An Icy AOE Spell Effect
Start from the material for the first stage, where the magic ring starts to charge up
Use a noise map to control the overall fade, and the same one to control the panning texture within
Here's how the Chromatic Aberration effect is made: tile 3 channels from the same noise map separately and merge them together
Replace these inputs with a dynamic parameter for the Niagara system use
Here are rough curves used for adjusting the fade in/out effect
With some smoke added we can keep going
We need to build a Sub-UV material for the particle use
Start with the easy part, some particle bursts with a flare in the center
Add this shockwave with a distortion then, we'll have to make some more materials for this
After that, let's reuse the build-up material in a different way: add offset at the beginning with a steep curve, and increase the shape noise overtime
Spawn these cool spikes and shatter them into pieces
Spike
I grabbed this nice ice material from HERE, I used the crack mask to bring some emissive only in the cracks
I also made it opaque to avoid some translucency priority problems
To make it explode(at least it seems like), I used Generate Death Event and related it to another emitter with location sampled using Recieve Death Event
Make the spike blink before exploding
All emitters are using the same user parameter for the color, so it's easy to adjust the color with many methods