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Zone

Zone: Wind Zone and 9 more

Marks out a zone that speeds up everyone inside; some also protect, strengthen, or change the ground.

10 spells the game runs with the same code.

Speeds up· 5 of 10Protects· 3 of 10Strengthens· 3 of 10Changes the ground· 3 of 10Weakens· 1 of 10Slows or roots· 1 of 10
The same in all of them:Applies every: 0.5 s (30 ticks)Power: 0Status chance: 100 %
How is the total effect worked out?

Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.

To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).

Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.

Level I

85 MP

Range
120 px
Radius
100 px
Lasts
35 s

Fire

Wind

Water

Earth

Dark

Bless

140 MP

Range
150 px
Radius
100 px
Lasts
15 s

Dark

Light

Others

Wind

Wind

Wind

Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?

Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.

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