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.
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.
| Thumb | Size | Sharp corners | Vertices |
|---|---|---|---|
| Left thumb | 59.75 mm (46 × 60 mm) | 24% along, 127° 49% along, 116° | 35 |
| Right thumb | 59.75 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)
Effect
55 damage, staggers 1 s. The enemy's next attack is delayed by 1 s.
| Weakest cast | Base | Perfect cast | |
|---|---|---|---|
| Damage | 33.0 | 55 | 82.5 |
Cast quality scales power from 0.6x just over the fizzle line to 1.5x for a perfect cast.
Against monsters
| Monster | HP | Casts at best | Casts at worst |
|---|---|---|---|
| Training Golem | 120 | 2 | 4 |
| Sallow Glint | 14 | 1 | 1 |
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
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.
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, flagcomposite.known.headwind. The Spell Book can still show its parts, "Repel into Gale". (VEL-63)
- 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
[ ] 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, flagcomposite.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/Datawins 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)
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)
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)
"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)
Data: Assets/StreamingAssets/Data/Composites/tempest.json