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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.

Spell Attributes[]

Attribute Description
Uses The number of times a spell can be cast before it is depleted. Many spells have infinite uses and are only limited by their mana drain. The uses of limited spells are restored using the spell refreshers found inside each Holy Mountain.
Mana Drain The amount of mana required to cast the spell.
Damage The amount of damage dealt by the spell, listed by type.
Radius The radius of the circular area in which the damage of the spell (if any) is dealt.
Spread The range of deviation of a spell from the aimed direction, measured in degrees. The lower the number, the more accurate the spell is.
Speed The rate at which the projectile travels.
Lifetime The duration of which the projectile remains active. This value is not listed ingame. It is calculated in "frames", with roughly 60fps.[1] Lifetime is especially important for certain complicated spell calculations
Cast Delay A modifier to the wand's base Cast Delay, determining the delay before the next spell in the wand's queue is cast.
Recharge Time A modifier to the wand's Recharge Time, triggered after the last spell in the wand's queue is cast. The wand "reloads" all spells in the queue, ready to cast again.
Spread Modifier A modifier to the spread of the wand. A negative spread modifier reduces the positive spread of a wand when applied to the spell.
Speed Modifier A modifier to the speed of the affected projectile. Speed modifiers over 1 will increase projectile speed.
Lifetime Modifier A modifier to the lifetime of the affected projectile. This value is not listed ingame.
Critical Chance The chance that a spell will critically strike, dealing 5 times the usual damage, and dealing even further damage if critical chance is above 100%.

Damage Types[]

Main article: 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.

Damage Type Description
Impact The basic, unnamed damage type dealt by most spells and projectiles. The Slime Blood perk, for example, reduces damage taken of this type by 40%: damage from projectiles of another type, such as slice or explosion, will ignore this resistance. Despite its prevalence, some enemies are resistant to this type of damage (notably robots).
Slice An uncommon damage type inflicted by spells such as Chainsaw or Disc Projectile. This type of damage increases the amount which a target bleeds on hit (if applicable).
Drill Drill damage is a rare type, only known to be dealt by Digging Bolt and Digging Blast. It is not known if it has any special properties, but based on the spells which deal drill damage, it may cause increased terrain destruction. Also acts similar to the Slice damage type, and will produce a similarly larger amount of blood when used on enemies.
Fire Fire damage is a common type inflicted by a wide variety of spells, traps, and enemies. It is often caused by explosives igniting the environment leaving patches of fire. Most creatures will be set on fire, making them run around in panic and ignore all threats.
Electric Electrical damage is a more uncommon damage type inflicted by certain enemies, traps and a few specific spells. It will often stun creatures, causing them to be immobilized for a short time, unable to act and making them very vulnerable to follow-up attacks. It is often paired with explosive damage. Most spells with this damage type will electrify the wands that they're in.
Explosion Explosion damage is almost always a secondary damage type caused by explosive spells, such as Firebolt. There are many sources of explosion damage, not only from spells but also environmental objects such as barrels. The explosion damage component of such spells is usually the majority of the damage dealt, making such spells good at dealing with robotic enemies (which are resistant to both slice and projectile (basic) damage). More often than not, spells which deal explosion damage will also light fires. There was previously a bug which caused explosion damage values listed on the projectile spell cards to be displayed four times larger than they actually were. For example, Nuke does not deal 1000 damage, but 250.
Melee Melee damage is mostly dealt by contact damage from lunging or charging enemies. The player also deals this type of damage with kicking. The only spells which deal this type of damage are Tentacle and its relatives. This damage type has the unique ability to instantly kill creatures who are frozen (as per the Freeze Charge effect, Circle of Stillness, or certain enemy abilities) when it is dealt. This can happen to the player, though it can be prevented with the Melee Immunity perk.
Material This is the type of damage inflicted by objects, particles or liquids in the environment. These include, but are not limited to, flying rigid body items such as minecarts and barrels, acid, lava, fire, cursed rock, and falling debris from Earthquake and Nuke. No creature, including the player, has any resistance towards this damage type, though some perks and enemy protections can block various debuffs from being applied (preventing them from doing damage in turn). Spells usually only inflict this type of damage indirectly.

Projectile Spells[]

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Acid Ball
A terrifying acidic projectile
Arrow
Summons an arrow
Black Hole
A slow orb of void that eats through all obstacles
Black Hole with Death Trigger
A slow orb of void that eats through all obstacles and casts another spell as it expires
Bomb
Summons a bomb that destroys ground very efficiently
Bomb Cart
Summons a self-propeled mine cart loaded with explosives
Bouncing Burst
A very bouncy projectile
Bubble Spark
A bouncy, inaccurate spell
Bubble Spark With Trigger
A bouncy, inaccurate spell that casts another spell upon collision
Burst Of Air
A brittle burst of air capable of greatly pushing objects
Chain Bolt
Fires a mysterious bolt that jumps from enemy to enemy
Chainsaw
A good tool for cutting meat. Also has some magical properties...
Cursed Sphere
A projectile that brings bad luck to anyone it hits
Death Cross
A deadly energy cross that explodes after a short time
Giga Death Cross
A giant, deadly energy cross that explodes after a short time
Plasma Beam Cross
Four deadly plasma beams in a cross-shape. Look out, they can hurt you as well!
Digging Blast
More powerful digging
Digging Bolt
A bolt that is ideal for mining operations
Dormant Crystal
A crystal that explodes when caught in an explosion
Dormant Crystal With Trigger
A crystal that explodes and casts another spell when caught in an explosion
Dropper Bolt
A very heavy explosive bolt
Dynamite
Summons a small explosive
Earthquake
Calls the anger of the earth
Eldritch Portal
Summons a one-way portal to a sinister realm
Energy Orb
A slow but powerful orb of energy
Energy Orb With A Trigger
A slow but powerful orb of energy that casts another spell upon collision
Energy Orb With A Timer
A slow but powerful orb of energy that casts another spell after a timer runs out
Energy Sphere
A fast, arcing projectile
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out
Expanding Sphere
A slow projectile that increases its damage over time
Fireball
A powerful exploding spell
Firebolt
A bouncy, explosive bolt
Firebolt With Trigger
A bouncy, explosive bolt that that casts another spell upon collision
Large Firebolt
A more powerful version of Firebolt
Giant Firebolt
The most powerful version of Firebolt
Odd Firebolt
A somewhat peculiar bouncy, explosive bolt
Firebomb
Slow, fiery bolt
Fireworks!
A fiery, explosive projectile
Flamethrower
A stream of fire!!
Flock Of Ducks
Summons a chaotic flock of spicy ducks
Freezing Gaze
A heart-freezingly sinister aura
Glitter Bomb
Summons a bomb that explodes into volatile fragments
Glowing Lance
A magical lance that cuts through soft materials
Glue Ball
A projectile that explodes into a sticky mess
Healing Bolt
A magical bolt that heals other beings
Holy Bomb
Summons a bomb that... well...
Giga Holy Bomb
Bigger and therefore holier
Iceball
A magical ball of frozen fire
Infestation
A bunch of magical sparks that fly in every direction
Intense Concentrated Light
A spectral wand is summoned that casts a huge beam of light
Concentrated Light
A pinpointed beam of light
Thunder Charge
A projectile with immense stored electricity
Ball Lightning
Summons three short range electrical orbs
Lightning Bolt
The primordial force of nature
Luminous Drill
A pinpointed, short-ranged beam of concentrated light
Luminous Drill With Timer
A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out
Magic Arrow
A handy magical arrow
Magic Arrow With Trigger
A magical arrow that casts another spell upon collision
Magic Arrow With Timer
A magical arrow that casts another spell after a timer runs out
Magic Bolt
A powerful magical bolt
Magic Bolt With Trigger
A powerful magical bolt that casts another spell upon collision
Magic Bolt With Timer
A powerful magical bolt that casts another spell after a timer runs out
Magic Guard
Four guarding lights rotate around you for a time
Big Magic Guard
Eight guarding lights rotate around you for a time
Magic Missile
A fiery, explosive projectile
Large Magic Missile
A more powerful version of Magic missile
Giant Magic Missile
The most powerful version of Magic missile
Meteor
A destructive projectile from the skies!
Blood Mist
A cloud of blood mist
Mist Of Spirits
A cloud of potent alcohol
Slime Mist
A cloud of slimy mist
Toxic Mist
A cloud of toxic mist
Nuke
Take cover!
Giga Nuke
What do you expect?
Path Of Dark Flame
A trail of dark, deadly flames
Pinpoint Of Light
An extremely concentrated point of light that explodes after a moment
Plasma Beam
An instantaneous, dangerous beam of light
Plasma Cutter
A plasma beam specialized in cutting materials!
Pollen
A small, floating projectile that homes towards nearby creatures
Prickly Spore Pod
Summons a spore pod that attaches to a surface and then grows and explodes into spikes
Propane Tank
Summons a propane tank. Be careful what you wish for.
Chaos Magic
Makes a projectile launch a random spell (out of a limited selection) when it hits something
Random Projectile Spell
Casts one random projectile spell
Rock
Create a mighty rock out of thin air
Disc Projectile
Summons a sharp disc projectile
Giga Disc Projectile
Summons a large, serrated disc with a curious flight pattern
Summon Omega Sawblade
That's a lot of sawblade
Slimeball
A dripping ball of poisonous slime
Spark Bolt
A weak but enchanting sparkling projectile
Spark Bolt With Trigger
A spark bolt that casts another spell upon collision
Spark Bolt With Double Trigger
A spark bolt that casts two new spells upon collision
Spark Bolt With Timer
A spark bolt that casts another spell after a timer runs out
Spiral Shot
A mystical whirlwind of magic sparks
Spitter Bolt
A short-lived magical bolt
Spitter Bolt With Timer
A short-lived magical bolt that casts another spell after a timer runs out
Large Spitter Bolt
A more powerful version of Spitter Bolt
Large Spitter Bolt With Timer
A more powerful version of Spitter Bolt that casts another spell after a timer runs out
Giant Spitter Bolt
The most powerful version of Spitter Bolt
Giant Spitter Bolt With Timer
The most powerful version of Spitter Bolt that casts another spell after a timer runs out
Summon Deercoy
Summons a seemingly-innocuous deer
Summon Egg
Summons an egg that houses a friendly creature
Summon Explosive Box
Summons a box of explosive matter
Summon Large Explosive Box
Summons a large box of explosive matter
Summon Hollow Egg
Summons an otherwise empty egg that casts a spell upon cracking open
Summon Missile
A missile!!!
Summon Rock Spirit
Summons an autonomous rock ally
Summon Tentacle
Calls a terrifying appendage from another dimension
Summon Tentacle With Timer
Calls a terrifying appendage from another dimension! Comes with a timer
Teleport Bolt
A magical bolt that moves you wherever it ends up flying
Swapper
It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along.
Return
After a period of time, you'll be returned to where you cast this spell
Homebringer Teleport Bolt
Brings the target hit closer to you
Small Teleport Bolt
A shortlived magical bolt that moves you wherever it ends up flying
Triplicate Bolt
A formation of three small, fast bolts
Unstable Crystal
A crystal that explodes when someone comes nearby
Unstable Crystal With Trigger
A crystal that explodes and casts another spell when someone comes nearby
Worm Launcher
Summons a giant worm to cause havoc for a moment!

Static Projectile Spells[]

Horizontal Barrier
A thin, horizontal barrier that harms passing creatures, including you
Vertical Barrier
A thin, vertical barrier that harms passing creatures, including you
Square Barrier
A thin, square-shaped barrier that harms passing creatures, including you
Circle of Fervour
A field of berserk magic
Circle of Thunder
A field of electrifying magic
Circle of Displacement
A field of teleportative magic
Circle of Transmogrification
A field of sheep-like magic
Circle of Vigour
A field of regenerative magic
Circle of Buoyancy
A field of levitative magic
Circle of Stillness
A field of freezing magic
Circle of Shielding
A field of protective magic
Circle of Unstable Metamorphosis
A field of transformative magic
Thundercloud
Creates a thundercloud
Acid Cloud
Creates a rain of acid
Blood Cloud
Creates a rain of blood
Rain Cloud
Creates a watery weather phenomenon
Oil Cloud
Creates a rain of oil
Destruction
Instantly decimates foes around you, at the cost of your HP
Explosion
A powerful explosion!
Explosion of Brimstone
A fiery explosion!
Explosion of Poison
An alchemical explosion!
Explosion of Spirits
An inebriating explosion
Explosion of Thunder
An electric explosion
Explosion of Thunder
An electric explosion
Magical Explosion
A large explosion that doesn't damage the ground
Explosive Detonator
All nearby explosive spells cast by you instantly detonate
Glittering Field
Small explosions appear randomly over a large area
Matosade
"Alea iacta est"
Meteorisade
"Alea iacta est"
Delayed Spellcast
A static, magical phenomenon that casts 3 extra spells after a short while
Projectile Thunder Field
Projectiles caught within the field transform into blasts of lightning
Projectile Gravity Field
Projectiles caught within the field are attracted towards its center
Projectile Transmutation Field
Projectiles caught within the field transform into harmless critters
Random Static Projectile Spell
Casts one random static projectile spell
Omega Black Hole
Even light dies eventually...
Giga Black Hole
A growing orb of negative energy that destroys everything in its reach
Summon Friendly Fly
Summons a friendly fly that attacks your enemies!
Summon Fly Swarm
Summons five flies to aid you in battle
Summon Firebug Swarm
Summons four fire bugs to aid you in battle
Summon Wasp Swarm
Summon six wasps to aid you in battle
Powder Vacuum Field
Sucks powder-like materials nearby and releases them upon expiring
Liquid Vacuum Field
Sucks liquid materials nearby and releases them upon expiring
Vacuum Field
Sucks nearby projectiles and creatures into the middle of the field instantaneously

Passive Spells[]

Passive spells add one extra "draw" to the cast. If they are placed at the end of a wand they can be used for wrapping.

Energy Shield
Deflects incoming projectiles
Energy Shield Sector
Deflects incoming projectiles
Summon Tiny Ghost
Summons a tiny ethereal being to your help
Torch
Lights your wand right up!
Electric Torch
Gives your wand a bright but very dangerous light!

Utility Spells[]

All-Seeing Eye
See into the unexplored. But not everywhere...
Blood Magic
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points
Warp Cast
Makes a spell immediately jump a long distance, stopped by walls
Long-Distance Cast
Casts a spell some distance away from the caster
Teleporting Cast
Casts a spell from the closest enemy
Spells To Acid
Transforms every projectile currently in the air into a pool of acid
Spells To Black Holes
Transforms every projectile currently in the air into a black hole
Spells To Death Crosses
Transforms every projectile currently in the air into a death cross
Spells To Giga Sawblades
Transforms every projectile currently in the air into a giant sawblade
Spells To Magic Missiles
Transforms every projectile currently in the air into a magic missile
Spells To Nukes
Transforms every projectile currently in the air into a nuke; not a good idea
Summon Taikasauva
Summons a possessed wand to aid you
Summon Wall
Summons a shortlived obstacle
Summon Platform
Summons a shortlived bit of ground
Blood To Power
A projectile gains additional damage at the cost of 20% of your health
Gold To Power
Spends 5% of your current gold and adds damage to a projectile proportional to the amount spent
Wand Refresh
Reloads the wand immediately

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.

Add Mana
Immediately adds 30 mana to the wand
Gunpowder Arc
Creates arcs of gunpowder between projectiles (requires 2 projectile spells)
Fire Arc
Creates arcs of fire between projectiles (requires 2 projectile spells)
Electric Arc
Creates arcs of lightning between projectiles (requires 2 projectile spells)
Poison Arc
Creates arcs of poison between projectiles (requires 2 projectile spells)
Downwards Bolt Bundle
Makes a projectile separate into a bundle of 5 explosive bolts as soon as it moves downwards
Octagonal Bolt Bundle
Makes a projectile launch 8 magical bolts if it moves slowly enough
Larpa Bounce
A projectile will launch a copy of itself when it bounces
Bubbly Bounce
Makes a projectile shoot bubble sparks as it bounces
Concentrated Light Bounce
Makes a projectile release a bundle of concentrated light as it bounces
Explosive Bounce
Any time the projectile would bounce, it also explodes
Bounce
Makes a projectile bounce on impact
Plasma Beam Bounce
A projectile launches a plasma beam upon bouncing
Remove Bounce
A normally bouncy projectile stops doing so
Chain Spell
Causes a projectile to cast a copy of itself upon expiring, up to 5 times
Concentrated Explosion
Limits the radius of a projectile's explosion heavily
Copy Trail
Makes a projectile leave a trail of copies of itself
Critical On Bloody Enemies
Makes a projectile always do a critical hit on bloody enemies
Critical On Wet (Water) Enemies
Makes a projectile always do a critical hit on wet (water) enemies
Critical On Burning
Makes a projectile always do a critical hit on burning enemies
Critical On Oiled Enemies
Makes a projectile always do a critical hit on oiled enemies
Critical Plus
Gives a projectile +15% chance of a critical hit
Damage Field
Gives a projectile an energy field that constantly deals 3.5 damage to nearby creatures
Bloodlust
A projectile gains a hefty damage boost, but is also able to hurt you
Mana To Damage
If the wand has more than 50 mana, all mana over that is converted into additional damage
Light Shot
Makes a projectile move considerably faster, but deal less damage
Damage Plus
Increases the damage done by a projectile
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Random Damage
Randomly increases or lowers the damage done by projectiles
Mana To Damage
If the wand has more than 50 mana, all mana over that is converted into additional damage
Bloodlust
A projectile gains a hefty damage boost, but is also able to hurt you
Earthquake Shot
Makes a projectile crumble the earth it hits
Electric Charge
Gives a projectile an electric charge, that it will release on impact
Freeze Charge
Gives a projectile a frozen charge, that it will release on impact
Explosion On Drunk Enemies
Makes a projectile explode upon collision with creatures covered in alcohol
Giant Explosion On Drunk Enemies
Makes a projectile explode powerfully upon collision with creatures covered in alcohol
Explosion On Slimy Enemies
Makes a projectile explode upon collision with creatures covered in slime
Giant Explosion On Slimy Enemies
Makes a projectile explode powerfully upon collision with creatures covered in slime
Charm On Toxic Sludge
Makes a projectile charm creatures covered in toxic sludge
Fizzle
Gives a spell a small probability of short-circuiting
Rainbow Glimmer
Gives a projectile a randomly colored sparkly trail
Invisible Spell
Turns a projectile invisible
Blue Glimmer
Gives a projectile a blue sparkly trail
Green Glimmer
Gives a projectile a green sparkly trail
Orange Glimmer
Gives a projectile a orange sparkly trail
Purple Glimmer
Gives a projectile a purple sparkly trail
Red Glimmer
Gives a projectile a red sparkly trail
Yellow Glimmer
Gives a projectile a yellow sparkly trail
Heavy Spread
Gives a projectile a much lower cast delay, but no respect to your aim
Knockback
Gives a projectile the power to knock back the foes it hits
Upwards Larpa
Makes a projectile cast copies of itself with an upwards trajectory
Larpa Explosion
A projectile will shoot out 8 copies of itself when it expires or hits the ground
Chaos Larpa
Makes a projectile cast copies of itself in random directions
Downwards Larpa
Makes a projectile cast copies of itself with a downwards trajectory
Increase Lifetime
Increases the lifetime of a spell
Nolla
The duration of a projectile is set to zero
Reduce Lifetime
Reduces the lifetime of a spell
Light
Makes a projectile illuminate its surroundings
Necromancy
Makes corpses of creatures killed by a projectile rise to your aid
Fireball Orbit
Makes four fireballs rotate around a projectile
Nuke Orbit
Makes four… nukes(?!) rotate around a projectile
Plasma Beam Orbit
Makes four plasma beams rotate around a projectile
Sawblade Orbit
Makes four sawblades rotate around a projectile
Orbit Larpa
Makes four copies of a projectile rotate around it
Linear Arc
Makes a projectile fly only in cardinal or diagonal lines
Horizontal Path
Forces a projectile on a horizontal path, but increases its damage
Anti-Gravity
Applies an upwards force to the projectile
Gravity
Increases the effect gravity has on a projectile
Fly Upwards
Causes a projectile to aim straight upwards a short time after casting
Fly Downwards
Causes a projectile to aim straight downwards a short time after casting
Chaotic Path
Causes a projectile to chaotically fly wherever it wishes
Slithering Path
Makes a projectile move rapidly in a slithering manner, like a snake
Ping-Pong Path
Makes a projectile fly back and forth
Phasing Arc
A projectile flies much slower but teleports short distances over its flight
Spiral Arc
A projectile flies in a spiralling pattern
Orbiting Arc
A projectile orbits the point of its origin
Aiming Arc
A projectile rotates towards the direction you're aiming
Accelerative Homing
A projectile homes towards enemies at an increasing pace
Auto-Aim
Makes a projectile turns towards the nearest visible enemy
Rotate Towards Foes
Makes a projectile turn towards your foes
Homing
Makes a projectile accelerate towards your foes
Boomerang
Gives a projectile a path that curves towards you
Projectile Area Teleport
If a valid target appears somewhere in the proximity of a projectile, the projectile will teleport right on top of the target
Short-range Homing
A projectile flies towards targets when near them
Personal Fireball Thrower
Makes a projectile turn the creatures it hits into living fireball throwers
Personal Gravity Field
Causes creatures hit by the projectile to gain a gravity well that draws projectiles in; dissipates eventually
Personal Lightning Caster
Makes a projectile turn the creatures it hits into living thunderstorms
Personal Tentacler
Makes creatures hit by a projectile grow tentacles in a chaotic manner
Petrify
Turns a wounded enemy into stone
Piercing Shot
Makes a projectile fly through enemies, but harmful to the caster
Plasma Beam Enhancer
Makes plasma beam spell's beam wider
Projectile Energy Shield
Gives a projectile a shield that deflects other projectiles
Quantum Split
Makes a projectile split into three projectiles whose existences are entangled
Random Modifier Spell
Casts one random modifier spell
Recoil
Increases the recoil when casting spells
Recoil Damper
Reduces the recoil when casting spells
Reduce Recharge Time
Reduces the time between spellcasts
Reduce Spread
Reduces the spread of a spell
Remove Explosion
Makes a projectile no longer explode
Slow But Steady
The reload time of the wand is set to exactly 1.5 seconds
Decelerating Shot
Makes a projectile decelerate as it flies
Accelerating Shot
Causes a projectile to accelerate as it flies
Speed Up
Increases the speed at which a projectile flies through the air
Drilling Shot
Gives a projectile the power to go through the ground
Avoiding Arc
Makes a projectile shy away from obstacles
Floating Arc
Makes a projectile float above the ground
Firecrackers
Makes a projectile release firecrackers when it disappears
Matter Eater
Makes a projectile eat the environment as it flies
Explosive Projectile
Makes a projectile more destructive to the environment
Two-Way Fireball Thrower
Makes a projectile fire small fireballs perpendicular to its trajectory
Tentacler
Makes a projectile cast tentacles in random directions
Lightning Thrower
Makes a projectile cast lightning in random directions
Fireball Thrower
Makes a projectile cast fireballs in random directions
Plasma Beam Thrower
A projectile fires beams of light in random directions
Essence to Power
Increases a projectile's damage based on the number of creatures nearby
Spells To Power
Converts any nearby projectiles cast by you into extra damage
Water Trail
Gives a projectile a trail of water
Gunpowder Trail
Gives a projectile a trail of gunpowder
Burning Trail
Gives a projectile a tail of fire
Acid Trail
Gives a projectile a trail of acid
Fire Trail
Gives a projectile a trail of fiery particles
Oil Trail
Gives a projectile a trail of oil
Poison Trail
Gives a projectile a trail of poison
Rainbow Trail
Gives a projectile a trail of rainbow
Water To Poison
Makes any water within a projectile's range turns into poison
Toxic Sludge To Acid
Makes any toxic sludge within a projectile's range turn into acid
Liquid Detonation
Converts nearby nonmagical liquids into explosive gunpowder
Ground To Sand
Makes any hard, solid materials within a projectile's range turn into sand
Lava To Blood
Makes any lava within a projectile's range turn into blood
Blood To Acid
Makes any blood within a projectile's range turns into acid
Chaotic Transmutation
Transmutes various liquids and powdery substances within a projectile's range into something else
Weakening Curse - Electricity
Target hit by a projectile takes 25% extra electricity damage for a time
Weakening Curse - Explosives
Target hit by a projectile takes 25% extra explosion damage for a time
Weakening Curse - Melee
Target hit by a projectile takes 25% extra melee damage for a time
Weakening Curse - Projectiles
Target hit by a projectile takes 25% extra projectile damage for a time
Venomous Curse
Imbues a projectile with a curse that makes the target hit by the projectile to waste away

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.

Chunk Of Soil
Don't soil yourself
Circle Of Acid
An expanding circle of dripping acid
Circle Of Water
An expanding circle of water
Circle Of Oil
An expanding circle of slick oil
Circle Of Fire
An expanding circle of burning air
Water
Transmute drops of water from nothing
Oil
Transmute drops of oil from nothing
Blood
Blood blood blood
Cement
Transmute drops of wet cement from nothing
Acid
Transmute drops of acid from nothing
Sea Of Acid
Summons a large body of acid below the caster
Sea Of Alcohol
Summons a large body of tasty alcohol below the caster
Sea Of Flammable Gas
Summons a large body of flammable gas below the caster
Sea Of Lava
Summons a large body of lava below the caster
Sea Of Oil
Summons a large body of oil below the caster
Sea Of Water
Summons a large body of water below the caster
Touch Of Blood
Transmutes everything in a short radius into blood, including walls, creatures... and you
Touch Of Blood
Transmutes everything in a short radius into blood, including walls, creatures... and you
Touch Of Gold
Transmutes everything in a short radius into gold, including walls, creatures... and you
Touch Of Gold
Transmutes everything in a short radius into gold, including walls, creatures... and you
Touch Of Oil
Transmutes everything in a short radius into oil, including walls, creatures... and you
Touch Of Oil
Transmutes everything in a short radius into oil, including walls, creatures... and you
Touch Of Smoke
Transmutes everything in a short radius into smoke, including walls, creatures... and you
Touch Of Smoke
Transmutes everything in a short radius into smoke, including walls, creatures... and you
Touch Of Spirits
Transmutes everything in a short radius into alcohol, including walls, creatures... and you
Touch Of Spirits
Transmutes everything in a short radius into alcohol, including walls, creatures... and you
Touch Of Water
Transmutes everything in a short radius into water, including walls, creatures... and you
Touch Of Water
Transmutes everything in a short radius into water, including walls, creatures... and you

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.

Double Spell
Simultaneously casts 2 spells
Triple Spell
Simultaneously casts 3 spells
Quadruple Spell
Simultaneously casts 4 spells
Octuple Spell
Simultaneously cast 8 spells
Myriad Spell
Simultaneously casts as many spells as you have left uncast in your wand
Double Scatter Spell
Simultaneously casts 2 spells with low accuracy
Triple Scatter Spell
Simultaneously casts 3 spells with low accuracy
Quadruple Scatter Spell
Simultaneously casts 4 spells with low accuracy
Formation - Behind Your Back
Casts two spells: one ahead of and one behind the caster
Formation - Above And Below
Casts 3 spells - ahead, above and below the caster
Formation - Pentagon
Casts 5 spells in a pentagonal pattern
Formation - Hexagon
Casts 6 spells in a hexagonal pattern
Formation - Bifurcated
Casts 2 spells in a bifurcated pattern
Formation - Trifurcated
Casts 3 spells in a trifurcated pattern

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.

Add Expiration Trigger
Makes a projectile cast another spell upon expiring
Add Expiration Trigger
Makes a projectile cast another spell upon expiring
Add Timer
Makes a projectile cast another spell after a short time
Add Trigger
Makes a projectile cast another spell upon collision
Add Timer
Makes a projectile cast another spell after a short time
Add Expiration Trigger
Makes a projectile cast another spell upon expiring
Divide By 2
Casts the next spell 2 times, but with reduced damage
Divide By 3
Casts the next spell 3 times, but with reduced damage
Divide By 4
Casts the next spell 4 times, but with reduced damage
Divide By 10
Casts the next spell 10 times, but with reduced damage
Gamma
Casts a copy of the last spell in your wand
Tau
Copies the two following spells in the wand when cast
Alpha
Casts a copy of the first spell in your wand
Mu
Every modifier-type spell in the current wand is applied to a projectile
Omega
Casts copies of every spell in your wand
Phi
Casts a copy of every projectile-type spell in the current wand
Sigma
Copies every static projectile -type spell in the wand when cast
Zeta
Copies a random spell in another wand you're holding
Kantele - Note A
Music for your ears!
Kantele - Note D
Music for your ears!
Kantele - Note D+
Music for your ears!
Kantele - Note E
Music for your ears!
Kantele - Note G
Music for your ears!
Ocarina - Note A
Music for your ears!
Ocarina - Note B
Music for your ears!
Ocarina - Note C
Music for your ears!
Ocarina - Note D
Music for your ears!
Ocarina - Note E
Music for your ears!
Ocarina - Note F
Music for your ears!
Ocarina - Note G+
Music for your ears!
Ocarina - Note A2
Music for your ears!
Random Spell
Casts a spell, any spell, at random!
Copy Random Spell
Casts a random spell among the spells in your wand
Copy Random Spell Thrice
Casts a random spell among the spells in your wand three times!
Copy Three Random Spells
Casts three random spells among the spells in your wand
Requirement - Projectile Spells
The next spell is skipped if there are less than 20 projectiles nearby
Requirement - Low Health
The next spell is skipped if you have more than 25% health left
Requirement - Enemies
The next spell is skipped if there are less than 15 enemies nearby
Requirement - Every Other
The next spell is skipped every other time this spell is cast
Requirement - Otherwise
If a Requirement spell before this succeeds, the next spell is skipped
Requirement - Endpoint
Any Requirement spells before this will skip all spells between them and this spell
Spell Duplication
Duplicates every spell cast before it
Summons a strange portal
Summons a strange portal
The End Of Everything
You're heavily advised not to cast this spell.

Upcoming changes[]

The information in this section is describing content from the Experimental Beta branch, and is currently not part of the public release version.

There are no spells of the specified query.

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.

Icon Suffix Effect
Timer With Timer Casts the next spell in the wand from the projectile after a certain time elapses or when it is destroyed (such as upon impact), whichever occurs first.
Trigger With Trigger Casts the next spell in the wand from the projectile upon impact.
Double Trigger With Double Trigger Casts the next two spells in the wand from the projectile upon impact. Comparable to a (single) trigger followed by Double Spell. Spark Bolt With Double Trigger is the only spell currently in the game with this 'suffix'.

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.

See also[]

  1. Noita typically runs at 60fps, so the conversion rate it 1/60. A spell with a lifetime of 200 frames will last for: 200 / 60 = 3.33s
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