# Mythforge Games - Nature Magic VFX 

**URL:** <https://forums.unrealengine.com/t/mythforge-games-nature-magic-vfx/2855801>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [November 14, 2026, 12:48pm UTC](https://forums.unrealengine.com/t/mythforge-games-nature-magic-vfx/2855801 "2026-11-14T12:48:07Z")\
**Posts on this page:** 1\
**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, 12:48pm UTC](https://forums.unrealengine.com/t/mythforge-games-nature-magic-vfx/2855801/1 "2026-11-14T12:48:07Z")

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Niagara effects for nature magic: a thorn bolt, a seed pod that bursts into bloom, whirling leaf blades and a spirit hawk with their impacts, a lifestream, a leaf step, a druid circle, weapon and armour enchantments that overgrow the gear with living bark, a vine whip and a bear's maul, spirit animals - a bear, a wolf pack, rabbits and a stag - and Wild Shape, healing blooms, entangling vines, roots, a swarm, spore poison, thorn fields and walls, root eruptions, a thorn nova, a spore cloud, a leaf storm, a nature aura, a thorn shield, a grove gate and the Ancient Tree. Every plant grows out of the ground root to tip and withers back. A kit of meshes comes with it: vines, roots, thorns, a bramble, flowers, sprouts, a toadstool, a tree, bark plates and the spirit animals.

WHAT'S INCLUDED

- Projectiles: a great thorn trailing leaves and wind, a glowing seed pod, razor leaves whirling round their flight, and a hawk of living light, each with its own impact - thorns burst up out of greening ground, the seed bursts into flowers, sprouts, grass and petals, the leaves cut and scatter, the hawk's talons rake across

- Casts: leaves and petals thrown from the hand, a vine whip (a crescent of thorned vine), a looping lifestream carrying leaves and petals along a beam to an ally, a leaf step that bursts the caster into a whirl of leaves, and a druid circle that turns under the caster while sprouts grow round it

- Weapon enchantments, shown on a simple sword included in the pack: the blade overgrown with living bark - plates and furrows, moss, sap of light pulsing up the cracks - with a vine coiling up it and leaves fluttering off; the vine and bark growing up the blade as the enchantment takes hold; and the blade flaring out in bark splinters, thorns and leaves

- Armour enchantments, shown on a simple armour on a stand: Barkskin - the plates overgrown with bark while flowers sprout from the shoulders and leaves circle it; bark plates flying in and vines climbing from its feet as the bark covers it; and the armour bursting thorns outward all round it when struck

- A bear's maul: four claw rakes of light tear across as a spirit bear rears behind them

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

- Spirit animals, meshes of living light that materialise out of leaves and dissolve back into them: a bear that rises out of the ground reared up, drops onto all fours and slams the ground in a ring of thorns; a pack of wolves bounding forward in long leaps; rabbits scattering in hops; a stag standing in a ring of flowers under a shaft of sunlight; and Wild Shape - leaves whirl round the druid and burst as the spirit of a bear rises

- Healing: a healing bloom (rings of light rising, flowers opening at the feet), a looping regrowth, and Wild Growth - an area bursting into bloom

- Control and status: Entangle - vines burst up in a ring and curl over the target while roots break the surface - and looping rooted, insect swarm and spore poison effects

- Area spells: a thorn field, a thorn wall, roots erupting along a line, a thorn nova, a spore cloud of toadstools and violet haze, and a looping leaf storm

- The Ancient Tree: a gnarled tree grows up out of the ground in seconds, its canopy bursting into leaves and blossom, fireflies and sunlight in it, then it sheds its leaves and sinks back into the ground

- Looping effects: a nature aura, a thorn shield and a grove gate

- Life grows: vines, roots, thorns, flowers and the tree grow out of the ground from root to tip behind a glowing tip and wither back the same way; leaves, petals and grass crumble into light at the end of their lives

- The ground turns lush: the ground hits spread moss with glowing roots and small blossoms that fade

- 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 bark coating as an Overlay Material

TECHNICAL DETAILS

- Niagara systems: 42, all CPU; the four projectiles, the lifestream, the druid circle, the blade and armour enchantments, regrowth, rooted, the swarm, spore poison, the leaf storm, the aura, the thorn shield and the grove gate 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, living light, glyphs, life bursts, smoke, lush ground, foliage, plants, spirits, a shell of light, the bark coating and the demo sword and armour, with their instances, plus the overview's ground material

- Colour: the light takes its colours from a ramp texture - life, blossom, spore and autumn ramps on their 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

- The plant material's Grow Mode: 1 grows the mesh root to tip with Particle Color alpha, 0 dissolves it into embers; its growth reads the mesh's second UV channel, so your own meshes can grow with it

- Textures: two 4096 x 4096 flipbooks (a life burst and smoke, 64 frames each), four colour ramps, a leaf atlas, a petal atlas, grass, the druid circle, glyphs, a ring with leaves, a vine slash, bear claws, a light shaft, wind, lush ground, bark, leaf veins, glow, mote, spark, flare, beam and noise textures

- Meshes: three vines (curling, thorny, coiling), two roots, a thorn, a thorn dart, a thorny stalk, a thorn cluster, a bramble, a flower, a sprout, a toadstool, the ancient tree, a seed pod, a leaf, three bark plates, two earth clods, a spirit bear (reared and on all fours), wolf, rabbit, stag and hawk, 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.

> **[Nature Magic VFX](https://www.fab.com/listings/c7689a48-aa62-4dfb-9657-fed0c4ac55a0)**
>
> Niagara effects for nature magic: a thorn bolt, a seed pod that bursts into bloom, whirling leaf blades and a spirit hawk with their impacts, a lifestream, a leaf step, a druid circle, weapon and armour enchantments that overgrow the gear with living...
