On units
On units: Magic Up and 1 more
Heals and protects an ally.
2 spells the game runs with the same code.
HealsProtectsHow 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.
Light · Level I
Total healing
270 · magic defense +50 % of what it lacks to reach 100, 18 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 18 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: 270 ÷ 40 = 6.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 26 % 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 3 times with 130 MP (level 50).
Together: 0 and 810 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 810 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 120 px · Lasts 1 s
Light · Level II
Total healing
270 · magic defense +50 % of what it lacks to reach 100, 18 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 18 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: 270 ÷ 60 = 4.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 11 % 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 540 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 540 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 120 px · Radius 50 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?
Magic Up
Light · Level I
Total healing
270
MP
40
6.8 per MP
magic defense +50 % of what it lacks to reach 100, 18 s
HealsProtectsCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.7
Range and area
- Radius
- —
- Aim
- Tap a unit
Magic On
Light · Level II
Total healing
270
MP
60
4.5 per MP
magic defense +50 % of what it lacks to reach 100, 18 s
HealsProtectsCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.1
Range and area
- Radius
- 50 px
- Aim
- Draw a circle
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.