Dragon
Dragon: Fire Wyrm and 23 more
Summons a dragon that damages the enemies it touches.
24 spells the game runs with the same code.
DamagesSummons or placesHow is the total effect worked out?
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.
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
50 MP
- Lasts
- 1 s
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Earth
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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
70 MP
- Lasts
- 1.5 s
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Earth
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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 III
85 MP
- Lasts
- 2 s
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Earth
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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
God
85 MP
- Lasts
- 2 s
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Earth
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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
Fire · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Fire · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Fire · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Water · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Water · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Water · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Wind · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Wind · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Wind · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Earth · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Earth · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Earth · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Light · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Light · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Light · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Dark · Level I
Most damage, if every hit lands
840 · 120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 840 ÷ 50 = 16.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 38 % of the 234 damage 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 1,680 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
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 1,680 of damage.
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.
Lasts 1 s
Dark · Level II
Most damage, if every hit lands
2,145 · 195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 2,145 ÷ 70 = 30.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 67 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 2,145 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
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).
Together: 0 and 2,145 of damage.
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.
Lasts 1.5 s
Dark · Level III
Most damage, if every hit lands
4,050 · 270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 4,050 ÷ 85 = 47.6. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 87 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 4,050 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
Together: 0 and 4,050 of damage.
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.
Lasts 2 s
Fire · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 s
Water · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 s
Wind · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 s
Earth · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 s
Light · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 s
Dark · God
Most damage, if every hit lands
5,175 · 345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Enemies
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.
Most damage for each MP point: 5,175 ÷ 85 = 60.9. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 96 % of the 234 damage 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 once with 130 MP (level 50).
Together: 0 and 5,175 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 66.
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).
Together: 0 and 5,175 of damage.
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.
Lasts 2 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 Wyrm
Fire · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 5.7
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Blaze Wyrm
Fire · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
Hell Wyrm
Fire · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.0
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
Frost Wyrm
Water · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.0
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Ice Wyrm
Water · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.1
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
Frozen Wyrm
Water · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.4
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
Wind Wyrm
Wind · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.3
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Gale Wyrm
Wind · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 7.3
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
Storm Wyrm
Wind · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 6.3
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
Rock Wyrm
Earth · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.0
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Cliff Wyrm
Earth · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.9
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
Crag Wyrm
Earth · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.5
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
White Wyrm
Light · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.2
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Light Wyrm
Light · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.5
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
God Wyrm
Light · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 8.6
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
Black Wyrm
Dark · Level I
Most damage, if every hit lands
840
MP
50
16.8 per MP
120 × 7 · passes through a unit that stands still: 5 in most spots, 2 to 7
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 5.4
Time and damage
- Duration
- 1 s (60 ticks)
- Most passes
- 7
- Fewest passes
- 2
- Passes through a still unit, most spots
- 5
- Starts after
- 0.03 s (2 ticks)
- Power
- 50
Dark Wyrm
Dark · Level II
Most damage, if every hit lands
2,145
MP
70
30.6 per MP
195 × 11 · passes through a unit that stands still: 9 in most spots, 5 to 11
Big jumpDamagesSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 7.0
Time and damage
- Duration
- 1.5 s (90 ticks)
- Most passes
- 11
- Fewest passes
- 5
- Passes through a still unit, most spots
- 9
- Starts after
- 0.03 s (2 ticks)
- Power
- 100
Evil Wyrm
Dark · Level III
Most damage, if every hit lands
4,050
MP
85
47.6 per MP
270 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.5
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 0.03 s (2 ticks)
- Power
- 150
Blaze God
Fire · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 7.8
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
Ice God
Water · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 9.4
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
Sky God
Wind · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 7.7
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
Stone God
Earth · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 8.3
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
Flash God
Light · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 9.8
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
Dark God
Dark · God
Most damage, if every hit lands
5,175
MP
85
60.9 per MP
345 × 15 · passes through a unit that stands still: 13 in most spots, 7 to 15
DamagesSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIII
- Stroke (rune widths)
- 9.3
Time and damage
- Duration
- 2 s (120 ticks)
- Most passes
- 15
- Fewest passes
- 7
- Passes through a still unit, most spots
- 13
- Starts after
- 2.02 s (121 ticks)
- Power
- 200
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.