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 19How 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
Most damage, if every hit lands
1,530 · 765 × 2 · Turns the ground into magma, 20 s · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,530 ÷ 40 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,590 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
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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.
Wind
Unlike the rest of its level: Range 90 px
Most damage, if every hit lands
1,530 · 765 × 2 · Hardens magma, 20 s · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,530 ÷ 40 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,590 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
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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
60 MP
- Range
- 100 px
- Radius
- 65 px
Unlike the rest of its level: Range 90 px
Most damage, if every hit lands
2,295 · 765 × 3 · Turns the ground into magma, 20 s · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,295 ÷ 60 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,590 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
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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.
Wind
Unlike the rest of its level: Range 90 px
Most damage, if every hit lands
2,295 · 765 × 3 · Hardens magma, 20 s · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,295 ÷ 60 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,590 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
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
75 MP
- Range
- 100 px
- Radius
- 70 px
Unlike the rest of its level: Range 90 px
Most damage, if every hit lands
3,060 · 765 × 4 · Turns the ground into magma, 20 s · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,060 ÷ 75 = 40.8. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 80 % 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 3,060 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,060 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
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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.
Wind
Unlike the rest of its level: Range 90 px
Most damage, if every hit lands
3,060 · 765 × 4 · Hardens magma, 20 s · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,060 ÷ 75 = 40.8. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 80 % 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 3,060 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,060 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
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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.
Earth
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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.
Dark
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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.
Light
Others
Most damage, if every hit lands
4,350 · 870 × 5 · Freeze, 52.7 %, 3 s · if all 5 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies and enemies
- Status chance
- 35.2 %
- 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.
Most damage for each MP point: 4,350 ÷ 90 = 48.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 90 % 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 4,350 of damage.
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 4,350 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.
Water
Unlike the rest of its level: hover over it or open it to see how.
Fire · Level I
Most damage, if every hit lands
1,530 · 765 × 2 · Turns the ground into magma, 20 s · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,530 ÷ 40 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,590 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 60 px
Fire · Level II
Most damage, if every hit lands
2,295 · 765 × 3 · Turns the ground into magma, 20 s · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,295 ÷ 60 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,590 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 65 px
Fire · Level III
Most damage, if every hit lands
3,060 · 765 × 4 · Turns the ground into magma, 20 s · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,060 ÷ 75 = 40.8. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 80 % 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 3,060 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,060 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 70 px
Water · Level I
Most damage, if every hit lands
1,530 · 765 × 2 · Hardens magma, 20 s · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,530 ÷ 40 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,590 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 60 px
Water · Level II
Most damage, if every hit lands
2,295 · 765 × 3 · Hardens magma, 20 s · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,295 ÷ 60 = 38.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 72 % 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 4,590 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,590 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 65 px
Water · Level III
Most damage, if every hit lands
3,060 · 765 × 4 · Hardens magma, 20 s · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,060 ÷ 75 = 40.8. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 80 % 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 3,060 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,060 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 70 px
Wind · Level I
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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 60 px
Wind · Level II
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Wind · Level III
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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 70 px
Earth · Level I
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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 60 px
Earth · Level II
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Earth · Level III
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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 70 px
Light · Level I
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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 60 px
Light · Level II
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Light · Level III
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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 70 px
Dark · Level I
Most damage, if every hit lands
1,620 · 810 × 2 · if all 2 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 1,620 ÷ 40 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 3 times with 130 MP (level 50).
Together: 0 and 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 30.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 3 times with 130 MP (level 50).
Together: 0 and 4,860 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 60 px
Dark · Level II
Most damage, if every hit lands
2,430 · 810 × 3 · if all 3 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 2,430 ÷ 60 = 40.5. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 77 % 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 4,860 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 46.
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 4,860 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
Dark · Level III
Most damage, if every hit lands
3,240 · 810 × 4 · if all 4 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- 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.
Most damage for each MP point: 3,240 ÷ 75 = 43.2. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 84 % 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 3,240 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 57.
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 3,240 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 70 px
Water · Others
Most damage, if every hit lands
4,350 · 870 × 5 · Freeze, 52.7 %, 3 s · if all 5 land on it
Higher is stronger.
A maximum: every hit added up, as if all of them landed; in a battle it is often less. «Total» is what a unit always receives.
- Affects
- Allies and enemies
- Status chance
- 35.2 %
- 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.
Most damage for each MP point: 4,350 ÷ 90 = 48.3. It compares which spell gives more for the MP it costs.
Among the most efficient: it beats 90 % 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 4,350 of damage.
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 4,350 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
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?
Rain Fire
Fire · Level I
Most damage, if every hit lands
1,530
MP
40
38.3 per MP
765 × 2 · Turns the ground into magma, 20 s · if all 2 land on it
Easy to drawDamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 4.8
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 1 s (60 ticks)
- Objects
- 2
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Turns the ground into magma
Hail Fire
Fire · Level II
Most damage, if every hit lands
2,295
MP
60
38.3 per MP
765 × 3 · Turns the ground into magma, 20 s · if all 3 land on it
DamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 5.7
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.03 s (122 ticks)
- Objects
- 3
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Turns the ground into magma
Hail Blaze
Fire · Level III
Most damage, if every hit lands
3,060
MP
75
40.8 per MP
765 × 4 · Turns the ground into magma, 20 s · if all 4 land on it
DamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.1
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 4
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Turns the ground into magma
Rain Frost
Water · Level I
Most damage, if every hit lands
1,530
MP
40
38.3 per MP
765 × 2 · Hardens magma, 20 s · if all 2 land on it
Easy to drawDamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 1 s (60 ticks)
- Objects
- 2
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Hardens magma
Hail Frost
Water · Level II
Most damage, if every hit lands
2,295
MP
60
38.3 per MP
765 × 3 · Hardens magma, 20 s · if all 3 land on it
DamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 5.2
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.03 s (122 ticks)
- Objects
- 3
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Hardens magma
Hail Ice
Water · Level III
Most damage, if every hit lands
3,060
MP
75
40.8 per MP
765 × 4 · Hardens magma, 20 s · if all 4 land on it
DamagesChanges the groundUnlike the rest of its level: Range 90 px
Cost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- 90 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 4
- Power
- 480
Status
- Status chance
- 100 %
- Status lasts
- 20 s (1,200 ticks)
- Status
- Terrain
- Status strength
- —
Other
- Traits
- —
- Terrain
- Hardens magma
Rain Gale
Wind · Level I
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.4
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 1 s (60 ticks)
- Objects
- 2
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Gale
Wind · Level II
Most damage, if every hit lands
2,430
MP
60
40.5 per MP
810 × 3 · if all 3 land on it
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.03 s (122 ticks)
- Objects
- 3
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Storm
Wind · Level III
Most damage, if every hit lands
3,240
MP
75
43.2 per MP
810 × 4 · if all 4 land on it
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 5.4
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 4
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Rain Rock
Earth · Level I
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 1 s (60 ticks)
- Objects
- 2
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Rock
Earth · Level II
Most damage, if every hit lands
2,430
MP
60
40.5 per MP
810 × 3 · if all 3 land on it
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.0
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.03 s (122 ticks)
- Objects
- 3
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Stone
Earth · Level III
Most damage, if every hit lands
3,240
MP
75
43.2 per MP
810 × 4 · if all 4 land on it
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 4
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Rain Light
Light · Level I
Most damage, if every hit lands
1,620
MP
40
40.5 per MP
810 × 2 · if all 2 land on it
DamagesCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 0.72 s (43 ticks)
- Objects
- 2
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Light
Light · Level II
Most damage, if every hit lands
2,430
MP
60
40.5 per MP
810 × 3 · if all 3 land on it
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 1.75 s (105 ticks)
- Objects
- 3
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Pure Thunder
Light · Level III
Most damage, if every hit lands
3,240
MP
75
43.2 per MP
810 × 4 · if all 4 land on it
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.7
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.75 s (165 ticks)
- Objects
- 4
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Dark Rays
Dark · Level I
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 4.5
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 60 px
- Affects
- Enemies
Time and damage
- First impact after
- 0.72 s (43 ticks)
- Objects
- 2
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Hail Dark
Dark · Level II
Most damage, if every hit lands
2,430
MP
60
40.5 per MP
810 × 3 · if all 3 land on it
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.1
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 65 px
- Affects
- Enemies
Time and damage
- First impact after
- 1.75 s (105 ticks)
- Objects
- 3
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Black Hail
Dark · Level III
Most damage, if every hit lands
3,240
MP
75
43.2 per MP
810 × 4 · if all 4 land on it
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 100 px
- Impact radius
- 14 px
- Radius
- 70 px
- Affects
- Enemies
Time and damage
- First impact after
- 2.75 s (165 ticks)
- Objects
- 4
- Power
- 510
Status
- Status chance
- —
- Status lasts
- —
- Status
- —
- Status strength
- —
Other
- Traits
- —
- Terrain
- —
Big Freeze
Water · Others
Most damage, if every hit lands
4,350
MP
90
48.3 per MP
870 × 5 · Freeze, 52.7 %, 3 s · if all 5 land on it
DamagesFreezesCost
- MP (level 1–10)
- 90
- Runes
- IIIIII
- Stroke (rune widths)
- 9.5
Range and area
- Cast range
- 100 px
- Impact radius
- 16 px
- Radius
- 65 px
- Affects
- Allies and enemies
Time and damage
- First impact after
- 3.03 s (182 ticks)
- Objects
- 5
- Power
- 550
Status
- Status chance
- 35.2 %
- Status lasts
- 3 s (180 ticks)
- Status
- Freeze
- Status strength
- 0
Other
- Traits
- Spread
- 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.