Spells & Sorceries (Patch 3.1)



 Notable changes from previous patch
 * All Gauntlets:
 * Sorcery cooldowns are now rarity dependent:
 * Cooldown is now 18/16/15/14/13 for all Gauntlets except Stone
 * Stone's Boulderfall cooldown is now 14/13/12/11/10
 * Mana costs are now independent of rarity.
 * Fire Gauntlet:
 * +18% Cast Speed
 * Fireball's damage is now 25/30/34/38/42 from 25/30/34/36/38.
 * Mana cost is now 17 from 20/18/17/16/15.
 * Fireball collision reduced by ~30%.
 * Flamewall duration decreased from 15s to 6s.
 * Flamewall cast animation increased from 0.6s to 0.8s.
 * All flames now deal 18 DPS up from 12 DPS.
 * Toxic Gauntlet:
 * +18% Cast Speed
 * Toxic Spray's damage reduced to 30/36/41/46/51 from 30/36/41/43/46.
 * Mana cost is now 17 from 20/18/17/16/15.
 * Spray now dissipates after 0.65s in the air (prev 2s).
 * Reduced spread by 17%.
 * Reduced pellet physics size by 50%.
 * Toxic Cloud cast animation increased from 0.8s to 1.2s.
 * Toxic Clouds, Puddles & Mist now deal 18 DPS from 12 DPS.
 * Frost Gauntlet:
 * +18% Cast Speed
 * Hover on aim now base behaviour.
 * Mana cost now 24-48 from 30-60 / 27-54 / 24-48 / 21-42 / 20-40.
 * Stone Gauntlet:
 * +18% Cast Speed
 * Shockwave's damage is now 30/39/42/45/50 from 30/39/42/44/45.
 * Mana cost is now 21 (from 25/23/21/20/19).
 * Boulderfall damage increases faster. Min damage increased from 20 to 30.
 * +65% longer windup animation.
 * Wind Gauntlet:
 * +15% Cast Speed
 * Wind Shear's damage is now 6/8/9/11/12 from 7/9/10/11/12. (post-hotfix)
 * Mana cost is now 9 (from 9/9/9/8/8).
 * Tornado cast animation increased from 0.9s to 1.3s.
 * Ignite / Toxic Tornados now deal 18 DPS from 12 DPS.
 * Tornado damage radius reduced by 40%.
 * Now only applies ignite upon exiting.
 * Lightning Gauntlet:
 * +5% Cast Speed
 * Removed 0.4s windup animation delay
 * Aim Assist reduced
 * Lightning Bolt's damage reduced to 7/8/9/10/11 from 7/8/9/9/10.
 * Mana cost is now 9 from 9/9/9/8/8.
 * Lightning Strike's cooldown is now 18/16/15/14/13 from 15.
 * Lightning Strike damage increased from 20 to 25.
 * Gravity reduced by 25%
 * Does not affect Shockwave, Springstep, Featherfall, or Bedrock fall speed.
 * Wind Surge 35% reduction removed

Gauntlets of different elements may be equipped in both the right (primary) and left (secondary) hand respectively. The Gauntlets' imbued elements dictate which Spells & Sorceries the player has access to.

Players start the match with a Gauntlet in their primary hand, whose element will correspond to their Class. This primary Gauntlet can only be upgraded in rarity, unlike the offhand one which may be swapped out freely. Without a Gauntlet equipped, they can only fire a weak arcane spell which deals 10 damage.

Spells have no cooldown, but require mana to be cast. The more powerful Sorceries do have a cooldown, but don't require mana to cast.

Elements combine with each other in various unique ways, for more info see Elemental Interactions.

Gauntlet Mechanics
There are a number of mechanics tied to specific Gauntlets and their corresponding Classes, but this section will only cover the universal ones.

Equipping Gauntlets
Gauntlets along with other equipment is dispersed across the Hollow Lands in BR, or looted from Vowguards / The Merchant in Dominion. However, higher rarity loot is only found at Elemental Shrines or in Chests, with  rarity being limited to  Mana Vaults. The Spellslinger Talent unlocks the ability to store and swap Gauntlets through the hotbar. Gauntlet swapping resets Sorcery cooldowns.

Spell Damage modifiers, as the name suggests, amplifies the damage of Gauntlet Spells, it stacks additively. (Base * Total Spell Damage %)

Mana Recharge & Hover Mechanics
Players start out with a base max mana of 50 / 70 (BR / Dominion), which may be increased through Amulets or Mana Blessings. This will limit the amount of Spells cast in quick succession. They also cannot cast Spells while levitating. Once a player has depleted all their mana, they are locked out from casting Spells and levitating until they fully recharge it over 1 second. However, they're free to perform actions which don't require mana, such as using Runes or casting Sorceries.

Each Gauntlet's main Spell has a different cast time and recovery time, both collectively referred to as Cast Speed. These saw a substantial increase in Chapter 2. Cast time denotes the duration of the cast animation, whilst recovery time denotes the time delay before casting the next spell or mana recharging after firing. Some gauntlets have an additional mana recharging delay added on top of their recovery time:


 * The Frost Gauntlet 3.1.png Frost Gauntlet  and Lightning Gauntlet 3.1.png Lightning Gauntlet each have an additional mana recharging delay of 0.5 s & 0.57 s respectively.


 * Using adds a mana recharge delay of 0.95 s.

Aiming a Sorcery or Ice Lance while airborne will cause a player to hover, greatly reducing the effect of gravity. May be cancelled with a Spell-input. Casting Spells while airborne prevents acceleration and applies a small amount of friction.

Projectile & Crosshair Mechanics
Projectiles can collide with both opponents and squadmates alike. However, only damage and Crowd Control the caster is capable of self-inflicting, can afflict their squadmates.

Spellbreak's crosshair is attached to a third person camera that's slightly to the right of the in-game character firing the spells. When aiming at far away targets, this doesn't impact the player's aiming experience much compared to a traditional FPS. But when aiming at nearby targets, the discrepancy between their relative positions causes issues. To compensate for this, there's a special rule in place for very fast projectiles:

"For targets closer than 10 meters, the Ice Lance and  Lightning Bolt projectiles will only hit if the player's crosshair was aimed directly at their hitbox upon firing."

The rule doesn't apply for distances above 10 meters, nor for other Spells.

Elemental Interactions
The following table lists all elemental interactions between Spells & Sorceries.

Mouseover to read their effects.

All the elemental interactions listed are universal. This means that everyone can combo and interact with the elements the same regardless of who they originated from.