Blast
Blast: Explosion and 5 more
Sets off an explosion that damages everyone nearby; some also burn or knock them down.
6 spells the game runs with the same code.
DamagesBurns· 1 of 6Knocks down or back· 1 of 6How is the total effect worked out?
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Fire · Level I
Total damage
774
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 774 ÷ 20 = 38.7. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 76 % 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 6 times with 130 MP (level 50).
Together: 774 and 4,644 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 14.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 6 times with 130 MP (level 50).
Together: 774 and 4,644 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 50 px · Radius 45 px · Lasts 0 s
Fire · Level II
Total damage
1,138
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,138 ÷ 40 = 28.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 65 % 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 3 times with 130 MP (level 50).
Together: 0 and 3,414 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 3,414 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 · Radius 55 px · Lasts 0 s
Fire · Level III
Total damage
1,198
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,198 ÷ 60 = 20. It compares which spell gives more for the MP it costs.
Around the middle: it beats 49 % 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 2,396 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,396 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 130 px · Radius 65 px · Lasts 0 s
Fire · Level IV
Total damage
1,381
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,381 ÷ 75 = 18.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 45 % 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 1,381 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 1,381 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 160 px · Radius 80 px · Lasts 1 s
Fire · Level V
Total damage
1,603 · 748 + Strong burn 45 × 19 (always)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,603 ÷ 85 = 18.9. It compares which spell gives more for the MP it costs.
Around the middle: it beats 47 % 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 1,603 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 1,603 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 · Radius 50 px · Lasts 0 s
Fire · Level VI
Total damage
1,740
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,740 ÷ 100 = 17.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 41 % 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 1,740 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 78.
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 1,740 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 180 px · Radius 85 px · Lasts 0.1 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Explosion
Fire · Level I
Cost
- MP (level 1–10)
- 20
- Runes
- II
- Stroke (rune widths)
- 3.1
Range and area
- Cast range
- 50 px
- Radius
- 45 px
- Aim
- Tap a point
Time and damage
- Duration
- 0 s (0 ticks)
- Hits after
- 0.02 s (1 ticks)
- Power
- 486
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
Ruby Blast
Fire · Level II
Total damage
1,138
MP
40
28.5 per MP
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- 100 px
- Radius
- 55 px
- Aim
- Tap a point
Time and damage
- Duration
- 0 s (0 ticks)
- Hits after
- 0.02 s (1 ticks)
- Power
- 729
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
Fiery Blast
Fire · Level III
Total damage
1,198
MP
60
20 per MP
Cost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- 130 px
- Radius
- 65 px
- Aim
- Tap a point
Time and damage
- Duration
- 0 s (0 ticks)
- Hits after
- 0.35 s (21 ticks)
- Power
- 769
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
Hell Blast
Fire · Level IV
Total damage
1,381
MP
75
18.4 per MP
Cost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 160 px
- Radius
- 80 px
- Aim
- Tap a point
Time and damage
- Duration
- 1 s (60 ticks)
- Hits after
- 1.32 s (79 ticks)
- Power
- 891
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
Crisp Up
Fire · Level V
Total damage
1,603
MP
85
18.9 per MP
748 + Strong burn 45 × 19 (always)
DamagesBurnsCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.4
Range and area
- Cast range
- 100 px
- Radius
- 50 px
- Aim
- Tap a unit
Time and damage
- Duration
- 0 s (0 ticks)
- Hits after
- 0.02 s (1 ticks)
- Power
- 469
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 45
Other
- Traits
- —
Final Fire
Fire · Level VI
Total damage
1,740
MP
100
17.4 per MP
Cost
- MP (level 1–10)
- 100
- Runes
- IIIIII
- Stroke (rune widths)
- 9.3
Range and area
- Cast range
- 180 px
- Radius
- 85 px
- Aim
- Tap a point
Time and damage
- Duration
- 0.1 s (6 ticks)
- Hits after
- 2.48 s (149 ticks)
- Power
- 1,130
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- Knocks down
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.