Blast
Blast: Storm and 5 more
Unleashes a storm over an area that damages everyone in it and changes the ground; some also heal or weaken.
6 spells the game runs with the same code.
Damages· 5 of 6Changes the ground· 4 of 6Heals· 1 of 6Weakens· 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.
Water · Level I
Total damage
225 · Hardens magma, 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
- 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: 225 ÷ 20 = 11.3. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 23 % 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: 225 and 1,350 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: 225 and 1,350 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 65 px · Lasts 0 s
Fire · Level I
Total damage
540 · Turns the ground into magma, 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
- 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: 540 ÷ 30 = 18. It compares which spell gives more for the MP it costs.
Around the middle: it beats 44 % 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: 540 and 2,160 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 22.
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: 540 and 2,160 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 65 px · Lasts 0 s
Earth · Level I
Total damage
195 · Turns quicksand into swamp, 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
- 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: 195 ÷ 50 = 3.9. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 10 % 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 390 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 390 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 65 px · Lasts 10 s
Fire · Level II
Total damage
652 · Turns the ground into magma, 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
- 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: 652 ÷ 140 = 4.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 12 % 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 not once with 130 MP (level 50).
Together: 0 and 0 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 108.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and not once with 130 MP (level 50).
Together: 0 and 0 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 200 px · Radius 100 px · Lasts 0 s
Dark · Level I
Total damage
1,665 · accuracy −38, evasion −38, 59.8 %, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
- Status chance
- 39.8 %
- 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: 1,665 ÷ 100 = 16.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 36 % 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 1,665 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 1,665 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 75 px · Lasts 1 s
Light · Level I
Total healing
1,057
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
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: 1,057 ÷ 90 = 11.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 59 % 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 once with 130 MP (level 50).
Together: 0 and 1,057 of healing.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 70.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 1,057 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 · Radius 75 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?
Storm
Water · Level I
Cost
- MP (level 1–10)
- 20
- Runes
- II
- Stroke (rune widths)
- 2.6
Range and area
- Cast range
- 100 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- Duration
- 0 s (0 ticks)
- Power
- 120
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
Other
- Traits
- —
- Terrain
- Hardens magma
Fire Rain
Fire · Level I
Total damage
540
MP
30
18 per MP
Turns the ground into magma, 20 s
DamagesChanges the groundCost
- MP (level 1–10)
- 30
- Runes
- III
- Stroke (rune widths)
- 3.5
Range and area
- Cast range
- 100 px
- Radius
- 65 px
- Affects
- Allies and enemies
Time and damage
- Duration
- 0 s (0 ticks)
- Power
- 330
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
Other
- Traits
- —
- Terrain
- Turns the ground into magma
Swamp
Earth · Level I
Total damage
195
MP
50
3.9 per MP
Turns quicksand into swamp, 20 s
DamagesChanges the groundCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- 100 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- Duration
- 10 s (600 ticks)
- Power
- 100
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
Other
- Traits
- —
- Terrain
- Turns quicksand into swamp
Earth Explode
Fire · Level II
Total damage
652
MP
140
4.7 per MP
Turns the ground into magma, 20 s
DamagesChanges the groundCost
- MP (level 1–10)
- 140
- Runes
- IIIIIIIII
- Stroke (rune widths)
- 10.5
Range and area
- Cast range
- 200 px
- Radius
- 100 px
- Affects
- Allies and enemies
Time and damage
- Duration
- 0 s (0 ticks)
- Power
- 405
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
Other
- Traits
- —
- Terrain
- Turns the ground into magma
Death Rain
Dark · Level I
Total damage
1,665
MP
100
16.7 per MP
accuracy −38, evasion −38, 59.8 %, 18 s
DamagesWeakensCost
- MP (level 1–10)
- 100
- Runes
- IIIIII
- Stroke (rune widths)
- 9.5
Range and area
- Cast range
- 100 px
- Radius
- 75 px
- Affects
- Enemies
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 1,080
Status
- Status chance
- 39.8 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Death rain
Other
- Traits
- —
- Terrain
- —
Love Song
Light · Level I
Total healing
1,057
MP
90
11.7 per MP
Cost
- MP (level 1–10)
- 90
- Runes
- IIIIII
- Stroke (rune widths)
- 10.0
Range and area
- Cast range
- 100 px
- Radius
- 75 px
- Affects
- Allies
Time and damage
- Duration
- 3 s (180 ticks)
- Power
- 675
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
Other
- Traits
- Heals
- Terrain
- —
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.