Game logic
Spell families
The 396 spells in 67 families: the ones the game runs with the same code. 16 have no other spell in theirs.
Cloud
Cloud: Red Cloud and 14 more
- Red Cloud
- Hot Cloud
- Blaze Cloud
- Frost Cloud
- Cool Cloud
- Ice Cloud
- Dust Cloud
- Sand Cloud
- Sand Storm
- Sleep Wind
- Sleep Gale
- Sleep Storm
- Black Cloud
- Void Cloud
- Black Void
What changes: Element, MP (level 1–10), Cast range, Duration, Hits, Radius, Power, Status chance, Status lasts, Status, Status strength. Nothing else changes.
A cloud hits each unit inside it every so often with its raw power: the caster’s magic, the drawing and the rank do not scale it (they only raise the chance of its status). The hits are counted, not added up over time: a 360-tick cloud that hits every 60 hits 6 times; one of 362 ticks, 7.
Wall
Wall: Earth Wall and 1 more
What changes: MP (level 1–10), Cast range, Duration, Max length, Posts on the ring, Ring radius, Runes, Aim, Affects. Nothing else changes.
Wall: Red Wall and 18 more
- Red Wall
- Fire Wall
- Blaze Wall
- Cool Wall
- Freeze Wall
- Ice Wall
- Wind Wall
- Gale Wall
- Storm Wall
- Anger Wall
- Rage Wall
- Fury Wall
- White Wall
- Gold Wall
- Shine Wall
- Black Wall
- Dark Wall
- Pitch Wall
- Winter Wall
What changes: Element, MP (level 1–10), Cast range, Contact radius, Duration, Max length, Posts on the ring, Ring radius, Power, Runes, Status strength, Aim, Affects. Nothing else changes.
Walls have no power of their own: a unit that touches a post gets the wall’s effect, with the strength of its status, at most once every 2 s per post.
Projectile
Projectile: Fireball and 36 more
- Fireball
- Ice Shot
- Wind Blades
- Fire Lance
- Homing Fire
- Blazer
- Ice Lance
- Homing Ice
- Freezer
- Wind Lance
- Homing Wind
- Blade Gale
- Rock Lance
- Homing Rock
- Rocker
- Rapid Fire
- Wide Fire
- Maxi Fire
- Rapid Ice
- Wide Ice
- Maxi Ice
- Rapid Wind
- Wide Wind
- Maxi Wind
- Rapid Earth
- Wide Earth
- Maxi Earth
- Rapid Light
- Wide Light
- Maxi Light
- Rapid Dark
- Wide Dark
- Maxi Dark
- Fire King
- Ice King
- Wind King
- Wind Lord
What changes: Element, Traits, MP (level 1–10), Cast range, Duration, Spread angle, First shot after, Homing radius, Homing turn, Knockback speed, Launch delay, Hit radius, Shot range, Shot speed, Shots, Target area radius, Between shots, Power, Runes, Status chance, Status lasts, Status, Status strength, Aim. Nothing else changes.
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Projectile: Light Lance and 5 more
What changes: Element, Traits, MP (level 1–10), Cast range, Duration, Homing radius, Homing turn, Launch delay, Shot range, Shots, Target area radius, Power, Status chance, Status lasts, Status, Aim. Nothing else changes.
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Projectile: Bubble and 3 more
What changes: Traits, MP (level 1–10), Duration, Spread angle, Homing radius, Homing turn, Hit radius, Shot range, Shot speed, Shots, Power, Runes, Status strength. Nothing else changes.
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Projectile: Fire Whirl and 17 more
- Fire Whirl
- Flame Whirl
- Burn Whirl
- Frost Whirl
- Cool Whirl
- Ice Whirl
- Wind Whirl
- Gale Whirl
- Storm Whirl
- Soil Whirl
- Earth Whirl
- Rock Whirl
- White Whirl
- Light Whirl
- Shine Whirl
- Black Whirl
- Dark Whirl
- Pitch Whirl
What changes: Element, Traits, MP (level 1–10), Cast range, Homing radius, Homing turn, Power, Aim. Nothing else changes.
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Projectile: Wind Arrow and 1 more
What changes: MP (level 1–10), Cast range, Target area radius, Power, Aim. Nothing else changes.
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
Blast
Blast: Explosion and 5 more
What changes: Traits, MP (level 1–10), Cast range, Duration, Hits after, Radius, Power, Runes, Status chance, Status lasts, Status, Status strength, Aim. Nothing else changes.
Blast: Storm and 5 more
What changes: Element, Traits, MP (level 1–10), Cast range, Duration, Radius, Power, Runes, Status chance, Status lasts, Status, Affects, Terrain. Nothing else changes.
Blast: Wind Shards and 4 more
What changes: Traits, MP (level 1–10), Cast range, Duration, Hits after, Radius, Power, Runes, Aim. Nothing else changes.
Blast: Restore and 4 more
What changes: Element, Traits, MP (level 1–10), Cast range, Duration, Radius, Power, Runes, Aim, Affects. Nothing else changes.
Blast: Ice Storm and 3 more
What changes: Traits, MP (level 1–10), Cast range, Duration, Hits after, Radius, Power, Runes. Nothing else changes.
Blast: Earth Fury and 3 more
What changes: Traits, MP (level 1–10), Cast range, Duration, Hits after, Radius, Power, Runes. Nothing else changes.
Blast: White Light and 7 more
What changes: Element, Traits, MP (level 1–10), Cast range, Duration, Hits after, Radius, Power, Runes. Nothing else changes.
Blast: Ice Maiden and 2 more
What changes: MP (level 1–10), Cast range, Duration, Radius, Power. Nothing else changes.
Falling objects
Falling objects: Boulder and 10 more
- Boulder
- Fire Comet
- Fire Fall
- Fire Meteo
- Ice Comet
- Ice Fall
- Ice Meteo
- Comet Fall
- Star Fall
- Moon Fall
- Falling Sky
What changes: Element, Traits, MP (level 1–10), Cast range, First impact after, Objects, Radius, Power, Runes, Affects. Nothing else changes.
Falling objects: Rain Fire and 18 more
- Rain Fire
- Hail Fire
- Hail Blaze
- Rain Frost
- Hail Frost
- Hail Ice
- Rain Gale
- Hail Gale
- Hail Storm
- Rain Rock
- Hail Rock
- Hail Stone
- Rain Light
- Hail Light
- Pure Thunder
- Dark Rays
- Hail Dark
- Black Hail
- Big Freeze
What changes: Element, Traits, MP (level 1–10), Cast range, First impact after, Impact radius, Objects, Radius, Power, Runes, Status chance, Status lasts, Status, Status strength, Affects, Terrain. Nothing else changes.
Falling objects: Wind Bow and 2 more
What changes: MP (level 1–10), First impact after, Objects, Radius, Power, Aim. Nothing else changes.
Falling objects: Light Shot and 5 more
What changes: Element, MP (level 1–10), First impact after, Objects, Radius. Nothing else changes.
Aura
Aura: Fire Armor and 5 more
What changes: Element. Nothing else changes.
Aura: Barrier and 1 more
What changes: MP (level 1–10), Cast range, Radius, Aim. Nothing else changes.
Zone
Zone: Swamp Fog and 1 more
What changes: MP (level 1–10), Cast range, Duration, Mud hands, Radius. Nothing else changes.
Zone: Wind Zone and 9 more
- Wind Zone
- Swift Zone
- Gale Zone
- Power Zone
- Evade Zone
- Speed Zone
- Defense Zone
- Prime Zone
- High Bless
- Evil Bless
What changes: Element, MP (level 1–10), Cast range, Duration, Radius, Runes, Status lasts, Status, Aim, Affects, Terrain. Nothing else changes.
On units
On units: Heal Light and 3 more
What changes: MP (level 1–10), Cast range, Duration, Radius, Power, Runes, Aim. Nothing else changes.
On units: Tough Armor and 15 more
- Tough Armor
- Light Armor
- Power Up
- Power On
- Evade Up
- Evade On
- Evade Over
- Speed Up
- Speed On
- Speed Over
- Defense Up
- Defense On
- Defense Over
- Eye Up
- Eye On
- Eye Over
What changes: Element, MP (level 1–10), Cast range, Radius, Runes, Status lasts, Aim. Nothing else changes.
On units: Curse and 5 more
What changes: Element, MP (level 1–10), Cast range, Radius, Runes, Status chance, Status lasts, Aim, Affects. Nothing else changes.
On units: Transport and 1 more
What changes: MP (level 1–10), Cast range, Runes. Nothing else changes.
On units: Poison and 3 more
What changes: MP (level 1–10), Radius, Runes, Status chance, Status strength, Aim. Nothing else changes.
On units: Burn Up and 1 more
What changes: MP (level 1–10), Cast range, Radius, Aim. Nothing else changes.
On units: Rebound and 2 more
What changes: MP (level 1–10). Nothing else changes.
On units: Terror and 1 more
What changes: MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Take Light and 1 more
What changes: MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Bomb Man and 2 more
What changes: MP (level 1–10), Cast range, Radius, Power, Aim. Nothing else changes.
On units: Fire Aura and 11 more
- Fire Aura
- Blaze Aura
- Ice Aura
- Freeze Aura
- Wind Aura
- Gale Aura
- Earth Aura
- Rock Aura
- Light Aura
- Shine Aura
- Dark Aura
- Black Aura
What changes: Element, MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Fire Warmth and 12 more
- Fire Warmth
- Fire Calm
- Fire Soul
- Kind Water
- Shine Ice
- Pure Soul
- Heal Mind
- Heal Heart
- Heal Soul
- Cure Prayer
- Heal Prayer
- Purge Magic
- Antidote
What changes: Element, MP (level 1–10), Radius, Power, Status lasts, Aim. Nothing else changes.
On units: Purge Curse and 1 more
What changes: Element, MP (level 1–10), Cast range, Radius, Aim, Affects. Nothing else changes.
On units: Mad Warrior and 3 more
What changes: Element, MP (level 1–10), Cast range, Radius, Runes, Status chance, Aim, Affects. Nothing else changes.
On units: Magic Up and 1 more
What changes: MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Fire Curse and 11 more
- Fire Curse
- Blaze Curse
- Water Curse
- Ice Grudge
- Wind Curse
- Gale Grudge
- Earth Curse
- Rock Grudge
- Light Curse
- Pure Grudge
- Dark Curse
- Dark Grudge
What changes: Element, MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Power Down and 17 more
- Power Down
- Power Off
- Power Under
- Evade Down
- Evade Off
- Evasion Down
- Speed Down
- Speed Off
- Speed Under
- Defense Down
- Defense Off
- Defense Under
- Magic Down
- Magic Off
- Magic Under
- Accuracy Down
- Accuracy Off
- Accuracy Under
What changes: Element, MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Betrayal and 2 more
What changes: MP (level 1–10), Cast range, Radius, Aim. Nothing else changes.
On units: Virus and 2 more
What changes: MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Peace Call and 2 more
What changes: MP (level 1–10), Radius, Aim. Nothing else changes.
On units: Sleep Call and 3 more
What changes: Element, MP (level 1–10), Cast range, Duration, Radius, Runes, Status chance, Status lasts, Aim, Affects. Nothing else changes.
On units: Fire Dance and 5 more
What changes: Element. Nothing else changes.
Trap
Trap: Trap and 18 more
- Trap
- Fire Trap
- Fire Obey
- Fire Order
- Water Trap
- Water Obey
- Water Order
- Wind Trap
- Wind Obey
- Wind Order
- Earth Trap
- Earth Obey
- Earth Order
- Light Trap
- Light Obey
- Light Order
- Dark Trap
- Dark Obey
- Dark Order
What changes: Element, MP (level 1–10), Captures at or below this HP, Cast range, Duration, Intended chance at that HP, Runes. Nothing else changes.
All 19 work the same way. A regular wild monster at or under the HP limit (the exact value counts: with 128 max HP, Trap catches 32 and not 33) is always caught; the caster’s magic, the drawing and the rank do not raise the limit. The trap checks units in the order of the game’s list, not the nearest or the weakest: if the first eligible one has too much HP, the trap is spent on it. Fire Trap and Water Trap differ only in element: their power 128 is a same-element factor of 1, not damage, and they freeze or burn nothing. Obey and Order skip units of the opposite element without spending the trap. All else equal, the cheapest trap whose limit covers the target’s HP is the better choice; a higher tier pays off for more HP, a longer reach (40, 65, 110 and 160 px) or a longer time (4 to 6 s).
Trap: Prank and 2 more
What changes: MP (level 1–10), Trigger radius, Power, Aim. Nothing else changes.
Prank, Joke and Trick drop a tub that takes exactly 1 HP, which counts as damage and wakes sleeping units. Prank aims at one unit; Joke and Trick at every unit in an 80 px circle. The tub does not read Trick’s power (500): Trick does what Joke does, with another picture, for more MP.
Trap: Rage Trap and 2 more
What changes: MP (level 1–10), Cast range, Trigger radius, Aim. Nothing else changes.
Rage Trap places a single mine at a point, with less reach. Death Trap and Sin Trap place them in an area with the same numbers (power, time and trigger area); only their runes, texts and MP change, so Sin Trap gains nothing for its higher cost.
Dragon
Dragon: Fire Wyrm and 23 more
- Fire Wyrm
- Blaze Wyrm
- Hell Wyrm
- Frost Wyrm
- Ice Wyrm
- Frozen Wyrm
- Wind Wyrm
- Gale Wyrm
- Storm Wyrm
- Rock Wyrm
- Cliff Wyrm
- Crag Wyrm
- White Wyrm
- Light Wyrm
- God Wyrm
- Black Wyrm
- Dark Wyrm
- Evil Wyrm
- Blaze God
- Ice God
- Sky God
- Stone God
- Flash God
- Dark God
What changes: Element, MP (level 1–10), Duration, Starts after, Power, Runes. Nothing else changes.
The 24 dragons are four tiers (power 50, 100, 150 and 200) for each element; within a tier they differ only in element, runes and texts. All of them touch with the same 8 px radius: a bigger dragon does not hit wider. The 200 tier waits 121 ticks (2 s) before acting, where the others wait 2, and lasts as long as the 150 tier for about the same MP.
Spells with no family
Each of these runs on code no other spell uses.
- Frozen Time
- Big Drop
- Flood
- Clip Wings
- Insane Rock
- Death Bullet
- Freeze
- Holy Pulse
- Switch Life
- Self Cannon
- God Song
- Life Shine
- Gather!
- Death Gamble
- Life Thread
- Free Lift
Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.