On units
On units: Fairy Trick and 1 more
Protects the allies in an area.
2 spells the game runs with the same code.
ProtectsHow 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
Effect
Hidden, 15 s
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 15 s
Per MP
Not applicable: this spell’s effect is not measured in HP, so it cannot be divided by its MP.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 70.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
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 100 px · Radius 50 px · Lasts 1 s
Light · Level II
Effect
Hidden, 10 s
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 10 s
Per MP
Not applicable: this spell’s effect is not measured in HP, so it cannot be divided by its MP.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 82.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
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?
Fairy Trick
Light · Level I
Effect
Hidden, 15 s
MP
90
Cost
- MP (level 1–10)
- 90
- Runes
- IIIIII
- Stroke (rune widths)
- 10.8
Range and area
- Cast range
- 100 px
- Aim
- Tap a unit
Status
- Status lasts
- 15 s (900 ticks)
Hidden Veil
Light · Level II
Effect
Hidden, 10 s
MP
105
Cost
- MP (level 1–10)
- 105
- Runes
- IIIIII
- Stroke (rune widths)
- 10.8
Range and area
- Cast range
- 120 px
- Aim
- Tap a point
Status
- Status lasts
- 10 s (600 ticks)
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.