Magicmaker

Magicmaker

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Useful utility spells
By DASH.RABBIT
A collection of useful utility spells other than your boss killer.
   
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"Ward Pulse" - Enchantment Wand
As it turns out, Laser + Knockback has some hilarious results. This spell is designed with three ideas in mind: keep enemies out of your way, slam them into walls to kill, and don't f*ck with bees. In regards to the third especially, we'll want to set this wand to Enchantment. No direct damage means no disturbing the bees.

There are many directions you could take this spell if you wanted to, but personally I like having wide area coverage to keep as many things off my back as possible. Personally, my favorite is Illusion Dust. This gives you a wide, controllable barrier for when things get too close for comfort. Seashell might be tempting, but keep in mind that while it will extend your range significantly, it makes covering what's really close to you harder, and the primary purpose of this spell is to keep things out of close range.

Diamond is the next step. Trick Bullet acts weird with lasers and is not recommended, especially since you want to hit the same enemy multiple times. On that note, after that you'll want to add Fairy Wings to fire as frequently as possible.

For a seventh item, I currently use Owlbear Traps. They're good for keeping things at a distance once you push them back, as bumping into the traps will push them away again. Kinda like surrounding yourself with a wall of pinball bumpers.
"Crystallizer" - Enchantment Wand
Sweetie, I have mana for days. Mana for days? Mana for days.



The main objective of this spell is simple. All of the mana. Literally all of it. If you like high-cost spells, this is absolutely essential. The damage output isn't half bad either.

First, slap on a Rune. Now, it might not seem like it'll do much, as no matter what you only get one mana per hit, but the spell is designed to hit as many times as possible. A lot of little bits of damage add up to a whole lotta Rune mana.

The essential piece in making this spell work is the Mini Sun. Honestly, you could probably passably run just a Rune and a Sun before you're even in NG++++ and still get decent effect. By NG++++, it's basically just showing off.

After this, I add Diamond. This allows the spell to keep hitting as it can pierce through an enemy a few times without destroying itself, which means the sun aura keeps burning, and right on top of the enemy. Trick Bullet is less ideal here, as the bullets get pushed back.

Crystal Ball. I cannot stress how good this material is when dealing with projectiles, especially Mini Sun enchantments. Being able to keep your Suns on top of enemies is invaluable, as is maximizing the amount of your extra projectiles that actually hit enemies.

Speaking of... projectiles. All of them. Well, almost all of them. Illusion Dust, Seashell, and Spider Silk are your last three slots. With these... All of the bullets. All of the Suns. All of the auras. All of the tiny damage hits. All of the mana. ALL. OF. IT.
"Crowd Digger" - Enchantment Wand
This wand sacrifices damage for the ability to reach enemies beyond where you can even see them. High speed and burrowing means you hardly even need to think about where your enemy is.

First step: Quicksilver Gear and Rock. Moves fast and burrows. Walls are no longer stopping you from killing things. Congrats on step one.

Second step: Diamond/Trick Bullet. Who saw this one coming? The less things that dead-stop your projectiles, the better, so in the spirit of that, Diamond/Trick Bullet with Quicksilver Gear and Rock means your bulelts don't stop for much.

Third: Crystal Ball. Have I mentioned Crystal Ball is good? Crystal Ball is very good.

Fourth: Mini Sun, served enchantment style. I believe I've already mentioned how good Enchantment Mini Sun is.

Lastly, but certainly not leastly: Spider Silk and Seashell. Besides the obvious, this also spawns bullets later, which means the new bullets will already be partway toward their target when they spawn, which means effectively more burrow time.
"Hunter's Rang" - Spell
A non-enchantment? What is this?

Ahhh but it only gets fresher from here with this spell.



The objective of this spell is to heal off damage you take. It also helps with mana, so long as your mana pool isn't too low. It's passable damage and pays for itself. Use it as a finisher, as it's not the highest damage spell by a long shot.

First and foremost, a Vampire Tooth. Essential as it keeps your health topped off.

Next, you're gonna want Ectoplasm and two boomerangs. Ectoplasm increases the mana cost of your spell, but it shouldn't matter as the boomerangs together will more often than not restore 100% of what you paid to cast it, so you end up with a net gain.

Damage: I personally use a Philosopher Stone and a Ninja Sword. The sword in particular is important as it makes catching the mana boomerang almost a guarantee. Chances are you'd have to go out of your way to not catch it. Philosopher's stone is nice too as you get 100% of your mana back and then some regardless.

Finally, I add Gunpowder. AoE helps out a lot as you're more likely to catch stuff that's in close range to kill.
"Otherbane" - Spell
This spell has one purpose and one purpose only: keep Other bosses off your back. Others attack on a timer, and once that timer is up, their first instinct is to leave. Others are a very different type of boss, as damaging them means nothing. They do not die unless you complete their puzzle and seal them away. So what's the best way to combat something that you can't kill? Go out of your way to make sure it can't kill you.

Thankfully, that's not too hard to do.



The first addition is Evercold Ice. The second is gunpowder to maximize the area your spell covers and be sure you hit the Other. And... that's basically it. Evercold Ice's 99% slow at A rank is more than enough to neuter Others, so just make sure you hit the damn thing. Beyond that, I maximize firing speed so if I somehow miss, I get another chance. From there, it's just add whatever you want to make sure it does its job for you. I also use Ninja Swords for their large projectile size and damage, and a couple Philosopher Stones for extra damage. Time it right and this spell will be a lifesaver.