Magic

Spells are powerful tools or attacks that can really help the player in many scenarios. They can kill enemies, help move the player or objects around to the player, fire can light up an area that is dark and slow-motion can be used in a tough situation to precisely take down an enemy. There are many ways to use and to classify magic, based on what it does and what category it falls into.

## Gravity

Gravity is recognized by it's purple effects and the ability to manipulate gravity to the player's will. Making the player able to pick up move NPCs around, as well as being able to move the user around too. Gravity allows the player to boost themselves in any direction they choose, as well as slow their fall, negating fall damage.

## Lightning

The base lightning spell is a short range magic attack that constantly consumes [mana] to use. Electric spells are recognized by features such as its blue color, chaining between armor and stunning enemies. When electricity is used by the player or an AI, it branches out from the hand, seeking to enemies or weapons.

## Fire

Fire is more simple than the other 2 spells but is still powerful. It is straight up used for damage and not much else. With fire equipped, the player can cast a fireball that they can guide by rotating their hands in the direction they want the fireball to go. This is a good ranged option if the player has no bow and arrows.

## Merge Spells

(Need a gif that works that shows how merge spells work) Merge spells, are alternate and more powerfull versions of spells. They are cast by holding the same spell in both hands, then putting them togeather. After a short time, the spell is ready to use. For gravity, the user must release the cast button and spread their hands apart. For fire, the player must throw the larger fireball. And for lightning, they must do the same thing they did with gravity, accept don't let go. Hold onto the spell while your hands are far apart.

## Imbuing

    Imbuing a weapon with magic is as simple as holding a magic spell up to a weapon. For electricity, the player must hold the weapon farther away from the spell so that the lightning can seek to the weapon in question. Imbuing a weapon causes two things to happen. 1, is the weapon changes color, based on the spell used. The second thing is the weapon gains special properties based on the spell selected. See which spells do what on their respective pages.

The imbue duration on a weapon is determined by three factors, the first is how often you are hitting stuff. Hitting enemies, terrarin or objects with an imbued weaopn causes it to lose it's imbue. The second is how long the spell was held up to the weapon. If the spell was held up to the weapon for 5 seconds, the weapon is fully imbued. This can be determined by the intensity of the color of the weapon. The third is the tier that the weapon is. If the weapon is a higher tier, then the weapon will stay imbued much longer than a lower tier.

## Staves

Staves have two attacks when imbued, a slam attack and a cast attack. The cast attack refers to the fact that the user must press the cast spell button while holding the staff to use it. These attacks have are constant use, meaning they will drain imbue from the staff while they are being used. The slam attack is a powerfull magic attack that greatly drains the imbue of the staff. It can be performed by simply slamming the staff on the ground. The slam attack is a move that can get the player out of a sticky situation quckly, at the cost of needing to re-imbue the weapon.

## Mind

Mind magic is not a selectable option in the magic wheel, it is automaticly selected at all times, it just needs to be used. Telekenisis is one of these magics, it is the ability to move an object or weapon, by pointing the plam of the hand out to it. When a white symbol appears over the object, that lets the player know they can bring the item to them. There are four actions that can be performed when an item is grabbed by telekenisis, the first is pulling it towrds the player by holding the pull button. All weapons and some objects can be pulled directly to the player's hand and grabbed automaticly.

The second action is to push it away with the push botton. The third action, is to rapidly spin the weapon by tapping the push and pull buttons at the same time. This will constatnly consume mana from the player. This can be used in a bad scenario with a bunch of enemies, or when dealing with an enemy that is far away or elevated. The fourth ability, is to quickly throw the weapon in a direction. When a weapon is held with telekenisis, it will follow the hand. When the spell is let go, it will simply fall to the ground. When the hand is moved in the direction the player wants to throw the weapon, it will be quickly accelerated in that direction, which can be leathal to enemies and even the player.