# Mythforge Games - Earth Magic VFX 

**URL:** <https://forums.unrealengine.com/t/mythforge-games-earth-magic-vfx/2855817>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [November 14, 2026, 1:27pm UTC](https://forums.unrealengine.com/t/mythforge-games-earth-magic-vfx/2855817 "2026-11-14T13:27:44Z")\
**Posts on this page:** 1\
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**Author:** ![MatousLorinc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MatousLorinc](https://forums.unrealengine.com/u/MatousLorinc)\
**Post date:** [November 14, 2026, 1:27pm UTC](https://forums.unrealengine.com/t/mythforge-games-earth-magic-vfx/2855817/1 "2026-11-14T13:27:44Z")

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Niagara effects for earth magic: a stone bolt, a hurled boulder and a crystal lance with their impacts, an earth cast, a sand blast and a stream of sand, an earth circle and a burrow, weapon and armour enchantments that turn the gear to stone, an earthen slash and a ground slam, an earth spike, a ring and a line of spikes, a stone wall, a basalt pillar, an earthquake, a fissure, a meteor of stone, a rockfall, a crystal eruption, an earth nova, Cataclysm and the Titan's Fist, petrify, quicksand, a dazed target and a crystal prison, a sandstorm, an earth aura, a stone shield and a crystal ward. The ground answers: it cracks and grit hops before stone breaks out of it, dust rolls from the first frame, debris tumbles, bounces and crumbles away, and every blow leaves the ground cracked with amber light in the cracks. A kit of meshes comes with it: rocks, a boulder, a stone shard, three stone spikes, basalt columns, a rock pillar, a wall, three amber crystals, a crystal lance and a titan's fist.

WHAT'S INCLUDED

- Projectiles: a shard of stone with dust and grit in its wake, a tumbling boulder, and a lance of amber crystal, each with its own impact - the ground cracked and debris thrown, the boulder smashed into chunks under a wall of dust, amber crystals bursting up where the lance lands

- Casts: stones and grit thrown out of the hand, a blast of sand, a looping stream of sand, a looping earth circle under the caster with stones circling it, and a burrow - the caster is gone into the ground in a plume of dust

- Weapon enchantments, shown on a simple sword included in the pack: the blade turned to stone - granite plates with amber light breathing in the seams - crumbling grit; the stone climbing the blade as stones circle in onto it; and the stone shell bursting off in chunks

- Armour enchantments, shown on a simple armour on a stand: the plates turned to stone with stones circling them; the stone climbing from the skirt to the neck before spikes break out of the ground round its feet; and the stone shell bursting off when struck

- The stone coating is a material: put it on your own weapon or armour as an Overlay Material (its Coverage makes the stone climb the mesh), or set an enchantment's coat to your mesh

- Weapon attacks: an earthen slash (a crescent of force flinging grit and stones) and a ground slam that splits the ground forward with spikes breaking out along the split

- Stone that breaks out of the ground: an earth spike, a ring of spikes round a target, a line of spikes running forward, a 7 m stone wall rising in three pieces, a clump of basalt columns punching up - each after the ground cracks and grit hops, each sinking back

- Area spells: an earthquake that shakes the ground for three seconds, a fissure splitting the ground with amber light glowing out of it, a meteor of stone falling out of the sky, a rockfall, a crystal eruption, and an earth nova rolling out over the ground

- Cataclysm: the earth circle glows on under the caster while the ground shakes, then the ground shatters - a ring of basalt pillars breaks out round the caster, a crown of spikes in the middle, boulders thrown into the air and a wall of dust rolling out

- Titan's Fist: a 4 m fist of stone punches up out of the cracked ground and sinks back into it

- The cracks: every blow cracks the ground - the cracks run out glowing amber, cool and stay dark until they fade

- Status: petrified (stone climbs over a target into a shell that bursts), quicksand, a dazed target with stones circling its head, and a crystal prison

- Looping effects: a sandstorm, an earth aura, a stone shield of slabs circling a crystal ward, and a crystal ward

- Projectiles and looping effects run while they are active: attach a projectile to your actor 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

- An overview map that fires every effect on a loop, the projectiles flying in and striking the ground, the enchantments on the sword and armour, and a sword wearing the stone coating as an Overlay Material

TECHNICAL DETAILS

- Niagara systems: 40, all CPU; the three projectiles, the sand stream, the earth circle, the blade and armour enchantments, quicksand, dazed, the sandstorm, the aura, the stone shield and the crystal ward loop; the rest are one-shot bursts

- The sword enchantments 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 enchantments 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: master materials for additive glow, translucent glow and flat colour, drawn light (circles, rings, the slash), bursts of earth power, dust and sand, the ground cracks, stone (with glowing seams, crumbling away by its alpha), amber crystal (growing from its foot), the sandstorm funnel, the stone coating and the demo sword and armour, with their instances, plus the overview's ground material

- Stone that breaks out of the ground grows from the mesh's foot: spikes, columns, walls and the fist have their pivot at the foot; the crystal material can grow a crystal from its foot to its tip

- Colour: the light takes its colours from an amber ramp texture; every material that draws colour has Hue Shift and Color Tint parameters - set them on an instance to recolour every effect that uses it

- Textures: two 4096 x 4096 flipbooks (a burst and smoke, 64 frames each), a colour ramp, the ground cracks, stone seams, the earth circle, a rune ring, stone chips, a slash, a vortex, a streak, a ring, a trail, glow, spark, mote, sparkle, flare and noise textures

- Meshes: three rocks, a boulder, a stone shard, three stone spikes, basalt columns, a rock pillar, a wall, three amber crystals, a crystal lance, a titan's fist, a funnel, a sphere, and the demo sword, armour and armour stand, which have simple collision

- LODs: none on the meshes, which are all light; 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.

> **[Earth Magic VFX](https://www.fab.com/listings/d7591261-3449-4cb0-8adb-5454994f95a6)**
>
> Niagara effects for earth magic: a stone bolt, a hurled boulder and a crystal lance with their impacts, an earth cast, a sand blast and a stream of sand, an earth circle and a burrow, weapon and armour enchantments that turn the gear to stone, an...
