps once Aske has gone. Repel to stagger it, Coil to hurt it.

From Story Bible › Story Outline › Act 1: The Sallow Road

Spells: Coil, learned at the end of the Prologue, put to work against the Wyrm.

From Story Bible › Story Outline › Act 1: The Sallow Road

109 more mentions

Data: Assets/StreamingAssets/Data/Spells/coil.json