recursal/Fanatic-Fandom huggingface dataset:
Twenty Four Spell

## Twenty Four

### Description

Your bolts will always do exactly 24 damage and cannot be increased. The strike radius has also increased.

## Twenty Four Spell

The Twenty Four spell is a projectile modifier spell that deals **24 damage** to any enemy near a player's bolts.

 As of the **v1.09 update**, the Twenty Four spell has been reworked to include a **proc chance statistic** of **0.24**. This means that the Twenty Four spell will have a **24% chance** of casting when the player fires their wand.

## Additional Notes

* The in-game description states that the bolt damage **cannot** "be increased," this also applies to being decreased as well as the bolt cannot change its damage value from 24.
* A hidden mechanic that isn't explained in the in-game description of the Twenty Four spell is that the "strike radius being increased" is due to the fact that the bolt doesn't actually impact an enemy, it disappears right after applying 24 damage. This means that various strike spells such as curse spells will not cast their effects onto a target because the bolt **never actually strikes them**. *(This mechanic can also be seen in the Destiny spell)*
* The spell proc radius for the Twenty Four spell is roughly 3 blocks.
* The Bolt Damage upgrade becomes completely useless to the player as the damage of Twenty Four **doesnt stack** with upgrades.

## Lore

**Twenty Four**

*Spiritual Lecture 3416 Recording:*

*"The number 24 is a combination of the vibrations of two important number sequences, 12 and 432. 12 is associated with intuition, spiritual growth, and personal empowerment. 432 is connected to the frequency of the universe and represents healing, enlightenment, and harmony. When these two numbers combine, they create a vibration that encourages you to stay focused on your spiritual journey while also being grounded in the material world."*

*"The number 24 is an important message that you are never alone on your journey and that you have the support of the universe behind you."*
Bolts into Spells

Bolts into Black Holes

Bolts into Oil Clouds

The Bolts into spells are a group of wand modifier spells that turn bolts the player has casted into a certain entity when activating.

Similar to the Projectile Detonation spell, the player must press F *(or their offhand keybind)* to proc the Bolts into spells.

## Additional Notes

* The Bolts into spells are one of the very few wand modifier spells that require the player to **interact** with their wand to proc.
* Regardless of how many bolts are present, the Bolts into spells will always **consume** the exact same amount of mana when activated.
* The Bolts into spells can both be **simultaneously casted** and **activated**.

**Bolts into Black Holes -** Press F on your wand to turn all bolts into **mini black holes**.

* The mini black holes created by the Bolts into Black Holes spell act similar to the giant black hole created by the Black Hole spell.
* The radius of each mini black hole is **5 blocks** and will last **5 seconds** before expiring.

**Bolts into Oil Clouds -** Press F on your wand to turn all bolts into **mini oil clouds**.

* The oil clouds produced by the Bolts into Oil Clouds spell will apply the oiled debuff to all nearby enemies.
* Unlike the Cloud in a Bolt spells, the oil clouds produced by the Bolts into Oil Clouds spell will not effect the player when they are near it.
* The radius of each oil cloud is **5 blocks** and will last **10** **seconds** before expiring.
Spell Harvester Spell

## Spell Harvester

### Description

Press F to destroy a random utility spell in your spell slots. Each time you destroy a spell, your mana recharge permanently increases by 1.

## Spell Harvester Spell

The Spell Harvester spell is a unique utility spell that quickly **destroys** all other utility spells in the player's spell slots- **including itself** when activated.

Upon destroying a utility spell, the player's Mana Recharge upgrade increases by 1 level. *(Level maxes out a 5 and any other utility spell that is destroyed will do nothing)*

## Additional Notes

* The Spell Harvester spell is one of the only spells in the game (outside of material spells) that requires the player to hold and interact with it.
* Unlike how material spells are consumed, the Spell Harvester spell will proc **every tick**. This means that the player can potentially consume all their utility spells quickly without even realizing.
* The Spell Harvester spell will always be the **last** spell to be destroyed when activating. If the player has no utility spells currently in their spell slots, then it will be destroyed **first**.
* Even though the in-game description says that it destroyers utility spells at "random," the player can actually **manipulate** what utility spells will be destroyed. The utility spells are destroyed from **left to right** in the player's **spell slots** meaning that the player can pre-place the spells they want destroyed before activating Spell Harvester.
Screw Magic Spell

The Screw Magic spell is a wand modifier spell that applies a **moderate strength buff** to the player when they hold their wand in their hand.

*"It says 'screw magic' but it's a spell? Isn't that like... still magic?" -Skotamoro\_*

## Additional Notes

* The strength buff that the Screw Magic spell provides effects **melee damage** and not bolt damage.
* The Bloodthirsty affinity will **synergize** very well with the Screw Magic spell as it adds more damage to the base value of the player instead of applying a strength effect.
Increase Delay Spell

see also: Remove Delay

The Increase Delay spell is an utility spell which lengthens the timer attribute of all **timer-type spells**. This means that the visual **timer spark** will take roughly **3 seconds** longer to trigger the timer spell.

While this spell **alone** is completely useless, it can make certain wand builds that utilize timer spells much more effective in **combat**.

## Additional Notes

* An interesting mechanic with the Increase Delay spell is when casting multiple timer spells in **quick succession**. If more than one timer spark is alive at a time, all the timers spells will trigger at once when the timer ends. This is due to how the Increase Delay spell modifies all timer spells **nbt data** each time it is casted- ultimately resetting the timer value each time.
* Certain spells that have the word "Delay" in their spell name are **not** effected by the Increase Delay spell. These spells include Delay Cast spells.
Multiply by Spells

Multiply by 2

Multiply by 3

Multiply by 5

The Multiply by spells are a group of projectile modifier spells which cause certain **spell entities** and **projectiles** the player casts to **duplicate** in a spread-like formation when they **expire**.

A list of what spells can be duplicated by the Multiply by spells are as shown below:

* Black Hole
* Supermassive Black Hole
* White Hole
* Quack Attack
* Bees!!
* Field spells
* Impact Timer spells
* Goat Link

## Additional Notes

* The spell entities that are duplicated from the Multiply by spells will have the same **spell properties** as the original entity. This means that spells that **synergized** with the original entities before, will apply to the duplicates.
* The **mana drain** from certain spell entities will have their effects multiplied as well.
* The Multiply by spells can all be used in **conjunction** with each other. This means that once a spell entity expires, all the current Multiply by spells in the player's **spell slots** will multiply their effects on top of each other.
* It is **heavily advised against** using Multiply by spells together with Card spells as it could lead to many potential **game crashes**. This is because the multiplying calculations each spell makes with one another can lead to ridiculous **integers**.
Invisibility Status Spell

## Invisibility Status

### Description

You become invisible at the start of each wave. If you shoot or take damage, you become visible.

## Invisibility Status Spell

The Invisibility Status spell is an utility spell which will turn the player **completely invisible** when they start a new wave. If the player takes any **damage** or **fires** any bolts from their wand while invisible, they will become **visible** again.

Upon starting a new wave, the player will lost **200 mana points** to cast the Invisibility Status spell. If the player does not have at least 200 mana points when starting a new wave, this spell will **not** cast for that wave.

## Additional Notes

* The player can get around the effects of becoming visible again by being able to cast certain spells which do not require the player to cast a bolt. These spells include most **utility** and **material** spells.
* The Invisibility Status spell will greatly reduce the detection range of enemies when invisible. The detection range is decreased by roughly **80%** and will add another **50%** if the player is crouching as well.
* If the player is spotted whilst being invisible, the enemies that detected the player will chase them and attack as if they were visible.

## Lore

**Invisibility Status**

*"Oh come on! Please let me put my spell up for sale! Pleaseeeee."*

*"Ugh. I already told you Return, I'm not going to help support a petty thief like you. Get lost."*

*"PLEASEEEE. Just this once, I swear! I'll even give you a small share of iiiiiit."*

*"Hmph. You're lucky I'm a sucker for coins. JUST THIS ONCE."*
Fungal Primer Spell

The Fungal Primer spell is a wand modifier spell that instantly kills all **vex-type** enemies within a certain radius of the player when **triggered**.

The Fungal Primer spell is one of the few wand modifier spells that is activated when **pressing F** (or the offhand keybind) on the player's wand.

## Additional Notes

* The proc range of the Fungal Primer spell is roughly **7 blocks**.
* The **entity kill limit** of the Fungal Primer spell is **5** vex-type enemies. This means that if more than 5 enemies are within the proc range, additional enemies won't be killed.
Trigger 2.0 Spell

see also: Trigger

## Trigger 2.0

### Description

Certain spells that cast on you will now cast at the position of where your bolt impacts a surface.

### Spell Tier

2

The Trigger 2.0 spell is a projectile modifier spell which will cast certain spells at the **point of impact** of the player's magic bolts, instead of on the player's location.

The main usage of the Trigger 2.0 spell is that it casts all synergy spells regardless of how many **charges** they currently have. This essentially means that the Trigger 2.0 spell allows the player to have **infinite charges** on certain spells that work in conjunction with it.

Though the in-game spell description **does not** specify which spells will work in conjunction with the Trigger 2.0 spell, these spells need to fit within an unknown **"criteria"** to meet the Trigger 2.0 spell's usage. All spells which work with the Trigger 2.0 spell are as shown below:

* Black Hole
* Supermassive Black Hole
* Quack Attack
* Bees!!
* Slime Launcher
* Explosive Cast
* Magic Cart

## Additional Notes

* The Trigger 2.0 spell will act similar to the Trigger spell in that the spells that are used to proc these spells will not cast until the player's bolts impact a surface.
* An interesting mechanic with the Trigger 2.0 spell is that the spell will only proc one spell at a time and **not simultaneously**. This means that if the player has both the Black Hole and Quack Attack spell in their **spell slots**, the Trigger 2.0 spell will only choose one of the two spells to cast.

## Lore

**Trigger 2.0**

*"This spell tablet is dedicated to our beloved Headmaster. Though his life was cut short, he was a brilliant mind in our Academy. If not for his sacrifice, our knowledge in both magic and alchemy would never be the same. May we all strive to be like he was in our lives."*

*"-Headmaster XVIV"*
Flasks

Default model for all flasks

**Flasks** are throwable potion bottles that contain a random assortment of **magical liquids**. Throwing a flask will break open the bottle and create a medium-sized pool of liquid.

Upon starting a new run, the player is given a random flask that is rolled from the **Basic** loottable.

The only way to obtain a multitude of alchemic flasks is by purchasing them from a Flask Booth in the Spell Shop, which cost **35 shillings** per flask.
Chaos Impact Spell

see also: Chaos Magic

## Chaos Impact

### Description

Whenever your bolt impacts a surface, this spell will morph into a random impact-related spell (from a limited selection).

### Spell Tier

1

The Chaos Impact spell is a projectile modifier spell which changes itself into a **different** projectile modifier spell every time the player's magic bolts **impact** a surface. The **randomization** of which projectile modifier spell the Chaos Impact spell will turn into is picked from a small **limited selection** of spells as shown below:

1. Corrosive Impact
2. Fissure Impact
3. Glitter Impact
4. Polymorph Impact
5. Water Geyser
6. Lava Geyser
7. Explosion Impact with Timer
8. Stasis Impact with Timer
9. Herding Impact with Timer
10. Cocktail Thrower

## Additional Notes

* The random spell that the Chaos Impact spell morphs into will abide by the same **mechanics** and **mana cost** as its normal counterparts.
* Even though the **spell sprite** changes for the Chaos Impact spell, the spell name and description remain the same as to not lead to any confusion for players when using the spell in a wand build.
* If the player already has the normal impact-related spell in their **spell slots** when the Chaos Impact spell morphs into it, the bolt that is impacted into a surface will cast its effect **twice**.

## Lore

**Chaos Impact**

*"...Changing? What do you mean changing?"*

*"Well the encryptions on the tablet seem to be morphing into different symbols and pictures."*

*"What? How is that even possible? They're just giant slabs of gemstones."*

*"That's true, but perhaps this tablet is... alive? You've seen that Anvil from the Mountain. Anything is possible, y'know?"*
Iana-

*Iana-* is an SI prefix denoting a factor of 1072, or one trevigintillion, invented as part of an unofficial extension of Blowers' system which originally ended at "Luma-" by Fandom user Cloudy176. Though it does not have an official reciprocal prefix provided by its original source, citations of reciprocals referenced by different sources include "Into-", and "Iatto-".

The etymology of this prefix is unclear. According to how Jim Blowers' SI system names its prefixes, Iana- should relate to the Greek "Tesseraicosi" for twenty-four, as it would be the twenty-fourth positive prefix in Blowers' system if legitimately included, but it seems to have no relation to this or any word from a different language meaning twenty-four. It is likely this prefix was simply fabricated arbitrarily and does not prioritize maintaining the etymological pattern set by Blowers' extension.

1. ↑ https://googology.fandom.com/wiki/User:Cloudy176/faketest/p2#.7B10.2C10.5E10.2C2.7D\_-\_.7B10.2Cgoogol.2C2.7D
2. ↑ https://googology.fandom.com/wiki/Prefix\_10%5E72?oldid=335426
3. ↑ https://hecta-octaksys.fandom.com/wiki/Prefix\_10%5E72
SI Prefix Wiki

**Welcome to the SI Prefix Wiki!**
We're a collaborative community website about SI Prefix that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Ancestor Events

**Ancestor Events** are rare occurrences that can appear in a player's run. Some of these events require digging and experimenting, whilst others are straightfoward on triggering.

There are currently 4 different Ancestor Events that the player can trigger.

## All Events

The player will lose their Myraid Spell but will be compensated with 60 shillings.

Once this event starts, the Ancestors will summon Guard to fight you.

This event will continue to trigger if the player continues to steal relics in future Holy Mountains.
NPCs

## Overview

**NPCs** are certain characters that can be found within the **main lobby** of the game, as well as in certain areas of your runs! Most NPCs will have various **dialogue messages** when you interact with them, be sure to say "hi" to them every so often!

Certain NPCs will also give the player a small dialogue **cutscene** when they enter a specific area for the first time in their run. These cutscenes are mainly to help introduce some additional **game mechanics** or **lore** to the player, which may have not been included in the **Tutorial**.

## Main Lobby NPCs

 Master of Scribing
 Master of Guarding

## In-Game NPCs

 Master of Forging
 Joe? the Lost
Joe will tell the player which item they still need in order to complete the **Drill Quest**. After completing the Drill Quest, Joe will give some random dialogue about timeline-related topics.

## Merchant NPCs

Unlock Method:
 Master of Tailoring
Unlock Method:
 Master of Tarot
Unlock Method:
 Master of Discovery
Unlock Method:
 Master of Support
Unlock Method:
 Master of Treasure
Unlock Method:
Found in the Dungeon Cell of the Spell Forge.
Sea Spells

Honey Sea (3)

Liquor Sea (5)

Napalm Sea (2)

Oil Sea (5)

The Sea spells are a group of material spells that conjure a quickly spreading pool of alchemic liquid.

Similar to Hex of spells, some Sea spells such as the **Liquor Sea** and **Napalm Sea** spell will have a short cast delay before creating the spreading pool. This is to help prevent the player from being caught in the sea pool by giving them some time to quickly move out of the way.

## Additional Notes

* Unlike the **Hex of** spells, the Sea spells will start as a small concentrated point which rapidly spreads out in all directions. The pool that is created by the Sea spells will usually cover almost **3 times** *(roughly 15 blocks)* the distance that Hex of spells would.
* Multiple Sea spells can be activated at once, **but be warned** as multiple sea pools can greatly impact **lower-end devices**.

**Honey Sea -** Creates a spreading sea of **honey**.

* Unlike the other two Sea spells, the Honey Sea spell is purely beneficial towards the player as they are **encouraged** to stand inside it. This is because the honey sea pool that is produced from the Honey Sea spell **rapidly heals** the player- the drawback being a moderate slowness debuff for **10 seconds**.

**Liquor Sea -** Creates a spreading sea of whiskey.

* The whiskey sea pool that is produced by the Liquor Sea spell will apply the tispy debuff to both enemies and players that are caught inside it.

**Napalm Sea -** Creates a spreading sea of **liquid fire**.

* The liquid fire pool that is produced from the Napalm Sea spell will deal two instances of **96 damage** *(192 damage total)* to anything caught inside it.

* In most cases, if the player is not careful when casting the Napalm Sea spell, the liquid fire sea pool can instantly kill the player.

**Oil Sea -** Creates a spreading sea of oil.

* The oil sea pool that is produced by the Oil Sea spell will apply the oiled debuff to both enemies and players that are caught inside it.
Ancient Spells

Ancient Spells are indicated by their shiny-pink border. This spell type is a **secret spell** **type** which can be unlocked under certain conditions. When unlocked, they will have a chance to appear in the player's Spell Shop for future runs.

Ancient spells have a **spell tier** of **0**. This is because the player can only obtain these spells by first unlocking them. You can view the **unlock methods** from this page.

100
250
50
20
350
Soul Release Spell

## Soul Release

### Description

Your bolt casts a trail of lost souls which wander around and deal damage to nearby enemies. Consumes soul points instead of mana points.

## Soul Release Spell

The Soul Release spell is a projectile modifier which creates a **floating soul trail** that deals damage to nearby enemies.

Like most trail spells, the wandering souls that the Soul Release spell creates will summon each tick the bolt is airborne for.

What makes the Soul Release spell different from almost all spells in the game is that it consumes **soul points** instead of mana points. This means that the player should use the Soul Release spell sparingly in order to utilize the most potential out of it.

## Additional Notes

* The bolt's trail itself isn't what deals damage to enemies, its the souls that emerge from it that do. Each soul has about a **3 block** damage radius around itself.
* The wandering souls cannot be killed normally, which means that they can sometimes get in the way of a player's bolts.
* The damage from the wandering souls **does not stack** when multiple of them are near a single target.

## Lore

**Soul Release**

*"Souls are key. Souls are purity."*

*"My body splits once more into another fragment of my true self. I cannot bear this pain any longer. I can feel the souls I've collected begin to escape my mind. More. I need more souls. I don't care how many of these scholars are killed. I need more souls. For me- for her."*

*"Souls are key. Souls are purity."*
Barrier Spells

X-Axis Barrier

Y-Axis Barrier

### Description

Press F on your wand to place a magical barrier which blocks projectiles along an axis.

## Barrier Spells

The Barrier spells are a group of wand modifier spells which allows the player to summon an **invisible wall** which prevents any **projectiles** and **spells** from passing through it.

Like most wand-activating spells, the Barrier spells require the player to **press F** *(offhand keybind)* on their **wand**. When activated, the magic barrier will be placed on top of the **player's location**.

"Projectiles" which are deflected by the Barrier spells include, but not limited to: **player bolts**, **bullet projectiles**, **splash projectiles**, **duplicate bolts**.

## Additional Notes

* The magical barriers from the Barrier spells will last until the **start** or **end** of a wave and are roughly **10 blocks** long.
* Whenever the player activates the Barrier spells, only a **single** magical barrier can be present at a time. This rule **does not** apply to when the player has both Barrier spells- in that case they can cast an instance of both each one at a time.
* The Barrier spells can also block certain slower enemies from passing through the magical barrier as well. Most of these enemies must have a **base speed** lower than **0.25** in order to not pass through it.
* Unlike most other projectiles, the player's bolts will instead **bounce** off the magical barrier created by the Barrier spells.
* The Barrier spells share an interesting **interaction** with the D8 spell, as it is able to **reroll** each barrier entity into a spell projectile when activated.

## Lore

**Y-Axis Barrier**

*"A magical barrier which allows organic creatures to pass through it, while bouncing or stopping magic projectiles from passing through it as well. This spell will cast a magic wall along the caster's Y-axis."*

**X-Axis Barrier**

*"A magical barrier which allows organic creatures to pass through it, while bouncing or stopping magic projectiles from passing through it as well. This spell will cast a magic wall along the caster's X-axis."*
Error Room

## Overview

This content was added in the game version **v1.09** any versions before this is unreleased content.

The **Error Room** is a sub-area in the game which contains a variety of random and or unused assets displayed in a glitched and chaotic manner. Accessing an Error Room is normally impossible for most of the player's run unless they enter through a **glitched portal**.

Error Rooms will only ever normally spawn whenever the player enters a new floor and a potential event such as chests, blood pacts, or **booby-traps** fail to spawn correctly. If any of these events fail to generate correctly due to a gamefile issue on the current run, the asset spawned will be replaced by an **Error Asset**.

Error Assets that spawn on a floor that the player enters can also be placed in areas which are normally inaccessible to the player such as the outside parts beyond the invisible barriers. A good way to spot Error Assets is by quickly scanning around the floor to see if any small animated glitches are present.

### How to Access

In order to enter an Error Room, the player must first travel through an **Error Portal**.

An Error Portal can be spawned in when the player generates any sort of **explosion** near a Error Asset. If the player manages to destroy an Error Asset through an explosion, a portal labeled *"ERROR:(Portal\_Ent):place"* will spawn over it which will lead the player to the Error Room. If the player decides to start a **wave** whilst this portal is still active in the current floor, it will **despawn**.

Some spells which can generate explosions to destroy Error Assets include the Bomb, Explosive Cast, Summon: Explosive Barrel, Explosive Impact with Timer, and Projectile Detonator.

## Loot Table

The Error Room loot table will spawn a potential item in the **center** of the room from a list of other items. The Error Room loot table will **override** the item that may be spawned in the center based on the Error Room layout.

If the Error Room loot table rolls an item which has **not** been unlocked yet on the player's savefile, it will not spawn the item and instead be replaced with a random spell.

Loot rolls in a specific order from the first to last item in the list. Each roll has a specific chance to show up and replace the current rolled Error Room item. A list of every potential item in the Error Room loot table can be found below in order:

## Layouts

As of currently, there are a total of **51** different layouts an Error Room can have.

When entering an Error Room, the game will generate the room based on a list of all the layouts. The generation list will roll from layout **1-50** with **Layout 1** having a **100% chance** to generate, and the other 49 layouts having a **2% chance** to generate on top of the first layout. If any other room(s) generate on top of Layout 1, they will **override** the current layout.

A list of all layouts can be found below:
Chain Damage Spell

## Chain Damage

### Description

Enemies that are damaged will chain a much weaker amount of damage to any nearby enemy when your bolt is airborne.

## Chain Damage Spell

The Chain Damage spell is a projectile modifier spell that "chains" up to **12 damage** to a nearby enemy. The chaining effect will start at the **initial enemy** and work its way through each target.

An interesting **mechanic** with the Chain Damage spell is that the player only needs to be within **15 blocks** of an enemy that was damaged to proc the chain effect. This mechanic can be abused by using certain utility spells such as Cloak spells and or Pandemonium to **bypass** the mana drain effect of the spell.

## Additional Notes

* Even though the in-game description states that the Chain Damage spell will only proc when a bolt is "airborne," this isn't entirely true as this spell will proc its chain effect regardless if a bolt was airborne. The spell will only drain mana when a bolt is airborne instead.
* The chaining effect of the Chain Damage spell will only apply up to **4 enemies** in a group.
* If the player can manage to **continuously damage** a group of enemies in a hoarde, they can potentially create an **infinite loop** of chaining damage.

## Lore

**Chain Damage**

*"Gather around now children. Today I will tell you about the Master of Precision."*

*"Long ago, a great war broke out within the Academy. Creatures from all around the valley of Clynn had been brought here to fight us."*

*"At one point, things seemed pretty grim for our kind. But when all hope was lost, she arrived."*

*"With one fire of her wand, she had slain an entire hoarde of enemies..."*
Pandemonium Spell

The Pandemonium spell is an utility spell which applies the madness debuff to all nearby enemies occasionally.

## Additional Notes

* Boss-type mobs are unaffected by the Pandemonium spell.
* The proc range of the Pandemonium spell is **3 blocks**, and will trigger every **10 seconds**. Fortunately, there is **no entity kill limit** to the Pandemonium spell which means that the player can potentially apply the madness debuff to a large group of enemies at once.
* The Pandemonium spell is a direct homage to the **Madness spell** in *Tami's More Spells Mod* for **Noita**.
Distance Cast Spells

Long-Distance Cast

Short-Distance Cast

The Distance Cast spells are a group of wand modifier spells which allows the player to cast **magical bolts** a certain distance away from their **actual position**.

The Distance Cast spells are mainly used in conjunction with other spells that cause the magical bolts **lifetime** to be set to **1 tick**. *The spells this works well with are as listed below:*

* Explosive Cast
* Quack Attack
* Black Hole
* Supermassive Black Hole
* Burst of spells
* Slime Launcher
* Bees!!
* Magic Cart
* Alchemy spells

## Additional Notes

* The Long-Distance Cast spell will cast a bolt **8 blocks** away from the player's position, and the Short-Distance Cast spell will cast only **4 blocks** away.
* If the player decides to shoot straight **upwards** or **downwards** with the Distance Cast spells, the game will have trouble calculating the exact position of where to fire from and instead cast a bolt slightly above their head in the direction the player is aiming.
* While the Distance Cast spells works well with the spells listed above, any projectile modifier spell can also work as well!
* If the player decides to cast both Distance Cast spells at the **same time**, the Long-Distance Cast spell will prioritize its position over the Short-Distance Cast spell.
For Power Spells

Life for Power

Shilling for Power

### Description

A portion of something is sacrificed when casting a bolt. Your bolt deals a significant amount of damage to enemies.

## For Power Spells

The For Power spells are a group of wand modifier spells that deducts a **small portion** of something the player owns and **converts** it into an **extremely powerful bolt** when casted.

Bolts that are effected by the For Power spells are indicated by the either the large **red** or **gold** particle trail emitted from them.

## Additional Notes

* The max amount of damage a bolt effected by the For Power spells can deal is **300 damage**, but more then often the damage the bolt will deal is somewhere between **250-300 damage**.
* The For Power spells' sprites are a direct homage to **Noita's** 'To Power' spells.

**Life for Power -** Removes a portion of your health in exchange for a powerful bolt when casted.

* The exact amount of health that is consumed when using the Life for Power spell is **3 hearts**.
* The Life for Power spell will **refuse** to proc when the player's health is below 3 hearts- as it would kill them if they casted the spell again.
* The invincible buff or Stained Armor spell **synergizes** exceptionally well the Life for Power spell as the spell will still proc, but the player won't receive any damage.

**Shilling for Power -** Removes a portion of your shillings in exchange for a powerful bolt when casted.

* The exact amount of shillings that is consumed when using the Shilling for Power spell is **10 shillings**.
Arcana Eden Spell

## Arcana Eden

### Description

Creates a sigil of the Great Work when impacting a surface. Any enemies inside the sigil will have their health set to 15.

### Spell Tier

3

The Arcana Eden spell is a projectile modifier spell that creates a large field at the **point of impact**. Any enemies that walk into this field have their **max HP** set to **15**.

Similar to most impact-related spells, Arcana Eden will only cast when it impacts into a surface.

## Additional Notes

* When an enemy has their NBT *max\_health data* changed to 15, their AI also resets. This means that any enemies caught inside the Great Work sigil generated by the Arcana Eden spell will freeze in place for **1 tick**.
* The Great Work sigil lasts **10 seconds** before disappearing and can only be placed onto the floor as placing it on a wall or ceiling will be useless to the player.
* The in-game name "Arcana Eden" is a direct homage to a chart in the mobile rhythm game **Arcaea**. The actual song *Arcana Eden by Team Grimoire vs Sakuzyo vs Laur* is also played as the **final boss theme**.

## Lore

**Arcana Eden**

*"Water: 35 liters, Carbon: 20kg, Ammonia: 4 liters, Lime: 1.5kg, Phosphrus: 800g, Salt: 250g, Saltpeter:100g, Sulfur: 80g, Fluorine: 7.5g, Iron: 5.6g, Silicon: 3g, and 15 other elements in small quantities.... that's the total chemical makeup of the average adult body. Modern alchemy knows all of this, but there has never been a single example of successful human trasmutation. It's like there's some missing ingredient..."*
Guano Dropper Spell

## Guano Dropper

### Description

Spawn a small excrement on yourself whenever you kill an enemy. After a moment, the droppings will burst and poison all nearby enemies.

## Guano Dropper Spell

The Guano Dropper spell is an utility spell which creates a **small excrement** at the player's location whenever they kill an enemy. After a moment, the excrement will **explode** and apply a moderate **poison debuff**.

Certain entities that are able to be **killed** or **interacted** with will also proc the Guano Dropper spell.

## Additional Notes

* The amount of delay before the excrement explodes is roughly **2 seconds** and has a radius of **3 blocks**.
* **Multiple** enemies can be applied with the poison debuff from a single excrement.
* Occasionally, the player can trigger a rare easter egg with the Guano Dropper spell in which the 'game start sound effect' from the *Binding of Isaac* will play. *(This was mainly to pay homage to the inspiration of this spell)*
Electric Charge

## Electric Charge Spell

The Electric Charge spell is a projectile modifier spell that makes the player's bolts create lightning bolts every tick whenever they are near metallic enemies.

## Additional Notes

* Even though the in-game description for the spell says that the bolt shoots out lightning, it's actually the enemies that are the ones that are struck with lightning when near the bolt.
* Lightning bolts created by the bolt can also damage the player if they are too close, making the spell quite dangerous if not used properly.
* Due to the nature of lightning bolts, they also have a chance to ignite targets for roughly **3 seconds**.

## Lore

**Electric Charge**

*"Nothing can top a primordial force of nature. This spell allows the bolt to gather static electricity from the air around it and discharge it into a metallic surface. Just casting it makes the hair on your head stand straight up!"*
Quack Attack Spell

## Quack Attack

### Description

You cast an onslaught of ducks instead of a bolt. The ducks will explode after a short amount of time.

## Quack Attack Spell

The Quack Attack spell is a projectile modifier spell that summons **5** **ducks** around the player which wander around and explode into a bloody mess after a short period of time. Any enemies caught in this bloody explosion will receive exactly **48 damage** with **no distance drop off**.

## Additional Notes

* If the player decides to summon ducks then quickly stashed the Quack Attack spell into their **spell sack**, the ducks lay eggs instead of exploding and will be left on the floor permanently until leaving or dying.
* The Quack Attack spell is a indirect homage to the *Flock of Ducks* spell from **Noita**.
* The Quack Attack spell was one of 3 candidates in a **Community Spell Vote** event held in the **SMP Discord Server** prior to game launch. *The winner of which, was added to the game.*
	+ The spell name was decided by both *WhoIsTrevor* and *SchoolSux.*
	+ The spell effect was decided by *WhoIsTrevor.*
	+ The spell sprite was decided by *WhoIsTrevor, SchoolSux, natto, God of Bacon, absolutly not cereal, Toratatsu,* and *bunbob*.

## Lore

**Quack Attack**

*The winner of the Community Spell Vote event!*

*"Thank you to all the people that participated in voting for this spell:"*

* *WhoIsTrevor*
* *SchoolSux*
* *natto*
* *God of Bacon*
* *absolutly not cereal*
* *Toratatsu*
* *bunbob*
Auda-

*Auda-* is an SI prefix denoting a factor of 1096, or one duotrigintillion, invented as part of an unofficial extension of Blowers' system which originally ended at "Luma-" by Fandom user Cloudy176. Though it does not have an official reciprocal prefix provided by its original source, citations of reciprocals referenced by different sources may include "Ankto-".

Auda-'s name seems to refer back to Uda-, the twelfth positive SI prefix officially in Blowers' system, as Auda- would be the thirty-second positive prefix in Blowers' system if legitimately included.

1. ↑ https://googology.fandom.com/wiki/User:Cloudy176/faketest/p2#.7B10.2C10.5E10.2C2.7D\_-\_.7B10.2Cgoogol.2C2.7D
2. ↑ https://hecta-octaksys.fandom.com/wiki/Prefix\_10%5E96?so=search
Damper Spells

Electric Damper

Explosion Damper

Glitter Damper

The Damper spells are a group of utility spells which cause nearby **traps** and potentially dangerous **projectiles** to be morphed into a puff of **dust**.

The Damper spells will only proc when they are within a **5 block** range of the player. This means that certain dangers such as **lightning** can still damage the player momentarily before being **dampened**.

## Additional Notes

* The Damper spells will only consume the player's **mana** once they have proced. Each danger the Damper spells dampen will consume the mana cost once.
* The Glitter Damper spell can also accidentally dampen the **glitter blasts** that occur during a **boss-cutscene**. While this is quite funny and unintended, this also can consume a lot of the player's mana accidentally right before they enter a **bossfight**.

**Electric Damper -** Lightning bolts near you will poof into thin air.

* While all the other Damper spells are much **more reliable** at quickly dampening their specified dangers, the Electric Damper is slightly **less reliable** due to the nature of Minecraft lightning. This is because lightning bolts are instantly summoned without any **tick-delay**, while it takes **1 tick** for the Electric Damper spell to proc, this means that in some cases the player can still take an instance of **electric damage** before being quickly dampened.

**Glitter Damper -** Glitter blasts near you will poof into thin air.

* Certain glitter blasts such as the ones that come from the player's spells *(*Glitter Impact *for instance)* will not be dampened.
Pinpoint of Light Spell

## Pinpoint of Light

### Description

Your bolt becomes a devastating and concentrated point of light that flashes any nearby metallic enemy dealing moderate damage.

### Spell Tier

1

The Pinpoint of Light spell is a projectile modifier spell that deals 24 damage each tick to all nearby metallic enemies.

Similar to the Electric Charge spell, the Pinpoint of Light spell will only proc on enemies that are tagged with the *robot* tag. This means that the bolt will still drain mana every tick regardless if it procs or not.

## Additional Notes

* The Pinpoint of Light spell can apply the flashing damage effect more than once to an enemy as it will proc every tick it is within range of a metallic enemy.
* The proc range of the Pinpoint of Light spell is **5 blocks**.

## Lore

**Pinpoint of Light**

*"A spell that fires an extremely concentrated bolt made of light. The light energy stored in the bolt expels itself when it's near a reflective-metallic surface. I hope you brought your sunglasses!"*
Kill Counter Spell

The Kill Counter spell is a wand modifier spell that **alerts** the player in their **chatbox** whenever they kill something in that run.

The main purpose of the Kill Counter spell is to help players **calculate** and **prepare** for another spell that requires kills to proc. *(Some of these spells include* Blood Cordyceps *and or* Hive Swarm*)*

## Additional Notes

* Certain entities such as **stone statues**, **enemy projectiles**, and or **interactables** can also proc the Kill Counter spell.
* The Kill Counter spell will **only** display the total player's kills for the specific run they're in. If they die and manage to obtain the spell again in a new run, the kill counter in chat will **reset**.
Supermassive Black Hole Spell

see also: Black Hole

The Supermassive Black Hole spell is a projectile modifier spell which summons a **giant version** of the black hole entity from the Black Hole spell.

Similar to the Black Hole spell, the player can proc the Supermassive Black Hole spell when they cast a bolt from their wand.

## Additional Notes

* The radius of the Supermassive Black Hole spell is roughly **30 blocks** and will last **10 seconds** before expiring.
* When casting the Supermassive Black Hole spell, the player's vision becomes slightly darkened until the black hole entity **expires**.
* Like the Black Hole and Bolts into Black Holes spell, the black hole entity that is created from the Supermassive Black Hole spell will suck in and instantly destroy **enemy spells** and **projectiles**.
* What makes the Supermassive Black Hole spell different from the latter spells is that the giant version of the black hole entity will also slowly suck in all enemies and even the **player**- similar to that of a **vacuum effect**. When casting the spell, the player must quickly sprint out of the sucking effect of the black hole entity otherwise they'll be caught in the **center**.
* When the black hole entity expires, it implodes and kills all enemies caught in its center *(up to a maximum of **10 enemies**)*. The implosion of the black hole will **not** damage the player.
More Mana Spell

see also: More Damage

The More Mana spell is a wand modifier spell which refills **30 mana points** every **second** to the player.

## Additional Notes

* The More Mana spell is the equivalent of **3** additional Mana Recharge upgrades. What deters the More Mana spell from being extremely good is that the 30 mana points is only refilled after a **1 second delay**.
* The More Mana spell's sprite is a direct homage to the Add Mana spell from **Noita**. *"Coolest spell sprite in Noita in my opinion lmao" -PeteAleha*
Challenges

see also: Achievements

 This content was added in the game version **v1.09** any versions before this is unreleased content.

## Overview

**Challenges** are unique runs which can give the player set relics or spells which they must use to beat the game with. Challenges aim to make the overall gameplay and playstyle far more **difficult** for the player by forcing them to utilize and build around the things they are given. Beating challenges for the first time on a savefile can unlock various new content for future runs *(a list of challenge unlocks can be found* here*).*

There are currently **10** challenges in the game as of **Patch v1.09.**

Challenges can only be played once the player has beaten the game for the first time on any difficulty. The Challenge selection menu can be found at the respawn area of the **main lobby** in the **Gamemode Selection**.

## Strategies

* Certain challenges such as the **Short Circuit** challenge cause the player's wand to not fire bolts. This also applied to spell projectiles such as the Money Shot spell. This means that the player is forced to fight enemies in **close combat** in order to deal damage. Knowing when to back out of fights instead of overestimating when to attack is vital to winning.
* Challenges such as the **Aimbot Simulator** or **Fullsteel Alchemist** challenge cause Spell Shops to not sell spells anymore. This means that the player must perform much better in waves in order to get better rewards in the **Wave Clear** results- as these will most likely be the main source of items you receive in your run.
* Spells that are required to be used in challenges have a glowing red border around them. If the player attempts to move or drop these spells whilst in any floor, they will instantly die and end the challenge. However, the player can move around these spells and drop them while they are inside the Spell Shop.
* It is recommended that you unlock various other helpful content such as Shield Heart Containers or Blood Shillings before attempting harder challenges as those pickups will **greatly improve** your survivability.
* Challenges remove the ability for the player to use **Rerun**. Additionally, challenges will remove any current Tarot Card effects the player has when starting the run.

## Trivia

* The achievement subtext for the Short Circuit challenge: *"And his music was electric..."* is a reference to the ukulele item in **Risk of Rain**.
* The challenge name "Eden Reference" is a reference to the character Eden in **The Binding of Isaac: Rebith**, in which that character does a similar feature to the challenge named after it.
* The Legendary Mode challenge is a reference to one of the hardest gamemodes in **Terraria** similarly called Legendary Mode.
* The Pyromaniac challenge is a reference to an item in **The Binding of Isaac** similarly called Pyromaniac. The items functionality works exactly the same as how the challenge is played.
* The challenge name "Fullsteel Alchemist" is a reference to the 2009 anime Fullmetal Alchemist: Brotherhood.
Conversion Spells

Conversion: Wither to Regeneration

Conversion: Poison to Speed

Conversion: Weakness to Strength

## Conversions Spells

Conversion spells are a group of utility spells that turn a **specific debuff** applied to the player into a **short-lasting buff**.

**Any level** of the debuff will be converted as long as it's the specified debuff. This means that any level of the wither debuff will still be converted into a regeneration buff. *-Wither to Regenration spell*

## Additional Notes

* A **potentially dangerous** **mechanic** of the Conversion spells is that the player can lose all their mana instantly if they're applied with a debuff that continuously reapplies itself. *A good example of this scenario is if the player is standing in a alchemic pool that constantly poisons the player. Each tick that the poison reapplies itself, the spell will proc; and therefore drain the mana.*
* The duration of the buffs that are converted last **5 seconds** except for the **Wither to Regeneration Conversion** spell, which lasts only 3 seconds.
Wand Refresh Spell

The Wand Refresh spell is a wand modifier spell that instantly refills the player's **mana points** after a **2 minute** delay.

A **giant hex** will appear around the player whenever the Wand Refresh spell procs.

## Additional Notes

* A good tip to knowing when the Wand Refresh spell will proc is by keeping track of the **run timer** when it procs the first time. By keeping track of every **120 seconds**, the player can prepare for the next **mana refill** from the Wand Refresh spell.
* If the player is using the Monarch Affinity, the Wand Refresh spell will instead refill **2000 mana points** instead of the usual 1000.