The Velan Codex

Composite spell

Tempest

Independent · 55 damage, staggers 1 s

Gale's peak flowing straight into Coil's S, without lifting: the wind catches the coil and spins it into a storm. Heavy damage and a short stagger.

Left thumb Sharp cornerSharp cornerThe second spell starts hereStart here
Right thumb Sharp cornerSharp cornerThe second spell starts hereStart here
White dot: start. Arrow: end. Diamonds: sharp corners the scorer checks. Dashed ring: where the second spell takes over, without lifting the thumb. Both thumbs draw at once, as the player sees them on a landscape phone.

The chain

Drawn as Gale then Coil, one continuous stroke per thumb: each spell is drawn at its own size and the second starts where the first ends, as SpellComposer joins them in the game.

Strokes

Independent: each thumb draws its own shape, at its own pace, starting and ending together.

ThumbSizeSharp cornersVertices
Left thumb59.75 mm (46 × 60 mm)24% along, 127°
49% along, 116°
35
Right thumb59.75 mm (31 × 60 mm)24% along, 127°
49% along, 169°
35

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
1105 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
Casting
Both spells must be learned; the composite needs no learning of its own

Score weights (defaults)

shape35%
size10%
pace15%
corners20%
sync20%

Effect

55 damage, staggers 1 s. The enemy's next attack is delayed by 1 s.

Weakest castBasePerfect cast
Damage33.05582.5

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 Golem12024
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
Tempest (tempest, in data)
Kind
Thread: Gale into Coil
Where
The Long Road, Dace shows it
Main line or optional
Optional

From Walkthrough: Act 2 › Spells Gained

Elsewhere in the Codex

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)

The spell roadmap (VEL-60) places all the optional spells above in Act 2 and decides which ship first. The Story Bible's example threads (section 7) are both here: Gale into Coil is Tempest, and Coil into Facet Seal is Thornshield, the first cross-side thread most players find on their own. Tempest and Bulwark already exist as data.

From Walkthrough: Act 2 › Spells Gained

How is Repel into Gale named in data? The Story Bible names threads by their parts; the Codex has named composites (Tempest, Bulwark). Recommend: a one-word name, like Tempest and Bulwark: id headwind, shown as Headwind, flag composite.known.headwind. The Spell Book can still show its parts, "Repel into Gale". (VEL-63)

From Walkthrough: Act 2 › Open Questions for Ray

Encounter
undermere_duel_1–3
Enemy (id)
outlaw caster (undermere_outlaw)
HP
200, 250, 300 (bestiary scaling)
Attack
Every 6 s a thread: Bulwark (10 damage, 35 shield, 3 s stagger) or Tempest (55 damage, 1 s stagger), told by its colours over 1.5 s
Counters
Read the glyph: Brace or Facet Seal before Tempest, a burst after Bulwark's shield; Hush stops threads (if learned in Act 2); Prism Snare in the tell
Difficulty
Medium to hard

From Walkthrough: Act 3 › Encounters

[ ] 26. Threads have names. Settled for now by VEL-63, confirm. Story Bible § 7 says a thread is named by its parts ("Repel into Gale"). Game data already has Bulwark and Tempest, and the tabs name every thread: Headwind, Tempest, Bulwark, Thornshield, Wellspring, Blight, Thaw, Rebound, Deep Cut and the First Pair. Recommendation: one-word names in data and the Spell Book (Repel into Gale is headwind, flag composite.known.headwind), with the parts shown underneath. Update § 7 to match. Sources: story-bible.md § 7 Composites; walkthrough-act-2.md Q5; spell-roadmap.md Composites: named threads.

From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting

[ ] 27. "Gale into Coil" is Tempest. Story Bible § 7 says the wind throws the vine so Coil hits from range. The data file makes Gale into Coil Tempest, a storm. Recommendation: the data wins; rewrite the § 7 example as Tempest. Sources: story-bible.md § 7 Composites; spell-roadmap.md Composites: named threads.

From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting

Game data in Assets/StreamingAssets/Data wins over the Codex. That is why threads have names (Bulwark and Tempest are named composites in data).

From Walkthrough: Act 4 › Continuity notes › How conflicts were settled

Threads. Headwind (Repel into Gale) is the first, taught by Rook or Dace in Act 2; Tempest (Gale into Coil) and Bulwark (Repel into Facet Seal) follow the lesson; Thornshield (Coil into Facet Seal) and Wellspring (Mend into Root) are Act 2's other named threads. Thaw (Repel into Pavilion Wake, 1,360 ms) undoes the stilling of Corran in Act 3; the scene is still called the Unstilling, and Aske casts Brace across the warp at the same moment. The First Pair (Brace into Facet Seal, #FFFFFF) is Act 4's reflected thread and replaces the roadmap's Stillhold. Knell stays on hold.

From Walkthrough: Act 4 › Continuity notes › What is now the same everywhere

Characters: Wen teaches Calm, Listen, Hush and Echo; Dace shows Tempest, Headwind in route B, Tailwind; Ondine teaches Weigh if guarded (internal slip O; VEL-63 spell schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

Spells Gained: threads Tempest, Bulwark, Thornshield, Wellspring added; paragraph now says Gale into Coil is Tempest and Coil into Facet Seal is Thornshield (VEL-63 thread table)

From Walkthrough: Act 4 › Continuity notes › Change log

14 (table): Undermere duels and diggers are undermere_outlaw (300 HP, Bulwark or Tempest every 6 s); diggers ×2 as the digger kit, difficulty Hard (VEL-63 map; bestiary stats)

From Walkthrough: Act 4 › Continuity notes › Change log

"How difficulty climbs": Act 1 tools marked optional; Act 2 row set to the VEL-63 schedule (Gale, Facet Seal, Weigh main; optional set; Tailwind, Squall side; Bevel Lash only if both halves; threads Headwind, Tempest, Bulwark, Thornshield, Wellspring); Act 3 row (Linger, Hasten, Pavilion Wake main; Crown Surge fades; Toll, Recall, Prism Snare, Girdle Gate optional; Thaw, Blight, Rebound, Deep Cut); Act 4 "no new spell, only the First Pair"; typical ranges widened for the new easy fights (VEL-63 spell schedule)

From Walkthrough: Act 4 › Continuity notes › Change log

9 more mentions

Data: Assets/StreamingAssets/Data/Composites/tempest.json