Expert Guide: Add Trigger Series

Introduce the guide, explain the goal of the guide, what will be covered by the guide.

## Introduction

This is a guide to the Add Trigger spell series. The series makes up very powerful spells that can turn just about any projectile of your liking into a trigger, *remove cast delay and recharge time from projectile spells, and cast expensive modifiers for free*. The reader is expected to have read the Draw Guide and the Normal Casting part of the Calling and Recursion Guide.

The goal of this guide is to explain how Add Trigger spells work in more detail, highlight uses and cover its interactions with Greek spells and divide by spells. Since the Add Trigger series is named after one of its members, we'll be referring to series when using "Add Trigger spell/s" and to the specific spells themselves by name alone,

## Refresher on how Triggers work

We'll start with a quick refresher of the different trigger types, the draw guide has already covered how triggers interact with spells on the wand.

Triggers will shoot their cast state every time they hit an enemy, or if they collide with terrain. The trigger won't shoot if its lifetime runs out or dies by other means. If the Trigger collides with terrain, the trigger property is lost.

Timers will shoot their cast state every time they hit an enemy, the timer's lifetime runs out, or after a set period of time between 4 frames and 200 frames depending on the projectile, the period for Add Timer is 20 frames. If the set period of time passes, the timer will shoot their cast state and lose their trigger property. Timers won't shoot their cast state if they die from low velocity.

Expire triggers will shoot their cast state when they die. How they die doesn't matter.

## How does Add Trigger spells work?

How does the Add Trigger series make normal spells into triggers? Well, when the Add Trigger spell is drawn, it will look at the deck from the top for a Projectile, Static Projectile, Utility or Material spell. If it finds a target here, it will discard everything from the top of the deck down to and including the target. Then it will continue through the deck and look for another spell in those four categories.

If the Add Trigger spell succeeds in both checks, the add trigger spell will use the targets Base Projectile and attach a trigger to it. The Base Projectile part is important for one of the things mentioned in the introduction, *the Base Projectile does not have the cast delay and recharge charges of the normal spell, it doesn't have the draw or mana cost either*. This means that if Add Trigger is used on Sparkbolt with Double Trigger, it'll only draw once, while casting 10-20 mana from the Add Trigger Spell without affecting cast delay or recharge time.

If the Add Trigger spell only succeeds in the first check, the Add Trigger spell will call the projectile and disable its draw. Unlike earlier, this means that the projectile's cast delay and recharge time changes will apply. Using the example from earlier, Sparkbolt with Double Trigger would draw 0 times and add 0.07 cast delay, but also 5 % crit chance.

If the first check doesn't succeed, Add Trigger doesn't do anything with the deck.

But I promised earlier that modifiers wouldn't cost mana either? That's true, we skipped this in the previous part to make the explanation more straight forward. When the Add Trigger spell looks through the deck on the first check and encounters a modifier, it will disable draw for that modifier and call it, before re-enabling draw. This means that *every modifier between Add Trigger and the target projectile will be cast once for free*.

So what happens if we use a lone Divide By on a Add Trigger spell? Unsurprisingly, exactly what we're expecting, it'll use the Add Trigger spell X times, but it won't be pretty.

So using this wand:

Shuffle
NoSpells/Cast
1

This wand will cast as following:

* Divide by 4 will target Add trigger.
	+ The first Add trigger will search the deck, find Sparkbolt as its first target and Bubble spark as its second, Divide by 4 however removes its draw. causing it to only cast Sparkbolt and discarding Add Trigger and Sparkbolt.
	+ The second Add Trigger will search the deck, finding Bubble Spark as its first target and sparkbolt as its second, nothing weird happens here, Add Trigger discards the bubble spark and shoots a bubble spark trigger, drawing sparkbolt.
	+ The third and fourth works the same way as the second.
	+ When the fourth Add trigger has finished, Divide by 4 will discard the final remaining bubble spark.

How add trigger works, Add trigger's interaction with modifiers. Add triggers interaction with divide by, add triggers interaction with 0 charge spells and targets without projectiles.