Motes wiki

Magic

Each hand holds an element, and the two together make a combination, learned in its rift trial. Pick a spell, then how it fights or its special, the hands' big move on X. Its boon cards are on the Cards page. Every picture is the current build.

PrimarySpecial

Fire

Fire in either hand (two at once with both)

Primary

Fire

A fireball flies at hand height and bursts on the first monster or prop it meets. It barely shoves but staggers: whatever a monster was winding up is broken off. It lights long grass and trees, melts ice and thins fog. With fire in both hands it's two streams of fireballs, the steadiest damage there is.

Damage a second: 18.0 on one pinned monster, 19.2 on a crowd of five (all of them).

Special: Nova

Nova

Twelve fireballs burst out every way at once, then twelve more into the gaps (both hands fire: sixteen).

Air

Air

Primary

Air

A gust: a cone of wind that shoves hard and does no damage itself, except to ghosts, which it tears at and knocks to the ground. What it shoves into a tree, the screen's edge or another monster gets hurt; off the shore it drowns.

Damage a second: 9.0 on one pinned monster, 9.8 on a crowd of five (all of them).

Special: Blast

Blast

A shockwave spreads over the screen from the hero, hurling every monster it passes away (into trees, each other, off the shore) and knocking shots aside, clearing fog; then a tailwind carries the hero a third faster for 3 s.

Water

Water (held: globs keep coming)

Primary

Water

Globs: held, the hands throw a little glob of water three times a second, low and quick along the aim. It splashes on the first monster in its way, or drops a short way out, and leaves a puddle where it lands. A puddle slows whatever wades through it for a few seconds and puts out fire. Lightning on a monster in a puddle runs through everything else in it, fire boils it away, and frost freezes what stands in it.

Damage a second: 9.0 on one pinned monster, 8.4 on a crowd of five (all of them).

Special: Ring of orbs

Ring of orbs

Six orbs of water spin round the hero for a couple of seconds, knocking away every monster they pass, 2 each. Then they fly out every way as globs, leaving a ring of puddles.

Earth

Earth

Primary

Earth

Skipping stones: a flat stone flicked low along the aim, skipping like one across a pond, each hop shorter. Where it lands (or on the first monster in its way) it thuds, hurting what's round it and popping it up into the air, its attack broken off; a monster hit again while it's still up is JUGGLED for double. In the air it strikes the bats and ghosts it passes; it skips on over water and ricochets off trees.

Damage a second: 19.8 on one pinned monster, 44.6 on a crowd of five (all of them).

Special: Earthquake

Earthquake

Rock armour (stone half-hearts that take hits first) and the ground quakes four times round the hero: 3 to everything that walks within 170 px each time, a stun, and spikes bursting under them.

Lightning

Air + water

Primary

Lightning

A forked bolt to the nearest monster in a cone, chaining on to two more nearby (fainter, 1 each). It casts twice as fast as a hand's spell, since it takes both.

Damage a second: 18.0 on one pinned monster, 26.0 on a crowd of five (all of them).

Special: Thunderstorm

Thunderstorm

The storm breaks: the sky flashes and a bolt leaps to every monster on screen (4, and a stun); then for 5 s the static charge strikes what's close every half second and bolts fall out of the sky on monsters anywhere.

Inferno

Fire + air

Primary

Inferno

A cone of flame that burns and staggers everything in it and leaves the ground burning.

Damage a second: 11.4 on one pinned monster, 29.0 on a crowd of five (all of them).

Special: Wheel of flame

Wheel of flame

Six cones of flame roar out all round the hero, then turn a half-step and roar again.

Steam

Fire + water

Primary

Steam

A geyser locked onto a monster: its vent hisses, then a column of steam blows, drawing in every monster nearby, throwing those in its middle up to its crown and scalding them fast.

Damage a second: 7.6 on one pinned monster, 29.0 on a crowd of five (all of them).

Special: Geyser field

Geyser field

Geysers burst up under the five monsters nearest, each drawing in and scalding what's round it, while the hero is lost in the steam (monsters cast about) for 1.5 s, moving half as fast again.

Lava

Fire + earth

Primary

Lava

A magma vein splits the ground toward a monster, a leg at a time, and erupts under the first thing it reaches as a geyser of lava: one very heavy blow, and it burns.

Damage a second: 20.6 on one pinned monster, 19.4 on a crowd of five (all of them).

Special: Eruption

Eruption

The ground erupts round the hero (4) and eight magma veins split out every way, each running for a monster and erupting under it.

Mud

Water + earth

Primary

Mud

A bog that slows walking monsters to a third, puts out fire, heals the hero a little if it stands in it hurt, and raises a short wall of mud bricks.

Damage a second: 15.6 on one pinned monster, 18.2 on a crowd of five (all of them).

Special: Quagmire

Quagmire

The ground for 100 px round the hero turns to bog for 6 s: everything in it is dragged down (3, stuck fast 1.5 s, mired), walks at a third of its pace, and the hero heals standing in it.

Sand

Air + earth

Primary

Sand

A sandstorm rolling forward, chipping at and staggering what it passes over.

Damage a second: 8.4 on one pinned monster, 12.2 on a crowd of five (all of them).

Special: Sandstorm

Sandstorm

What's close is buried to the neck (2.5 s), and a sandstorm blows over the whole screen for 5 s: every monster lost, slowed and scoured every half second.

Blaze

Fire + fire

Primary

Blaze

A big slow fireball: 6 to what it hits and a splash round it, the ground left burning.

Damage a second: 20.4 on one pinned monster, 27.4 on a crowd of five (all of them).

Special: Meteor

Meteor

A meteor is called down on the monster nearest the aim: its shadow grows in a ring of fire for a second, then it crashes for 20 in a 48 px blast, flinging what's left and leaving a crater burning, then meteors rain down all over the screen for 3 s, each on its own ring, every other one onto a monster.

Tornado

Air + air

Primary

Tornado

A funnel that hunts the nearest monster for four seconds, catching what it touches and spinning it round its eye; it does no damage itself, but what it holds crashes together.

Damage a second: 0.0 on one pinned monster, 58.4 on a crowd of five (all of them).

Special: Funnels

Funnels

Three tornadoes spin up round the hero and go hunting.

Frost

Water + water

Primary

Frost

A long, narrow cone of frost (20 degrees), swelling out and thinning away: it does little harm, but everything in it is frozen in an ice cube, nudged on along the cone, and the ground under it turns to ice, so the cubes slide away over it. A sliding cube, ghosts' too, shatters for 6 more when it crashes and freezes any monster it bowls into. Frozen monsters take half as much again from everything (stone shatters one for more).

Damage a second: 2.2 on one pinned monster, 12.4 on a crowd of five (all of them).

Special: Absolute zero

Absolute zero

Twelve cones of frost every way at once freeze everything about and ice the ground, then a cold shockwave launches every frozen monster away, sliding off along the ice.

Vines

Earth + earth

Primary

Vines

Vines: each vine snakes under the ground to a monster in the aim (fanning out across it at full reach when none is near), springs up, waves a moment, then wraps round the nearest monster, lifts it and squeezes it; what they squeeze out becomes leaf hearts for the hero, taking hits first and wilting within a second or two.

Damage a second: 25.8 on one pinned monster, 25.2 on a crowd of five (all of them).

Special: Overgrowth

Overgrowth

Vines burst up under the five monsters nearest and seize them, and the Bloom's bulb closes round the hero (untouchable) while its vines whip what's near.