Spells are equipped in the two spell slots, located on the right of the screen. They are bound to the Up+Right and Down+Right keys (the right face button and the right trigger button on console).
Upon using a spell, killing enemies is required to recharge it. Killing enemies with the spell counts towards the number of kills. Enemies that stand on spike traps or get killed via other enemies also count.
Using a spell before it is fully recharged will cast the spell as "Blood Magic", at the cost of hearts. This resets the cooldown. The blood cost cannot be prevented by defense or other equipment. Blood magic used after taking the stairs does not damage the player, but still resets the cooldown. This can be used for a free half heart from the Heal spell, or a free untransform as Nocturna.
Having a Ring of Mana allows the player to cast the "Greater" version of the spell, and reduces spell cooldowns by 4 per kill ( 2 per kill) instead of 1. The Ring of Wonder reduces cooldowns by 4 per kill, but does not upgrade spells to their "Greater" versions.
Spells can be found in purple chests, or from any source of general items such as shops or certain shrines.
In local co-op mode, the spells are shared by two players, only two spells in total can be carried, and either player may use the equipped spell. The number of kills to recharge is also shared, and the player who uses the spell during cooldown takes the damage.
Spell | Range | Refresh | Blood magic cost | Effect |
---|---|---|---|---|
Horizontally up to the first wall in both directions. | 10 enemies | Flames shoot horizontally from the left and right of the player, dealing 3 normal damage to all enemies it contacts. Blocked by shields. Turns ice into water and removes water on affected tiles. Greater: The fireball instead deals 8 normal damage. | ||
An approximate circle with 5 tile radius from the player. | 20 enemies | Freezes monsters in a circle with 5 tile radius, making them unable to move or attack. The effect lasts for 8 beats. Turns water and tar into ice and removes hot coals on affected tiles. Greater: The spell has an infinite radius and lasts for 16 beats. Tar monsters, blademasters, and all mimics become vulnerable to normal damage while frozen. Rolling armadillos, shelled beetles and buried moles are still protected from normal damage while frozen. When freezing a monster that is already frozen, the original freeze duration is extended by the duration of the new effect. | ||
The player. | 15 enemies | Heals the player for 0.5 health. Makes the player invincible for the beat it is cast. Greater: It instead heals the player for 1 health. When cast with blood magic, the heal is applied before the blood magic cost. In the Nintendo Switch version, the cross is green instead of red. | ||
The tile the player is standing on. | 25 enemies | The player summons and places a bomb. The effect is the same as using a consumable bomb: after 3 beats, it explodes in a 3x3 area, dealing 4 normal damage to monsters and destroying walls.
The summoned bomb is affected by the Blast Helm and Bomb Charm, but not the Grenade Charm. Greater: Summoned bombs instead deal 999 normal damage. | ||
The player. | 20 enemies | The player becomes invincible for 11 beats (including the beat on which the spell is cast). Greater: The spell instead lasts for 20 beats. The player still takes self-inflicted damage and damage from Blood Shops. | ||
3x3 area centered on the player. | 20 enemies | Transforms items on the ground adjacent to the player into other random items. Greater: The spell will transmute all items on the ground within the current level. Does not affect gold piles or live bombs. Shop items don't change prices. | ||
3x3 area centered on the player. | 10 enemies | All non-wall tiles surrounding the player are filled with dirt walls. Monsters, crates, barrels and Teh Urn are knocked away from the player, if possible. If a target cannot be knocked back (e.g. due to being blocked by another monster, container, or wall), it is dealt infinite phasing damage. Tiles that already contain a wall are unaffected. As such, despite dealing phasing damage, Earth spell cannot be used to damage enemies inside walls, or King Conga on his throne. Greater: The spell will fill a 5x5 area centered on the player with dirt walls. Items and gold piles that are trapped in dirt tiles can be collected by digging the tile. In local co-op mode, the wall will not be made on the other player's location. | ||
5x5 diagonal cross centered on the player | 10 enemies | A 5x5 diagonal cross shoots from the player, dealing 5 normal damage to all enemies it contacts. Greater: The spell instead deals 10 normal damage. | ||
The player. | No recharge. | N/A | Transforms the player into a bat and grants damage immunity on the turn of use. When in bat form, the player becomes immune to all traps and floor hazards, is able to see all monsters and NPCs, and gains a dagger-range attack that deals 4 normal damage and heals the player for 0.5 health after 5 kills. When in bat form, the player's Dig Level becomes 0 but does not lose gold multiplier when bumping into walls. Any carried items cannot be used while in bat form. Spells can still be cast. The player takes 0.5 hearts of damage when transforming back into human form. This spell is unique to Nocturna outside of custom dungeons. This spell does not have a "Greater" version. In local co-op mode with Nocturna as on character, the other character may use this spell but have no effect (but still counts as a valid acting nonetheless). A character other than Nocturna using the spell results in the immunity but no transformation happening. | |
non mini/boss Enemies adjacent to the player | 15 enemies | enemies will fight for the player for 15 beats
Greater: Indefinite length Synchrony DLC before synchrony was released it was available in the level editor with the same sprite as transmute and requires only half a heart or 10 kills, it also targeted all enemies on the floor and was indefinite just like the greater version | ||
Straight line from the player | 20 enemies | Upon using the spell and selecting a direction the player will move that direction a tile every beat and deal infinite non piercing damage to all enemies in the path until they hit a wall or a trapdoor, the player is also invulnerable while it is active
Greater: This spell has no greater version Synchrony DLC | ||
Straight line from the player | 20 enemies | Dash in a line until hitting a wall or enemy, if it hits an enemy it deals 4 non piercing damage
Greater: Deal 8 damage Synchrony DLC Unlike Mallet of the Dad this spell does not activate the gong in the Dead Ringer fight |