Painted Spells Vol.2 - 30 Layered 2D Spell Effects (Treasures & Arts)
Painted Spells Studio
$8.79
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30 painted 2D spells of magic treasures and arcane arts: binds, drains, shields, decoys, teleports and ultimates, with hit frames and a live recolour shader.Magic treasures and arcane arts for 2D games: a cast-gold ring that knocks and springs back, a living cord that binds, a gourd that drags the soul out, a mirror that pulls a demon from behind its target, stone gates that close round the enemy, a war-god's palm from the sky.Every spell has a build-up, a main body, a burst on contact and a clean fade-out. Each one comes with an info.json that lists its exact hit frames and contact points, so your damage numbers, hit-stop and screen shake land with it. Every attack travels from the caster to the target.Attacks, binds, drains, shields, decoys, teleports, formations and ultimates: 30 in all, each with its own shape, colour and rhythm, so they never look like the same effect recoloured.Recolour any spell live in the inspector: hue shift, saturation, brightness, tint and additive blending, with no re-export.Suits action RPGs, xianxia and wuxia games, roguelites, card battlers and any 2D game with magic. Every spell has a usage guide: what it looks like, what skills it suits, where to place it and what to adjust.- 30 spell prefabs (SpriteRenderer + Animator + PaintedSpell component)- Cast from code in one line: PaintedSpell.Cast(prefab, position, scale)- Demo scene that plays every spell- 30 fps animations on 4096 px spritesheets, transparent background- info.json per spell: hit frames, contact points and anchor- Recolour shader (Built-in and URP): hue shift, saturation, brightness, tint, additive blending, flip, all live in the inspector- One-shot spells remove themselves when finished; fields and shields can loop- Documentation with a guide for every spell- Unity 2022.3 or newerThe painted source textures (treasures, light, smoke, stone and other spell elements) were generated by the author with an AI image model, then hand-selected and retouched. All animation, timing, hit frames and layered compositing were written by the author in code, frame by frame; no AI was used for the motion, the Unity scripts, the shader or the prefabs.


