Niagara effects for death magic: a death bolt, a flaming skull and a bone spear with their impacts, a life drain, a shadow step, a grave circle, the dead clawing up out of the ground, weapon and armour curses that blacken and rot the gear, a reaper's slash and shadow claws, curses, plague, a soul torn out, a death mark, terror, a bone prison, blood magic, bone spikes, a corpse explosion, a death nova, a giant hand of the grave, a skull of doom, pestilence, desecrated ground, an unholy aura, a whirling bone shield and a grave portal. A kit of bone meshes comes with it: skulls, bones, spikes, a claw and a skeletal hand.
WHAT'S INCLUDED
- Projectiles: a death bolt wrapped in ghost fire and dark smoke, a skull wreathed in green fire, and a bone spear, each with its own impact - the bolt cracks the ground open and a screaming skull of light tears out of it, the skull shatters into bone and fire, the spear raises a cluster of bone spikes
- Casts: a burst of ghost fire and wraiths from the hand, a looping life drain - blood and soul light torn out of the victim flow back along the beam into the caster - a shadow step that dissolves the caster into black smoke and scattering wraiths, and a grave sigil that turns under the caster while a spell charges
- Raise Dead: the sigil opens, the ground cracks, skeletal hands claw up out of it one after another, souls rise, and the dead let out a wail
- Weapon curses, shown on a simple sword included in the pack: the blade blackened and rotting - corroded black metal with veins of green light pulsing up through it, ghost fire licking off its edges, ichor dripping from its point; the rot climbing the blade from guard to tip as the curse takes hold; and the cursed blade flaring out in fire, bone splinters and a wailing soul
- Armour curses, shown on a simple armour on a stand: the plates blackened and rotting while bones circle the armour and a dark mist creeps at its feet; souls, smoke and bones spiralling in as the rot climbs the plates; and the cursed armour bursting outward in bone, smoke and fire when struck
- Weapon attacks: a reaper's slash, a crescent that frays into wisps and tears souls off its arc, and shadow claws, two rakes of three
- The rot coating is a material: put it on your own weapon or armour as an Overlay Material (its Coverage makes the rot climb the mesh), or set a curse's coat to your mesh
- Curses and status effects: a curse - a skull of light over the target's head, runes circling it, ichor dripping, a shadow clinging to the body - a plague with sickly gas, bubbles, dripping ichor and flies, a soul torn out of a target, a death mark that pulses faster and faster for two seconds and then bursts, terror - wailing wraiths spiralling out of the target - and a bone prison, ribs that burst up round the target and curl over it like a cage
- Blood magic: a blood bolt with its splash, blood boil - bubbles of blood welling up and popping round the caster - a blood nova that sprays drops and spatters the ground, a looping bleed, and a blood ritual that draws streams of blood up from a circle into the caster
- The dead rise from below: bone spikes burst up all over an area or one after another along a line, Grasp of the Grave - a giant skeletal hand bursts up out of the ground under a target, holds, and crumbles to embers - and Doom - a giant horned skull rises out of the ground, its eyes blaze, and it plunges back into it
- Area spells: a corpse explosion of bones, skulls, blood and fire, a death nova rolling out over the ground, a pestilence cloud that hangs for six seconds, and desecrated ground that rots and cracks open while ghost fire flickers up and hands claw out of it
- Looping effects: an unholy aura, a bone shield - bones and skulls whirling round the character in a shell of death - and a grave portal swallowing smoke and souls into a black void
- Bone dissolves: every skull, bone, spike, claw and hand crumbles away into green embers at the end of its life
- Death leaves a mark: the ground hits spread desecrated ground with glowing fissures and veins that fade, blood hits spread splatters that dry away
- Projectiles and looping effects run while they are active: attach a bolt to your projectile and deactivate it on hit, and its trail fades on its own
- Impacts follow the surface they hit: turn them to the hit's normal and their bursts work on floors and walls alike
- Scale the actor and the effect scales with it, keeping its timing
- Layers: a grave sigil, rings of soul light, skull faces, wraiths, runes, a reaper's crescent, claw rakes, columns of soul light, ghost fire, simulated necrotic bursts, dark smoke, plague gas, blood mist, blood drops and splatters, bubbles, soul embers, sparks, bone meshes and spectral bone, desecrated ground, a shell of death, darkness and lights
- An overview map that fires every effect on a loop, the projectiles flying in and striking the ground, the curses on the sword and armour, and a sword wearing the rot coating as an Overlay Material
TECHNICAL DETAILS
- Niagara systems: 42, all CPU; the four projectiles, the life drain, the grave circle, the blade and armour curses, the curse, the plague, the bleed, desecrated ground, the aura, the bone shield and the portal loop, the rest are one-shot bursts
- The sword curses run along the system's +Z from its origin (the grip) to 1 m: attach them to a weapon socket with +Z along the blade. The armour curses sit around the origin: attach them to a chest or spine socket
- Scalability: every system has a Niagara Effect Type - one for the bursts, one for the looping effects - with distance culling and instance limits
- Materials: fourteen master materials (additive glow, translucent glow, spectral light, spectral runes, ghost fire, necrotic burst, smoke, desecrated ground, blood, shell of death, bone, spectral bone, rot coating, and one for the demo sword and armour) and thirty-eight material instances, plus the overview's ground material and its instance
- Colour: the light takes its colours from a ramp texture - a death ramp, and a blood ramp on the blood instances; every material that draws colour has Hue Shift and Color Tint parameters - set them on an instance to recolour every effect that uses it; shimmer, streaks, erosion, vein glow, cavity glow, ember glow, rim glow and opacity are instance parameters too
- Textures: two 4096 x 4096 flipbooks (a necrotic burst and smoke, 64 frames each), a death ramp and a blood ramp, and grave sigil, skull, wraith, runes, soul ring, slash, claws, ghost flame, desecrated ground, veins, bubble, blood drop, blood splatter, glow, mote, spark, flare, beam and noise textures
- Meshes: a skull and a horned skull (their eye sockets glow), three bones, four bone spikes (straight, curved, splintered and a cluster), a claw, a skeletal hand, a bone spear, a sphere, and the demo sword, armour and armour stand, which have simple collision
- LODs: none on the meshes; every system culls by distance through its Effect Type
- The lights' specular is off, so a low camera sees no bright streak on the ground
SUPPORT
Questions or a problem with the pack: write to me through my Fab seller page.