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Light · Falling objects

Divine Shot

A rain of rays from above the clouds falls across the selected area.

Disparo div.

Spell scene

Choose the units and replay the cast with the cartridge’s sprites and sounds.

Loading scene…

Spell drawing

Divine Shot

Rune 1 of 2

Illustrative reconstruction: frames, palettes and effect timings come from the ROM. Part placement and drawing speed are choices of this viewer.

Outcome and status application are selected for the demonstration; they are not a battle roll.

In the game, each effect family decides when it is removed. This spell’s family is not decoded yet: the scene removes it 2 s after the impact.

The scene uses the game’s map 006 to show the terrain the spell acts on. The overlay appears on the same tick as in the game, inside its circle and with the tiles the game picks from the neighbouring cells. The spot on the map and the animation phase are choices of this view.

At the start the ground around the target is already changed (Turns the ground into magma). This view sets it up so you can see what the spell removes.

The terrain change (Restores the terrain) lasts 20 s, longer than the scene: it stays on the map when the scene ends.

How to cast it

Draw these runes in order, each in one stroke, while holding L.

  1. Earth III
  2. Light II

MP cost

It goes down as Isaac’s level in each rune’s element rises.

Element level1–1011–2021–3031–4041–50
MP7066625854

Aim

Draw a circle. Touch a centre inside the range and drag out to set the radius.

Affects: Allies and enemies

  • Homing

What it does

Power
610
Cast range
100 px
Radius
70 px
Objects
3
Impact radius
16 px
First impact after
1.5 s · 90 ticks
Between impacts
4

Status: Terrain

Chance
Always
Lasts
20 s · 1200 ticks

Terrain: Restores the terrain

Terrain it paints

One circle of 16 px around each falling object, for 20 s. The 8 × 8 px cells whose centre is inside are painted.

Inside its circle it removes ground turned to magma, hardened magma, frozen water, melted ice, dried swamp, and sand turned to swamp, even when another spell put it, while it lasts.

It appears at once and, when it ends, vanishes with no animation: the game has no entry or exit animation. The 3 frames loop the whole time. It is only the picture: the terrain status gives the effect on units.

Against creatures

It heals light creatures a little instead of hurting them (1/16 of its power) and does ×1.5 to dark ones. Against the rest, normal damage.

Light creatures: Cherubim, Seraphim, Yellow Shog, Talos, Gigant, Shine Hound, Day Walker, Shine Dragon, Light Mage, Russell

Dark creatures (×1.5): Bat, Com-Bat, Ghost, Wraith, Black Shog, Dark Walker, Shadow Hound, Shadow Drgn., Dark Mage, Leonard

Power at cast

Before the target’s element and defenses. Each value is the game’s own formula.

Power:

Similar spells

The 6 spells that run on the same game code as this one. Only what changes between them is shown.

SpellsElementMP (level 1–10)First impact afterObjectsRadius
Light ShotLight501.5 s265 px
Divine ShotLight701.5 s370 px
ApocalypseLight854 s475 px
Dark ShotDark501.5 s265 px
Fallen ShotDark701.5 s370 px
Devil ShotDark854 s475 px
See the whole family

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