Inner Spell

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Remote Casting
Delayed Spellcast
Delayed Spellcast
A static, magical phenomenon that casts 3 extra spells after a short while
Delayed Spellcast
Inner Spell
Inner Spell
Causes a projectile to be cast from where the player is standing
Inner Spell
Long-Distance Cast
Long-Distance Cast
Casts a spell some distance away from the caster
Long-Distance Cast
Teleporting Cast
Teleporting Cast
Casts a spell from the closest enemy
Teleporting Cast
Warp Cast
Warp Cast
Makes a spell immediately jump a long distance, stopped by walls
Warp Cast
Spells useful primarily for changing the point of origin of other spells, most of which employ an Expiration Trigger to do so.

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.

Wand 0821.png
Shuffle
No
Spells/Cast
1
Spark Bolt With Timer
Triple Spell
Thunder Charge
Add Trigger
Inner Spell
Digging Blast
Glittering Field

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.

Demo Wand Lengths.png

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.

Demo Wand Lengths.png

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.

Demo Wand Lengths.png

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.

Example 1:
A practical demonstration

This is a wand that digs using White Hole, it can be quite precisely controlled and benefits from being cast via Inner Spell.

Wand 0821.png
Inventory Icon gun shuffle.png Shuffle
No
Inventory Icon gun actions per round.png Spells/Cast
1
Inventory Icon fire rate wait.png Cast delay
0.17
Inventory Icon gun reload time.png Rechrg. Time
0.48
Inventory Icon mana max.png Mana max
900
Inventory Icon gun capacity.png Capacity
12
Inventory Icon speed multiplier.png Speed
1.00
Long-Distance Cast
Long-Distance Cast
Casts a spell some distance away from the caster
Type
Utility
Mana drain
0
Long-Distance Cast
Add Mana
Add Mana
Immediately adds 30 mana to the wand
Type
Projectile modifier
Mana drain
-30
Add Mana
Add Mana
Add Mana
Immediately adds 30 mana to the wand
Type
Projectile modifier
Mana drain
-30
Add Mana
Inner Spell
Inner Spell
Causes a projectile to be cast from where the player is standing
Type
Utility
Mana drain
10
Inner Spell
Add Trigger
Add Trigger
Makes a projectile cast another spell upon collision
Type
Other
Mana drain
10
Add Trigger
Tau
Tau
Copies the two following spells in the wand when cast
Type
Other
Mana drain
90
Tau
Reduce Lifetime
Reduce Lifetime
Reduces the lifetime of a spell
Type
Projectile modifier
Mana drain
10
Reduce Lifetime
Speed Up
Speed Up
Increases the speed at which a projectile flies through the air
Type
Projectile modifier
Mana drain
3
Speed Up
Lightning Bolt
Lightning Bolt
The primordial force of nature
Type
Projectile
Mana drain
70
Lightning Bolt
Nolla
Nolla
The duration of a projectile is set to zero
Type
Projectile modifier
Mana drain
1
Nolla
Alpha
Alpha
Casts a copy of the first spell in your wand
Type
Other
Mana drain
40
Alpha
White Hole
White Hole
An orb of positive energy that destroys everything in its path
Type
Projectile
Mana drain
180
White Hole

Gallery

Spells will be released inside the caster's body, instead of at the end of the wand

History