Story Arc: Spell Types

Spells are used by players, enemies and bosses to fight and defend themselves and their allies, move around more easily, and more throughout the game. They are a near-essential aspect in combat as without them, players would be forced to fight using weapons. A player can have up to 5 different spells equipped at once, out of a current total of 2070 unlockable spells. Each Element unlocks a total of 8 - 11 spells: 5 normal ones, and three per each Subelement. The 5th of an Element's normal spells is always an Ultimate spell, but the player can mix and match their spells however it suits them. 
There are a total of eleven different types of spells they are divided in. If a player casts a spell of one spell type, all spells of that type that they have will share its cooldown, meaning the player can only have one of each spell type in their set at a time. Your equipped spellset is saved when you leave and join the game.
== Projectile ==
Spells that shoot one or very few strong projectiles that are far more powerful than individual Multi-Projectile spell shots. These are the most simplistic spells in the game.
=== Single-Shot ===
Projectile spells that shoot a single or multiple large projectiles.
Examples: 
* Great Fireblast (Fire)
* Leeching Spore Ball (Grass)
* Volcanic Bomb (Lava)
=== Beam ===
Projectile spells that shoot beams that have thinner hitboxes than Single-Shot spells, but usually travel faster and do not collide with other projectiles, but may still collide with solid surfaces or certain spells like Great Stone Wall. They also cannot be absorbed either.
Examples: 
* Great Water Beam (Water)
* Ancient Blast (Spirit - Astral)
* Piercing Ray (Light)
=== Forward ===
Projectile spells that do not shoot one or more very short range blasts in front of them. Like Beam spells, they cannot collide with other projectiles; certain Forward spells also cannot be absorbed.
Examples:
* Scorching Row (Fire - Heat)
* Divine Maelstrom (Wind)
* Volt Strike (Storm - Lightning)
== Multi-Projectile ==
Spells that shoot multiple projectiles, each of which is much weaker than most Projectile spells’. These spells can deal more overall damage if all or most of the shots hit and even if you miss one, you are still more than likely to hit your target at least a couple times with good aiming.
=== Bullets ===
Multi-Projectile spells that shoot more than one projectile in various ways. These are the most common of all Multi-Projectile spells.
Examples: 
* Blazing Assault (Fire)
* Bubble Barrage (Water)
* Rail Needles (Grass)
=== Skyshot ===
Multi-Projectile spells that function similarly to Bullet spells, except the projectiles do not come directly from the caster or their general area, but instead fire from somewhere else, typically from the sky above the caster or somewhere near their target. Some of these spells function similarly to certain AoE spells.
Examples: 
* Essence Rejection (Spirit)
* Photo-Barrage (Light)
* Starstorm Strike (Space)
=== Non-Angle ===
Multi-Projectile spells whose projectiles are restricted to a specific angle, such as in a straight horizontal line or directly above or around the caster. They can be aimed in any direction, but the angle in which they shoot is always the same and cannot be changed.
Examples: 
* Dual Red (Spectrum - Scarlet)
* Blue Skybeams (Spectrum - Azure)
=== Lob ===
Multi-Projectile spells that function similarly to Bullet spells, except the projectiles are affected by gravity, requiring different aiming strategies; some are lobbed into the air before falling back down.
Examples:
* Molten Rain (Lava)
* Powder Freeze (Ice - Snow)
== AoE ==
Spells that affect a specific area-of-effect, whether it is around the caster or a selected area nearby, affecting enemies within that area. These are some of the most common and diverse spells in the game, with almost every single Element having at least one.
=== Burst ===
AoE spells that only affect the area around the caster.
Examples: 
* Heat Burst (Fire - Heat)
* Whirling Pool (Water)
* Ring of Lightning (Storm - Lightning)
=== Rain ===
AoE spells that rain projectiles or a beam upon wherever the caster’s cursor or target lingers, with most of them following it if it leaves that spot.
Examples:
* Thunder Call (Storm)
* Flurry Fall (Ice - Snow)
* Awakening Spirits (Spirit)
=== Area ===
AoE spells that affect any area where the caster’s target is.
Examples:
* Deep Soils (Earth - Dirt)
* Smoking Orifice (Wind - Steam)
* Thunderous Flicker (Storm - Flash)
=== Line ===
AoE spells that affect a line of varying width and length starting from where the caster is.
Examples: 
* Grass Blades (Grass)
* Permafrost (Ice)
* Danger Deep (Darkness - Shadow)
== Transportation ==
Spells that provide the caster (And occasionally their allies) with more mobility support, whether it’s to move from one place to another more quickly than running, closing the gap between the caster and their adversary, or to reach areas that cannot be reached otherwise. Most can also prove useful in dodging or escaping enemy spells as well. Most Transportation spells also have offensive capabilities as a plus.
=== Dash ===
Transportation spells that allow casters to dash forward either for a short period of automatic moving with increased speed, or a quick, straightforward dash. There is a wide range on their abilities, though they usually have more offensive capabilities.
Examples: 
* Flaming Rush (Fire)
* Gatebreaker (Earth)
* White Thrust (Wind)
=== Teleport ===
Transportation spells that take the caster from one area to another (Or near their target). Some of these spells will instantly move the caster to whatever destination their lock or cursor decides while others will allow them to transform into something or become invisible (And usually invulnerable) and move freely before reappearing at their destination. 
Examples: 
* Perilous Ground (Earth - Dirt)
* Focused Mentality (Spirit)
* Chronostasis (Time)
=== Mobility ===
Transportation spells that allow the caster to move in any direction, giving them full movement control.
Examples: 
* Stratospheric Drift (Wind - Cloud)
* Winter Whirlwind (Ice - Cold)
* Winged Descent (Nature - Beast)
=== Mount ===
Transportation spells in which the caster is placed onto a mount that they can ride to reach their target or destination. Many of these have offensive capabilities. 
Examples: 
* Wave Dash (Water)
=== Leap ===
Transportation spells that send the caster into the air to land on the ground at their destination. Most of the time, these spells deal damage.
Examples: 
* Bounding Seal (Water - Bubble)
* Astral Spiral (Spectrum)
=== Support ===
Transportation spells in which the caster provides a mean to give themself and their team/party extra mobility.
Examples: 
* Frosted Floor (Ice)
* Soul Inertia (Gravity)
* Springy Square (Slime - Gel)
== Contact ==
Spells that mainly affect one enemy at close range. Both caster and target are both stuck in certain positions for the duration of these spells (Except for a certain few that will allow the caster to move around), most of the time rendering them unable to use other spells. With most of these spells, only the victim is majorly affected, but some can damage other enemies nearby as well. 
=== Grab ===
Contact spells that must be used when right next to an enemy in order to successfully hit.
Examples:
* Incineration Particles (Fire - Ash)
* Searing Shower (Water - Boil)
* Blackout (Darkness)
=== Assault ===
Contact spells that at first function like other spell types, but then turn into Contact spells upon catching an enemy. Some of these can hit multiple enemies at once if they are grouped together.
Examples:
* Energetic Blow (Time - Kinetic)
* Irresistible Will (Gravity - Magnetism)
* Sudden Death (Reaper)
=== Assist ===
Contact spells that work the same as Grab spells, except that they can be used on teammates/party members; rather than being damaged or hindered, the affected ally will receive some form of support, such as healing, protection, or being flung to another location. 
Examples:
* Ascension Burst (Wind)
== Transformation ==
Spells whose effects apply to the caster, such as adjusting their stats or granting them special abilities and effects for a set period of time. Some of these can also hinder one or more of the caster’s abilities as well, however. 
=== Power Up ===
Transformation spells that change the physical attributes of the caster, usually in the manner of adjusting stats or granting special buffs.
Examples:
* Burnout (Fire - Heat)
* Hypermotion (Time - Kinetic)
=== Release ===
Transformation spells while using which the caster emits energy based around its Element to hinder or harm nearby enemies and make them easier for the caster to fight. 
Examples:
* Choke Smoke (Lava - Sulfur)
=== Morph ===
Transformation spells that transform the caster into something else, gaining new abilities whether it’s to change the way they play or for an attack of some kind.
Examples:
* Self-Evaporate (Wind - Steam)
== Defensive ==
Spells whose effects are purely meant to be used for defensive means, having abilities such as reducing damage taken from spells, blocking projectiles or pushing away nearby enemies. Some of these spells, however, can prove quite useful offensively as well if used correctly.
=== Shield ===
Defensive spells that create a barrier around or in front of the caster to either reduce damage dealt to them or block damage entirely. These spells are mostly effective at protecting the caster rather than their whole party due to their small area-of-effect.
Examples: 
* Shining Encase (Crystal - Diamond)
=== Protection ===
Defensive spells that create a large construct to protect themselves and their allies from attacks, as well as giving them the upper hand in a fight. They act as more flexible shields, capable of covering the entire party.
Examples: 
* Life Lift (Grass - Flower)
* Great Stone Wall (Earth)
* Spikenut Shield (Nature)
=== Absorption ===
Defensive spells that can absorb enemy spells to protect the caster and/or become more dangerous to enemies. These spells can be very rare.
Examples: 
* Divine Dexterity (Spirit - Astral)
* Bare Space (Void)
==Healing==
Spells that mainly provide means of health replenishment for the caster and/or their allies, very few of which can deal damage to enemies. Some of these spells can buff allies as well, and even apply debuffs to nearby enemies. 
===Self-Heal===
Healing spells that only heal the caster. Not many of these exist. These spells may also deal damage to enemies.
Examples: 
*Black Gluttony (Void - Antimatter)
===Team Heal===
Healing spells that can support the caster as well as their team/party.
Examples:
*Floral Harmony (Grass - Flower)
*Silva’s Blessing (Nature)
*Stone of Revitalizing (Crystal)
== Summon==
One of two new spell types added by Story Arc, with which casters can summon minions and creatures to assist them in battle in various ways, mostly offensive. These spells are unique as they involve animate beings, most of which can be damaged by enemy attacks and spells. Summon spells can replace almost any other spell type, making them extremely diverse in terms of their abilities. 
===Minion ===
Summon spells that create computer-controlled entities that will fight for the caster and/or distract enemies. 
Examples: 
*Abyssal Fallen (Void - Abyss)
*Hateful Dead (Nightmare - Necromancy)
*Walking Fraud (Illusion - Clone)
=== Call===
Summon spells that spawn entities that the caster can control.
Examples: 
*Fatal Beauty (Grass - Flower)
*Soaring Harbinger (Storm)
*Rhino Rage (Nature - Beast)
==Counter==
One of two new spell types added by Story Arc, which specialize in punishing enemies for attacking the caster while they are being cast in various ways. They are meant to be used right before getting attacked, and their effectiveness can vary depending on the distance from their enemy.
===Pierce===
Counter spells that act as both Counter and Contact spells, piercing through attacks to reach the attacker and marking them as the one taking damage instead.
Examples:
*Freezing Touch (Ice)
===Counterattack===
Counter spells that only take actual effect if the caster is hit by an enemy’s attack or spell, and may either shoot at the attacker or reflect damage back onto them. 
Examples:
*Defiant Handicap (Grass - Mushroom)
*Fragile Target (Crystal - Glass)
*Pocket Catch (Space)
===Evasion===
Counter spells that allow the caster to evade or take less damage from attacks and spells without retaliating afterward, usually having some other kind of effect instead. Like counterattack spells, these will only take actual effect if the caster is hit by an enemy’s attack or spell.
Examples: 
*Hollow Soul (Void)
==Ultimate==
Spells that are considered the most powerful spells of their Elements that players can access, with massive damage totals and long cooldowns, and often taking a long time to cast. When a player first lands on the map, their Ultimate spell cannot be used immediately, as it will require a 20-30 second warm up before it is ready to use. Most of these spells will render the caster invincible, yet immobile and unable to cast any additional spells until it finishes (Except for a select few that will allow them to move around and attack freely). Every single Element has one, and most require 1000 mana to cast; by default, they are found in the 5th slot of an Element’s main spellset, and can only be equipped into a player’s 5th spell slot. Subelements and Blends also do not possess Ultimate spells.
===Vicinity===
Ultimate spells that affect the area around the caster, usually a very large area, and affect all enemies and/or allies caught within that area. 
Examples:
*Ancient Goldstone (Earth)
*Mother Tree (Nature)
*Embodiment of Judgement (Spirit)
===Blast===
Ultimate spells that are projectile-based, able to be aimed at the caster’s target(s). These spells generally work at very long range, but can still prove effective up close.
Examples:
* Hell’s Core (Fire)
*Emerald Heart Essence (Grass)
*Enraged Heavens (Storm)
===Target===
Ultimate spells that specifically target a single target or small group of enemies, either up close or after a first attack. Most of these can only damage the main target(s), but some can also affect nearby enemies who fail to escape. 
Examples:
*Water Dragon (Water)
*Newton’s Fate (Space)
*Somber Face of Fate (Reaper)
===Battlefield===
Ultimate spells that modify the map to the advantage of the caster and/or their team/party, with the radius varying from a very large range to the entire map.
Examples:
*Eternal World (Time)
*Foretold Lights (Aurora)
===Evocation===
Ultimate spells for which the caster either summons or transforms into a powerful, usually massive being for a short period of time.
Examples: 
*Almighty Wind God Wings (Wind)
*Whirlwind Snowdome (Ice)
*Celestials’ Spectral Jewel (Crystal)
==Hybrid Spells==
Spells that function as combinations of two subtypes at once. Sometimes, though rarely, a spell would combine two entire spell types, or combine the elements of three or more spell types.
Examples:
*Blazing Uproar (Fire) = Burst/Area
*Scatterbubble (Water - Bubble) = Area/Team Heal
*Vine Entrapment (Grass) = Area/Teleport/Support
*Rock State (Earth) = Power Up/Shield
*Twister Booster (Wind) = Burst/Leap
*Triple Flash (Storm) = Dash/Teleport
==Link to Original Doc.==
https://docs.google.com/document/d/11aIdWWO_8vAVCXWZn2HowLG2GES8VicBP1VwJpPm-5g/edit?usp=sharing
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