On units
On units: Fire Warmth and 12 more
Heals an ally; some also protect, strengthen, or speed up.
13 spells the game runs with the same code.
HealsProtects· 1 of 13Strengthens· 1 of 13Speeds up· 1 of 13How is the total effect worked out?
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Level I
30 MP
Total healing
465 · removes freeze
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total healing
465 · removes berserk and charm
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total healing
465 · removes burn
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total healing
525 · removes stat changes, curses and auras
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 525 ÷ 30 = 17.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 78 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 525 and 2,100 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 525 and 2,100 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Dark
Total healing
585 · removes virus
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 585 ÷ 30 = 19.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 81 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 585 and 2,340 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 585 and 2,340 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Light
Level II
50 MP
Total healing
495 · removes freeze
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total healing
495 · removes berserk and charm
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total healing
495 · removes burn
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Total healing
1,020 · removes poison
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 1,020 ÷ 50 = 20.4. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 85 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,040 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,040 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Dark
Total healing
645 · removes virus
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 645 ÷ 50 = 12.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 63 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,290 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,290 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Light
Soul
65 MP
Total healing
570 · removes freeze, attack +20 %, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Fire
Total healing
570 · removes berserk and charm, speed +20 %, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Wind
Total healing
570 · removes burn, evasion +26, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Water
Fire · Level I
Total healing
465 · removes freeze
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Fire · Level II
Total healing
495 · removes freeze
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Fire · Soul
Total healing
570 · removes freeze, attack +20 %, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Water · Level I
Total healing
465 · removes burn
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Water · Level II
Total healing
495 · removes burn
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Water · Soul
Total healing
570 · removes burn, evasion +26, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Wind · Level I
Total healing
465 · removes berserk and charm
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 465 ÷ 30 = 15.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 465 and 1,860 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Wind · Level II
Total healing
495 · removes berserk and charm
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 495 ÷ 50 = 9.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 48 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 990 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Wind · Soul
Total healing
570 · removes berserk and charm, speed +20 %, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 570 ÷ 65 = 8.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 50.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,140 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Light · Level I
Total healing
585 · removes virus
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 585 ÷ 30 = 19.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 81 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 585 and 2,340 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 585 and 2,340 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Light · Level II
Total healing
645 · removes virus
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 645 ÷ 50 = 12.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 63 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,290 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,290 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Radius 50 px · Lasts 1 s
Dark · Level I
Total healing
525 · removes stat changes, curses and auras
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 525 ÷ 30 = 17.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 78 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 525 and 2,100 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 23.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 525 and 2,100 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Dark · Level II
Total healing
1,020 · removes poison
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- —
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 1,020 ÷ 50 = 20.4. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 85 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,040 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 39.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,040 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 130 px · Lasts 1 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Fire Warmth
Fire · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.8
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 280
Status
- Status lasts
- —
Fire Calm
Fire · Level II
Total healing
495
MP
50
9.9 per MP
removes freeze
HealsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.8
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 300
Status
- Status lasts
- —
Fire Soul
Fire · Soul
Total healing
570
MP
65
8.8 per MP
removes freeze, attack +20 %, 20 s
HealsStrengthensCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.2
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 350
Status
- Status lasts
- 20 s (1,200 ticks)
Kind Water
Water · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.2
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 280
Status
- Status lasts
- —
Shine Ice
Water · Level II
Total healing
495
MP
50
9.9 per MP
removes burn
HealsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.3
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 300
Status
- Status lasts
- —
Pure Soul
Water · Soul
Total healing
570
MP
65
8.8 per MP
removes burn, evasion +26, 20 s
HealsProtectsCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.6
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 350
Status
- Status lasts
- 20 s (1,200 ticks)
Heal Mind
Wind · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.5
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 280
Status
- Status lasts
- —
Heal Heart
Wind · Level II
Total healing
495
MP
50
9.9 per MP
removes berserk and charm
HealsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.4
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 300
Status
- Status lasts
- —
Heal Soul
Wind · Soul
Total healing
570
MP
65
8.8 per MP
removes berserk and charm, speed +20 %, 20 s
HealsSpeeds upCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 5.5
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 350
Status
- Status lasts
- 20 s (1,200 ticks)
Cure Prayer
Light · Level I
Total healing
585
MP
30
19.5 per MP
removes virus
HealsCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.3
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 360
Status
- Status lasts
- —
Heal Prayer
Light · Level II
Total healing
645
MP
50
12.9 per MP
removes virus
HealsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.7
Range and area
- Radius
- 50 px
- Aim
- Tap a point
Time and damage
- Power
- 400
Status
- Status lasts
- —
Purge Magic
Dark · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.5
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 320
Status
- Status lasts
- —
Antidote
Dark · Level II
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.1
Range and area
- Radius
- —
- Aim
- Tap a unit
Time and damage
- Power
- 650
Status
- Status lasts
- —
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.