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.
Cast Delay A modifier to the spell cooldown: the minimum time between spell casts.
Recharge Time A modifier to the wand cooldown, triggered after the last spell in the 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.

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.
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

A plasma beam specialized in cutting materials!
Summons a chaotic flock of spicy ducks
A slow projectile that increases its damage over time
Four deadly plasma beams in a cross-shape. Look out, they can hurt you as well!
???
A magical ball of frozen fire
A small, floating projectile that homes towards nearby creatures
Summons a box of explosive matter
Bigger and therefore holier
Summons a giant worm to cause havoc for a moment!
Summons a large box of explosive matter
A terrifying acidic projectile
Summons an arrow
A slow orb of void that eats through all obstacles
A slow orb of void that eats through all obstacles and casts another spell as it expires
Summons a bomb that destroys ground very efficiently
Summons a self-propeled mine cart loaded with explosives
A very bouncy projectile
A bouncy, inaccurate spell
A bouncy, inaccurate spell that casts another spell upon collision
A brittle burst of air capable of greatly pushing objects
A good tool for cutting meat. Also has some magical properties...
A projectile that brings bad luck to anyone it hits
A deadly energy cross that explodes after a short time
A giant, deadly energy cross that explodes after a short time
More powerful digging
A bolt that is ideal for mining operations
A crystal that explodes when caught in an explosion
A crystal that explodes and casts another spell when caught in an explosion
A very heavy explosive bolt
Summons a small explosive
Calls the anger of the earth
Summons a one-way portal to a sinister realm
A slow but powerful orb of energy
A slow but powerful orb of energy that casts another spell upon collision
A slow but powerful orb of energy that casts another spell after a timer runs out
A fast, arcing projectile
A fast, arcing projectile that casts another spell after a timer runs out
A powerful exploding spell
A bouncy, explosive bolt
A bouncy, explosive bolt that that casts another spell upon collision
A more powerful version of Firebolt
The most powerful version of Firebolt
A somewhat peculiar bouncy, explosive bolt
Slow, fiery bolt
A fiery, explosive projectile
A stream of fire!!
A heart-freezingly sinister aura
Summons a bomb that explodes into volatile fragments
A magical lance that cuts through soft materials
A projectile that explodes into a sticky mess
A magical bolt that heals other beings
Summons a bomb that... well...
A bunch of magical sparks that fly in every direction
A pinpointed beam of light
A spectral wand is summoned that casts a huge beam of light
Summons three short range electrical orbs
The primordial force of nature
A projectile with immense stored electricity
A pinpointed, short-ranged beam of concentrated light
A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out
A handy magical arrow
A magical arrow that casts another spell upon collision
A magical arrow that casts another spell after a timer runs out
A powerful magical bolt
A powerful magical bolt that casts another spell upon collision
A powerful magical bolt that casts another spell after a timer runs out
Four guarding lights rotate around you for a time
Eight guarding lights rotate around you for a time
A fiery, explosive projectile
A more powerful version of Magic missile
The most powerful version of Magic missile
A destructive projectile from the skies!
A cloud of blood mist
A cloud of potent alcohol
A cloud of slimy mist
A cloud of toxic mist
Take cover!
What do you expect?
A trail of dark, deadly flames
An extremely concentrated point of light that explodes after a moment
An instantaneous, dangerous beam of light
Summons a spore pod that attaches to a surface and then grows and explodes into spikes
Summons a propane tank. Be careful what you wish for.
Casts one random projectile spell
Makes a projectile launch a random spell (out of a limited selection) when it hits something
Create a mighty rock out of thin air
Summons a sharp disc projectile
Summons a large, serrated disc with a curious flight pattern
That's a lot of sawblade
A dripping ball of poisonous slime
A weak but enchanting sparkling projectile
A spark bolt that casts another spell upon collision
A spark bolt that casts two new spells upon collision
A spark bolt that casts another spell after a timer runs out
A mystical whirlwind of magic sparks
A short-lived magical bolt
A short-lived magical bolt that casts another spell after a timer runs out
A more powerful version of Spitter Bolt
A more powerful version of Spitter Bolt that casts another spell after a timer runs out
The most powerful version of Spitter Bolt
The most powerful version of Spitter Bolt that casts another spell after a timer runs out
Summons a seemingly-innocuous deer
Summons an egg that houses a friendly creature
Summons an otherwise empty egg that casts a spell upon cracking open
A missile!!!
Summons an autonomous rock ally
Calls a terrifying appendage from another dimension
Calls a terrifying appendage from another dimension! Comes with a timer
Brings the target hit closer to you
A magical bolt that moves you wherever it ends up flying
It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along.
A shortlived magical bolt that moves you wherever it ends up flying
After a period of time, you'll be returned to where you cast this spell
A formation of three small, fast bolts
A crystal that explodes when someone comes nearby
A crystal that explodes and casts another spell when someone comes nearby

Static Projectile Spells

Sucks nearby projectiles and creatures into the middle of the field instantaneously
Sucks liquid materials nearby and releases them upon expiring
Sucks powder-like materials nearby and releases them upon expiring
Even light dies eventually...
A thin, horizontal barrier that harms passing creatures, including you
A thin, vertical barrier that harms passing creatures, including you
A thin, square-shaped barrier that harms passing creatures, including you
A field of freezing magic
A field of electrifying magic
A field of regenerative magic
A field of levitative magic
A field of teleportative magic
A field of berserk magic
A field of protective magic
A field of sheep-like magic
A field of transformative magic
Creates a rain of acid
Creates a rain of blood
Creates a thundercloud
Creates a rain of oil
Creates a watery weather phenomenon
Instantly decimates foes around you, at the cost of your maximum HP
A powerful explosion!
A fiery explosion!
An alchemical explosion!
An inebriating explosion
An electric explosion
A large explosion that doesn't damage the ground
All nearby explosive spells cast by you instantly detonate
A growing orb of negative energy that destroys everything in its reach
Small explosions appear randomly over a large area
"Alea iacta est"
"Alea iacta est"
A static, magical phenomenon that casts 3 extra spells after a short while
Projectiles caught within the field are attracted towards its center
Projectiles caught within the field transform into blasts of lightning
Projectiles caught within the field transform into harmless critters
Casts one random static projectile spell
Summons a friendly fly that attacks your enemies!
Summons five flies to aid you in battle
Summons four fire bugs to aid you in battle
Summon six wasps to aid you in battle

Passive Spells

Deflects incoming projectiles
Deflects incoming projectiles
Summons a tiny ethereal being to your help
Gives your wand a bright but very dangerous light!
Lights your wand right up!

Utility Spells

See into the unexplored. But not everywhere...
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points
Casts a spell some distance away from the caster
Casts a spell from the closest enemy
Makes a spell immediately jump a long distance, stopped by walls
Transforms every projectile currently in the air into a pool of acid
Transforms every projectile currently in the air into a black hole
Transforms every projectile currently in the air into a death cross
Transforms every projectile currently in the air into a giant sawblade
Transforms every projectile currently in the air into a magic missile
Transforms every projectile currently in the air into a nuke; not a good idea
Summons a possessed wand to aid you
Summons a shortlived bit of ground
Summons a shortlived obstacle
Spends 5% of your current gold and adds damage to a projectile proportional to the amount spent
A projectile gains additional damage at the cost of 20% of your health
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.

Imbues a projectile with a curse that makes the target hit by the projectile to waste away
Turns a wounded enemy into stone
A projectile rotates towards the direction you're aiming
A projectile launches a plasma beam upon bouncing
Makes plasma beam spell's beam wider
If a valid target appears somewhere in the proximity of a projectile, the projectile will teleport right on top of the target
Makes a projectile no longer explode
Converts nearby nonmagical liquids into explosive gunpowder
Limits the radius of a projectile's explosion heavily
A projectile fires beams of light in random directions
A normally bouncy projectile stops doing so
The reload time of the wand is set to exactly 1.5 seconds
Immediately adds 30 mana to the wand
Creates arcs of lightning between projectiles (requires 2 projectile spells)
Creates arcs of fire between projectiles (requires 2 projectile spells)
Creates arcs of gunpowder between projectiles (requires 2 projectile spells)
Creates arcs of poison between projectiles (requires 2 projectile spells)
Makes a projectile launch 8 magical bolts if it moves slowly enough
Makes a projectile separate into a bundle of 5 explosive bolts as soon as it moves downwards
Makes a projectile shoot bubble sparks as it bounces
Makes a projectile bounce on impact
Any time the projectile would bounce, it also explodes
A projectile will launch a copy of itself when it bounces
Makes a projectile release a bundle of concentrated light as it bounces
Causes a projectile to cast a copy of itself upon expiring, up to 5 times
Makes a projectile leave a trail of copies of itself
Makes a projectile always do a critical hit on bloody enemies
Makes a projectile always do a critical hit on burning enemies
Makes a projectile always do a critical hit on oiled enemies
Makes a projectile always do a critical hit on wet (water) enemies
Gives a projectile +15% chance of a critical hit
Gives a projectile an energy field that constantly deals 3.5 damage to nearby creatures
Randomly increases or lowers the damage done by projectiles
Greatly increases the damage done by a projectile, at the cost of its speed
If the wand has more than 50 mana, all mana over that is converted into additional damage
A projectile gains a hefty damage boost, but is also able to hurt you
Increases the damage done by a projectile
Makes a projectile move considerably faster, but deal less damage
Makes a projectile crumble the earth it hits
Gives a projectile an electric charge, that it will release on impact
Gives a projectile a frozen charge, that it will release on impact
Makes a projectile explode upon collision with creatures covered in alcohol
Makes a projectile explode powerfully upon collision with creatures covered in alcohol
Makes a projectile explode upon collision with creatures covered in slime
Makes a projectile explode powerfully upon collision with creatures covered in slime
Makes a projectile charm creatures covered in toxic sludge
Gives a spell a small probability of short-circuiting
Gives a projectile a randomly colored sparkly trail
Turns a projectile invisible
Gives a projectile a blue sparkly trail
Gives a projectile a green sparkly trail
Gives a projectile a orange sparkly trail
Gives a projectile a purple sparkly trail
Gives a projectile a red sparkly trail
Gives a projectile a yellow sparkly trail
Gives a projectile a much lower cast delay, but no respect to your aim
Gives a projectile the power to knock back the foes it hits
Makes a projectile cast copies of itself in random directions
Makes a projectile cast copies of itself with a downwards trajectory
A projectile will shoot out 8 copies of itself when it expires or hits the ground
Makes a projectile cast copies of itself with an upwards trajectory
The duration of a projectile is set to zero
Increases the lifetime of a spell
Reduces the lifetime of a spell
Makes a projectile illuminate its surroundings
Makes corpses of creatures killed by a projectile rise to your aid
Makes four fireballs rotate around a projectile
Makes four sawblades rotate around a projectile
Makes four plasma beams rotate around a projectile
Makes four copies of a projectile rotate around it
Makes four… nukes(?!) rotate around a projectile
Makes a projectile fly only in cardinal or diagonal lines
Forces a projectile on a horizontal path, but increases its damage
Applies an upwards force to the projectile
Increases the effect gravity has on a projectile
Causes a projectile to aim straight upwards a short time after casting
Causes a projectile to aim straight downwards a short time after casting
A projectile orbits the point of its origin
A projectile flies much slower but teleports short distances over its flight
Causes a projectile to chaotically fly wherever it wishes
Makes a projectile fly back and forth
Makes a projectile move rapidly in a slithering manner, like a snake
A projectile flies in a spiralling pattern
A projectile flies towards targets when near them
Gives a projectile a path that curves towards you
A projectile homes towards enemies at an increasing pace
Makes a projectile turns towards the nearest visible enemy
Makes a projectile accelerate towards your foes
Makes a projectile turn towards your foes
Makes a projectile turn the creatures it hits into living fireball throwers
Causes creatures hit by the projectile to gain a gravity well that draws projectiles in; dissipates eventually
Makes a projectile turn the creatures it hits into living thunderstorms
Makes creatures hit by a projectile grow tentacles in a chaotic manner
Makes a projectile fly through enemies, but harmful to the caster
Gives a projectile a shield that deflects other projectiles
Makes a projectile split into three projectiles whose existences are entangled
Casts one random modifier spell
Increases the recoil when casting spells
Reduces the recoil when casting spells
Reduces the time between spellcasts
Reduces the spread of a spell
Causes a projectile to accelerate as it flies
Makes a projectile decelerate as it flies
Increases the speed at which a projectile flies through the air
Duplicates every spell cast before it
Makes a projectile eat the environment as it flies
Makes a projectile more destructive to the environment
Makes a projectile shy away from obstacles
Gives a projectile the power to go through the ground
Makes a projectile release firecrackers when it disappears
Makes a projectile float above the ground
Makes a projectile cast fireballs in random directions
Makes a projectile cast lightning in random directions
Makes a projectile cast tentacles in random directions
Makes a projectile fire small fireballs perpendicular to its trajectory
Converts any nearby projectiles cast by you into extra damage
Increases a projectile's damage based on the number of creatures nearby
Gives a projectile a trail of rainbow
Gives a projectile a trail of oil
Gives a projectile a trail of water
Gives a projectile a trail of fiery particles
Gives a projectile a trail of acid
Gives a projectile a tail of fire
Gives a projectile a trail of poison
Gives a projectile a trail of gunpowder
Makes any toxic sludge within a projectile's range turn into acid
Makes any blood within a projectile's range turns into acid
Transmutes various liquids and powdery substances within a projectile's range into something else
Makes any hard, solid materials within a projectile's range turn into sand
Makes any lava within a projectile's range turn into blood
Makes any water within a projectile's range turns into poison
Target hit by a projectile takes 25% extra electricity damage for a time
Target hit by a projectile takes 25% extra explosion damage for a time
Target hit by a projectile takes 25% extra melee damage for a time
Target hit by a projectile takes 25% extra projectile damage for a time

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.

Don't soil yourself
An expanding circle of dripping acid
An expanding circle of burning air
An expanding circle of slick oil
An expanding circle of water
Transmute drops of wet cement from nothing
Blood blood blood
Transmute drops of acid from nothing
Transmute drops of oil from nothing
Transmute drops of water from nothing
Summons a large body of acid below the caster
Summons a large body of tasty alcohol below the caster
Summons a large body of flammable gas below the caster
Summons a large body of lava below the caster
Summons a large body of oil below the caster
Summons a large body of water below the caster
Transmutes everything in a short radius into blood, including walls, creatures... and you
Transmutes everything in a short radius into gold, including walls, creatures... and you
Transmutes everything in a short radius into oil, including walls, creatures... and you
Transmutes everything in a short radius into smoke, including walls, creatures... and you
Transmutes everything in a short radius into alcohol, including walls, creatures... and you
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.

Simultaneously casts 2 spells
Simultaneously casts 3 spells
Simultaneously casts 4 spells
Simultaneously cast 8 spells
Simultaneously casts as many spells as you have left uncast in your wand
Simultaneously casts 2 spells with low accuracy
Simultaneously casts 3 spells with low accuracy
Simultaneously casts 4 spells with low accuracy
Casts two spells: one ahead of and one behind the caster
Casts 3 spells - ahead, above and below the caster
Casts 5 spells in a pentagonal pattern
Casts 6 spells in a hexagonal pattern
Casts 2 spells in a bifurcated pattern
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.

The projectile is divided in two pieces with lower damage
The projectile is divided in three pieces with lower damage
The projectile is divided in four pieces with lower damage
The projectile is divided in ten pieces with lower damage
Makes a projectile cast another spell upon expiring
Makes a projectile cast another spell after a short time
Makes a projectile cast another spell upon collision
Fires a mysterious bolt that jumps from enemy to enemy
Casts a copy of the first spell in your wand
Copies a random spell in another wand you're holding
Copies every static projectile -type spell in the wand when cast
Copies the two following spells in the wand when cast
Casts a copy of the last spell in your wand
Every modifier-type spell in the current wand is applied to a projectile
Casts copies of every spell in your wand
Casts a copy of every projectile-type spell in the current wand
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Music for your ears!
Casts a spell, any spell, at random!
Casts a random spell among the spells in your wand
Casts a random spell among the spells in your wand three times!
Casts three random spells among the spells in your wand
The next spell is skipped if there are less than 20 projectiles nearby
The next spell is skipped if you have more than 25% health left
The next spell is skipped if there are less than 15 enemies nearby
The next spell is skipped every other time this spell is cast
If a Requirement spell before this succeeds, the next spell is skipped
Any Requirement spells before this will skip all spells between them and this spell
Summons a strange portal
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.png 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.png With Trigger Casts the next spell in the wand from the projectile upon impact.
Double Trigger.png 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.
  • Placing a limited-use spell (such as Firebolt) after another short-lived spell with the Trigger suffix (such as Energy Orb) in a non-shuffle wand's spell list will ensure that the limited-use spell is only cast if the initial trigger spell hits an enemy or obstacle, allowing better conservation of limited-use spells.
  • 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

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