Cloud
Cloud: Red Cloud and 14 more
Creates a cloud that damages every unit inside it; some also weaken, burn, or freeze.
15 spells the game runs with the same code.
DamagesWeakens· 3 of 15Burns· 3 of 15Freezes· 3 of 15Charms· 3 of 15How is the total effect worked out?
A cloud hits each unit inside it every so often with its raw power: the caster’s magic, the drawing and the rank do not scale it (they only raise the chance of its status). The hits are counted, not added up over time: a 360-tick cloud that hits every 60 hits 6 times; one of 362 ticks, 7.
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
- 90 px
- Radius
- 40 px
- Lasts
- 6 s
Total damage
500 · 20 × 6 + Burn 20 × 19 (15.2 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 500 ÷ 30 = 16.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % 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: 500 and 2,000 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: 500 and 2,000 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 · 20 × 6 · Freeze, 11.7 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 7.8 %
- Status 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.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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 · 20 × 6 · accuracy −40, 15.2 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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
900 · 150 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 900 ÷ 30 = 30. It compares which spell gives more for the MP it costs.
Around the middle: it beats 66 % 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: 900 and 3,600 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: 900 and 3,600 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
120 · 20 × 6 · Charm, 14.1 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status lasts
- 14 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: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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 II
50 MP
- Range
- 100 px
- Radius
- 90 px
- Lasts
- 8 s
Total damage
635 · 20 × 8 + Burn 25 × 19 (15.2 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 635 ÷ 50 = 12.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 27 % 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 1,270 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 1,270 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
Unlike the rest of its level: Lasts 6 s
Total damage
120 · 20 × 6 · Freeze, 11.7 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 7.8 %
- Status 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.
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
160 · 20 × 8 · accuracy −40, 15.2 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 160 ÷ 50 = 3.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 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 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
Unlike the rest of its level: Lasts 6 s
Total damage
1,080 · 180 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 1,080 ÷ 50 = 21.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 57 % 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 2,160 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 2,160 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.
Dark
Total damage
160 · 20 × 8 · Charm, 14.1 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status lasts
- 14 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: 160 ÷ 50 = 3.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 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 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.
Light
Level III
65 MP
- Range
- 120 px
- Radius
- 90 px
- Lasts
- 9 s
Total damage
1,025 · 40 × 9 + Strong burn 35 × 19 (17.6 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 11.7 %
- 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: 1,025 ÷ 65 = 15.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 33 % 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 2,050 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 2,050 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
Unlike the rest of its level: Lasts 6 s
Total damage
240 · 40 × 6 · Freeze, 14.1 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status 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.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 240 ÷ 65 = 3.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 480 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 480 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
360 · 40 × 9 · accuracy −40, 16.4 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.9 %
- 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: 360 ÷ 65 = 5.5. 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 2 times with 130 MP (level 50).
Together: 0 and 720 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 720 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
Unlike the rest of its level: Lasts 6 s
Total damage
1,320 · 220 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 1,320 ÷ 65 = 20.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 55 % 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 2,640 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 2,640 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.
Dark
Total damage
360 · 40 × 9 · Charm, 15.2 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- Status lasts
- 14 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: 360 ÷ 65 = 5.5. 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 2 times with 130 MP (level 50).
Together: 0 and 720 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 720 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
Unlike the rest of its level: hover over it or open it to see how.
Fire · Level I
Total damage
500 · 20 × 6 + Burn 20 × 19 (15.2 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 500 ÷ 30 = 16.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 37 % 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: 500 and 2,000 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: 500 and 2,000 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 90 px · Radius 40 px · Lasts 6 s
Fire · Level II
Total damage
635 · 20 × 8 + Burn 25 × 19 (15.2 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 635 ÷ 50 = 12.7. It compares which spell gives more for the MP it costs.
Around the middle: it beats 27 % 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 1,270 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 1,270 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 90 px · Lasts 8 s
Fire · Level III
Total damage
1,025 · 40 × 9 + Strong burn 35 × 19 (17.6 % per hit)
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 11.7 %
- 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: 1,025 ÷ 65 = 15.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 33 % 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 2,050 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 2,050 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 · Radius 90 px · Lasts 9 s
Water · Level I
Total damage
120 · 20 × 6 · Freeze, 11.7 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 7.8 %
- Status 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.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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 90 px · Radius 40 px · Lasts 6 s
Water · Level II
Total damage
120 · 20 × 6 · Freeze, 11.7 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 7.8 %
- Status 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.
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 100 px · Radius 90 px · Lasts 6 s
Water · Level III
Total damage
240 · 40 × 6 · Freeze, 14.1 % per hit, 3 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status 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.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 240 ÷ 65 = 3.7. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 480 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 480 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 · Radius 90 px · Lasts 6 s
Earth · Level I
Total damage
120 · 20 × 6 · accuracy −40, 15.2 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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 90 px · Radius 40 px · Lasts 6 s
Earth · Level II
Total damage
160 · 20 × 8 · accuracy −40, 15.2 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- 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: 160 ÷ 50 = 3.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 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 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 · Radius 90 px · Lasts 8 s
Earth · Level III
Total damage
360 · 40 × 9 · accuracy −40, 16.4 % per hit, 18 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.9 %
- 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: 360 ÷ 65 = 5.5. 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 2 times with 130 MP (level 50).
Together: 0 and 720 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 720 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 · Radius 90 px · Lasts 9 s
Light · Level I
Total damage
120 · 20 × 6 · Charm, 14.1 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status lasts
- 14 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: 120 ÷ 30 = 4. 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 once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 120 and 480 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: 120 and 480 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 90 px · Radius 40 px · Lasts 6 s
Light · Level II
Total damage
160 · 20 × 8 · Charm, 14.1 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 9.4 %
- Status lasts
- 14 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: 160 ÷ 50 = 3.2. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 9 % 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 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 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 · Radius 90 px · Lasts 8 s
Light · Level III
Total damage
360 · 40 × 9 · Charm, 15.2 % per hit, 14 s
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and enemies
- Status chance
- 10.2 %
- Status lasts
- 14 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: 360 ÷ 65 = 5.5. 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 2 times with 130 MP (level 50).
Together: 0 and 720 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 720 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 · Radius 90 px · Lasts 9 s
Dark · Level I
Total damage
900 · 150 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 900 ÷ 30 = 30. It compares which spell gives more for the MP it costs.
Around the middle: it beats 66 % 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: 900 and 3,600 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: 900 and 3,600 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 90 px · Radius 40 px · Lasts 6 s
Dark · Level II
Total damage
1,080 · 180 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 1,080 ÷ 50 = 21.6. It compares which spell gives more for the MP it costs.
Around the middle: it beats 57 % 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 2,160 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 2,160 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 90 px · Lasts 6 s
Dark · Level III
Total damage
1,320 · 220 × 6
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Allies and 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: 1,320 ÷ 65 = 20.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 55 % 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 2,640 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 2,640 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.
Range 120 px · Radius 90 px · Lasts 6 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 Cloud
Fire · Level I
Total damage
500
MP
30
16.7 per MP
20 × 6 + Burn 20 × 19 (15.2 % per hit)
Pays off per MPEasy to drawDamagesBurnsCost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.0
Range and area
- Cast range
- 90 px
- Radius
- 40 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 20
Status
- Status chance
- 10.2 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 20
Hot Cloud
Fire · Level II
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- 100 px
- Radius
- 90 px
Time and damage
- Duration
- 8 s (480 ticks)
- Hits
- 8
- Power
- 20
Status
- Status chance
- 10.2 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 25
Blaze Cloud
Fire · Level III
Total damage
1,025
MP
65
15.8 per MP
40 × 9 + Strong burn 35 × 19 (17.6 % per hit)
Pays off per MPDamagesBurnsCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.3
Range and area
- Cast range
- 120 px
- Radius
- 90 px
Time and damage
- Duration
- 9 s (540 ticks)
- Hits
- 9
- Power
- 40
Status
- Status chance
- 11.7 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Burn
- Status strength
- 35
Frost Cloud
Water · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- 90 px
- Radius
- 40 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 20
Status
- Status chance
- 7.8 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Cool Cloud
Water · Level II
Unlike the rest of its level: Lasts 6 s
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.4
Range and area
- Cast range
- 100 px
- Radius
- 90 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 20
Status
- Status chance
- 7.8 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Ice Cloud
Water · Level III
Unlike the rest of its level: Lasts 6 s
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.7
Range and area
- Cast range
- 120 px
- Radius
- 90 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 40
Status
- Status chance
- 9.4 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Dust Cloud
Earth · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.2
Range and area
- Cast range
- 90 px
- Radius
- 40 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 20
Status
- Status chance
- 10.2 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Sand Cloud
Earth · Level II
Total damage
160
MP
50
3.2 per MP
20 × 8 · accuracy −40, 15.2 % per hit, 18 s
DamagesWeakensCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- 100 px
- Radius
- 90 px
Time and damage
- Duration
- 8 s (480 ticks)
- Hits
- 8
- Power
- 20
Status
- Status chance
- 10.2 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Sand Storm
Earth · Level III
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.8
Range and area
- Cast range
- 120 px
- Radius
- 90 px
Time and damage
- Duration
- 9 s (540 ticks)
- Hits
- 9
- Power
- 40
Status
- Status chance
- 10.9 %
- Status lasts
- 18 s (1,080 ticks)
- Status
- Stat down
- Status strength
- —
Sleep Wind
Light · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.5
Range and area
- Cast range
- 90 px
- Radius
- 40 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 20
Status
- Status chance
- 9.4 %
- Status lasts
- 14 s (840 ticks)
- Status
- Charm
- Status strength
- —
Sleep Gale
Light · Level II
Total damage
160
MP
50
3.2 per MP
20 × 8 · Charm, 14.1 % per hit, 14 s
DamagesCharmsCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 5.8
Range and area
- Cast range
- 100 px
- Radius
- 90 px
Time and damage
- Duration
- 8 s (480 ticks)
- Hits
- 8
- Power
- 20
Status
- Status chance
- 9.4 %
- Status lasts
- 14 s (840 ticks)
- Status
- Charm
- Status strength
- —
Sleep Storm
Light · Level III
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 7.9
Range and area
- Cast range
- 120 px
- Radius
- 90 px
Time and damage
- Duration
- 9 s (540 ticks)
- Hits
- 9
- Power
- 40
Status
- Status chance
- 10.2 %
- Status lasts
- 14 s (840 ticks)
- Status
- Charm
- Status strength
- —
Black Cloud
Dark · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 4.6
Range and area
- Cast range
- 90 px
- Radius
- 40 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 150
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Void Cloud
Dark · Level II
Unlike the rest of its level: Lasts 6 s
Cost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.3
Range and area
- Cast range
- 100 px
- Radius
- 90 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 180
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Black Void
Dark · Level III
Unlike the rest of its level: Lasts 6 s
Cost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.8
Range and area
- Cast range
- 120 px
- Radius
- 90 px
Time and damage
- Duration
- 6 s (360 ticks)
- Hits
- 6
- Power
- 220
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
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.