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 it is fired. 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.
Whenever firing a wand leaves its Deck empty or causes a Wrap to occur, the wand must recharge before it can fire again. 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 Modification
The spread of a projectile is the range of deviation it can have from the "intended" direction. It is the sum of the innate spread for that type of projectile, additive spread modifications from spells, and, if not cast inside a Trigger/Timer, some Perk and status effects, and the wand's built-in Spread stat. If the total spread is negative, it behaves as zero spread.
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 a lifting force to a 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
Phasing Arc
Makes a projectile fly much slower, but teleport short distances over its flight
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
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.
Slow moving projectiles can be hard to aim, the target has usually moved by the time they arrive and you need to, at the least, lead your target (i.e. shoot at the point you predict they will be when the projectile gets there). Enemies in the game are pretty good at this, so try not to move too predictably.
Homing modifiers also help avoid misses - they all work slightly differently making them suit different projectiles better. 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. It's often not possible to increase projectile range by increasing speed (due to the Terminal Velocity cap), in which case try increasing lifetime instead.
Some projectiles also have a speed below which they die immediately, both when initially spawned, and 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 Bonus
A bonus to the chance that projectiles will critically strike, dealing 5 times the usual damage (and dealing even further damage if critical chance is above 100%). The same crit chance applies to all projectiles launched together (from the same shot state).
Damage
The amount of damage dealt by projectiles added 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.
Increases a projectile's duration dramatically but removes all damage and explosion from it
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
Reduce Lifetime
Reduces the lifetime of a spell
Orbiting Arc
A projectile orbits the point of its origin
Phasing Arc
Makes a projectile fly much slower, but teleport 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
Spells that extend or shorten a projectile's life.
The maximum duration in which a projectile remains active. This is measured in game "ticks" - roughly equivalent to 1/60th of a second.[1]Modifying the lifetime of a projectile tends to change the range it can cover, and can have some interesting and useful effects.
Makes a projectile cast another spell after a short time
Energy Orb With A Timer
A slow but powerful orb of energy that casts another spell after a timer runs out
Luminous Drill With Timer
A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out
Magic Arrow With Timer
A magical arrow that casts another spell after a timer runs out
Magic Bolt With Timer
A powerful magical bolt that casts another spell after a timer runs out
Spark Bolt With Timer
A spark bolt that casts another spell after a timer runs out
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out
Spitter Bolt With Timer
A short-lived magical bolt that casts another spell after a timer runs out
Large Spitter Bolt With Timer
A more powerful version of Spitter Bolt that casts another spell after a timer runs out
Giant Spitter Bolt With Timer
The most powerful version of Spitter Bolt that casts another spell after a timer runs out
Summon Tentacle With Timer
Calls a terrifying appendage from another dimension! Comes with a timer
Spells that create projectiles that carry a payload of other spells, released when they hit a target, or after a fixed delay.
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.
A projectile that brings bad luck to anyone it hits
Expanding Sphere
A slow projectile that increases its damage over time
Lightning Bolt
The primordial force of nature
Disc Projectile
Summons a sharp disc projectile
Arrow
Summons an arrow
Energy Sphere
A fast, arcing projectile
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out
Spells that set recoil to a low value.
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 reset it to a fixed value.
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…
Circle of Fire
An expanding circle of burning air
Circle of Acid
An expanding circle of dripping acid
Acid
Transmute drops of acid from nothing
Sea Of Lava
Summons a large body of lava below the caster
Sea Of Acid
Summons a large body of acid 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
Electric Torch
Gives your wand a bright but very dangerous light!
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
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!
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
Dynamite
Summons a small explosive
Eldritch Portal
Summons a one-way portal to a sinister realm
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
Fireworks!
A fiery, explosive projectile
Glitter Bomb
Summons a bomb that explodes into volatile fragments
Glowing Lance
A magical lance that cuts through soft materials
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
Iceball
A magical ball of frozen fire
Lightning Bolt
The primordial force of nature
Thunder Charge
A projectile with immense stored electricity
Ball Lightning
Summons three short range electrical orbs
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!
Flock Of Ducks
Summons a chaotic flock of spicy ducks
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.
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
Arrow
Summons an arrow
Summon Deercoy
Summons a seemingly-innocuous deer
Summon Explosive Box
Summons a box of explosive matter
Summon Large Explosive Box
Summons a large box of explosive matter
Summon Missile
A missile!!!
Summon Rock Spirit
Summons an autonomous rock ally
Homebringer Teleport Bolt
Brings the target hit closer to you
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
Clusterbolt
Makes a projectile release a cluster of explosive bolts upon hitting a wall
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
Bubbly Bounce
Makes a projectile shoot bubble sparks as it bounces
Explosive Bounce
Makes a projectile explode as it bounces
Lightning Bounce
Makes a projectile release powerful lightning as it bounces
Plasma Beam Bounce
A projectile launches a plasma beam upon bouncing
Bloodlust
A projectile gains a hefty damage boost, but is also able to hurt you
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
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
Plasma Beam Orbit
Makes four plasma beams rotate around a projectile
Personal Fireball Thrower
Makes a projectile turn the creatures it hits into living fireball throwers
Personal Lightning Caster
Makes a projectile turn the creatures it hits into living thunderstorms
Piercing Shot
Makes a projectile fly through enemies, but harmful to the caster
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
Firecrackers
Makes a projectile release firecrackers when it disappears
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
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
Acid Trail
Gives a projectile a trail of acid
Fire Trail
Gives a projectile a trail of fiery particles
Gunpowder Trail
Gives a projectile a trail of gunpowder
Poison Trail
Gives a projectile a trail of poison
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 Thunder
A field of electrifying magic
Circle of Vigour
A field of regenerative magic
Thundercloud
Creates a thundercloud
Glittering Field
Small explosions appear randomly over a large area
Meteorisade
"Alea iacta est"
Muodonmuutos
Baa
Giga Black Hole
A growing orb of negative 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 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
Spells that can hurt you.
Many projectiles, in their unmodified form, don't hurt you directly. Some 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.
Friendly fire can also be enabled on otherwise safe projectiles by modifiers, which affect all projectiles they are multicast with.
Can Hit Shooter After frames‡
Related to Friendly fire, this stat determines how long it takes for a newly created projectile to become harmful to you. Projectiles with lifetimes shorter than this 'grace period' are safe to use - even if they have friendly fire enabled - but be wary of extending their lifetime.
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
Chain Bolt
Fires a mysterious bolt that jumps from enemy to enemy
Holy Lance
A fast-flying, penetrating lance that glows with power
Magic Guard
Four guarding lights rotate around you for a time
Big Magic Guard
Eight guarding lights rotate around you for a time
Freezing Gaze
A heart-freezingly sinister aura
Rock
Create a mighty rock out of thin air
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
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!
Circle of Buoyancy
A field of levitative magic
Circle of Displacement
A field of teleportative magic
Explosive Detonator
All nearby explosive spells cast by you instantly detonate
Delayed Spellcast
A static, magical phenomenon that casts 3 extra spells after a short while
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
Omega Black Hole
Even light dies eventually...
Omega White Hole
A massive orb of positive energy that destroys everything in its reach
Vacuum Field
Sucks nearby projectiles and creatures into the middle of the field instantaneously
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 that can hit multiple targets, but each only once.
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 to convert frames to seconds divide by 60. E.g. 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 422 spells in Noita, categorised into 8 types.
While they provide a useful hint of what the spell is likely to do, the lines between spell types can blur. Any type of spell can create projectiles (that move or stay still), make modifications to projectiles, create material, run scripted effects, etc. The Utility and Other type spells, in particular, defy categorisation.
There are some rules that apply based on spell type:
Though mechanically the 'variances' are separate, distinct spells, you might consider the following properties as 'modifiers' that are applied to those spells.
Icon
Suffix
Effect
Example
…With Timer
Timers release a payload of one (or more) spells after a fixed duration. If an obstacle is hit before that duration has passed it will act similarly to a Trigger instead.
Luminous Drill With Timer
A pinpointed, short-ranged beam of concentrated light that casts another spell after a timer runs out
…With Trigger
Triggers release a payload of one (or more) spells upon collision with terrain or an entity.
Firebolt With Trigger
A bouncy, explosive bolt that that casts another spell upon collision