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Falling objects

Falling objects: Rain Fire and 18 more

Drops a rain of objects that damages whoever it hits; some also change the ground or freeze.

19 spells the game runs with the same code.

DamagesChanges the ground· 6 of 19Freezes· 1 of 19
The same in all of them:Between impacts: 4Aim: Draw a circle
How 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.

Level I

40 MP

Range
100 px
Radius
60 px

Unlike the rest of its level: Range 90 px

Fire

Wind

Unlike the rest of its level: Range 90 px

Water

Earth

Dark

Light

Level II

60 MP

Range
100 px
Radius
65 px

Unlike the rest of its level: Range 90 px

Fire

Wind

Unlike the rest of its level: Range 90 px

Water

Earth

Dark

Light

Level III

75 MP

Range
100 px
Radius
70 px

Unlike the rest of its level: Range 90 px

Fire

Wind

Unlike the rest of its level: Range 90 px

Water

Earth

Dark

Light

Others

Water

Unlike the rest of its level: hover over it or open it to see how.

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?

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.

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