Inner Spell
Inner Spell is a utility type spell that teleports the projectiles it modifies inside of the caster right after they spawn (for you, inside but slightly above the center of your hitbox). The effect works over any distance, and affected projectiles retain their original speed and heading, only the location is changed.
If placed into a trigger projectile's payload, all of the payload contents are released at the caster's location. Payload trajectory upon release depends on the type of trigger, and the final speed of the trigger projectile.
Tips
- Useful for precision digging
- Enables ultra-accurate fine control over where projectiles are created by ignoring wand position.
- Nearby terrain can cause Minä to pull the wand they are holding closer to them, which affects range.
- While subtle, the breathing animation also causes the wand to bob up and down by a couple of pixels.
- Has a lot of utility in many advanced wand builds:
White Hole Synergy
White Holes have an intense anti-gravitational effect on most projectiles - they don't want to be anywhere near one. This effect can be used as a way to deflect the path of projectiles travelling toward you - if you sit inside a White Hole, you are pretty much impossible to hit.
Inner Spell can be used with (rapid-cast, Nolla) White Hole to give you this effect while on the move. As a bonus, any spells you fire will benefit from being accelerated by gravity. Many projectiles that usually don't move, like Death Cross, can be turned into a projectile beam weapon this way. The acceleration can even be used as part of a Speed-Scaled Damage Bonus build, ensuring projectiles don't die from moving too slowly and speed up quickly.
Disabling Projectiles
When Inner Spell is the target of Add Trigger, the Add Trigger finds an invalid projectile, causing any subsequent projectiles in the shot state to not spawn (but still trigger Extra modifiers). This effect can be utilized to apply the built-in properties of a spell to the spells before the Add Trigger.
Since this spell works like a modifier, it has related_projectiles
which is not a valid projectile.
The following wand build creates a stationary Thunder Charge at the timer, the Glittering Field's speed multiplier (-2) is applied to the entire group. The Glittering Field itself does not spawn, neither does the Digging Blast which can be replaced by any spell without draw; only its mana cost and recharge delay will apply to the wand.
High Precision
Precision spellcasting requires great control over the initial trajectory and lifetime of projectiles. Reducing spread and using projectiles with fixed lifetimes/speeds is a good start, but there are some subtle sources of jitter that Inner Spell is uniquely able to eliminate.
Wand Length
Wands come in different lengths and have different grip locations. Grip-to-tip length can vary by up to 19px depending on the wand. This can make a difference if you're aiming to get a consistent effect across multiple wands.
Breathing Animation
When standing still, Minä has a subtle breathing animation. This causes their torso, arm, and thus the wand to bob up and down by about 2 pixels. The hitbox (the center of which is used to determine the origin for projectiles cast via Inner Spell) doesn't move with this animation.
Wand Pullback
When you get close to a wall, especially with a long wand, Minä pulls the wand backward to avoid it clipping into the obstacle. Since projectiles originate from the tip of the wand, this changes the origin and range, often unpredictably.
Example
By normalising projectile starting location, all three of these effects are avoided. The easiest way to use Inner Spell this way is to wrap everything with Long-Distance Cast.
This is a wand that digs using White Hole, it can be quite precisely controlled and benefits from being cast via Inner Spell.

Gallery
History
- Apr 8 2024: Added to the game.