recursal/Fanatic-Fandom huggingface dataset:
Giblification Spell

## Giblification

### Description

When killing an enemy, they explode into a bloody mess and leave behind a small pool of blood for a moment.

## Giblification Spell

The Giblification spell is an utility spell which spawns a tiny blood pool on an enemy that the player kills. These bloods pools will last for roughly **2 seconds** before disappearing.

Certain entities such as **interactables** and **buttons** will also trigger the Giblification spell.

## Additional Notes

* The blood pools that are produced by the Giblification spell will contain their **usual properties** unlike spells such as Hollow Egg.
* The Blood Magic spell **synergizes** exceptionally well with the Giblification spell as it allows the player to essentially refill all their mana back to **max capacity** each time they kill an enemy.
* Certain killable **enemy spells** can also proc the Giblification spell.

## Lore

**Giblification**

*"I can't quite seem to manipulate the corpses of dead rats yet. They always seem to blow up into a gruesome mess when I cast my experiment spell."*

*"Ew dude, that's just gross."*

*"Gross? Yes. Potentially useful? Who knows."*
Projectile Detonator Spell

The Projectile Detonator spell is a wand modifier spell that causes all **airborne** bolts to **explode** when activating.

Instead of pressing F *(or your offhand keybind)*, on the spell itself, the Projectile Detonator spell requires you to press F on your **wand** to proc.

## Additional Notes

* The Projectile Detonator spell is one of the very few wand modifier spells that requires the player to **interact** with the wand itself to proc.
* When detonating the airborne bolts, it **deletes** them in the process.
* Like most explosive spells, the Projectile Detonator spell can also **harm** the player if they aren't careful enough.
* Other **spell entities** such as the ones summoned from the Bees!! or Plasma Orb spell can also detonate when used with the Projectile Detonator spell.
The Krasnasky Technique Spell

## The Krasnasky Technique

### Description

Your magical bolts are replaced with a single bolt which is controlled by your crosshair. Firing your wand creates a new bolt.

### Spell Tier

2

The Krasnasky Technique is a projectile modifier spell which causes the **magical bolts** the player fires to be controlled by the on-screen **crosshair**. Only one bolt can be controlled at a time and every additional bolt the player fires will be destroyed and replaced.

A hidden mechanic with The Krasnasky Technique spell is that the damage of the bolt being controlled will be **modified** and increased to **+20 damage**. Any other damage modifying spells such as Epitaph or For Power spells will be negated when used in conjunction with The Krasnasky Technique spell.

In order to move and control the magical bolt effected by the The Krasnasky Technique spell, the player must move around their crosshair. This means that in order to attack enemies, the player must run up close to them and impact them with the bolt. Activating impact-related spells can be done by looking down into the floor to impact the **ground**.

## Additional Notes

* Path spells will be unable to do their normal **pathing-effects** to bolts.
* The Piercing spell will only be able to "pierce" through an enemy **once**. This means that once the bolt has damaged the enemy, it will not be able to damage that same enemy again.
* The Krasnasky Technique spell is a **homage** to an item in *The Binding of Isaac* called The Ludovico Technique- with the name "Krasnasky" being used as a replacement.

## Lore

**The Krasnasky Technique**

*"@edmundmcmillen You litte <REDACTED> You made a <REDACTED> of piece with your trash Isaac it’s <REDACTED> Bad this trash game I will become back my money I hope you will in your next time a cow on a trash farm you sucker"*
Tagged Damage Conversion Spell

## Tagged Damage Conversion

### Description

Enemies struck by your bolt are tagged momentarily. If a tagged enemy damages you, the damage is reflected back with more force.

## Tagged Damage Conversion Spell

The Tagged Damage Conversion spell is a projectile modifier which applies the reflect debuff onto an enemy for 5 seconds.

Any enemy that is "tagged" and attempts to attack you, will receive a large damage reflected back onto them. Enemies that are "tagged" display a red reflection sigil under them.

## Additional Notes

* The player will still receive the melee damage that an enemy inflicts whether or not they are "tagged."
* The only way for the reflection debuff to proc is by **taking damage**, this means that if a player has applied the invincible buff, they will not proc the reflect damage on an enemy.
* More than one enemy can be "tagged" at a time.

## Lore

**Tagged Damage Conversion**

*"We need more firepower. We can't keep holding back this hoard!"*

*"Where's the captain? Why did he leave us at a critical moment like this?"*

*"I might have an idea, but you're not gonna like it..."*

"*Any idea is better than nothing right now. Lay it on me."*

*"You see those three droids over there? Shoot them on my command."*

*"Ok, then what?"*

*"Then I'm going to run in and let them attack me."*

*"..."*
Pot of Greed Spell

The Pot of Greed is a utility spell which allows the player to instantly gain **3 shillings** when breaking a **pot** found inside the Spell Shop.

The Pot of Greed spell has a **Spell Tier** of **0**. This is because the spell can only be obtained by breaking a pot. Breaking a pot has a **3% chance** to drop the spell.

## Additional Notes

* Pots that are broken whilst using the Pot of Greed spell will emit green sparkles around them.
* If the player decides to **exit** the Spell Shop without destroying pots, the game will automatically **destroy** the pots for them and reward them the shillings.
* In order for the player to add this spell to their **Progress Journal**, they must first complete the unlock **condition** for it to add pots to their Spell Shop.
* The spell name *"Pot of Greed"* is a direct homage to the Yu-Gi-Oh! card. The effects of the spell share a similarity to real-life counterpart.

## Lore

**Pot of Greed**

*"I SUMMON POT OF GREED TO DRAW 3 ADDITIONAL CARDS FROM MY DECK."*

*"That's not what it does..."*

*"That is what it does, Pot of Greed. Draw 3. I SUMMON POT OF GREED TO DRAW 3 ADDITIONAL CARDS FROM MY DECK."*

*"..."*

*"AND I SUMMON POT OF GREED TO DRAW 3 ADDITIONAL CARDS FROM MY DECK."*
Reroll Spell

## Reroll

### Description

Press F on your wand to reroll a spell in the shop into something completely different. Can only effect one spell at a time.

## Reroll Spell

The Reroll spell is a wand modifier spell that rerolls the **loot table** of a random **spell** in the Spell Shop (the spell that is rerolled is a spell which can be purchased and **not** in the spell slots).

As of the *Beta v0.4 Branch*, the Reroll Spell will only reroll dropped spells from the spell board.

When triggering the Reroll spell, the spell that is effected will be destroyed and turned into any item in the game that has a **chance-based** appearance. This means that any item that appears in a loot table can show up. *(Minuscule loot tables like enemy drops, reforges, and the Dormant Onyx drops can be rolled. Prohibited loot tables like boss drops and affinity rolls can also appear)*

The **major downside** with the Reroll spell is that certain **events** are also included in the rerolling effect. Enemy attack loot tables are also included meaning that a rerolled spell can potentially turn into an **enemy's attack**.

## Additional Notes

* The chances for a specific item being rerolled from the Reroll spell is all **equal**. This means that the Reroll spell disregards **spell tiers** when rolling within a spell loot table.
* The player needs to be within **10 blocks** of the dropped spell in order to preform the reroll effect.
* For future expansion purposes, the Reroll spell's loot table is labeled as *chaos\_die* under the loot table subfolder. Within the **json file**, every loot table can be found as a possible reroll chance.
Explosive Corpses Spell

see also: Glittering Corpses

## Exploding Corpses

The Exploding Corpses spell is a utility spell which causes slain enemies to create a **visual explosion** on their **corpse**. This magical explosion will damage all nearby enemies.

The magical explosion from the Exploding Corpses spell does **not** damage the player if they were to stand near it.

## Additional Notes

* Killing certain **interactables** like buttons or purchasable spells can accidentally proc the Exploding Corpses spell.
* Since the explosion produced by the Exploding Corpses spell is not considered to deal **explosive damage**, certain enemies like the ones from the Relentless faction will **heal** instead of taking damage when near the magical explosion.
* The player must actual **kill** or **assist** in the kill of an enemy for the Exploding Corpses spell to proc.

## Lore

**Exploding Corpses**

*"The following information was found from an excerpt in the Dark Arts Volumes:"*

*"Each and every living thing, both organic and artificial, contain a soul. These souls can be manipulated with the usage of expert-class magic. While some mages and scholars use this information in order to heal and provide life to those that may need it, souls can also be used to an offensive. By channeling the very essence of the soul, one can control its properties."*
Metronomic Mana Spell

## Metronomic Mana

### Description

A small rhythmic tick will beat in the background. If you successfully cast a bolt at the right beat, you regain 50 mana points.

## Metronomic Mana Spell

The Metronomic Mana spell is a wand modifier spell that rewards the player with **50 mana points** whenever they cast a bolt at a specific time.

When in the player's spell slots, the Metronomic Mana spell will produce a small **tick noise** to indicate when the player should cast a bolt. If the player is playing with **no sound**, this spell becomes pretty useless unfortunately.

## Additional Notes

* The tick noise that plays from the Metronomic Mana spell will beat **every second**. This means that the sound cue will play every 1/20 Minecraft ticks.
* Even though the tick noise plays only for **1 tick**, there's a small grace period before and after the tick noise in which the player can still proc the mana refill effect. *(This grace period is roughly 1 tick before and after the sound cue)*
* Upon casting a bolt at the right beat, a slightly **higher pitched tick** noise will play to indicate a successful proc of the Metronomic Mana spell.
Blood Pact

Blood pacts are rare **mini-shop** structures that can spawn when a player enters a floor. Blood pacts will always be located on the **right side** of where the player spawns.

The player can **increase** their chances of a blood pact spawning by increasing their Curse statistic.

## Prices

Every blood pact will spawn **3** random spells, each with their own pricing. The spells in a blood pact can be purchased similar to the spells in the Spell Shop.

Instead of shillings, the player must pay for spells in **max HP**. Each purchase will decrease the player's max health depending on the price- up to a total of -**6 hearts**.

When entering the Spell Shop the player's max health will be **fully restored**.

## Additional Notes

* If the player decides to purchase more than they can chew from a blood pact, they will **instantly die**.
* Certain **unlockable** spells such as Logic Gate or Ancient spells will not show up as a possible spell in the blood pact.
* If the player starts the **wave** on the current floor, the blood pact will disappear.
Critical Tempo Spell

The Critical Tempo spell is a utility spell which grants the player the **Strength V** buff for a small period of time every **10 seconds**.

In order for the player to obtain this spell in their Spell Shop, they must first **unlock** it through its corresponding achievement.

## Additional Notes

* Certain **melee-enhancing** spells and relics such as Screw Magic or Focus Shard can pair extremely well with the Critical Tempo spell as it allows the player to deal massive amounts of **melee damage** in tiny bursts.
* Certain affinities such as the **Bloodthirsty** or **Warrior** affinity can have their effects greatly increased when used in conjunction with the Critical Tempo.
* A small **sound cue** similar to the Warrior affinity trigger sound will play when the Critical Tempo spell activates.

## Lore

**Critical Tempo**

*"A combat-oriented spell which causes the user to become fueled with invigoration during a small period of time. The rhythm of battle roars in the mind of the user, like a song."*
Memory Loss

## **Overview**

***"Your memory begins to fade away..."***

The **Memory Loss** event is a rare event in which all the dropped spells within the Spell Shop are turned into a **Mysterious Spell**. The chance of this occurring to the player is **1%** (base chance) and can be increased depending on the current Curse statistic for that run.

The player must **purchase** a spell from the Spell Shop to potentially trigger this event. Other ways of obtaining new spells in a run such as reforging and chests will not trigger the event.

### **Notes**

* If the player has purchased a spell or dropped one on the floor within the Spell Shop and not picked it up yet, the Memory Loss will convert those spells into a Mysterious Spell as well.
* Certain spells such as the **Ancient Spells** or **ER40R\_SP3LL** will not be affected by the Memory Loss Event.

## **Mysterious Spell**

Spells that were turned into a Mysterious Spell due to the Memory Loss event will appear as a black-bordered spell with a blue question mark in the center. All Mysterious Spells will contain the same description when viewed in the player's inventory. These spells will continue to stay like this throughout the rest of the run.

### **Notes**

* Spells that were converted into a Mysterious Spell will still act the same as they normally do when in the player's **spell slots**- the only change being its sprite and description.
* The player should always take note of important spells in their Spell Shops before buying anything incase they trigger the Memory Loss event.
* If a material spell was turned into a Mysterious Spell, the player can cast them to re-reveal their spell sprite and description again.
Power Absorbtion

## Summary

**Power Absorption** is a combination of Power Mimicry and Negation not just copying the abilities of others, but stealing them for one's own use, stripping the original bearer of their powers while gaining access to more. This may not be accomplished through literal absorption, but it can be, among a number of other potential means. The user's copied abilities may be inferior to the original's, or maybe retained only for a short period of time, but others can actually improve upon these powers.

It would be a No Limits Fallacy to assume someone with this ability can copy *anything*; even if they can copy the functions of the ability, they may not be able to copy its full destructive power.

## Users

* Kevin Levin (Ben 10)
* Yhwach (Bleach)
* Majin Buu (Dragon Ball)
* Kirby (Kirby)
* Rogue (Marvel Comics)
* All For One (My Hero Academia)
* Blackbeard (One Piece)
* SCP-682 (SCP Foundation)
Flask Booth

directed from: Shop Machines

Flask Booth naturally spawning in Spell Shop

The **Flask Booth** is a structure found in the Spell Shop that sells an infinite amount of flasks to the player for **35 shillings** each.

When the player enters the Spell Shop, theres a **35% chance** that the Flask Booth will spawn in next to the Master of Shopkeeping NPC. This chance can be increased depending on the player's Luck statistic in their current run.

The Flask Booth rolls from a separate special loottable instead of the basic flask loottable. This contains a few extra magical flasks which can benefit the player more than just the basic flasks.
Geyser Spells

Lava Geyser

Water Geyser

### Description

Bolts that impact a surface will create a small geyser which damages nearby enemies.

## Geyser Spells

Geyser spells are a group of projectile modifier spells which create a small geyser wherever the player's **magical bolts** impact a **surface**.

Similar to most impact-related spells, the Geyser spells will only proc when they land on a surface, and not if they strike an enemy.

## Additional Notes

* The range for the Geyser spells is roughly **5 blocks** from where the bolt impacted a surface.
* Players are **immune** to the effects of the Geyser spells.

**Lava Geyser** - Bolts that impact a surface will create a small lava geyser which ignites and damages nearby enemies.

**Water Geyser** - Bolts that impact a surface will create a small water geyser which flings and damages nearby enemies.

* Similar to the Fissure Impact spell, the Water Geyser spell is able to lift a group of enemies into the air for a short amount of time before dropping them again.
* Boss-type enemies are immune to the flinging effect of the Water Geyser spell.

## Lore

**Water Geyser**

*"My dearest brother. I understand your concerns. I too do not trust his true intentions- but what choice left do I have? He warns us about these underground people and their potential effects on my land... on OUR land. I wish to tend to the seas and all the creatures of mine on this beautiful land. If I must listen and destory these people in order to protect my waters... then I will do just that."*

**Lava Geyser**

*"My dearest sister. Do tell me, why do we listen to this voice? Perhaps you do not see it, but I can. His tongue seems sharp, and malicious. We should not trust him, he clearly has alternative motives. Yet you still follow him to this academy... why?"*
Stained Armor Spell

The Stained Armor spell is an utility spell that prevents the player from taking any damage when they are standing in alchemic liquids.

When the player is standing in alchemic liquids, they will begin to lost **1 mana point** per tick.

## Additional Notes

* Even though the Stained Armor spell will proc with most **AoE pools**, there are some **enemy attacks** that may appear to be alchemic liquids but actually aren't.
* Damage types that will still kill the player **regardless** of the Stained Armor spell are **insta-kill sources** such as **Touch of damage**, and **Gem of Sacrifice damage**.
Plasma Orb Spells

Plasma Orb

Giant Plasma Orb

### Description

You cast a slow-traveling orb instead of a bolt. The orb will deal damage and ignite enemies when struck.

## Plasma Orb Spells

The Plasma Orb spells are a group of projectile modifier spells which **replaces** the player's magic bolts with a ball of **plasma**. This projectile will travel the the air **slowly** and **ignite** enemies that are struck by it.

The regular **Plasma Orb** spell creates a tiny **yellow** orb, while the stronger variant- **Giant Plasma Orb**, will summon a slightly-larger **purple** orb.

The plasma orb projectile that is summoned from the Plasma Orb spells will **not** inherit other projectile modifier spells such as trail spells and impact-related spells.

## Additional Notes

* The plasma orb will only damage **one** enemy before being destroyed.
* Enemies that are ignited from the plasma orb projectiles will continue to stay on-fire for roughly **3 seconds**.
* Both Plasma Orb spells can be casted at the **same time**. This will lead to both orb projectiles traveling at the same speed throughout the air.
* The plasma orb projectiles created from the Plasma Orb spells will contain **natural phasing** properties in their **projectile data**. This means that the orbs can traveling through an **infinite** amount of **walls** and **surfaces** before **expiring**.
Holy Mountain

The **Holy Mountain** is one of 3 sub-floor areas the player can travel to. A portal to the Holy Mountain will appear around the outer edges of the floor at the end of every bossfight. The player is able to reforge and buy relics in the Holy Mountain as it contains both the Anvil of Destiny and Offering Pedestal. Upon teleporting into the Holy Mountain for the first time, the player will be put into a small dialogue with the Master of Forging NPC.

Unlike the Spell Shop, the Holy Mountain is **NOT** considered a **safe-zone** as the player can trigger the Ancestors Pissed event. This means that using potentially dangerous spells in this area can damage the player.

There is also an extremely rare chance that the player may come across a Οδοκαθαριστής when teleporting into the Holy Mountain. Unlike their normal counterparts, killing it will drop a random relics instead of shillings.

Once the player decides to exit the Holy Mountain, they will not be able to re-enter it on that floor as the portal will have collapsed.
Firework Radius Spell

The Firework Radius spell is a projectile modifier which summons **3 fireworks** every tick when near an enemy. These 3 fireworks will travel upward each exploding roughly **0.5 seconds** after the other.

## Additional Notes

* Only the **first** firework will deal damage to the target the player is aiming at as it explodes quickly after being summoned.
* The player's bolts will occasionally summon more than one group of fireworks as the bolt procs the Firework Radius spell once per tick.
* If the player isn't cautious, the fireworks can also deal massive **glitter damage** to them.
* The Firework Radius spell has a massive **mana drain** of **10**. This is because certain spells which can be used in conjunction with it creates an extremely deadly combo.

## Lore

**Firework Radius**

*"I can't believe we finally graduated! Fifteen whole years of studying really takes a toll on us, huh?"*

*"Yeah, it really does."*

*"Hey, are you still coming to the firework celebration after the ceremony? I heard this year's show is going to be a big one!"*
Directional Snowball Spell

The Directional Snowball spell is a projectile modifier spell that summons **4 snowballs** that travel in all cardinal directions each tick.

The snowballs generated by the Directional Snowball spell deal **no damage** but will generate damage i-frames to enemies it strikes.

## Additional Notes

* A hidden interaction that the Directional Snowball spell has with certain enemies makes this spell very good in **certain situations**. Some enemies that have a single point of HP will still proc their death effect when struck by a single snowball from the Directional Snowball spell. This can be very helpful in clearing out large groups of enemies while not having to deal with death-proc enemies.

## Lore

**Directional Snowball**

*"Ever since I was little, I was fascinated with the winter- especially with snow. I wish I could travel to the surface and see the white fluffy snow for myself."*

*"Why don't we have a snowball fight then? They might seem artificial, but it's the most I can do for you."*

*"A... snow-what fight?"*
Cloud in a Bolt Spells

Acid Cloud in a Bolt

Liquor Cloud in a Bolt

Cloud in a Bolt spells are a group of projectile modifier spells which summon a cloud above the target that was struck by the player's bolt.

Not to be confused with curse spells, the Cloud in a Bolt spells will apply the floating cloud in a similar way to cursed spells, but will only apply the effect to **one enemy at a time**.

## Additional Notes

* The floating clouds last about **5 seconds** before disappearing.
* Similar to the mechanics of the Patient Zero spell, when a floating cloud appears above an enemy it will apply the effects of the cloud to all nearby enemies that move under it.
* If the player strikes multiple enemies with a Cloud in a Bolt spell, the cloud curse will select the next current enemy in the queue unless the effect timer wears off before then.
* The Cloud in a Bolt spells do **not synergize** with each other, this means that the player can only apply one floating cloud on an enemy at a time.
* A **major caution** with Cloud in a Bolt spells is that the effect that the cloud produces to enemies can also accidentally apply to players if they are under it as well. This means Cloud in a Bolt spells like **Acid Cloud in a Bolt** become very dangerous if not carefully used.
Weka-

*Weka-* is an SI prefix denoting a factor of 1030, or one nonillion (1,000,000,000,000,000,000,000,000,000,000), invented as part of an extension of the standard SI system by James "Jim" V. Blowers. It shares the same roots as its reciprocal prefix, Wekto-, and derives from the Greek "D**ek**a", for ten, as it is the tenth positive prefix in Blowers' system pertaining to the pattern 103n.

1. ↑ https://sites.google.com/site/largenumbers/home/2-2/2-2-3-non-canonical-si-prefixes
2. ↑ https://googology.fandom.com/wiki/SI\_prefix#Jim\_Blowers'\_extension
Path Spells

Chaotic Path

Antigravity Path

Gravity Path

Path spells are projectile modifier spells that move a bolt in a certain pathed direction.

In most wand builds, path spells will normally override other directional spells such as the Zero Gravity spell.

## Additional Notes

* The Chaotic Path spell not only modifies the direction of a bolt, but it also increases the velocity of the bolt greatly. This means that the bolt will deal significantly more impact damage to a target.
* Bolts that are effected by the Antigravity Path spell will teleport upwards up half a block per tick.

* Even though the in-game description states that the bolts travel around in "random and uncontrollable directions," this isn't necessarily true as the bolts follow a set path. *(See below for visual)*

### Chaotic Path Graph

The player is represented as either the *A* or *-A* variable. In this exponential wave decay graph, the bolt travels in a zig-zag wave which slowly reaches exponentially to the point of *t*.

In most cases, the bolt will never reach the point where the exponential decay is visually seen- as the floors are far too small for it to continue traveling.

The further the player looks downward to the floor, the more they reach the *-A* variable (to the limit of -180 degrees in the y-axis). Depending on which A variable the player is closer to on the graph, is which way the t variable will face.
Deus Ex Machina Spell

The Deus Ex Machina spell is an ancient spell which will **periodically** turn all enemies from the robot faction into random **machinery**.

Enemies that were turned into random machinery will deal **no damage** and will have **1 HP**.

## Unlock Method

In order to unlock the Deus Ex Machina spell, the player must complete the Drill Quest for the first time on their **savefile**.

## Additional Notes

* The Deus Ex Machina spell will proc every **5 seconds** and has a range of roughly **7 blocks** around the player.
* The '*random machinery'* that metallic enemies are turned into include everyday objects such as a **toaster** or **alarm clock**.
* The Deus Ex Machina spell can potentially allow for the player to proc various **kill-related** spells like Necromancy or Exploding Corpses **twice**.
* The Deus Ex Machina spell will work exceptionally well in **floors** such as The Vault or the Purification Plant, as those floors are full of metallic enemies.
Money Shot Spell

## Money Shot

### Description

You cast a coin projectile instead of a bolt. The coin can pierce multiple enemies. Uses shillings instead of mana points.

### Spell Tier

2

The Money Shot spell is a projectile modifier spell which allows the caster to fire **shilling projectiles** instead of a **magical bolt**. The shillings that are fired from the wand inherit **natural piercing**- similar to the Piercing spell.

The Money Shot spell is one of the few spells in the game which consumes the players shillings instead of their **mana points**. A similar mechanic to this is seen in the Shilling for Power spell.

## Additional Notes

* The coin projectile created by the Money Shot spell will last for **3 seconds** before **expiring**.
* The Money Shot spell is part of a group of spells which can be **unlocked** by completing a run with a certain Bane Curse applied to the player.
* Unlike other **raycast entities** such as the Plasma Orb spells, the coin projectile created from the Money Shot spell will continue to travel in a set path after being fired. This means that certain **homing** spells such as the Unconventional Homing spell will not cause the projectile to turn back in on itself.
* A hidden **easter egg** in the game can be seen when the player has the Shrine of Greed's effect active on a floor. While this effect is active, the coin projectile's visual is changed to that of a **golden shilling**.
* In order to avoid breaking Minecraft's TOS, the name *"Money Shot"* was used for its secondary term on cinema, NOT the other thing.

## Lore

**Money Shot**

*"Should we be really wasting these? I finally got paid this month too..."*

*"All in the name of magical advancements, my friend."*

*"Ugh, whatever you say Joe."*
Lighter Wand Spell

## Lighter Wand

### Description

Some of the weight on your wand has been removed. You feel lighter on your feet.

## Lighter Wand Spell

The Lighter Wand spell is a wand modifier spell that applies a moderate speed buff to the player every **5 seconds**.

## Additional Notes

* Since the Lighter Wand spell only applies a speed buff to the player, the Scout Affinity can actually stack its speed effect on top of this spell.
* Since some of the weight was removed from the player's wand, the player doesn't need to hold onto the wand to gain the speed buff, they just need to Lighter Wand spell in their **spell slots**.
Homing Spells

see also: Anti-Homing

Homing

Unconventional Homing

The Homing spells are a group of projectile modifier spells which allows the player's **magical bolts** or other various **spell entities** to **home** onto a nearby enemy on the current floor.

Projectiles that are effected by the Homing spells will have a **pink sparkly aura** around them as they travel.

The in-game description for the Unconventional Homing spell states that it allows certain **"spell entities"** to home onto nearby enemies, a **list** of which spells can actually be effected by this are as shown below:

* Salmon Impact
* Black Hole
* White Hole
* Goat Link
* Quack Attack
* Slime Launcher
* Bees!!
* Field spells
* Plasma Orb spells
* Money Shot
* Bubble Burst

## Additional Notes

* Certain spell entities which are **not** destroyed whenever the player runs out of mana such as the **field entities** created from the Field spells, can potentially create a **mana loop** in where the player is not able to **regenerate** their mana until the entity has **expired**.
* The **mana drain** effects of the Homing spells will **stack** for each projectile currently present on the current floor.
* **Raycast entities** such as the projectiles created from the Plasma Orb spells will home back into themselves when near an enemy. This means that the homing effect of the homing spells will cause the projectiles to be aligned on a new path in the event that an enemy is **slain** by the projectile.
* Bolts that are effected by the Homing spell will act similar to that of the Teleportitis spell. This means that the bolts will slowly home onto the bottom of an enemies **hitbox**- and in most cases, purposely **miss** the enemy.
* Pairing regular homing spells with the Anti-Homing spell will cause the projectiles effected by both spells to be shot away in a **random** direction around the enemy at **insanely-fast** speeds.

## Lore

**Homing**

*"As I record my findings for the polarity of magic and creature's souls, I attempted to lessen the strength of the attraction from instantaneous to a subtle movement. At first, the experiments seemed to be working, as I was able to allow my magical bolts traverse over to the target dummy at a slow pace. Though one major issue still remains at this moment with this test- I can't seem to be able to actually strike the dummy with my bolts, instead always just barely below it."*

**Unconventional Homing**

*"Ive just come to a brand new, and potentially groundbreaking, discovery in my findings! With the logic I have applied to my theory on polarity, I was able to use that logic towards our Academy's spells which do not utilize the magical bolts. Ducks, fields, bees, even orbs of plasma! All of these can now be able to become attracted to creature's souls I see fit. My peers must know about these findings too."*
Cloud Spells

Rain Cloud

Acid Cloud

Blood Cloud (5)

Thunder Cloud

### Description

Press F to create a small moving cloud of material which applies something when under it.

### Mana Cost

150 / use | 100 / use | 300 / use | 175 / use

## Cloud Spells

Cloud spells are a group of material spells which conjure a **small cloud** above the **player** that applies a certain buff or debuff when any entity is **under it**.

Most Cloud spells (with the exception of the **Thunder Cloud** spell), will follow the player around slowly wherever they move. Unlike **enemy pathing AI**, the cloud entities summoned by Cloud spells will travel through walls to reach the player.

## Additional Notes

* The Thunder Cloud spell will **home** into enemies instead of the player.
* Cloud entities summoned by Cloud spells will last **10 seconds** before expiring. Additionally, more then one cloud entity from a specific Cloud spell can be summoned at a time.

**Acid Cloud** - Press F to create a small moving cloud of acid which deals moderate damage to anything under it.

* The Acid Cloud spell can prove to be **extremely lethal** to the player if not used in conjunction with the Trigger spell. This is because the acid cloud entity that is summoned by the Acid Cloud spell will quickly deal **6 points of damage** to the player upon cast.

**Blood Cloud** - Press F to create a small moving cloud of blood which applies the enraged buff when under it.

* The enraged buff that the player receives when under the blood cloud deals similar damage to that of when the player is inside a blood pool.
* The **blood rain** that is produced by the blood cloud will not proc the Blood Magic spell. This is because the Blood Magic spell will only work on **pools of blood**- not clouds.

**Thunder Cloud** - Press F to create a small homing cloud which occasionally generates small lightning strikes to enemies under it.

* The time in between each lightning strike is **1 second**- totaling out to **10 lightning strikes** max.
* The lightning bolts that are produced by the Thunder Cloud spell will not **ignite** enemies.
Sigma Spell

The Sigma spell is a greek letter spell which refills **150 mana points** to the player whenever they **take damage**.

## Additional Notes

* In order for the Sigma spell to proc, the player must take at least **0.1 point of damage**. This means that if the player is effected by the invincible buff, they will **not** proc the spell.
* No matter how much damage the player takes *(as long as it's more than 0.1)*, the Sigma spell will only ever refill 150 mana points.
Leeching Spell

## Leeching

### Description

When casting, there is a very small chance that your wand will steal the health of nearby enemies.

### Spell Tier

2

The Leeching spell is a wand modifier spell which allows the player to deal damage to nearby enemies whilst also healing **1 HP** (or half a heart) when casting their **wand**.

In order for the player to obtain this spell in their Spell Shop, they must first **unlock** it through its corresponding achievement.

This spell has a **proc chance statistic** of **0.05**. This means that the Leeching spell will have a **5% chance** of casting when the player fires their wand.

## Additional Notes

* The **radius** of the Leeching spell is quite small- only being **5 blocks**. This means that the player must know when to utilize their healing by being in much closer combat at the right times.
* Enemies that are **"leeched"** will have **blood particles** emitting from them for a moment. Additionally, a **sound que** will play when the spell casts.
* The Leeching spell can be best used with high a Fire Rate upgrade. This is because the spell will **attempt** to cast every time the player fires a **projectile** from their wand.

## Lore

**Leeching**

*"Will you be making another blood donation this week?"*

*"Me? Yeah probably. My father is a Master of Vampirism after all. I guess I wanna follow in his footsteps."*

*"And donating blood follows in his footsteps how?"*

*"Well it's what my father did and it inspired him in creating some vampiric spells."*
Gamma Spell

## Gamma

### Description

You gain a small recharge boost towards your mana as long as you have taken no damage each wave.

### Spell Tier

3

The Gamma spell is a Greek Letter spell which **boosts** the **recharge rate** of the player's **max mana** as long as they have taken **no damage** on the current **wave** they are on.

The Gamma spell works well in helping the player achieve the Ancestor Impressed Event.

## Additional Notes

* The recharge boost that the player receives from the Gamma spell is an additional **+5 mana / tick**.
* **Shielding hearts** from spells such as the Energy Shield spell will not disable the effects of the Gamma spell even when they get hurt as those hearts are being **absorpt** instead of **damaged**.

## Lore

**Gamma**

*"If only the gods are willing. They rule the vaulting skies. They’re stronger than I to plan and drive things home."*
Nanoball Capsule Spell

## Nanoball Capsule

### Description

Occasionally generate a small radioactive explosion a short distance from your crosshair.

## Nanoball Capsule

The Nanoball Capsule spell is a utility spell which summons a small neon **blast** at the player's **crosshair** every few seconds.

The explosion generated by the Nanoball Capsule spell can travel through **walls** and **high-to-reach spots** on the floor. This can become **problematic** if there are interactables such as buttons in an area as the player can accidentally click one via explosions.

## Additional Notes

* The distance that the explosion is summoned from via Nanoball Capsule spell is **8 blocks** from the player's crosshair.
* Certain **physics objects** such as **traps** and chests will not be disturbed by the Nanoball Capsule spell.
* The Nanoball Capsule spell is a direct **homage** to an item from the *SMP Season 2* server hosted in 2020.
Trigger Spell

see also: Trigger 2.0

## Trigger

### Description

All material spells in your spell slots will now cast at the position of where your bolt impacts a surface.

### Spell Tier

2

The Trigger spell is a projectile modifier spell that allows the player to cast **material spells** in similar fashion to impact-related spells.

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

The limit to how many material spells the player can cast **simultaneously** depends on how many are in the player's spell slots. An odd **mechanic** with the Trigger spell is that it allows for the player to cast **multiple** material spells over the **mana threshold**. This means that the player can cast two costly material spell such as Napalm Sea and Hex of Multiform at the same time even though it exceeds **1000 mana points**. (*This mechanic was later patched in the **v1.2 Beta Branch** as the spell will now **calculate** the total mana of each spell)*

## Additional Notes

* A **major warning** for the Trigger spell is that casting a large amount of material spells at once can take a toll on the player's **game performance**. This is due to the amount of particles that can be potentially produced from each material spell.
* Every material spell can **synergize** with the Trigger spell except for the Local Shift spell- as this doesn't require a specific position to cast.
* The Trigger spell **synergizes** exceptionally well with the Touch of spells as it allows the player to cast these spells at a safe distance.
* The Trigger spell's sprite is a direct homage to **Noita's** *A**d**d Trigger* spell.

## Lore

**Trigger**

*"We can't just leave the Headmaster! What if those creatures kill him?"*

*"The Headmaster will be fine."*

*"Huh? how do you know?"*

*"Before we were told to evacuate the observatory, I looked over at the Headmaster and told him we needed to leave."*

*"And?"*

*"And he just looked back at me, smiled, and picked up a flask of polymorphine. He told me that he still had 'one more experiment to test."*
Conformity Spell

## Conformity

### Description

Press F on your wand to reroll all spells in the shop to a specific spell-type. Once activated, the curse is released.

### Spell Tier

3

The Conformity spell is a wand modifier spell which rerolls all the current spells being **sold** in the Spell Shop. Spells that are rerolled are all converted into random spells from a specific spell-type.

The *'curse'* that is activated once the player casts this spell at least once in their run causes all **spells** in future Spell Shops to have a **50% chance** to be replaced by the Conformity spell. This means that for the most part, the player will be forced to **recast** Conformity in order to have more options for purchasing.

In order for the player to obtain this spell in their Spell Shop, they must first **unlock** it through its corresponding achievement.

## Additional Notes

* The Conformity spell is the only spell in the game to have a **Max Charge statistic** of **1**. This means that the player will only ever be able to cast this spell once per Spell Shop.
* Unlike other items which contain rerolling mechanics, the Conformity spell will only reroll spells that are still **available** for purchase- instead of rerolling the entire shop.
* The Conformity spell does **not** work in bonus shops such as the Card Shop or Blood Pacts.
* Even though the Conformity spell will reroll spells into a specific spell-type, this does not mean it will reroll them into **rare spell-types** such as Greek Letter spells, Ancient Spells, or Alchemy Spells.
* The Conformity spell is the only **tier 3** spell to not show up in the final Spell Shop.

## Lore

**Conformity**

*Book of the Banished - Volume III*

*"The tablet is worn. Cracks all along the front side. No records of past owners, but many have personally known the owners. This is a one of a kind, no replications. The tablet is inscribed with a small triangular glyph, almost like a pyramid with a row of waves moving downward. According to older records, this spell is a pact-binding spell- making the user become filled with the sin of greed. When activated, the spell will transform nearby tablets into their magical families. When this happens, the curse activates..."*
Extra Spell Capacity Spell

The Extra Spell Capacity spell is a utility spell which unlocks the second row of **spell slots** within the player's **inventory**.

The Extra Spell Capacity spell is the **only** way in which the player can remove the locked inventory slots in a run.

## Additional Notes

* The Extra Spell Capacity spell is one of the few spells which can be thrown away after picking up for the first time in a run. Once the player picks up the spell, it will remove the locked slots in their inventory and throwing it away or stashing it in the **spell sack** will not relock the slots.
* Besides randomly purchasing the Extra Spell Capacity spell, another way in which the player can obtain this spell is by **reforging** any Upgrading Scroll relic on the Anvil of Destiny.
Touch of Spells

Touch of Gold with Timer (15)

Touch of Smoke with Timer (15)

Touch of Blood with Timer (10)

Touch of Gold? with Timer (10)

The Touch of spells are a group of material spells that turn all enemies and players into a specified material- **instantly killing** them in the process.

The Touch of spells are timer spells. This means that once activated, a small **timing spark** will be placed down. The Touch of spells' effects will be casted once the timer expires.

## Additional Notes

* The in-game description of the Touch of spells states that the spell can also transmute the player. This means that standing near the timing spark once the spell casts will **instantly kill** the player.
* The proc range of the Touch of spells is very small, only being **3 blocks**.
* Boss-type creatures are unaffected by the Touch of spells.
* Unlike most damage types, the **"Touch of" damage** source will always kill the player regardless of how much damage resistance they have applied.
* Spells such as Remove Delay and Trigger **synergize** extremely well with the Touch of spells as it allows the player to cast them at safe and **controlled distances**.
* The **item sprites** for the Touch of spells are based off **alchemy symbols** they derive from.

**Touch of Gold with Timer -** Transmutes all living things into **golden statues**.

* Unlike **stone statues** produced by the Petrifying Curse spell, the golden statues will drop a **shilling** when destroyed. This means the player can earn **x2 shillings** off a single kill.

**Touch of Smoke with Timer -** Transmutes all living things into **smoke clouds**.

**Touch of Blood with Timer -** Transmutes all living things into **heart containers**.

* Enemies that are transmuted by the Touch of Blood spell will **instantly die** and drop a heart container. This also means that an **additional** heart container can potentially drop from the killed enemy as loot.
* The heart container that is transmuted acts just like a normal heart container when picked up.

**Touch of Gold? with Timer -** Transmutes all living things into **urine pools**.

* The urine pools generated by this spell are similar to the pools from the Jarate spell.
* Certain **alchemy-based** spells such as Local Shift or Delay Cast spells can be proced from the urine pools generated.
* Out of all the Touch of spells, the Touch of Gold? with Timer spell has a **spell tier** of **0**. This is because this spell cannot be obtained for conventional means, and can only be obtained in a miniature side quest throughout the player's runs.
Petrifying Curse Spell

## Petrifying Curse

### Description

Enemies with low health that are struck by your bolts become petrified stone statues.

## Petrifying Curse Spell

The Petrifying Curse spell is a projectile modifier spell that **instantly kills** any enemies with **low health** and leaves behind a stone statue in their place.

The stone statues that the Petrifying Curse spell creates can also be destroyed and reward the player with an additional soul point.

## Additional Notes

* The **execution threshold** to proc the Petrifying Curse spell is 15 HP or lower. If a bolt strikes an enemy that is below 15 HP, it will proc the spell.
* This spell does not proc on Boss-type enemies.
* Even though the in-game name of the spell has the word "curse" in it, the Petrifying Curse spell has no correlation to the curse spells.

## Lore

**Petrifying Curse**

*"So let me get this straight, she just went insane and starting firing at all of us? Why?"*

*"I have no idea. But we need to detain her immediately."*

*"Wait a second. I think I see something in the distance... is that a person?"*

*"No wait, it's a statue? Wait, there's a ton of them- what the hell happened here?"*

*"Oh my god... these were..."*