This is a list of dust effects Lucas can manifest with his semblance. If certain combinations are not listed, assume the combination would manifest in a combined form of the individual effects.
Key: (F)Fire, (I)Ice, (E)Earth, (W)Wind, (L)Lightning, (K)Kinetic, (G)Gravity
(F): The area increases in temperature drastically, becoming uncomfortably hot. Ice quickly melts, fire damage is increased, and fire spreads more easily.
(I): The area decreases in temperature drastically, becoming uncomfortably cold. Any use of ice dust is granted an increased Area of Effect if activated inside the light’s radius (if an effect only affects a single target, the area increases to a radius of 5 feet).
(E): Small particles of sand gently float down amid the lantern’s AoE. Structures made with Earth dust within the light’s radius are more durable and require less dust to make.
(L): The area becomes filled with static. Creatures will notice feeling “tingly”. Metal objects will become charged and stick together if brought into contact with each other. Notably, if a weapon can transform, that weapon will be unable to shift while in the radius. If creatures touch a metal object or another creature, they will receive a shock (akin to a minor static shock). Compasses and other objects affected by electric currents will start acting haywire, as if a magnet was placed directly on the object in question. Interestingly, attacks using lightning dust might “arc” from the initial target to another within close range.
(W): The area experiences in increase in wind activity, as heavy gales blow through. Flying creatures experience mild turbulence, and light, loose objects get blown away.
(K): Everything within the lantern’s light travels faster. Bullets accelerate through the area, while running speeds are moderately increased. Knockback effects are granted increased potency, and, generally speaking, attacks deal more damage
(G): Everything within the area experiences an increase in weight. Movement speeds slow, bullets drop, weapons become harder to wield (but do more damage).
(F)(I): The area becomes enshrouded in impenetrable fog. Anything inside the fog becomes nearly impossible to see, and creatures inside the fog are essentially blinded.
(F)(W): The area rises in temperature and wind activity increases, similar to the individual effects. However, fire spreads much more rapidly inside the radius than if either effect were used alone. Adding kinetic dust (K) would further increase the rate of spread.
(I)(W): The area lowers in temperature and wind activity increases, similar to the individual effects. However, open flames are quickly snuffed out within the radius. Adding kinetic dust (K) makes the winds more violent.
(E)(W): The area becomes enshrouded in a sandstorm. Figures and objects become difficult to make out, and sand particles are dispersed evenly throughout the radius. Breathing can become uncomfortable while in the radius unless precautions against sand are taken (i.e. covering the mouth with a cloth, such as a bandana). Silhouettes can still be made out, though fine details are obscured. Adding kinetic dust (K) can increase the wind speeds of the sandstorm, making it nearly impossible to fly or see. Alternatively, adding lightning dust (L) can distribute an electric charge throughout the radius, causing a small amount of consistent environmental damage. This is in addition to the normal effects of lightning dust.
(E)(L): Similar to a combined version of the individual effects, but earth dust constructs made within the radius will hold a magnetic charge. If metal were to touch these constructs, the metal would stick to it and require some effort to remove. This property would persist for 10-15 seconds after the lantern effect ends/switches, depending on how long the effect was held for.
(W)(K): The winds in the area become incredibly violent, and the area becomes filled with extreme turbulence. Flying creatures, such as griffons, will have a terrible time trying to fly through the area and have a chance of being ripped from the sky outright. Larger Grimm, such as Giant Nevermores, won’t be knocked out of the sky but will have trouble navigating through the area.
(K)(G): A combined version of the individual effects. Notable in that the speed boost and debuff of kinetic and gravity, respectively, effectively cancel out. However, since objects such as weapons will experience in weight, attacks will hit incredibly hard while in this radius.