Spells

Spells are the individual effects used on a wand. Individual spells can be found in chests as well as purchased in some shops.

There are many different spells and effects, including modifier spells, which do not create an effect on their own, but rather modify another effect.

For non-shuffle wands, the order of spells matters. Spell modifiers will only affect the next spell in a wand's list, with the exception of wands with an "Always Cast" attribute. See the Guide To Wand Mechanics for more information on how spells and modifiers interact with each other.

There are Runestones that convert all nearby projectiles into a projectile determined by Runestone's type.

For a list of all spells and their statistics, see Spell Information Table. For an explanation of spell tiers, and where specific spells can be found, see Spell Tiers.

Damage Types
Most spells and hazards in the game inflicts one or more of several different kinds of damage. The ones who don't are either non-damaging utility spells or transformation types.

Projectile Modifier Spells
Note that a projectile modifier is only applied to the spell that is to the right of it in the wand's queue.

With a non-shuffle wand, the modifier must come before the spell in order to modify it. In a shuffle wand, the modifier will be applied randomly in the spell queue.

Material Spells
Material spells create Materials when cast, usually various types of liquid. They only do damage if the material itself is damaging, or by suffocation.

Multicast Spells
As the name suggests, multicast spells allows multiple spells to be cast simultaneously.

Multiple spells are required for a multicast to be effective. For example, using Triple Spell on a wand with only two other spells after it will result in two spells being cast.

Projectile modifiers placed before a multicast will affect all spells within the multicast for only the price of casting the modifier once, allowing for potentially powerful combinations.

Other Spells
Spells tagged as "Other" usually have very specific or odd behaviors that are not easily classified. They're often involved in, or a reward from, various secrets in the game.

Upcoming changes
Beta

Suffixes
Though mechanically, the 'variances' are separate, distinct spells, one can consider the following properties as 'modifiers' that exist as applied to a select number of spells.

Tips

 * Wands that have an electrical spell within their queue will become electrified. If the wand is in contact with a conductive material for a few seconds, such as metals or liquids, it will send an electric current through that material, potentially electrocuting the holder.
 * Long-range spells with a trigger or timer can be used to cast potentially harmful spells (such as the "Touch of [X]" spells, Earthquake, explosions, spells involving hazardous liquids, etc.) at a safe distance away from the player.
 * "Formation" and "Multicast" modifiers can be used in combination with spells with a Trigger or Timer modifier, allowing you to cast multiple spells from a single Trigger or Timer spell.
 * Placing a modifier or multicast spell at the end of a wand's queue will result in the wand casting spells from earlier in the queue with the modifier/multicast applied.
 * Spells with Trigger or Timer modifiers can be used to bypass the cast delay on spells such as Lightning Bolt, allowing for deadly rapid fire combinations.