Spells, and choosing how to use them, is a core part of Noita. You can obtain new spells in a few ways, such as by collecting them off naturally generated wands, by opening chests, by buying them from shops, or by finding them in special locations. There are many different "types" of spells, but most either add a projectile to the current wand's shot, or modify something about the current shot state.
Non-shuffle wands will always cast the spells sequentially in a left-to-right order, thus enabling complex yet predictable combinations. Modifier type spells will generally only affect the current shot state in a wand, though some will affect global data like recharge time. Wands with an "Always Cast" spell will cast that spell along with any other spells every time the wand is cast. To learn more basics about how spells and modifiers can be used, see the Guide To Wand Mechanics.
Shuffle wands behave similarly to non-shuffle wands, but when a shuffle wand is recharged, edited or swapped to the order of spells is randomized.
See the Spell Information Table for a list of all spells and their statistics. For an explanation of spell tiers, and where specific spells can be found, see Spell Tiers.
For spells with limited uses, the number of times they can be cast before being depleted. Limited use spells tend to be more powerful than unlimited ones for the stage of Noita they are found, and can often be used to great tactical advantage. Depleted spells are restored using the Spell Refreshers found inside each Holy Mountain. Wands will just skip over any depleted spells without spending mana.
Mana Drain
The amount of mana required to cast the spell. If a wand does not have enough mana in reserve to cast a spell it is skipped over, and may be wrapped into subsequently.
The time the Wand waits after firing a spell (or spells, if multicast) before firing the next one in the queue. Wands have a built-in Cast Delay stat which can be increased or reduced by spells. Reducing delay increases firing rate (up the maximum rate of 60 shots per second). Cast delay is calculated for each multicast set of spells, and is ignored entirely for spells inside Trigger payloads. Usually shown in game.
Once all the spells in the Wand's queue have been cast, it recharges. The time this takes is the greater of either the cumulative Recharge Time, or the Cast Delay of the last spell (or multicast) fired. All spells on a wand which modify Recharge time contribute to the final value at the end of the spell casting cycle, including those inside Triggers.
arc in degrees
Spread
The range of deviation of a spell from the aimed direction, measured in degrees. The lower the total spread, the more accurate the spells will be. Wands have a built-in Spread stat which provides the base value modified by spells.
length in pixels
Radius
The radius of the explosion (if any) caused by a projectile. See Explosive Projectile for why this stat can be important.
Makes a projectile move considerably faster, but deal less damage
Anti-Gravity
Applies an upwards force to the projectile
Gravity
Increases the effect gravity has on a projectile
Fly Downwards
Causes a projectile to aim straight downwards a short time after casting
Fly Upwards
Causes a projectile to aim straight upwards a short time after casting
Accelerating Shot
Causes a projectile to accelerate as it flies
Decelerating Shot
Makes a projectile decelerate as it flies
Projectile Energy Shield
Gives a projectile a shield that deflects other projectiles
Speed Up
Increases the speed at which a projectile flies through the air
Explosive Projectile
Makes a projectile more destructive to the environment
The speed multiplier affects how fast projectiles multicast together start off moving. It is usually capped at 20×.
Projectiles are created with either a fixed initial speed, or one picked at random from a range between a minimum and maximum value. Variation in initial speed translates into a variation in range. Most projectiles are capped to the default Terminal Velocity of 1,000px/s, and if spawned with a higher initial speed will instead travel at this limit. Lightning Bolt is a notable exception to this (having terminal velocity disabled) and can move a lot faster - up to the upper limit of 61,440 px/s.
The initial speed of a projectile can be changed by other spells (see spells that modify speed for a list) and some perks, notably Faster Projectiles. Some modifiers also alter projectile speed over time, e.g. Accelerating Shot/Decelerating Shot. Projectile top speed is still capped by Terminal Velocity, although a projectile with high acceleration will reach top speed again more quickly after being slowed down. The multiplier for initial speed usually caps at 20×, but Fly Upwards/Fly Downwards can be used to raise the multiplier beyond this.
Speed influences flight time for projectiles, and slow moving projectiles can be hard to aim without homing modifiers. Very slow moving projectiles like Pollen can be useful for doing damage over time using modifiers like Damage Field - hitting the target directly isn't necessary. Along with lifetime, speed also determines the maximum range of a projectile.
Some projectiles also have a speed below which they die immediately, either on spawn if their initial speed is too low, or later if they decelerate too much. The check for this happens each game frame after any acceleration is applied. Some projectiles do more damage if their speed when they hit an enemy is higher than their initial speed when fired.
percentage
Crit Chance
The chance that a spell will critically strike, dealing 5 times the usual damage (and dealing even further damage if critical chance is above 100%). Crit chance applies to all spells cast together, and if one projectile out of a multicast crits, they all do.
Damage
The amount of damage dealt by the spell, listed by damage types. If no damage type is given then it is Projectile damage. Some damage types are more effective than others against different enemies.[2]
Many spells and hazards in Noita inflict damage, and damage comes in different types - e.g. Fire, Ice, Melee, etc. The ones which don't are either non-damaging utility spells or transformation types.
Hidden Spell Attributes
Attribute
Description
Lifetime frames‡
The maximum duration in which a projectile remains active. This is measured in game "ticks" - roughly equivalent to 1/60th of a second.[1] of a projectile tends to change the range it can cover, and can have some interesting and useful effects.
Timer Lifetime frames‡
Some spells come with a Timer (a form of Trigger), the duration of which is set independently to the spell's lifetime. After this fixed duration passes the projectile releases a secondary payload of one or more spells. Not shown in-game.
Recoil
Some spells have a recoil effect, which can be significant enough to send you flying in the other direction. Can be mitigated by spells that reduce recoil, or which to a fixed value. Not shown in-game.
Friendly Fire
Many spells, in their default form, don't hurt you directly. Some spells however have 'friendly fire' enabled - making them able to hit you too. This is often the price paid for a hefty damage boost. Caution is advised, especially when using spells which have Piercing effects. Not shown in-game.
Typically a projectile ceases to be when it hits and damages an enemy, but some projectiles have (or can be modified to have) the property of 'Piercing' - and will keep on hitting and doing damage to an enemy while in contact with it. Projectiles with a Trigger or Timer payload will also release that payload repeatedly for each time they hit - at no extra mana cost. Penetrating is a similar effect, but allows only a single hit per target.
Notes:
↑Noita typically runs at 60fps, so the conversion rate is 1/60. A spell with a lifetime of 200 frames will last for: 200 / 60 = ~3.33s.
Tips
Wands that have an electrical spell on them 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 wand-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 yourself.
"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. This might be referred to as the "payload".
Placing a modifier or multicast spell at the very 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.
Spell List By Type
There are 419 spells in Noita, categorised into 8 types. A spell's type gives you a rough idea of how it behaves, and determines if and how a given spell can interact with spell-copying spells (like the Greek Letters and Add Trigger).
All spell types can be copied using:
Projectile Spells
There are 119 Projectile type spells.
Projectile type spells can also be copied using
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Acid Ball
A terrifying acidic projectile
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
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
Deadly Heal
A projectile that at first deals damage, then heals over 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
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!!
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 Lance
A fast-flying, penetrating lance that glows with power
Holy Bomb
Summons a bomb that... well...
Giga Holy Bomb
Bigger and therefore holier
Hookbolt
A glowing hook that pulls the caster towards itself upon collision
Iceball
A magical ball of frozen fire
Concentrated Light
A pinpointed 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
Flock Of Ducks
Summons a chaotic flock of spicy ducks
Freezing Gaze
A heart-freezingly sinister aura
Triplicate Bolt
A formation of three small, fast bolts
Infestation
A bunch of magical sparks that fly in every direction
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
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
Arrow
Summons an arrow
Bouncing Burst
A very bouncy projectile
Energy Sphere
A fast, arcing projectile
Energy Sphere With Timer
A fast, arcing projectile 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 Fish
FISH!
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
Homebringer Teleport Bolt
Brings the target hit closer to you
Return
After a period of time, you'll be returned to where you cast this spell
Swapper
It was theorized that the source of qualia would be transferred ...But it turns out it was the whole body all along.
Teleport Bolt
A magical bolt that moves you wherever it ends up flying
Small Teleport Bolt
A shortlived magical bolt that moves you wherever it ends up flying
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
White Hole
An orb of positive energy that destroys everything in its path
Worm Launcher
Summons a giant worm to cause havoc for a moment!
Static Projectile Spells
There are 45 Static Projectile type spells.
Static Projectile type spells can also be copied using
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 Displacement
A field of teleportative magic
Circle of Fervour
A field of berserk magic
Circle of Shielding
A field of protective magic
Circle of Stillness
A field of freezing magic
Circle of Thunder
A field of electrifying magic
Circle of Transmogrification
A field of sheep-like magic
Circle of Unstable Metamorphosis
A field of transformative magic
Circle of Vigour
A field of regenerative magic
Rain Cloud
Creates a watery weather phenomenon
Oil Cloud
Creates a rain of oil
Blood Cloud
Creates a rain of blood
Acid Cloud
Creates a rain of acid
Thundercloud
Creates a thundercloud
Destruction
Instantly decimates foes around you, at the cost of your HP
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"
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
Delayed Spellcast
A static, magical phenomenon that casts 3 extra spells after a short while
Muodonmuutos
Baa
Projectile Gravity Field
Projectiles caught within the field are attracted towards its center
Projectile Thunder Field
Projectiles caught within the field transform into blasts of lightning
Projectile Transmutation Field
Projectiles caught within the field transform into harmless critters
Random Static Projectile Spell
Casts one random static projectile spell
Giga Black Hole
A growing orb of negative energy that destroys everything in its reach
Giga White Hole
A growing orb of positive energy that destroys everything in its reach
Omega Black Hole
Even light dies eventually...
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
Omega White Hole
A massive orb of positive energy that destroys everything in its reach
Summon Friendly Fly
Summons a friendly fly that attacks your enemies!
Liquid Vacuum Field
Sucks liquid materials nearby and releases them upon expiring
Powder Vacuum Field
Sucks powder-like materials nearby and releases them upon expiring
Vacuum Field
Sucks nearby projectiles and creatures into the middle of the field instantaneously
Passive Spells
There are 5 Passive type spells.
Energy Shield
Deflects incoming projectiles
Energy Shield Sector
Deflects incoming projectiles
Summon Tiny Ghost
Summons a tiny ethereal being to your help
Electric Torch
Gives your wand a bright but very dangerous light!
Torch
Lights your wand right up!
Utility Spells
There are 25 Utility type 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
Inner Spell
Causes a projectile to be cast from where the player is standing
Iplicate Spell
Casts a copy of a projectile behind you, but the copy still cost mana
Yplicate Spell
Casts a copy of a projectile in a bifurcated pattern, but the copy still cost mana
Tiplicate Spell
Casts copies of a projectile above and below you, but the copies still cost mana
Wuplicate Spell
Casts copies of a projectile in a trifurcated pattern, but the copies still cost mana
Quplicate Spell
Casts copies of a projectile in a tetragonal pattern, but the copies still cost mana
Peplicate Spell
Casts 5 copies of a projectile in a pentagonal pattern, but the copies still cost mana
Heplicate Spell
Casts 6 copies of a projectile in a hexagonal pattern, but the copies still cost mana
Long-Distance Cast
Casts a spell some distance away from the caster
Teleporting Cast
Casts a spell from the closest enemy
Warp Cast
Makes a spell immediately jump a long distance, stopped by walls
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 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
Spells To Giga Sawblades
Transforms every projectile currently in the air into a giant sawblade
Summon Taikasauva
Summons a possessed wand to aid you
Summon Platform
Summons a shortlived bit of ground
Summon Wall
Summons a shortlived obstacle
Blood To Power
A projectile gains additional damage at the cost of 20% of your health
Gold To Power
Spends 5% of your current gold and adds damage to a projectile proportional to the amount spent
Wand Refresh
Reloads the wand immediately
Projectile Modifier Spells
There are 143 Projectile Modifier type spells.
Projectile Modifier type spells can also be copied using
Clusterbolt
Makes a projectile release a cluster of explosive bolts upon hitting a wall
Add Mana
Immediately adds 30 mana to the wand
Fire Arc
Creates arcs of fire between projectiles (requires 2 projectile spells)
Gunpowder Arc
Creates arcs of gunpowder between projectiles (requires 2 projectile spells)
Poison Arc
Creates arcs of poison between projectiles (requires 2 projectile spells)
Electric Arc
Creates arcs of lightning between projectiles (requires 2 projectile spells)
Downwards Bolt Bundle
Makes a projectile separate into a bundle of 5 explosive bolts as soon as it moves downwards
Octagonal Bolt Bundle
Makes a projectile launch 8 magical bolts if it moves slowly enough
Bounce
Makes a projectile bounce on impact
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
Remove Bounce
A normally bouncy projectile stops doing so
Sparkly Bounce
Makes a projectile release damaging sparks as it bounces
Vacuum Bounce
Makes a projectile remove earth as it bounces
Explosive Bounce
Any time the projectile would bounce, it also explodes
Larpa Bounce
A projectile will launch a copy of itself when it bounces
Lightning Bounce
Makes a projectile release powerful lightning as it bounces
Plasma Beam Bounce
A projectile launches a plasma beam upon bouncing
Concentrated Explosion
Limits the radius of a projectile's explosion heavily
Critical On Bloody Enemies
Makes a projectile always do a critical hit on bloody enemies
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 On Wet (Water) Enemies
Makes a projectile always do a critical hit on wet (water) enemies
Critical Plus
Gives a projectile +15% chance of a critical hit
Damage Field
Gives a projectile an energy field that constantly deals 3.5 damage to nearby creatures
Bloodlust
A projectile gains a hefty damage boost, but is also able to hurt you
Damage Plus
Increases the damage done by a projectile
Mana To Damage
If the wand has more than 50 mana, all mana over that is converted into additional damage
Random Damage
Randomly increases or lowers the damage done by projectiles
Null Shot
Increases a projectile's duration dramatically but removes all damage and explosion from it
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Light Shot
Makes a projectile move considerably faster, but deal less damage
Earthquake Shot
Makes a projectile crumble the earth it hits
Freeze Charge
Gives a projectile a frozen charge, that it will release on impact
Electric Charge
Gives a projectile an electric 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
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
Chaos Larpa
Makes a projectile cast copies of itself in random directions
Copy Trail
Makes a projectile leave a trail of copies of itself
Downwards Larpa
Makes a projectile cast copies of itself with a downwards trajectory
Larpa Explosion
A projectile will shoot out 8 copies of itself when it expires or hits the ground
Upwards Larpa
Makes a projectile cast copies of itself with an upwards trajectory
Chain Spell
Causes a projectile to cast a copy of itself upon expiring, up to 5 times
Increase Lifetime
Increases the lifetime of a spell
Nolla
The duration of a projectile is set to zero
Reduce Lifetime
Reduces 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
Fireball Orbit
Makes four fireballs rotate around a projectile
Nuke Orbit
Makes four… nukes(?!) rotate around a projectile
Sawblade Orbit
Makes four sawblades rotate around a projectile
Orbit Larpa
Makes four copies of a projectile rotate around it
Plasma Beam Orbit
Makes four plasma beams rotate around a projectile
Horizontal Path
Forces a projectile on a horizontal path, but increases its damage
Linear Arc
Makes a projectile fly only in cardinal or diagonal lines
Anti-Gravity
Applies an upwards force to the projectile
Gravity
Increases the effect gravity has on a projectile
Fly Downwards
Causes a projectile to aim straight downwards a short time after casting
Fly Upwards
Causes a projectile to aim straight upwards a short time after casting
Orbiting Arc
A projectile orbits the point of its origin
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
True Orbit
Makes a projectile rotate around the caster like an orbiting planet
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
Aiming Arc
A projectile rotates towards the direction you're aiming
Anti Homing
Makes a projectile accelerate away from your foes
Auto-Aim
Makes a projectile turns towards the nearest visible enemy
Boomerang
Gives a projectile a path that curves towards you
Homing
Makes a projectile accelerate towards your foes
Rotate Towards Foes
Makes a projectile turn towards your foes
Short-range Homing
A projectile flies towards targets when near them
Wand Homing
Makes a projectile accelerate towards wands
Accelerative Homing
A projectile homes towards enemies at an increasing pace
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
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 Tentacler
Makes creatures hit by a projectile grow tentacles in a chaotic manner
Personal Lightning Caster
Makes a projectile turn the creatures it hits into living thunderstorms
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
Quantum Split
Makes a projectile split into three projectiles whose existences are entangled
Chaos Magic
Makes a projectile launch a random spell (out of a limited selection) when it hits something
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
Accelerating Shot
Causes a projectile to accelerate as it flies
Decelerating Shot
Makes a projectile decelerate as it flies
Fizzle
Gives a spell a small probability of short-circuiting
Projectile Energy Shield
Gives a projectile a shield that deflects other projectiles
Speed Up
Increases the speed at which a projectile flies through the air
Avoiding Arc
Makes a projectile shy away from obstacles
Drilling Shot
Gives a projectile the power to go through the ground
Firecrackers
Makes a projectile release firecrackers when it disappears
Floating Arc
Makes a projectile float above the ground
Matter Eater
Makes a projectile eat the environment as it flies
Explosive Projectile
Makes a projectile more destructive to the environment
Fireball Thrower
Makes a projectile cast fireballs in random directions
Lightning Thrower
Makes a projectile cast lightning in random directions
Tentacler
Makes a projectile cast tentacles in random directions
Two-Way Fireball Thrower
Makes a projectile fire small fireballs perpendicular to its trajectory
Plasma Beam Thrower
A projectile fires beams of light in random directions
Essence to Power
Increases a projectile's damage based on the number of creatures nearby
Spells To Power
Converts any nearby projectiles cast by you into extra damage
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
Gunpowder Trail
Gives a projectile a trail of gunpowder
Oil Trail
Gives a projectile a trail of oil
Poison Trail
Gives a projectile a trail of poison
Rainbow Trail
Gives a projectile a trail of rainbow
Water Trail
Gives a projectile a trail of water
Blood To Acid
Makes any blood within a projectile's range turns into acid
Chaotic Transmutation
Transmutes various liquids and powdery substances within a projectile's range into something else
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
Liquid Detonation
Converts nearby nonmagical liquids into explosive gunpowder
Toxic Sludge To Acid
Makes any toxic sludge within a projectile's range turn into acid
Water To Poison
Makes any water within a projectile's range turns into poison
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
There are 26 Material type spells.
Touch of Gold?
Transmutes everything in a short radius into urine, including walls, creatures... and you
Touch of Grass
Transmutes everything in a short radius into Earth, including walls, creatures... and you. Unless…
Chunk Of Soil
Don't soil yourself
Circle of Fire
An expanding circle of burning air
Circle of Acid
An expanding circle of dripping acid
Circle of Oil
An expanding circle of slick oil
Circle of water
An expanding circle of water
Acid
Transmute drops of acid from nothing
Blood
Blood blood blood
Cement
Transmute drops of wet cement from nothing
Oil
Transmute drops of oil from nothing
Water
Transmute drops of water from nothing
Sea Of Lava
Summons a large body of lava below the caster
Sea Of Alcohol
Summons a large body of tasty alcohol 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
Sea Of Acid
Summons a large body of acid below the caster
Sea Of Flammable Gas
Summons a large body of flammable gas below the caster
Summon Swamp
Summons a large swamp below the caster
Sea of Mimicium
Summons a large body of mimicium under 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
There are 14 Multicast type spells.
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
There are 42 Other type spells.
Cessation
The caster enters the realm of no realm
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
Alpha
Casts a copy of the first spell in your wand
Gamma
Casts a copy of the last spell in your wand
Mu
Every modifier-type spell in the current wand is applied to a projectile
Omega
Casts copies of every spell in your wand
Phi
Casts a copy of every projectile-type spell in the current wand
Sigma
Copies every static projectile -type spell in the wand when cast
Tau
Copies the two following spells in the wand when cast
Zeta
Copies a random spell in another wand you're holding
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
Though mechanically the 'variances' are separate, distinct spells, you might consider the following properties as 'modifiers' that are applied to those spells.
Timers cast the next spell in the wand, from the projectile after it expires (a certain time elapses) or when it is destroyed (such as upon impact), whichever occurs first.
Double Trigger casts the next two spells in the wand, from the projectile upon impact. Comparable to a (single) trigger followed by Double Spell. Spark Bolt With Double Trigger is the only spell currently in Noita with this 'suffix'.
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