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Earth · Trap

Sin Trap

Sets multiple magic traps within a wide area. No effect on flying units.

Trampa pec.

Spell scene

Choose the units and replay the cast with the cartridge’s sprites and sounds.

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Spell drawing

Sin Trap

Rune 1 of 2

Uses this in battle: Seneka.

Illustrative reconstruction: frames, palettes and effect timings come from the ROM. Part placement and drawing speed are choices of this viewer.

Outcome and status application are selected for the demonstration; they are not a battle roll.

Some part or sound assignments still need verification.

How to cast it

Draw these runes in order, each in one stroke, while holding L.

  1. Wind III
  2. Earth III

MP cost

It goes down as Isaac’s level in each rune’s element rises.

Element level1–1011–2021–3031–4041–50
MP8580757065

Aim

Tap a point. Touch a point inside the range; the area has a fixed size.

Affects: Enemies

  • Knocks down

What it does

Power
420
Duration
15 s · 900 ticks
Cast range
65 px
Trigger radius
35 px

Its own rules

Each mine lasts 920 ticks and goes off when a walking enemy comes within 14 px: every enemy within 14 px, flying ones included, takes the spell’s power as earth damage and is knocked down. One use each. A new mine disarms the side’s earlier ones.

Similar spells

The 3 spells that run on the same game code as this one. Only what changes between them is shown.

Rage Trap places a single mine at a point, with less reach. Death Trap and Sin Trap place them in an area with the same numbers (power, time and trigger area); only their runes, texts and MP change, so Sin Trap gains nothing for its higher cost.

SpellsMP (level 1–10)Cast rangeTrigger radiusAim
Rage Trap5045 px0 pxTap a point
Death Trap7065 px35 pxTap a point
Sin Trap8565 px35 pxTap a point
All spell families

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