Card Spells

Doubled Spell

Tripled Spell

Myriad Spell (10)

### Description

Your bolts will have [x] times the properties of all projectile modifier spells.

## Card Spells

The Card Spells are a group of projectile modifier that **multiply** the effects of all other projectile modifier spells in the player's spell slots.

A good portion of projectile modifier spells will **not stack properly** with Card Spells, but almost all impact spells will have the intended results.

 Card Spells will now multiply the effects of most projectile modifier spells. This effect can be seen with **damaging spells** such as the Flame Trail, Damage Field, or Pinpoint of Light spells. This is because all versions from **v1.09** and above have removed **i-frames**.

## Additional Notes

* A good example of how Card Spells work is by pairing it with an impact spell such as Salmon Impact. If the player has a **Doubled Spell** and a Salmon Impact spell, the bolt's point of impact will summon 2 alchemic salmon instead of 1.
* Additionally, Card spells will also synergize well with spells such as Quack Attack or Bees!!, as the player will cast additional entities from those spells depending on which Card spell is used. An interesting **spell interaction** with these two spells is that the mana cost will **not** be multiplied when casting. This means that the player can use a combination such as Myriad Spell with Quack Attack and only cost **100 mana points** per cast.
* **Pairing** Card Spells together is possible, **but be warned** as high fire rate wand builds **can and will** crash or even **corrupt** the world file if abusing the mechanics. Though some in-game mechanics prevent this from happening such as the Amused Ancestor Event, but the player can still use Doubled Spell and **Tripled Spell** together.
* If a player has both the Doubled Spell and Tripled Spell, it will multiply the properties to 6. *(This is due to the spell calculating 2 x 3)*
* Card spells require a lot more knowledge of the game in order to utilize their full potential. Messing around with spell combinations in **Tinker Mode** can help discover new synergies!

**Myriad Spell -** The properties of all projectile modifier spells are multiplied exponentially each tick that a bolt is airborne for.

* Even though the in-game description for the **Myriad Spell** says that it multiplies "exponentially," it is realistically **adding** another multiplier each game tick **linearly**.
* The Myriad spell is the only spell within the Card spells which contains **charges**.

## Lore

**Doubled Spell**

*"A spell which duplicates the effects of other spells in the user's possession. This spell almost acts like a clone of another spell- being able to cast something twice inside a single bolt."*

**Tripled Spell**

*"A spell which triplicates the effects of other spells in the user's possession. This spell almost acts like a clone of another spell- being able to cast something thrice inside a single bolt."*

**Myriad Spell**

*"A spell which stacks the effects of other spells in the user's possession. The longer a user's bolt is airborne for the more it grows in power. But be warned, with so much power, one should expect a large drawback in return."*