Projectile
Projectile: Fire Whirl and 17 more
Sends a whirlwind that damages the enemies it passes through.
18 spells the game runs with the same code.
DamagesHow is the total effect worked out?
A shot hits a unit when the distance between their centres is under the shot’s hit radius plus the unit’s radius. A piercing shot can hit the same unit again once it has left it.
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
Total damage
870 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 870 ÷ 40 = 21.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 58 % 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 2,610 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 2,610 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
855 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 855 ÷ 40 = 21.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,565 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 2,565 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
Total damage
825 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 825 ÷ 40 = 20.6. 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 3 times with 130 MP (level 50).
Together: 0 and 2,475 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 2,475 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
870 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 870 ÷ 40 = 21.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 58 % 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 2,610 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 2,610 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
840 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 840 ÷ 40 = 21. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,520 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 2,520 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
840 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 840 ÷ 40 = 21. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,520 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 2,520 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
Total damage
1,005 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,005 ÷ 60 = 16.8. 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 not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 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 2,010 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
990 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 990 ÷ 60 = 16.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,980 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 1,980 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
Total damage
945 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 945 ÷ 60 = 15.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 32 % 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 1,890 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 1,890 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
1,005 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,005 ÷ 60 = 16.8. 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 not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 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 2,010 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
975 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 975 ÷ 60 = 16.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,950 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 1,950 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
975 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 975 ÷ 60 = 16.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,950 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 1,950 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
Total damage
1,215 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,215 ÷ 75 = 16.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 34 % 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 1,215 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 1,215 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
1,185 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,185 ÷ 75 = 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 once with 130 MP (level 50).
Together: 0 and 1,185 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 1,185 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
Total damage
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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
1,215 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,215 ÷ 75 = 16.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 34 % 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 1,215 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 1,215 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
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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
Fire · Level I
Total damage
870 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 870 ÷ 40 = 21.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 58 % 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 2,610 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 2,610 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.
Lasts 5 s
Fire · Level II
Total damage
1,005 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,005 ÷ 60 = 16.8. 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 not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 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 2,010 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.
Lasts 5 s
Fire · Level III
Total damage
1,215 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,215 ÷ 75 = 16.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 34 % 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 1,215 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 1,215 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 150 px · Lasts 5 s
Water · Level I
Total damage
825 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 825 ÷ 40 = 20.6. 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 3 times with 130 MP (level 50).
Together: 0 and 2,475 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 2,475 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.
Lasts 5 s
Water · Level II
Total damage
945 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 945 ÷ 60 = 15.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 32 % 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 1,890 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 1,890 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.
Lasts 5 s
Water · Level III
Total damage
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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 150 px · Lasts 5 s
Wind · Level I
Total damage
855 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 855 ÷ 40 = 21.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,565 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 2,565 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.
Lasts 5 s
Wind · Level II
Total damage
990 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 990 ÷ 60 = 16.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,980 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 1,980 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.
Lasts 5 s
Wind · Level III
Total damage
1,185 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,185 ÷ 75 = 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 once with 130 MP (level 50).
Together: 0 and 1,185 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 1,185 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 150 px · Lasts 5 s
Earth · Level I
Total damage
870 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 870 ÷ 40 = 21.8. It compares which spell gives more for the MP it costs.
Around the middle: it beats 58 % 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 2,610 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 2,610 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.
Lasts 5 s
Earth · Level II
Total damage
1,005 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,005 ÷ 60 = 16.8. 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 not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 2,010 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 2,010 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.
Lasts 5 s
Earth · Level III
Total damage
1,215 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,215 ÷ 75 = 16.2. It compares which spell gives more for the MP it costs.
Around the middle: it beats 34 % 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 1,215 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 1,215 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 150 px · Lasts 5 s
Light · Level I
Total damage
840 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 840 ÷ 40 = 21. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,520 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 2,520 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.
Lasts 5 s
Light · Level II
Total damage
975 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 975 ÷ 60 = 16.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,950 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 1,950 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.
Lasts 5 s
Light · Level III
Total damage
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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 150 px · Lasts 5 s
Dark · Level I
Total damage
840 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 840 ÷ 40 = 21. It compares which spell gives more for the MP it costs.
Around the middle: it beats 56 % 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 2,520 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 2,520 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.
Lasts 5 s
Dark · Level II
Total damage
975 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 975 ÷ 60 = 16.3. It compares which spell gives more for the MP it costs.
Around the middle: it beats 35 % 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 1,950 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 1,950 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.
Lasts 5 s
Dark · Level III
Total damage
1,155 · per contact · more if it leaves and comes back in
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- 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.
Total damage for each MP point: 1,155 ÷ 75 = 15.4. It compares which spell gives more for the MP it costs.
Around the middle: it beats 31 % 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 1,155 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 1,155 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 150 px · Lasts 5 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?
Fire Whirl
Fire · Level I
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.9
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 550
Other
- Traits
- Pierces, Erratic path
Flame Whirl
Fire · Level II
Total damage
1,005
MP
60
16.8 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.8
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 640
Other
- Traits
- Pierces, Homing
Burn Whirl
Fire · Level III
Total damage
1,215
MP
75
16.2 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.3
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 780
Other
- Traits
- Pierces, Homing
Frost Whirl
Water · Level I
Total damage
825
MP
40
20.6 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 6.3
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 520
Other
- Traits
- Pierces, Erratic path
Cool Whirl
Water · Level II
Total damage
945
MP
60
15.8 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 600
Other
- Traits
- Pierces, Homing
Ice Whirl
Water · Level III
Total damage
1,155
MP
75
15.4 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.7
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 740
Other
- Traits
- Pierces, Homing
Wind Whirl
Wind · Level I
Total damage
855
MP
40
21.4 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 6.5
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 540
Other
- Traits
- Pierces, Erratic path
Gale Whirl
Wind · Level II
Total damage
990
MP
60
16.5 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 7.5
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 630
Other
- Traits
- Pierces, Homing
Storm Whirl
Wind · Level III
Total damage
1,185
MP
75
15.8 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 6.6
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 760
Other
- Traits
- Pierces, Homing
Soil Whirl
Earth · Level I
Total damage
870
MP
40
21.8 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 550
Other
- Traits
- Pierces, Erratic path
Earth Whirl
Earth · Level II
Total damage
1,005
MP
60
16.8 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 7.1
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 640
Other
- Traits
- Pierces, Homing
Rock Whirl
Earth · Level III
Total damage
1,215
MP
75
16.2 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.7
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 780
Other
- Traits
- Pierces, Homing
White Whirl
Light · Level I
Total damage
840
MP
40
21 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 6.4
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 530
Other
- Traits
- Pierces, Erratic path
Light Whirl
Light · Level II
Total damage
975
MP
60
16.3 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 6.8
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 620
Other
- Traits
- Pierces, Homing
Shine Whirl
Light · Level III
Total damage
1,155
MP
75
15.4 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 8.9
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 740
Other
- Traits
- Pierces, Homing
Black Whirl
Dark · Level I
Cost
- MP (level 1–10)
- 40
- Runes
- III
- Stroke (rune widths)
- 5.6
Range and area
- Cast range
- —
- Homing radius
- —
- Aim
- Aim a direction
Time and damage
- Homing turn
- —
- Power
- 530
Other
- Traits
- Pierces, Erratic path
Dark Whirl
Dark · Level II
Total damage
975
MP
60
16.3 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 60
- Runes
- IIII
- Stroke (rune widths)
- 7.2
Range and area
- Cast range
- —
- Homing radius
- 50 px
- Aim
- Aim a direction
Time and damage
- Homing turn
- 5.62°
- Power
- 620
Other
- Traits
- Pierces, Homing
Pitch Whirl
Dark · Level III
Total damage
1,155
MP
75
15.4 per MP
per contact · more if it leaves and comes back in
DamagesCost
- MP (level 1–10)
- 75
- Runes
- IIIII
- Stroke (rune widths)
- 7.8
Range and area
- Cast range
- 150 px
- Homing radius
- 50 px
- Aim
- Tap a point
Time and damage
- Homing turn
- 22.41°
- Power
- 740
Other
- Traits
- Pierces, Homing
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.