Projectile
Projectile: Light Lance and 5 more
Fires a beam that damages and weakens the enemy it reaches.
6 spells the game runs with the same code.
DamagesWeakens· 3 of 6How is the total effect worked out?
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
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.
Lance
30 MP
- Lasts
- 0.5 s
Total damage
675 · attack −50 %, 22.3 %, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 675 ÷ 30 = 22.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 59 % 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: 675 and 2,700 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: 675 and 2,700 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 damage
660
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: 660 ÷ 30 = 22. It compares which spell gives more for the MP it costs.
Around the middle: it beats 59 % 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: 660 and 2,640 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: 660 and 2,640 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
Homing
50 MP
- Lasts
- 0.5 s
Total damage
1,005 · attack −50 %, 22.3 %, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % 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 2,010 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 2,010 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 damage
1,005
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: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % 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 2,010 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 2,010 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
65 MP
- Lasts
- 3 s
Total damage
1,305 · attack −50 %, 22.3 %, 18 s · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,305 ÷ 65 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 52 % 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 2,610 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 2,610 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 damage
1,275 · one shot per unit
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: 1,275 ÷ 65 = 19.6. 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 2,550 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 2,550 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
Light · Lance
Total damage
660
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: 660 ÷ 30 = 22. It compares which spell gives more for the MP it costs.
Around the middle: it beats 59 % 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: 660 and 2,640 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: 660 and 2,640 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 0.5 s
Light · Homing
Total damage
1,005
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: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % 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 2,010 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 2,010 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 0.5 s
Light · Level III
Total damage
1,275 · one shot per unit
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: 1,275 ÷ 65 = 19.6. 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 2,550 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 2,550 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 3 s
Dark · Lance
Total damage
675 · attack −50 %, 22.3 %, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 675 ÷ 30 = 22.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 59 % 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: 675 and 2,700 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: 675 and 2,700 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 0.5 s
Dark · Homing
Total damage
1,005 · attack −50 %, 22.3 %, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,005 ÷ 50 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 53 % 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 2,010 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 2,010 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 0.5 s
Dark · Level III
Total damage
1,305 · attack −50 %, 22.3 %, 18 s · one shot per unit
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 14.8 %
- Status lasts
- 18 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 1,305 ÷ 65 = 20.1. It compares which spell gives more for the MP it costs.
Around the middle: it beats 52 % 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 2,610 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 2,610 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 3 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?
Light Lance
Light · Lance
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.8
Range and area
- Cast range
- —
- Homing radius
- —
- Shot range
- 210 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.5 s (30 ticks)
- Homing turn
- —
- Launch delay
- —
- Shots
- 1
- Power
- 410
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
Other
- Traits
- Pierces
Homing Light
Light · Homing
Total damage
1,005
MP
50
20.1 per MP
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.2
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Shot range
- 210 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.5 s (30 ticks)
- Homing turn
- 5.62°
- Launch delay
- —
- Shots
- 1
- Power
- 640
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
Other
- Traits
- Pierces, Homing
Judgment
Light · Level III
Total damage
1,275
MP
65
19.6 per MP
one shot per unit
DamagesCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 7.3
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Shot range
- 1,260 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Homing turn
- —
- Launch delay
- 0 s (0 ticks)
- Shots
- 5
- Power
- 820
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
Other
- Traits
- Locks on each target
Dark Lance
Dark · Lance
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.0
Range and area
- Cast range
- —
- Homing radius
- —
- Shot range
- 210 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.5 s (30 ticks)
- Homing turn
- —
- Launch delay
- —
- Shots
- 1
- Power
- 420
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
Other
- Traits
- Pierces
Homing Dark
Dark · Homing
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Homing radius
- 55 px
- Shot range
- 210 px
- Target area radius
- —
- Aim
- Aim a direction
Time and damage
- Duration
- 0.5 s (30 ticks)
- Homing turn
- 5.62°
- Launch delay
- —
- Shots
- 1
- Power
- 640
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
Other
- Traits
- Pierces, Homing
Dark Crush
Dark · Level III
Total damage
1,305
MP
65
20.1 per MP
attack −50 %, 22.3 %, 18 s · one shot per unit
Easy to drawDamagesWeakensCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- 120 px
- Homing radius
- —
- Shot range
- 1,260 px
- Target area radius
- 50 px
- Aim
- Draw a circle
Time and damage
- Duration
- 3 s (180 ticks)
- Homing turn
- —
- Launch delay
- 0 s (0 ticks)
- Shots
- 5
- Power
- 840
Status
- Status chance
- 14.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
Other
- Traits
- Locks on each target
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.