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.
Contents
Spell Attributes[edit | edit source]
Attribute | Description |
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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[edit | edit source]
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 |
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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[edit | edit source]
A slow orb of void that eats through all obstacles and casts another spell as it expires A crystal that explodes and casts another spell when caught in an explosion A slow but powerful orb of energy that casts another spell after a timer runs out A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out Summons a spore pod that attaches to a surface and then grows and explodes into spikes Makes a projectile launch a random spell (out of a limited selection) when it hits something A more powerful version of Spitter Bolt that casts another spell after a timer runs out The most powerful version of Spitter Bolt that casts another spell after a timer runs out It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along. A crystal that explodes and casts another spell when someone comes nearby |
Static Projectile Spells[edit | edit source]
Passive Spells[edit | edit source]
Utility Spells[edit | edit source]
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points Spends 5% of your current gold and adds damage to a projectile proportional to the amount spent |
Projectile Modifier Spells[edit | edit source]
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 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 separate into a bundle of 5 explosive bolts as soon as it moves downwards If the wand has more than 50 mana, all mana over that is converted into additional damage 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 powerfully upon collision with creatures covered in slime 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 Transmutes various liquids and powdery substances within a projectile's range into something else Target hit by a projectile takes 25% extra electricity damage for a time Target hit by a projectile takes 25% extra projectile damage for a time |
Material Spells[edit | edit source]
Material spells create Materials when cast, usually various types of liquid. They only do damage if the material itself is damaging, or by suffocation.
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 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[edit | edit source]
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[edit | edit source]
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 next spell is skipped if there are less than 20 projectiles nearby Any Requirement spells before this will skip all spells between them and this spell |
Suffixes[edit | edit source]
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 |
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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. |
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With Trigger | Casts the next spell in the wand from the projectile upon impact. |
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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[edit | edit source]
- 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.