Godot
Add the strip to AnimatedSprite2D/SpriteFrames with 11 or 12 horizontal cells and one row. Play at about 14.3 frames per second, with Loop off. Align the origin from effects.json.

Released pack · Wyrm & Wand · N8
Mythic Spells & Effects · 12 Animated Spell Effects · v1.1
Thunder, sunlight, foxfire and shadow, shaped into short, readable moments of supernatural force.
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Inspiration & worldbuilding
Magic is easier to believe when its appearance suggests where it comes from. A descending thunder strike, a solar flare, a foxfire apparition and a flock of crows should not all feel like the same projectile in a different colour. Mythic Spells gives each effect a named mythological or folkloric cue, so a game's magic can carry a sense of place and allegiance as well as damage.
Build a spellbook whose pages belong to different traditions. Thunder can announce a direct challenge; stone and shadow can imply a curse; feathers and fire can suggest motion, transformation or a ritual boundary. These are possible worldbuilding roles, not predefined mechanics. You decide whether an effect is an attack, a summon, an ability marker or a story event.
Every effect has an authored wind-up, release and peak, with a shared origin across its frames. Most thin out toward the end; four leave their central object visible for your own fade or hold. The original and smaller editions share the same sequence, so you can choose the visual scale without changing the identity of the spell. The gallery below shows all twelve at the supplied timing.
Inside the collection
Play each spell individually or use Play previews to animate the visible cards. Playback uses the authored 70 ms frames with a 350 ms pause between casts.
These display-sized previews show the artwork in the book. Your purchase includes the original game files.
11 frames · 770 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
12 frames · 840 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
12 frames · 840 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
12 frames · 840 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
11 frames · 770 ms per cast · 70 ms per frame
12 frames · 840 ms per cast · 70 ms per frame
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | ground: (192, 300) on 384 × 384 |
| Bonus origin | ground: (48, 75) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | ground: (192, 300) on 384 × 384 |
| Bonus origin | ground: (48, 75) on 96 × 96 |
| End behaviour | Ends with the hammer still visible. Fade it out in your engine, or loop frames 1 to 11 as a hold. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (191, 179) on 384 × 384 |
| Bonus origin | center: (48, 45) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 12 frames · 840 ms |
|---|---|
| Original origin | ground: (192, 330) on 384 × 384 |
| Bonus origin | ground: (48, 82) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (192, 215) on 384 × 384 |
| Bonus origin | center: (48, 54) on 96 × 96 |
| End behaviour | Ends with the three flames still visible. Fade them out in your engine, or loop frames 1 to 11 as a hold. |
| Frames / cast | 12 frames · 840 ms |
|---|---|
| Original origin | ground: (192, 312) on 384 × 384 |
| Bonus origin | ground: (48, 78) on 96 × 96 |
| End behaviour | The eye is gone in frame 12; only the stone point remains. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (194, 187) on 384 × 384 |
| Bonus origin | center: (48, 47) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 12 frames · 840 ms |
|---|---|
| Original origin | ground: (192, 308) on 384 × 384 |
| Bonus origin | ground: (48, 77) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (192, 188) on 384 × 384 |
| Bonus origin | center: (48, 47) on 96 × 96 |
| End behaviour | Ends with the drum still visible. Fade it out in your engine, or loop frames 1 to 11 as a hold. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (191, 187) on 384 × 384 |
| Bonus origin | center: (48, 47) on 96 × 96 |
| End behaviour | Fades out on its own. |
| Frames / cast | 11 frames · 770 ms |
|---|---|
| Original origin | center: (190, 181) on 384 × 384 |
| Bonus origin | center: (48, 45) on 96 × 96 |
| End behaviour | Ends with the pearl still visible. Fade it out in your engine, or loop frames 1 to 11 as a hold. |
| Frames / cast | 12 frames · 840 ms |
|---|---|
| Original origin | ground: (192, 330) on 384 × 384 |
| Bonus origin | ground: (48, 82) on 96 × 96 |
| End behaviour | Fades out on its own. |
Inside the download

| Artwork | 12 effects: 8 with 11 frames, 4 with 12 frames |
|---|---|
| Frame totals | 136 frames per edition; 272 individual PNG files across both sizes |
| Frame sizes | 384 × 384 px originals and 96 × 96 px bonus frames |
| Playback | 70 ms per frame (about 14.3 frames per second); 770 or 840 ms per cast |
| Strips | 24 one-row PNG strips: 12 per edition; 11 or 12 cells, no padding |
| Strip dimensions | Original: 4224 × 384 or 4608 × 384. Bonus: 1056 × 96 or 1152 × 96 |
| Origins | Ground or centre anchor per effect, documented in effects.json and below |
| Transparency | 32-bit RGBA; soft, straight alpha. Normal alpha blending intended |
| Viewing extras | 12 dark-background GIF previews; these are not transparent game assets |
| End handling | One-shot sequences. Thor, Kitsune, Raijin and Dragon Pearl leave an object visible; apply your own fade or hold |
| Current package | Version 1.1 · 40.17 MiB ZIP (42,120,853 bytes) |
| Included documentation | README and license; effects.json |
| Engine delivery | PNG image assets with written import guidance; no native engine project, scripts or prefabs |
| Audio | No sound effects included |
| Production notes | Editions and file preparation are described in the included README and license. |
From download to scene
The included README provides the pack-specific setup. These are image assets you configure in your engine.
Add the strip to AnimatedSprite2D/SpriteFrames with 11 or 12 horizontal cells and one row. Play at about 14.3 frames per second, with Loop off. Align the origin from effects.json.
Import as Sprite Multiple, slice 384 × 384 or 96 × 96 cells. Set custom pivot X = origin x / size and Y = 1 − origin y / size. Use the intended 70 ms timing; the included README’s 14 samples/second is a close approximation.
Import the _strip11 or _strip12 sheet, set about 14.3 frames per second and the supplied origin. Handle Animation End explicitly. Use normal alpha blending; additive blending can erase dark heads, crows, hammers or drums.
Use it in your game
This is a summary of this release’s LICENSE.txt. The file supplied in your purchase contains the full terms, including warranty and termination provisions.
Secure checkout through Stripe. Download after payment; recover purchases through My downloads.
You are buying version 1.1 and the contents listed here. No future pack, format or update is promised by this listing.
For a file, download or purchase problem, email support@wyrmandwand.com with the pack name and your purchase email. For itch.io orders, you can also use the pack’s itch.io page.
12 distinct one-shot effects;136 unique frames in each of two sizes,24 one-row strips and12 viewing GIFs.