Blast
Blast: Restore and 4 more
Blows a pure wind over an area that heals everyone in it and changes the ground.
5 spells the game runs with the same code.
Changes the groundHeals· 3 of 5How 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.
Light · Level I
Effect
Restores the terrain, 20 s
- Affects
- No units
- Status chance
- 100 %
- Status lasts
- 20 s
Per MP
Not applicable: this spell’s effect is not measured in HP, so it cannot be divided by its MP.
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).
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 22.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 100 px · Radius 65 px · Lasts 0 s
Light · Level II
Effect
Restores the terrain, 20 s
- Affects
- Allies and enemies
- Status chance
- 100 %
- Status lasts
- 20 s
Per MP
Not applicable: this spell’s effect is not measured in HP, so it cannot be divided by its MP.
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).
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
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).
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 255 px · Radius 65 px · Lasts 0 s
Earth · Level I
Total healing
165 · Restores the terrain, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 165 ÷ 30 = 5.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 22 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it once in a row with 30 MP (level 1) and 4 times with 130 MP (level 50).
Together: 165 and 660 of healing.
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: 165 and 660 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 100 px · Radius 65 px · Lasts 1 s
Earth · Level II
Total healing
225 · Restores the terrain, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 225 ÷ 50 = 4.5. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 11 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 450 of healing.
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 450 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 140 px · Radius 75 px · Lasts 1 s
Earth · Level III
Total healing
345 · Restores the terrain, 20 s
Higher is stronger.
It adds up all the healing one unit receives during the spell.
- Affects
- Allies
- Status chance
- 100 %
- Status lasts
- 20 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total healing for each MP point: 345 ÷ 65 = 5.3. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 19 % of the 27 healing spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 690 of healing.
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 690 of healing.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 170 px · Radius 85 px · Lasts 1 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?
Restore
Light · Level I
Effect
Restores the terrain, 20 s
MP
30
Cost
- MP (level 1–10)
- 30
- Runes
- III
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 100 px
- Radius
- 65 px
- Aim
- Draw a circle
- Affects
- —
Time and damage
- Duration
- 0 s (0 ticks)
- Power
- 0
Other
- Traits
- —
Pure Wind
Light · Level II
Cost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 7.9
Range and area
- Cast range
- 255 px
- Radius
- 65 px
- Aim
- Draw a circle
- Affects
- Allies and enemies
Time and damage
- Duration
- 0 s (0 ticks)
- Power
- 0
Other
- Traits
- —
Wish
Earth · Level I
Cost
- MP (level 1–10)
- 30
- Runes
- II
- Stroke (rune widths)
- 5.1
Range and area
- Cast range
- 100 px
- Radius
- 65 px
- Aim
- Tap a point
- Affects
- Allies
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 80
Other
- Traits
- Heals
Prayer
Earth · Level II
Total healing
225
MP
50
4.5 per MP
Restores the terrain, 20 s
HealsChanges the groundCost
- MP (level 1–10)
- 50
- Runes
- III
- Stroke (rune widths)
- 6.1
Range and area
- Cast range
- 140 px
- Radius
- 75 px
- Aim
- Tap a point
- Affects
- Allies
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 120
Other
- Traits
- Heals
Blessing
Earth · Level III
Total healing
345
MP
65
5.3 per MP
Restores the terrain, 20 s
HealsChanges the groundCost
- MP (level 1–10)
- 65
- Runes
- IIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 170 px
- Radius
- 85 px
- Aim
- Tap a point
- Affects
- Allies
Time and damage
- Duration
- 1 s (60 ticks)
- Power
- 200
Other
- Traits
- Heals
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.