The addon adds eight spells to Tensura’s magic system. All are cast the normal way — hold to
charge a magic circle, release to fire.
They cover eight different jobs. Static Chain is a cheap, spammable crowd tool you will use
constantly; Kamehameha is an expensive single-target execution beam you will use once per fight;
Gravity Well is a control spell — it does not win the fight itself, it stops the enemy leaving it;
Heaven’s Lance is a telegraphed area nuke — huge damage, but everyone sees it coming;
Dimension Rend is a close-range crowd gatherer — it drags enemies into a rift and seals it on them;
Dragon Fang is a long line strike — a lightning dragon that tears through everything in its path;
Spirit Bomb is a group nuke — the more friends lend you their power, the bigger it gets;
Meteor Call drops a burning rock on a spot you mark — it scatters and burns whatever it hits.
All numbers below are server-configurable defaults.
A chaining lightning arc. It leaps between nearby targets, leaving each one glowing and
slowed.
Charging the cast fully adds more hops and holds its damage longer, so a charged Static Chain is
a genuine crowd-clear rather than a slightly bigger single hit.
The glow is worth remembering — it marks targets through walls for you and everyone else.
| Normal | Charged | |
|---|---|---|
| Cast time | 1.5s (1s mastered) | held past base cast time |
| Magicule cost | 120 | 200 |
| Cooldown | none | none |
| First-target damage | 20 | 35 |
| Damage per hop | 65% of previous | 80% of previous |
| Maximum targets | 4 | 8 |
| Acquire range | 14 blocks | 14 blocks |
| Jump between targets | 6 blocks | 6 blocks |
| Splash per strike | 1.5 blocks | 1.5 blocks |
Each target hit also takes Glowing for 3 seconds and Slowness III for 1.5 seconds.
It has no cooldown. That is the single most important fact about this spell. At 120 magicule a
cast you are limited only by your magicule pool and the 1.5-second charge, which makes Static Chain
this addon’s default answer to almost any group of enemies.
Charging changes the shape, not just the size. A normal cast hits 4 targets with damage falling
off fast — 20, 13, 8, 5. A charged cast hits 8 targets with damage falling off slowly — 35, 28, 22,
18, 14, 11, 9, 7. The eighth target of a charged cast takes about as much as the third target of a
normal one. Against two or three enemies charging is barely worth the extra 80 magicule; against
six or more it roughly triples your total output.
The 6-block jump limit is the real constraint. The arc can only reach a target within 6 blocks
of the previous one, so a tightly packed group chains fully while a spread-out group stops early
regardless of how many hops you have available. Fighting in a corridor or a cave mouth gets far
more out of this spell than fighting in the open.
Slowness III stacks up. Every target the chain touches is slowed, so a charged cast into a
crowd does not just damage the group, it stops it moving. Against melee mobs that is often worth
more than the damage.
A charged energy beam. Hold to charge, release to fire a beam that tracks where you aim and
detonates against terrain.
You learn Kamehameha by mastering Thunder Lance.
Once you have mastered Kamehameha itself, a fully charged cast fires a wider, stronger
variant. Until then, charging only affects the beam’s power, not its shape.
Because the beam tracks your aim while firing, it rewards holding the shot on a moving target
rather than leading it like a projectile.
| Normal | Charged | |
|---|---|---|
| Charge time | 3s (2s mastered) | held past base charge time |
| Magicule cost | 2,500 | 5,000 |
| Cooldown | 10s (3s mastered) | 3s |
| Damage per hit | 20 | 35 |
| Beam thickness | 1.5 blocks | 2.5 blocks |
| Beam duration | 3s | 5s |
| Explosion radius | 1.5 blocks | 3 blocks |
| Reach | 40 blocks | 40 blocks |
The final second of the beam is a fade-out.
This is the number people misread. The beam hits everything inside it repeatedly for as long as
it lasts. A normal beam listing 20 damage burns for 3 seconds; anything that stays in it the whole
time takes many multiples of 20. Total output depends entirely on how long you keep the beam on
target, which is why aim-tracking matters so much.
A charged beam is therefore far more than the 35-vs-20 comparison suggests: it hits harder, it is
wider so targets are less likely to slip out, and it lasts nearly twice as long. Against a single
large target that compounds into roughly triple the total damage.
Before mastery, Kamehameha is a slow, expensive nuke: 3 seconds of standing still, 2,500 magicule,
then a 10-second cooldown. It is genuinely awkward to use in a real fight.
Mastery changes three things at once — charge drops to 2 seconds, cooldown drops to 3 seconds, and
the charged variant unlocks. That takes it from a once-per-fight opener to something you can
realistically fire two or three times in an engagement.
Do not lead the target. The beam follows your crosshair for its whole duration, so track the
target rather than predicting where it will be. A moving boss takes full duration damage if you
simply keep looking at it.
Aim at the ground behind grouped enemies. The beam explodes where it meets terrain, so a shot
that terminates just behind a group adds the explosion on top of the beam damage.
Watch your magicule, not your cooldown. At 5,000 per charged cast, most builds run out of
magicule long before the 3-second cooldown becomes the limiting factor.
A collapsing sphere of warped space. Hold to charge, release to plant the well where you are
aiming — up to 24 blocks away, on the first surface your crosshair meets, or in open air at
full range.
You learn Gravity Well by mastering Burden, Tensura’s base offensive gravity spell, once you
have at least 50,000 EP.
While the well lasts, everything living inside its radius is dragged toward the centre. The
pull is strongest at the rim — the further a target claws away, the harder the well hauls it back.
Flight and dash escapes are smothered: elytra close mid-air, and leaps or dashes out of the sphere
simply die at its edge.
Once a second, the well crushes everyone inside for a fraction of their maximum health, so
big targets take big hits. A single crush hit is capped, so it wears bosses down rather than
deleting them.
By default the well does not pull or crush players in your own nation.
| Normal | Charged | |
|---|---|---|
| Charge time | 3s (2s mastered) | held past base charge time |
| Magicule cost | 500 | 900 |
| Cooldown | 25s (18s mastered) | 18s |
| Radius | 6 blocks | 9 blocks |
| Duration | 8s | 10s |
| Crush per second | 3% of max health | 5% of max health |
| Placement range | 24 blocks | 24 blocks |
As with Kamehameha, the charged variant unlocks only once you have mastered Gravity Well
itself and keep holding past the normal charge time.
It is a trap, not a nuke. Eight seconds of 3% per second is 24% of a health bar — real, but
not lethal. The value is everything else that happens to a target that cannot move: your melee,
your beam, your nation-mates’ focus fire.
Pair it with Kamehameha. The well holds targets inside a beam that hits repeatedly for its
whole duration. Planting a well and firing a beam through it is this addon’s most reliable
damage combo.
Aim at the ground, not the enemy. The well anchors on the first surface you hit. Planting it
at a group’s feet centres them in the pull; aiming at a body can overshoot and anchor on the wall
behind.
Percent crush loves big health bars. Against high-HP targets the crush outdamages spells with
flat numbers — the cap is what keeps it honest against bosses.
A pillar of holy light called down from the sky. Hold to cast, then release to mark the ground
you are aiming at — up to 32 blocks away. Aim at grass or flowers and the strike lands on the
ground beneath them. Aim at open sky and the cast simply fizzles: no magicule, no cooldown.
You learn Heaven’s Lance by mastering Solar Flare, Tensura’s greatest light spell, once you
have at least 200,000 EP.
For 3 seconds after you release, five rune circles gather in the sky above the mark and a
golden ring outlines the strike zone on the ground — and a rising chorus plays. Everyone nearby
sees and hears it coming. Then the lance slams down: holy damage that is heaviest at the centre
and fades toward the edge of the ring.
Undead take triple damage — the lance is pure purifying light. Your own subordinates, pets and
mount are never hit, and by default neither are players in your party or nation. Even the biggest
bosses are struck wherever they reach into the ring, not only when they stand in it.
The caster has to survive the wind-up. If you die, log out or change dimension before the
lance lands, it fizzles — even if you respawn in time.
| Value | |
|---|---|
| Cast time | 3s (2s mastered) |
| Magicule cost | 30,000 |
| Cooldown | 30s (20s mastered) |
| Aim range | 32 blocks |
| Wind-up | 3 seconds |
| Strike radius | 6 blocks |
| Damage | 300 at the centre, falling to 120 at the edge |
| Second lance (mastered) | 1s later, 3.5 blocks, 150 at the centre |
Once you have mastered Heaven’s Lance itself, a smaller second lance strikes the same spot one
second after the first.
It is a zone, not a target. Three seconds is plenty of time for a player to walk out of a
6-block ring, so the lance shines against things that cannot or will not move: a mob pack, a
boss, a defended choke point — or anyone held by a Gravity Well.
Gravity Well plus Heaven’s Lance is brutal. Plant the well, mark its centre, and the targets
are still being dragged inward when the light lands.
The second lance punishes the dodge. Mastered, anyone who steps out of the ring and back in
after the first strike walks straight into the follow-up.
Protect yourself while it charges. Killing the caster is the counterplay, so cast from cover
or behind your allies.
A tear in reality, ripped open right in front of you. Hold to cast, then release: the rift opens
3 blocks ahead of you, 7 blocks wide, level with your chest. It always opens — there is no
aiming and terrain never makes it fizzle.
You learn Dimension Rend by mastering Dimension Cutter, Tensura’s space-cutting spell, once you
have at least 100,000 EP.
The tear opens with a burst of shards that hits everything in a cone in front of you. Then, for
3 seconds, the rift drags nearby enemies toward the line and grinds anything touching it.
Finally it snaps shut in a burst that hits everything close to the tear.
Bosses take all the damage but cannot be dragged. Your own subordinates, pets and mount are
never hit, and by default neither are players in your party or nation. Another player is only
pulled once one of the rift’s hits has actually landed on them — if the server or a claim stops
you hurting them, it stops the pull too.
Walls do not shield against the shards, the rift or the seal, but blocks still stop a dragged
target.
The caster holds the rift open. If you die, log out or change dimension before it seals, it
closes early with no final burst — even if you respawn in time.
| Value | |
|---|---|
| Cast time | 1.5s (1s mastered) |
| Magicule cost | 20,000 |
| Cooldown | 20s (12s mastered) |
| Tear | 3 blocks ahead, 7 blocks long |
| Shards | 60 damage, 7-block cone in front of you |
| Pull | enemies within 6 blocks, for 3 seconds |
| Rift | 10 damage every half second to anything within 1.5 blocks of the tear |
| Seal | 80 damage within 3 blocks of the tear |
| Mastered | two crossing tears in an X |
Once you have mastered Dimension Rend itself, the slash becomes an X of two crossing tears.
Each enemy is still hit once per burst, but the X pulls and grinds across far more ground.
Get close. The rift opens just 3 blocks in front of you, so this is a brawler’s spell — step
into the pack, release, and the rift does the gathering for you.
The full combo is the shards, the whole rift and the seal. An enemy caught from the first
instant to the last takes the most damage; anyone who breaks free of the pull escapes the seal.
Pair it with area damage. For three seconds the rift holds a crowd in one line — the perfect
moment for a Static Chain or anything else that hits groups.
Protect yourself while it is open. Killing the caster closes the rift early, so do not open it
alone in the middle of enemy players.
A spectral storm dragon made of lightning. Hold to cast, then release: the dragon forms and coils
around you, rears with a roar, then lunges along your aim — straight ahead, up or down —
for up to 28 blocks, stopping early at the first wall.
You learn Dragon Fang by mastering Thunder Rain, Tensura’s great lightning storm, once you have
at least 150,000 EP.
Everything the dragon passes through takes lightning damage once. Where it stops it bursts,
hitting everything close to that point — and a target standing right at the end takes both the
lunge and the burst.
The coil is the warning. Everyone nearby sees the dragon wrap around you and hears the roar
about a second before it strikes, so a quick enemy can step out of the line.
Walls stop it. The dragon never flies through a solid block, and the burst never reaches a
target hidden behind the wall it hit. Huge creatures are struck wherever the dragon passes through
them, not just at their feet.
Your own subordinates, pets and mount are never hit, and by default neither are players in your
party or nation.
The caster holds the dragon. If you die, log out or change dimension before it strikes, it
fades away with no burst — even if you respawn in time.
| Value | |
|---|---|
| Cast time | 2s (1.5s mastered) |
| Magicule cost | 25,000 |
| Cooldown | 25s (15s mastered) |
| Wind-up | about 1 second of coil and roar |
| Range | 28 blocks, or the first wall |
| Lunge | 120 damage to everything within 1.5 blocks of its path, once each |
| Burst | 60 damage within 3 blocks of where it stops |
| Mastered | twin dragons: 180 damage within 2.5 blocks of the path |
Once you have mastered Dragon Fang itself, a twin dragon spirals around the first. The
strike gets wider and stronger, but each enemy is still hit once by the lunge.
Line them up. The lunge hits everything in a straight line, so corridors, bridges and enemies
charging at you in a column are perfect targets.
Pin them against a wall. The dragon passes through creatures and only stops at a wall or at
full range, and the burst lands where it stops — so an enemy with their back to a wall takes the
lunge and the burst together.
Mind the wind-up. The coil gives you away. Cast from cover, or into enemies that are busy —
held by a Gravity Well, or caught in a Dimension Rend.
A sphere of holy light that your friends help you build. Hold to cast: the sphere gathers above
your head, and every player crouching within 12 blocks of you pours magicule into it, making
it bigger and stronger. Release to throw it: a slow, huge ball of light that bursts where it
lands.
You learn Spirit Bomb by mastering Kamehameha once you have at least 250,000 EP.
Lending power. To lend, crouch near the caster — a stream of light flows from you into the
sphere, and your action bar shows who you are lending to. Subordinates lend automatically: the
caster’s own, and those of any player who is lending. Up to 10 donors give at once, players
first, each giving 10,000 magicule a second. Nobody is ever drained below 20% of their
magicule: at that floor your stream stops and you see “Too drained to lend more”.
Size follows what was lent. With nothing lent, the bomb bursts in a 4-block radius for
200 holy damage. Fully charged — 300,000 magicule lent, about 3 seconds with ten donors —
it bursts in 12 blocks for 800. Damage falls to half at the edge of the blast and passes
through walls, and undead take triple damage.
The throw. The bomb flies at whatever you aim at, slowly — about 12 blocks a second, so
everyone can see it coming — and bursts on the first wall or creature it meets, or after
48 blocks. Once thrown it can’t be stopped, even if you die.
The charge depends on you. Let go before the minimum hold and the sphere fizzles: nothing is
spent and there is no cooldown. If you can’t pay the magicule cost when you let go, or you die, log
out or change dimension while charging, the sphere collapses and everything lent is lost.
Your own subordinates, pets and mount are never hit, and by default neither are players in your
party or nation. A stranger who lent you power is not spared — stand clear of the blast.
| Value | |
|---|---|
| Minimum hold | 3s (2s mastered) |
| Magicule cost | 30,000, paid when you throw |
| Cooldown | 60s (40s mastered) |
| Donors | crouching players within 12 blocks, plus subordinates; up to 10 at once |
| Lending rate | 10,000 magicule a second per donor, never below 20% of their magicule |
| Full charge | 300,000 magicule lent |
| Blast | 4 blocks / 200 damage empty, up to 12 blocks / 800 damage full |
| Edge of the blast | half damage |
| Flight | about 12 blocks a second, up to 48 blocks |
| Mastered | your own magicule feeds the sphere too (5,000 a second) |
Once you have mastered Spirit Bomb itself, your own magicule trickles into the sphere as well —
it always keeps enough back for you to throw it.
Bring friends. Alone, Spirit Bomb is an expensive 200-damage spell. With a group crouching
around you it becomes the biggest blast in the game — plan it for boss fights.
Throw it at something that can’t run. The bomb is slow. Big bosses, enemies held by a Gravity
Well, or a crowd in a corridor won’t get out of the way in time.
Watch your donors. Friendly players are safe by default, but anyone else who lent you power is
in the blast like everyone else — and a donor who wanders more than 12 blocks away stops lending.
A burning meteor called down from the sky. Hold to cast, then release to **mark the ground you are
aiming at** — up to 40 blocks away. Aim at grass or flowers and it lands on the ground beneath
them. Aim at open sky and the cast fizzles: no magicule, no cooldown.
You learn Meteor Call by mining 12 Starfall Ore from fallen stars, mastering Fire Storm and
reaching 200,000 EP. The spell comes to you the next time you gain EP — once you qualify, defeat
any foe. (A Starfall drops 6 ore by default, shared by everyone who mines it.)
Everyone sees it coming. A glowing circle marks the ground and the sky cracks open above it.
A second and a half later a burning rock tears out of the crack, streaking in from your side of
the sky, and 2.5 seconds after you release it smashes into the mark.
The impact deals fire damage that is heaviest at the centre and halves toward the edge, **knocks
everything outward** and sets it on fire. The blast needs a clear line from the impact point —
a wall shields you. A Fire Resistance potion stops the burning, not the rock, and a raised
shield facing the caster blocks the hit.
Your own subordinates, pets and mount are never hit, and by default neither are players in your
party or nation.
The caster calls the meteor. If you die, log out or change dimension before it lands, the
meteor fades away with no impact — even if you respawn in time.
| | Value |
|—|—|
| Cast time | 2s (1.5s mastered) |
| Magicule cost | 30,000 |
| Cooldown | 40s (30s mastered) |
| Aim range | 40 blocks |
| Wind-up | 2.5 seconds |
| Blast radius | 5 blocks |
| Damage | 250 at the centre, falling to 125 at the edge |
| On impact | knockback outward, 5 seconds of fire |
| Mastered | two smaller meteors: 3 blocks, 120 at the centre, 3 seconds of fire |
Once you have mastered Meteor Call itself, two smaller meteors follow the first down, landing
4–6 blocks from the mark half a second and a second later, each with its own warning circle.
Hit what is stuck. Like Heaven’s Lance it is a zone with a warning, so it lands best on
targets that cannot leave — held by a Gravity Well, pinned in a corridor, or busy with your allies.
Break up a crowd. The knockback scatters a pack and the fire keeps hurting after the blast,
so it is a good opener before your allies close in.
Mind the cover. Anything behind a wall from the impact point is safe, so mark the open ground
your enemies stand on, not the far side of their barricade.
| Situation | Use |
|---|---|
| Several weak enemies, close together | Static Chain, charged |
| Two or three enemies | Static Chain, normal |
| One large or armoured target | Kamehameha |
| Low on magicule | Static Chain — 120 versus 2,500 |
| Target keeps escaping | Gravity Well — the pull does not let go |
| Enemies grouped, allies incoming | Gravity Well to hold them, then anything |
| Something at range you cannot reach | Kamehameha, 40 blocks |
| A group that cannot or will not move | Heaven’s Lance |
| Undead | Heaven’s Lance — triple damage |
| A pack scattered around you | Dimension Rend — the rift pulls them together |
| Enemies strung out in a line or a corridor | Dragon Fang — one lunge hits them all |
| A boss, with friends around you | Spirit Bomb — everyone crouches and lends power |
| A crowd you want scattered and burning | Meteor Call — knockback and fire on impact |
All eight spells respect the usual Tensura casting rules — chanting, cast time and magicule cost.
Two of this addon’s skills interact with them directly:
These interactions are worth the most to Kamehameha, simply because its cost and cast time are so
much larger than the others’.