Spells

Spells are the individual effects used on a wand. Individual spells can be found in chests as well as purchased in some shops.

There are many different spells and effects, including modifier spells, which do not create an effect on their own, but rather modify another effect.

For non-shuffle wands, the order of spells matters. Spell modifiers will only affect the next spell in a wand's list, with the exception of wands with an "Always Cast" attribute. See the Guide To Wand Mechanics for more information on how spells and modifiers interact with each other.

There are Runestones that convert all nearby projectiles into a projectile determined by Runestone's type.

For a list of all spells and their statistics, see Spell Information Table. For an explanation of spell tiers, and where specific spells can be found, see Spell Tiers.

## Spell Attributes

 Mana Drain
 Damage
 Radius
 Spread
 Speed
 Lifetime
 Recharge Time
 Spread Modifier
 Speed Modifier
 Lifetime Modifier
 Critical Chance

## Damage Types

*Main article:* Damage Types
Most spells and hazards in the game inflicts one or more of several different kinds of damage. The ones who don't are either non-damaging utility spells or transformation types.

 Material | This is the type of damage inflicted by objects, particles or liquids in the environment. These include, but are not limited to, flying rigid body items such as minecarts and barrels, acid, lava, fire, cursed rock, and falling debris from Earthquake and Nuke. No creature, including the player, has any resistance towards this damage type, though some perks and enemy protections can block various debuffs from being applied (preventing them from doing damage in turn). Spells usually only inflict this type of damage *indirectly*.

## Projectile Spells

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**Acid Ball**
A terrifying acidic projectile

**Arrow**
Summons an arrow

**Black Hole**
A slow orb of void that eats through all obstacles

**Black Hole with Death Trigger**
A slow orb of void that eats through all obstacles and casts another spell as it expires

**Bomb**
Summons a bomb that destroys ground very efficiently

**Bomb Cart**
Summons a self-propeled mine cart loaded with explosives

**Bouncing Burst**
A very bouncy projectile

**Bubble Spark**
A bouncy, inaccurate spell

**Bubble Spark With Trigger**
A bouncy, inaccurate spell that casts another spell upon collision

**Burst Of Air**
A brittle burst of air capable of greatly pushing objects

**Chain Bolt**
Fires a mysterious bolt that jumps from enemy to enemy

**Chainsaw**
A good tool for cutting meat. Also has some magical properties...

**Cursed Sphere**
A projectile that brings bad luck to anyone it hits

**Death Cross**
A deadly energy cross that explodes after a short time

**Giga Death Cross**
A giant, deadly energy cross that explodes after a short time

**Plasma Beam Cross**
Four deadly plasma beams in a cross-shape. Look out, they can hurt you as well!

**Digging Blast**
More powerful digging

**Digging Bolt**
A bolt that is ideal for mining operations

**Dormant Crystal**
A crystal that explodes when caught in an explosion

**Dormant Crystal With Trigger**
A crystal that explodes and casts another spell when caught in an explosion

**Dropper Bolt**
A very heavy explosive bolt

**Dynamite**
Summons a small explosive

**Earthquake**
Calls the anger of the earth

**Eldritch Portal**
Summons a one-way portal to a sinister realm

**Energy Orb**
A slow but powerful orb of energy

**Energy Orb With A Trigger**
A slow but powerful orb of energy that casts another spell upon collision

**Energy Orb With A Timer**
A slow but powerful orb of energy that casts another spell after a timer runs out

**Energy Sphere**
A fast, arcing projectile

**Energy Sphere With Timer**
A fast, arcing projectile that casts another spell after a timer runs out

**Expanding Sphere**
A slow projectile that increases its damage over time

**Fireball**
A powerful exploding spell

**Firebolt**
A bouncy, explosive bolt

**Firebolt With Trigger**
A bouncy, explosive bolt that that casts another spell upon collision

**Large Firebolt**
A more powerful version of Firebolt

**Giant Firebolt**
The most powerful version of Firebolt

**Odd Firebolt**
A somewhat peculiar bouncy, explosive bolt

**Firebomb**
Slow, fiery bolt

**Fireworks!**
A fiery, explosive projectile

**Flamethrower**
A stream of fire!!

**Flock Of Ducks**
Summons a chaotic flock of spicy ducks

**Freezing Gaze**
A heart-freezingly sinister aura

**Glitter Bomb**
Summons a bomb that explodes into volatile fragments

**Glowing Lance**
A magical lance that cuts through soft materials

**Glue Ball**
A projectile that explodes into a sticky mess

**Healing Bolt**
A magical bolt that heals other beings

**Holy Bomb**
Summons a bomb that... well...

**Giga Holy Bomb**
Bigger and therefore holier

**Iceball**
A magical ball of frozen fire

**Infestation**
A bunch of magical sparks that fly in every direction

**Concentrated Light**
A pinpointed beam of light

**Intense Concentrated Light**
A spectral wand is summoned that casts a huge beam of light

**Lightning Bolt**
The primordial force of nature

**Thunder Charge**
A projectile with immense stored electricity

**Ball Lightning**
Summons three short range electrical orbs

**Luminous Drill**
A pinpointed, short-ranged beam of concentrated light

**Luminous Drill With Timer**
A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out

**Magic Arrow**
A handy magical arrow

**Magic Arrow With Trigger**
A magical arrow that casts another spell upon collision

**Magic Arrow With Timer**
A magical arrow that casts another spell after a timer runs out

**Magic Bolt**
A powerful magical bolt

**Magic Bolt With Trigger**
A powerful magical bolt that casts another spell upon collision

**Magic Bolt With Timer**
A powerful magical bolt that casts another spell after a timer runs out

**Magic Guard**
Four guarding lights rotate around you for a time

**Big Magic Guard**
Eight guarding lights rotate around you for a time

**Magic Missile**
A fiery, explosive projectile

**Large Magic Missile**
A more powerful version of Magic missile

**Giant Magic Missile**
The most powerful version of Magic missile

**Meteor**
A destructive projectile from the skies!

**Blood Mist**
A cloud of blood mist

**Mist Of Spirits**
A cloud of potent alcohol

**Slime Mist**
A cloud of slimy mist

**Toxic Mist**
A cloud of toxic mist

**Nuke**
Take cover!

**Giga Nuke**
What do you expect?

**Path Of Dark Flame**
A trail of dark, deadly flames

**Pinpoint Of Light**
An extremely concentrated point of light that explodes after a moment

**Plasma Beam**
An instantaneous, dangerous beam of light

**Plasma Cutter**
A plasma beam specialized in cutting materials!

**Pollen**
A small, floating projectile that homes towards nearby creatures

**Prickly Spore Pod**
Summons a spore pod that attaches to a surface and then grows and explodes into spikes

**Propane Tank**
Summons a propane tank. Be careful what you wish for.

**Random Projectile Spell**
Casts one random projectile spell

**Chaos Magic**
Makes a projectile launch a random spell (out of a limited selection) when it hits something

**Rock**
Create a mighty rock out of thin air

**Disc Projectile**
Summons a sharp disc projectile

**Giga Disc Projectile**
Summons a large, serrated disc with a curious flight pattern

**Summon Omega Sawblade**
That's a lot of sawblade

**Slimeball**
A dripping ball of poisonous slime

**Spark Bolt**
A weak but enchanting sparkling projectile

**Spark Bolt With Trigger**
A spark bolt that casts another spell upon collision

**Spark Bolt With Double Trigger**
A spark bolt that casts two new spells upon collision

**Spark Bolt With Timer**
A spark bolt that casts another spell after a timer runs out

**Spiral Shot**
A mystical whirlwind of magic sparks

**Spitter Bolt**
A short-lived magical bolt

**Spitter Bolt With Timer**
A short-lived magical bolt that casts another spell after a timer runs out

**Large Spitter Bolt**
A more powerful version of Spitter Bolt

**Large Spitter Bolt With Timer**
A more powerful version of Spitter Bolt that casts another spell after a timer runs out

**Giant Spitter Bolt**
The most powerful version of Spitter Bolt

**Giant Spitter Bolt With Timer**
The most powerful version of Spitter Bolt that casts another spell after a timer runs out

**Summon Deercoy**
Summons a seemingly-innocuous deer

**Summon Egg**
Summons an egg that houses a friendly creature

**Summon Explosive Box**
Summons a box of explosive matter

**Summon Large Explosive Box**
Summons a large box of explosive matter

**Summon Hollow Egg**
Summons an otherwise empty egg that casts a spell upon cracking open

**Summon Missile**
A missile!!!

**Summon Rock Spirit**
Summons an autonomous rock ally

**Summon Tentacle**
Calls a terrifying appendage from another dimension

**Summon Tentacle With Timer**
Calls a terrifying appendage from another dimension! Comes with a timer

**Return**
After a period of time, you'll be returned to where you cast this spell

**Teleport Bolt**
A magical bolt that moves you wherever it ends up flying

**Swapper**
It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along.

**Homebringer Teleport Bolt**
Brings the target hit closer to you

**Small Teleport Bolt**
A shortlived magical bolt that moves you wherever it ends up flying

**Triplicate Bolt**
A formation of three small, fast bolts

**Unstable Crystal**
A crystal that explodes when someone comes nearby

**Unstable Crystal With Trigger**
A crystal that explodes and casts another spell when someone comes nearby

**Worm Launcher**
Summons a giant worm to cause havoc for a moment!

## Static Projectile Spells

**Horizontal Barrier**
A thin, horizontal barrier that harms passing creatures, including you

**Vertical Barrier**
A thin, vertical barrier that harms passing creatures, including you

**Square Barrier**
A thin, square-shaped barrier that harms passing creatures, including you

**Circle of Buoyancy**
A field of levitative magic

**Circle of Unstable Metamorphosis**
A field of transformative magic

**Circle of Shielding**
A field of protective magic

**Circle of Vigour**
A field of regenerative magic

**Circle of Transmogrification**
A field of sheep-like magic

**Circle of Thunder**
A field of electrifying magic

**Circle of Fervour**
A field of berserk magic

**Circle of Displacement**
A field of teleportative magic

**Circle of Stillness**
A field of freezing magic

**Oil Cloud**
Creates a rain of oil

**Rain Cloud**
Creates a watery weather phenomenon

**Thundercloud**
Creates a thundercloud

**Acid Cloud**
Creates a rain of acid

**Blood Cloud**
Creates a rain of blood

**Destruction**
Instantly decimates foes around you, at the cost of your HP

**Explosion**
A powerful explosion!

**Explosion of Brimstone**
A fiery explosion!

**Explosion of Poison**
An alchemical explosion!

**Explosion of Spirits**
An inebriating explosion

**Explosion of Thunder**
An electric explosion

**Magical Explosion**
A large explosion that doesn't damage the ground

**Explosive Detonator**
All nearby explosive spells cast by you instantly detonate

**Glittering Field**
Small explosions appear randomly over a large area

**Matosade**
"Alea iacta est"

**Meteorisade**
"Alea iacta est"

**Delayed Spellcast**
A static, magical phenomenon that casts 3 extra spells after a short while

**Projectile Transmutation Field**
Projectiles caught within the field transform into harmless critters

**Projectile Thunder Field**
Projectiles caught within the field transform into blasts of lightning

**Projectile Gravity Field**
Projectiles caught within the field are attracted towards its center

**Random Static Projectile Spell**
Casts one random static projectile spell

**Omega Black Hole**
Even light dies eventually...

**Giga Black Hole**
A growing orb of negative energy that destroys everything in its reach

**Summon Friendly Fly**
Summons a friendly fly that attacks your enemies!

**Summon Fly Swarm**
Summons five flies to aid you in battle

**Summon Firebug Swarm**
Summons four fire bugs to aid you in battle

**Summon Wasp Swarm**
Summon six wasps to aid you in battle

**Vacuum Field**
Sucks nearby projectiles and creatures into the middle of the field instantaneously

**Powder Vacuum Field**
Sucks powder-like materials nearby and releases them upon expiring

**Liquid Vacuum Field**
Sucks liquid materials nearby and releases them upon expiring

## Passive Spells

Passive spells add one extra "draw" to the cast. If they are placed at the end of a wand they can be used for wrapping.

**Energy Shield**
Deflects incoming projectiles

**Energy Shield Sector**
Deflects incoming projectiles

**Summon Tiny Ghost**
Summons a tiny ethereal being to your help

**Torch**
Lights your wand right up!

**Electric Torch**
Gives your wand a bright but very dangerous light!

## Utility Spells

**All-Seeing Eye**
See into the unexplored. But not everywhere...

**Blood Magic**
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points

**Teleporting Cast**
Casts a spell from the closest enemy

**Warp Cast**
Makes a spell immediately jump a long distance, stopped by walls

**Long-Distance Cast**
Casts a spell some distance away from the caster

**Spells To Acid**
Transforms every projectile currently in the air into a pool of acid

**Spells To Black Holes**
Transforms every projectile currently in the air into a black hole

**Spells To Death Crosses**
Transforms every projectile currently in the air into a death cross

**Spells To Giga Sawblades**
Transforms every projectile currently in the air into a giant sawblade

**Spells To Magic Missiles**
Transforms every projectile currently in the air into a magic missile

**Spells To Nukes**
Transforms every projectile currently in the air into a nuke; not a good idea

**Summon Taikasauva**
Summons a possessed wand to aid you

**Summon Wall**
Summons a shortlived obstacle

**Summon Platform**
Summons a shortlived bit of ground

**Gold To Power**
Spends 5% of your current gold and adds damage to a projectile proportional to the amount spent

**Blood To Power**
A projectile gains additional damage at the cost of 20% of your health

**Wand Refresh**
Reloads the wand immediately

## Projectile Modifier Spells

Note that a projectile modifier is only applied to the spell that is to the right of it in the wand's queue.

With a non-shuffle wand, the modifier must come before the spell in order to modify it. In a shuffle wand, the modifier will be applied randomly in the spell queue.

**Add Mana**
Immediately adds 30 mana to the wand

**Electric Arc**
Creates arcs of lightning between projectiles (requires 2 projectile spells)

**Poison Arc**
Creates arcs of poison between projectiles (requires 2 projectile spells)

**Gunpowder Arc**
Creates arcs of gunpowder between projectiles (requires 2 projectile spells)

**Fire Arc**
Creates arcs of fire between projectiles (requires 2 projectile spells)

**Octagonal Bolt Bundle**
Makes a projectile launch 8 magical bolts if it moves slowly enough

**Downwards Bolt Bundle**
Makes a projectile separate into a bundle of 5 explosive bolts as soon as it moves downwards

**Plasma Beam Bounce**
A projectile launches a plasma beam upon bouncing

**Remove Bounce**
A normally bouncy projectile stops doing so

**Larpa Bounce**
A projectile will launch a copy of itself when it bounces

**Bubbly Bounce**
Makes a projectile shoot bubble sparks as it bounces

**Concentrated Light Bounce**
Makes a projectile release a bundle of concentrated light as it bounces

**Explosive Bounce**
Any time the projectile would bounce, it also explodes

**Bounce**
Makes a projectile bounce on impact

**Chain Spell**
Causes a projectile to cast a copy of itself upon expiring, up to 5 times

**Concentrated Explosion**
Limits the radius of a projectile's explosion heavily

**Copy Trail**
Makes a projectile leave a trail of copies of itself

**Critical On Burning**
Makes a projectile always do a critical hit on burning enemies

**Critical On Oiled Enemies**
Makes a projectile always do a critical hit on oiled enemies

**Critical Plus**
Gives a projectile +15% chance of a critical hit

**Critical On Wet (Water) Enemies**
Makes a projectile always do a critical hit on wet (water) enemies

**Critical On Bloody Enemies**
Makes a projectile always do a critical hit on bloody enemies

**Damage Field**
Gives a projectile an energy field that constantly deals 3.5 damage to nearby creatures

**Damage Plus**
Increases the damage done by a projectile

**Heavy Shot**
Greatly increases the damage done by a projectile, at the cost of its speed

**Random Damage**
Randomly increases or lowers the damage done by projectiles

**Bloodlust**
A projectile gains a hefty damage boost, but is also able to hurt you

**Mana To Damage**
If the wand has more than 50 mana, all mana over that is converted into additional damage

**Light Shot**
Makes a projectile move considerably faster, but deal less damage

**Earthquake Shot**
Makes a projectile crumble the earth it hits

**Electric Charge**
Gives a projectile an electric charge, that it will release on impact

**Freeze Charge**
Gives a projectile a frozen charge, that it will release on impact

**Explosion On Drunk Enemies**
Makes a projectile explode upon collision with creatures covered in alcohol

**Giant Explosion On Drunk Enemies**
Makes a projectile explode powerfully upon collision with creatures covered in alcohol

**Explosion On Slimy Enemies**
Makes a projectile explode upon collision with creatures covered in slime

**Giant Explosion On Slimy Enemies**
Makes a projectile explode powerfully upon collision with creatures covered in slime

**Charm On Toxic Sludge**
Makes a projectile charm creatures covered in toxic sludge

**Fizzle**
Gives a spell a small probability of short-circuiting

**Rainbow Glimmer**
Gives a projectile a randomly colored sparkly trail

**Invisible Spell**
Turns a projectile invisible

**Blue Glimmer**
Gives a projectile a blue sparkly trail

**Green Glimmer**
Gives a projectile a green sparkly trail

**Orange Glimmer**
Gives a projectile a orange sparkly trail

**Purple Glimmer**
Gives a projectile a purple sparkly trail

**Red Glimmer**
Gives a projectile a red sparkly trail

**Yellow Glimmer**
Gives a projectile a yellow sparkly trail

**Heavy Spread**
Gives a projectile a much lower cast delay, but no respect to your aim

**Knockback**
Gives a projectile the power to knock back the foes it hits

**Upwards Larpa**
Makes a projectile cast copies of itself with an upwards trajectory

**Larpa Explosion**
A projectile will shoot out 8 copies of itself when it expires or hits the ground

**Chaos Larpa**
Makes a projectile cast copies of itself in random directions

**Downwards Larpa**
Makes a projectile cast copies of itself with a downwards trajectory

**Nolla**
The duration of a projectile is set to zero

**Reduce Lifetime**
Reduces the lifetime of a spell

**Increase Lifetime**
Increases the lifetime of a spell

**Light**
Makes a projectile illuminate its surroundings

**Necromancy**
Makes corpses of creatures killed by a projectile rise to your aid

**Nuke Orbit**
Makes four… nukes(?!) rotate around a projectile

**Plasma Beam Orbit**
Makes four plasma beams rotate around a projectile

**Sawblade Orbit**
Makes four sawblades rotate around a projectile

**Fireball Orbit**
Makes four fireballs rotate around a projectile

**Orbit Larpa**
Makes four copies of a projectile rotate around it

**Linear Arc**
Makes a projectile fly only in cardinal or diagonal lines

**Horizontal Path**
Forces a projectile on a horizontal path, but increases its damage

**Gravity**
Increases the effect gravity has on a projectile

**Anti-Gravity**
Applies an upwards force to the projectile

**Fly Upwards**
Causes a projectile to aim straight upwards a short time after casting

**Fly Downwards**
Causes a projectile to aim straight downwards a short time after casting

**Phasing Arc**
A projectile flies much slower but teleports short distances over its flight

**Ping-Pong Path**
Makes a projectile fly back and forth

**Spiral Arc**
A projectile flies in a spiralling pattern

**Orbiting Arc**
A projectile orbits the point of its origin

**Chaotic Path**
Causes a projectile to chaotically fly wherever it wishes

**Slithering Path**
Makes a projectile move rapidly in a slithering manner, like a snake

**Rotate Towards Foes**
Makes a projectile turn towards your foes

**Homing**
Makes a projectile accelerate towards your foes

**Boomerang**
Gives a projectile a path that curves towards you

**Projectile Area Teleport**
If a valid target appears somewhere in the proximity of a projectile, the projectile will teleport right on top of the target

**Short-range Homing**
A projectile flies towards targets when near them

**Aiming Arc**
A projectile rotates towards the direction you're aiming

**Accelerative Homing**
A projectile homes towards enemies at an increasing pace

**Auto-Aim**
Makes a projectile turns towards the nearest visible enemy

**Personal Fireball Thrower**
Makes a projectile turn the creatures it hits into living fireball throwers

**Personal Gravity Field**
Causes creatures hit by the projectile to gain a gravity well that draws projectiles in; dissipates eventually

**Personal Lightning Caster**
Makes a projectile turn the creatures it hits into living thunderstorms

**Personal Tentacler**
Makes creatures hit by a projectile grow tentacles in a chaotic manner

**Petrify**
Turns a wounded enemy into stone

**Piercing Shot**
Makes a projectile fly through enemies, but harmful to the caster

**Plasma Beam Enhancer**
Makes plasma beam spell's beam wider

**Projectile Energy Shield**
Gives a projectile a shield that deflects other projectiles

**Quantum Split**
Makes a projectile split into three projectiles whose existences are entangled

**Random Modifier Spell**
Casts one random modifier spell

**Recoil**
Increases the recoil when casting spells

**Recoil Damper**
Reduces the recoil when casting spells

**Reduce Recharge Time**
Reduces the time between spellcasts

**Reduce Spread**
Reduces the spread of a spell

**Remove Explosion**
Makes a projectile no longer explode

**Slow But Steady**
The reload time of the wand is set to exactly 1.5 seconds

**Speed Up**
Increases the speed at which a projectile flies through the air

**Decelerating Shot**
Makes a projectile decelerate as it flies

**Accelerating Shot**
Causes a projectile to accelerate as it flies

**Firecrackers**
Makes a projectile release firecrackers when it disappears

**Explosive Projectile**
Makes a projectile more destructive to the environment

**Matter Eater**
Makes a projectile eat the environment as it flies

**Drilling Shot**
Gives a projectile the power to go through the ground

**Avoiding Arc**
Makes a projectile shy away from obstacles

**Floating Arc**
Makes a projectile float above the ground

**Fireball Thrower**
Makes a projectile cast fireballs in random directions

**Plasma Beam Thrower**
A projectile fires beams of light in random directions

**Two-Way Fireball Thrower**
Makes a projectile fire small fireballs perpendicular to its trajectory

**Tentacler**
Makes a projectile cast tentacles in random directions

**Lightning Thrower**
Makes a projectile cast lightning in random directions

**Spells To Power**
Converts any nearby projectiles cast by you into extra damage

**Essence to Power**
Increases a projectile's damage based on the number of creatures nearby

**Acid Trail**
Gives a projectile a trail of acid

**Burning Trail**
Gives a projectile a tail of fire

**Fire Trail**
Gives a projectile a trail of fiery particles

**Oil Trail**
Gives a projectile a trail of oil

**Poison Trail**
Gives a projectile a trail of poison

**Water Trail**
Gives a projectile a trail of water

**Rainbow Trail**
Gives a projectile a trail of rainbow

**Gunpowder Trail**
Gives a projectile a trail of gunpowder

**Chaotic Transmutation**
Transmutes various liquids and powdery substances within a projectile's range into something else

**Water To Poison**
Makes any water within a projectile's range turns into poison

**Toxic Sludge To Acid**
Makes any toxic sludge within a projectile's range turn into acid

**Liquid Detonation**
Converts nearby nonmagical liquids into explosive gunpowder

**Ground To Sand**
Makes any hard, solid materials within a projectile's range turn into sand

**Lava To Blood**
Makes any lava within a projectile's range turn into blood

**Blood To Acid**
Makes any blood within a projectile's range turns into acid

**Weakening Curse - Electricity**
Target hit by a projectile takes 25% extra electricity damage for a time

**Weakening Curse - Explosives**
Target hit by a projectile takes 25% extra explosion damage for a time

**Weakening Curse - Melee**
Target hit by a projectile takes 25% extra melee damage for a time

**Weakening Curse - Projectiles**
Target hit by a projectile takes 25% extra projectile damage for a time

**Venomous Curse**
Imbues a projectile with a curse that makes the target hit by the projectile to waste away

## Material Spells

Material spells create Materials when cast, usually various types of liquid. They only do damage if the material itself is damaging, or by suffocation.

**Chunk Of Soil**
Don't soil yourself

**Circle Of Acid**
An expanding circle of dripping acid

**Circle Of Water**
An expanding circle of water

**Circle Of Oil**
An expanding circle of slick oil

**Circle Of Fire**
An expanding circle of burning air

**Blood**
Blood blood blood

**Cement**
Transmute drops of wet cement from nothing

**Acid**
Transmute drops of acid from nothing

**Water**
Transmute drops of water from nothing

**Oil**
Transmute drops of oil from nothing

**Sea Of Acid**
Summons a large body of acid below the caster

**Sea Of Alcohol**
Summons a large body of tasty alcohol below the caster

**Sea Of Flammable Gas**
Summons a large body of flammable gas below the caster

**Sea Of Lava**
Summons a large body of lava below the caster

**Sea Of Oil**
Summons a large body of oil below the caster

**Sea Of Water**
Summons a large body of water below the caster

**Touch Of Blood**
Transmutes everything in a short radius into blood, including walls, creatures... and you

**Touch Of Gold**
Transmutes everything in a short radius into gold, including walls, creatures... and you

**Touch Of Oil**
Transmutes everything in a short radius into oil, including walls, creatures... and you

**Touch Of Smoke**
Transmutes everything in a short radius into smoke, including walls, creatures... and you

**Touch Of Spirits**
Transmutes everything in a short radius into alcohol, including walls, creatures... and you

**Touch Of Water**
Transmutes everything in a short radius into water, including walls, creatures... and you

## Multicast Spells

As the name suggests, multicast spells allows multiple spells to be cast simultaneously.

Multiple spells are required for a multicast to be effective. For example, using Triple Spell on a wand with only two other spells after it will result in two spells being cast.

Projectile modifiers placed before a multicast will affect all spells within the multicast for only the price of casting the modifier once, allowing for potentially powerful combinations.

**Double Spell**
Simultaneously casts 2 spells

**Triple Spell**
Simultaneously casts 3 spells

**Quadruple Spell**
Simultaneously casts 4 spells

**Octuple Spell**
Simultaneously cast 8 spells

**Myriad Spell**
Simultaneously casts as many spells as you have left uncast in your wand

**Double Scatter Spell**
Simultaneously casts 2 spells with low accuracy

**Triple Scatter Spell**
Simultaneously casts 3 spells with low accuracy

**Quadruple Scatter Spell**
Simultaneously casts 4 spells with low accuracy

**Formation - Behind Your Back**
Casts two spells: one ahead of and one behind the caster

**Formation - Above And Below**
Casts 3 spells - ahead, above and below the caster

**Formation - Pentagon**
Casts 5 spells in a pentagonal pattern

**Formation - Hexagon**
Casts 6 spells in a hexagonal pattern

**Formation - Bifurcated**
Casts 2 spells in a bifurcated pattern

**Formation - Trifurcated**
Casts 3 spells in a trifurcated pattern

## Other Spells

Spells tagged as "Other" usually have very specific or odd behaviors that are not easily classified. They're often involved in, or a reward from, various secrets in the game.

**Add Expiration Trigger**
Makes a projectile cast another spell upon expiring

**Add Timer**
Makes a projectile cast another spell after a short time

**Add Trigger**
Makes a projectile cast another spell upon collision

**Add Timer**
Makes a projectile cast another spell after a short time

**Add Expiration Trigger**
Makes a projectile cast another spell upon expiring

**Divide By 2**
Casts the next spell 2 times, but with reduced damage

**Divide By 3**
Casts the next spell 3 times, but with reduced damage

**Divide By 4**
Casts the next spell 4 times, but with reduced damage

**Divide By 10**
Casts the next spell 10 times, but with reduced damage

**Mu**
Every modifier-type spell in the current wand is applied to a projectile

**Tau**
Copies the two following spells in the wand when cast

**Sigma**
Copies every static projectile -type spell in the wand when cast

**Phi**
Casts a copy of every projectile-type spell in the current wand

**Omega**
Casts copies of every spell in your wand

**Zeta**
Copies a random spell in another wand you're holding

**Gamma**
Casts a copy of the last spell in your wand

**Alpha**
Casts a copy of the first spell in your wand

**Kantele - Note A**
Music for your ears!

**Kantele - Note D**
Music for your ears!

**Kantele - Note D+**
Music for your ears!

**Kantele - Note E**
Music for your ears!

**Kantele - Note G**
Music for your ears!

**Ocarina - Note A**
Music for your ears!

**Ocarina - Note B**
Music for your ears!

**Ocarina - Note C**
Music for your ears!

**Ocarina - Note D**
Music for your ears!

**Ocarina - Note E**
Music for your ears!

**Ocarina - Note F**
Music for your ears!

**Ocarina - Note G+**
Music for your ears!

**Ocarina - Note A2**
Music for your ears!

**Random Spell**
Casts a spell, any spell, at random!

**Copy Random Spell**
Casts a random spell among the spells in your wand

**Copy Random Spell Thrice**
Casts a random spell among the spells in your wand three times!

**Copy Three Random Spells**
Casts three random spells among the spells in your wand

**Requirement - Projectile Spells**
The next spell is skipped if there are less than 20 projectiles nearby

**Requirement - Low Health**
The next spell is skipped if you have more than 25% health left

**Requirement - Enemies**
The next spell is skipped if there are less than 15 enemies nearby

**Requirement - Every Other**
The next spell is skipped every other time this spell is cast

**Requirement - Otherwise**
If a Requirement spell before this succeeds, the next spell is skipped

**Requirement - Endpoint**
Any Requirement spells before this will skip all spells between them and this spell

**Spell Duplication**
Duplicates every spell cast before it

**Summon Portal**
Summons a strange portal

**The End Of Everything**
You're heavily advised not to cast this spell.

## Upcoming changes

*The information in this section is describing content from the Experimental Beta branch, and is currently not part of the public release version.*
*The information in this section is describing content from the Experimental Beta branch, and is currently not part of the public release version.*

*There are no spells of the specified query.*

## Suffixes

Though mechanically, the 'variances' are separate, distinct spells, one can consider the following properties as 'modifiers' that exist as applied to a select number of spells.

## Tips

* Wands that have an electrical spell within their queue will become electrified. If the wand is in contact with a conductive material for a few seconds, such as metals or liquids, it will send an electric current through that material, potentially electrocuting the holder.
* Long-range spells with a trigger or timer can be used to cast potentially harmful spells (such as the "Touch of [X]" spells, Earthquake, explosions, spells involving hazardous liquids, etc.) at a safe distance away from the player.
* "Formation" and "Multicast" modifiers can be used in combination with spells with a Trigger or Timer modifier, allowing you to cast multiple spells from a single Trigger or Timer spell.
* Placing a modifier or multicast spell at the end of a wand's queue will result in the wand casting spells from earlier in the queue with the modifier/multicast applied.
* Spells with Trigger or Timer modifiers can be used to bypass the cast delay on spells such as Lightning Bolt, allowing for deadly rapid fire combinations.

## See also

* Modding:Spell and Perk IDs

1. ↑ Noita typically runs at 60fps, so the conversion rate it 1/60. A spell with a lifetime of 200 frames will last for: 200 / 60 = 3.33s