Wall
Wall: Red Wall and 18 more
Raises a wall that damages whoever touches it; some also heal.
19 spells the game runs with the same code.
Summons or placesDamages· 16 of 19Heals· 3 of 19How is the total effect worked out?
Walls have no power of their own: a unit that touches a post gets the wall’s effect, with the strength of its status, at most once every 2 s per post.
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
- Range
- 100 px
- Lasts
- 15 s
Total damage
80 · per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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
Total damage
80 · per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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
Total damage
80 · per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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
Total damage
80 · per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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
Total damage
80 · per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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
Total healing
80 · per touch, at most every 2 s per post · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 7 % 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: 80 and 320 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: 80 and 320 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
- Range
- 120 px
- Lasts
- 20 s
Total damage
120 · per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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
Total damage
120 · per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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
Total damage
120 · per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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
Total damage
120 · per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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
Total damage
120 · per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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
Total healing
120 · per touch, at most every 2 s per post · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 0 % 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 240 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 240 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 III
65 MP
- Range
- 150 px
- Lasts
- 25 s
Total damage
160 · per touch, at most every 2 s per post (fire) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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
Total damage
160 · per touch, at most every 2 s per post (wind) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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
Total damage
160 · per touch, at most every 2 s per post (water) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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
Total damage
160 · per touch, at most every 2 s per post (earth) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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
Total damage
160 · per touch, at most every 2 s per post (dark) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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
Total healing
160 · per touch, at most every 2 s per post · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 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 320 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
Others
Total damage
80 · per touch, at most every 2 s per post (water) · Ring of up to 6 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- 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 damage for each MP point: 80 ÷ 105 = 0.8. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 1 % 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 80 of damage.
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).
Together: 0 and 80 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
Fire · Level I
Total damage
80 · per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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.
Range 100 px · Lasts 15 s
Fire · Level II
Total damage
120 · per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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.
Range 120 px · Lasts 20 s
Fire · Level III
Total damage
160 · per touch, at most every 2 s per post (fire) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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.
Range 150 px · Lasts 25 s
Water · Level I
Total damage
80 · per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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.
Range 100 px · Lasts 15 s
Water · Level II
Total damage
120 · per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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.
Range 120 px · Lasts 20 s
Water · Level III
Total damage
160 · per touch, at most every 2 s per post (water) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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.
Range 150 px · Lasts 25 s
Wind · Level I
Total damage
80 · per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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.
Range 100 px · Lasts 15 s
Wind · Level II
Total damage
120 · per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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.
Range 120 px · Lasts 20 s
Wind · Level III
Total damage
160 · per touch, at most every 2 s per post (wind) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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.
Range 150 px · Lasts 25 s
Earth · Level I
Total damage
80 · per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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.
Range 100 px · Lasts 15 s
Earth · Level II
Total damage
120 · per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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.
Range 120 px · Lasts 20 s
Earth · Level III
Total damage
160 · per touch, at most every 2 s per post (earth) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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.
Range 150 px · Lasts 25 s
Light · Level I
Total healing
80 · per touch, at most every 2 s per post · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 7 % 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: 80 and 320 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: 80 and 320 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 100 px · Lasts 15 s
Light · Level II
Total healing
120 · per touch, at most every 2 s per post · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 0 % 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 240 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 240 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 20 s
Light · Level III
Total healing
160 · per touch, at most every 2 s per post · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies and enemies
- 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: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 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 320 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 150 px · Lasts 25 s
Dark · Level I
Total damage
80 · per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 15 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 80 ÷ 30 = 2.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 6 % 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 80 and 320 of damage.
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: 80 and 320 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.
Range 100 px · Lasts 15 s
Dark · Level II
Total damage
120 · per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 120 ÷ 50 = 2.4. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 2 % 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 240 of damage.
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 240 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.
Range 120 px · Lasts 20 s
Dark · Level III
Total damage
160 · per touch, at most every 2 s per post (dark) · Wall of up to 6 posts, 25 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- 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 damage for each MP point: 160 ÷ 65 = 2.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 4 % 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 320 of damage.
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 320 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.
Range 150 px · Lasts 25 s
Water · Others
Total damage
80 · per touch, at most every 2 s per post (water) · Ring of up to 6 posts, 20 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- 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 damage for each MP point: 80 ÷ 105 = 0.8. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 1 % 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 80 of damage.
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).
Together: 0 and 80 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.
Range 150 px · 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. How is it worked out?
Red Wall
Fire · Level I
Total damage
80
MP
30
2.7 per MP
per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 15 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.6
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Fire Wall
Fire · Level II
Total damage
120
MP
50
2.4 per MP
per touch, at most every 2 s per post (fire) · Wall of up to 5 posts, 20 s
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 120
Blaze Wall
Fire · Level III
Total damage
160
MP
65
2.5 per MP
per touch, at most every 2 s per post (fire) · Wall of up to 6 posts, 25 s
DamagesSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.0
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 160
Cool Wall
Water · Level I
Total damage
80
MP
30
2.7 per MP
per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 15 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.0
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Freeze Wall
Water · Level II
Total damage
120
MP
50
2.4 per MP
per touch, at most every 2 s per post (water) · Wall of up to 5 posts, 20 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 120
Ice Wall
Water · Level III
Total damage
160
MP
65
2.5 per MP
per touch, at most every 2 s per post (water) · Wall of up to 6 posts, 25 s
DamagesSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 160
Wind Wall
Wind · Level I
Total damage
80
MP
30
2.7 per MP
per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 15 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.2
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Gale Wall
Wind · Level II
Total damage
120
MP
50
2.4 per MP
per touch, at most every 2 s per post (wind) · Wall of up to 5 posts, 20 s
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 120
Storm Wall
Wind · Level III
Total damage
160
MP
65
2.5 per MP
per touch, at most every 2 s per post (wind) · Wall of up to 6 posts, 25 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 160
Anger Wall
Earth · Level I
Total damage
80
MP
30
2.7 per MP
per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 15 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.9
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Rage Wall
Earth · Level II
Total damage
120
MP
50
2.4 per MP
per touch, at most every 2 s per post (earth) · Wall of up to 5 posts, 20 s
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.8
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 200
Status
- Status strength
- 120
Fury Wall
Earth · Level III
Total damage
160
MP
65
2.5 per MP
per touch, at most every 2 s per post (earth) · Wall of up to 6 posts, 25 s
DamagesSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 200
Status
- Status strength
- 160
White Wall
Light · Level I
Total healing
80
MP
30
2.7 per MP
per touch, at most every 2 s per post · Wall of up to 5 posts, 15 s
Easy to drawHealsSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Gold Wall
Light · Level II
Total healing
120
MP
50
2.4 per MP
per touch, at most every 2 s per post · Wall of up to 5 posts, 20 s
HealsSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.5
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 120
Shine Wall
Light · Level III
Total healing
160
MP
65
2.5 per MP
per touch, at most every 2 s per post · Wall of up to 6 posts, 25 s
HealsSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 7.6
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 1
Status
- Status strength
- 160
Black Wall
Dark · Level I
Total damage
80
MP
30
2.7 per MP
per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 15 s
Easy to drawDamagesSummons or placesCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.3
Range and area
- Cast range
- 100 px
- Contact radius
- 18 px
- Max length
- 100 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 15 s (900 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 80
Dark Wall
Dark · Level II
Total damage
120
MP
50
2.4 per MP
per touch, at most every 2 s per post (dark) · Wall of up to 5 posts, 20 s
DamagesSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- 120 px
- Contact radius
- 18 px
- Max length
- 115 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 120
Pitch Wall
Dark · Level III
Total damage
160
MP
65
2.5 per MP
per touch, at most every 2 s per post (dark) · Wall of up to 6 posts, 25 s
DamagesSummons or placesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- 150 px
- Contact radius
- 18 px
- Max length
- 130 px
- Ring radius
- —
- Aim
- Draw a line
- Affects
- Allies and enemies
Time and damage
- Duration
- 25 s (1,500 ticks)
- Posts on the ring
- —
- Power
- 0
Status
- Status strength
- 160
Winter Wall
Water · Others
Total damage
80
MP
105
0.8 per MP
per touch, at most every 2 s per post (water) · Ring of up to 6 posts, 20 s
DamagesSummons or placesCost
- MP (level 1–10)
- 105
- Runes
- IIIIII
- Stroke (rune widths)
- 9.1
Range and area
- Cast range
- 150 px
- Contact radius
- 16 px
- Max length
- —
- Ring radius
- 30 px
- Aim
- Tap a point
- Affects
- Enemies
Time and damage
- Duration
- 20 s (1,200 ticks)
- Posts on the ring
- 6
- Power
- 0
Status
- Status strength
- 80
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.