Hellsweeper VR

Hellsweeper VR

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Shadow Wizard Money Gang: A Guide to Casting Spells
By SuperDragon2557
Tired of throwing your magic balls at monsters? Do you want real FLAIR in your Sweeping? Whatever your trouble is, magic is the answer. It’s the most complicated, the most powerful and the most varied weapon type in the game, and we’re here to teach you.
   
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The Simple Stuff
Here are the absolute basics. If you don’t really care for magic, or want to start simple, here’s the simplest of applications for magic spells.
Each magic skill [except blood magic] is summoned like any other weapon, but unlike other weapons, magic has much more depth and offers way more options for combat and SSSTYLE.
  • Fire magic
    Conjures a ball of fire. On hitting a monster (melee or thrown) it sets things around it on fire, and damages the enemy struck.

  • Frost magic
    Conjures a “ball” of frost. On hitting a monster (melee or thrown) it causes a slow debuff to nearby monsters and damages enemy stuck.

  • Volt magic
    Conjures a ball of lightning. On hitting a monster (melee or thrown) it deals damage to the monster and hits two other enemies in an arc.

  • Blood magic [requires Unholy support skill at mastery 2]
    Blood magic is technically an Auxiliary skill, which is the developer’s way of saying “secret combination”. It doesn’t have much interaction with other magic, but still provides valuable augmentation to your loadout without taking a loadout slot. If a monster dies to a melee attack, it drops a crystal. picking this up and holding Trigger to consume, it creates a blood orb. When you hit a monster with it (melee or thrown), it inflicts a debuff that confuses monsters and fires extra homing projectiles.

  • Infusion Basics.
    Holding a spell ball in one hand, and any weapon in the other, you can slam the spell ball into the weapon (or someone else’s) and it inflicts the spell’s debuff. There are more specific effects covered in the Intermediate section.

  • Magic Staff
    Can hold 2 spells (see Infusion above) by slamming spell balls into it (ex: fire and volt). If the staff is full, adding a new ball will replace the oldest one (fire, then volt, then adding frost replaces fire). You can cycle between either spell (Fire), or the combination it produces by tapping the trigger (2 fire: vortex, or basic fire). The current effect is shown at the top (if something touches the top end while it’s set to a basic spell, the weapon is infused). Holding trigger casts that spell (simple stuff like Fire will do the one-handed cast, combinations will cast the Infusion combo). At mastery 2, you can also slam the staff into the ground straight down [Groundbreaker spell], using different effects. Groundbreaker with a combination spell will cast the explosion/passive aura created by slamming the two together. Groundbreaking a basic spell ball is a bit unpredictable:
    - Fire: same explosion as Flame Vortex effect
    - Frost: throws ice shards in 6 directions away from you
    - Volt: teleports you about 10 ft forward based on head rotation.
    - Blood: throws blood streaks in 6 directions away from you
Intermediate Applications
Now we’re cooking! This isn’t baseball, this is Hellsweeping! We have better things to do with our balls than throw them in monster faces, such as slamming them into weapons first. This is where the simple, entry-level interactions are found, if you just want a little more variety in your fighting style.

- Weapon Infusion
If you take a spell ball and slam it into a held weapon (even if your friend or dog is holding it), it becomes “infused” for a short time and gains various buffs. Infusing any weapon with any spell gives the weapon that debuff with its main attack. Special effects include:
  • Infusing a melee weapon with Fire enlarges its hit box

  • Infusing a ranged weapon with Fire causes explosive bullets/arrows. Note: the Tempest’s “overheat” is just a Fire infusion. You can overheat it any time with an infusion, or give it something else to prevent overheating.

  • Infusing anything with Frost increases/repairs its durability (Ice arrows also have homing)

  • Infusing a ranged weapon with Volt causes it to fire extra bullets (lightning arrows split into fléchettes)

  • infusing a melee weapon with Volt deals arc lightning to nearby monsters on hit.

  • Infusing a melee weapon with blood deals the blood debuff.

  • Infusing a ranged weapon with blood deals extra damage and inflicts Malachite [forgot name].
Further special Infusion interactions:
  • The Bow has unique effects with spell infusions, firing unique arrows depending on the infusion. (Our favorite DPS combo: infuse with volt, somersault, then spam dual shot arrows. For scale, I can kill Deceit in under 10 seconds.

  • Infusing your hand with magic (requires the Unarmed support skill) causes Rock Split (Levitation) to summon infused rocks, which will subsequently form enchanted Stone Fists. Blood Magic creates 3 extra Stone Fists that hit at the same time, so you can fulfill your Star Platinum fantasies too! You cannot manually infuse a rock or Stone Fist.

  • Speaking of Stone Fist, infused Stone Fists have special casting abilities too. Holding the trigger charges it up for about a second, then punching (it doesn't have to hit) casts a spell. Ordinary and Blood infusion just make the punch(es) hit harder, Fire spits a short burst of 3 flamethrowers, Ice throws an ice boulder, and Volt throws you in the direction of your punch and pulls enemies to you at the end.

  • A Hellhound with “doggy college” upgrade (can pick up items) that picks up an infused item gains that infusion as well. Hellhound with Blood Magic gains two smaller dogs as well.

  • The Sweeper’s Broom has a few special things unique to infusing it. On its front side, its broom projectiles use the infused element, and if using reverse grip, it casts the one-handed basic spell. Just like with its Energy Spike, it can be spammed.

Infused enemies: (stupid things) enemies can sometimes spawn with a permanent infusion, giving their attacks the same buffs as if you infused them. Any weapon or body part that they drop is also considered infused and can inflict the same effects on hit. They cannot be infused by you, but if it’s already infused then you still benefit from it.
- Fire enemies drop an exploding bomb on death.
- Frost enemies have icy armor that has to be broken before they can take damage
- Volt enemies can teleport behind you.
- Blood enemies... deal too much damage.


- One-handed Spellcasting
    Holding a spell ball and thrusting it in front of you, palm facing away from you in a “stop” gesture while holding the trigger casts a one-handed spell.
  • Fire casts a flamethrower as long as you hold trigger [called Flamethrower]

  • Frost casts a burst of icicles [called Ice Flurry]

  • Volt casts a “void implosion” [called Magnetized Pull] that flies a certain distance and implodes, pulling enemies together.

  • Blood fires a red laser [Blood Lance] as long as you hold the trigger that does ridiculous damage and staggers.
ULTIMATE UltraDoomSweeping
Now, let’s get into the latest juicy, advanced stuff. You’ve dabbled in balls, you’ve learned the ropes, now let’s crank this magic to the MAX. If you play these right, the game becomes more of a dance with timing and control than a challenging battle.


Two-handed spells (requires mastery 2 of a spell, though blood is auxiliary and doesn’t need mastery to do this.)
Holding two of the same spell ball and slamming them together causes a special attack. They do move you forward while maintaining the spell, relative to your hands. it also hovers you about 3 ft off the ground. The slight downside to two-handed spells is that you move very slowly and cannot leap or Bullet Time, leaving you very vulnerable.
All two-handed spells can be ended by pulling your hands apart (deals damage in a wide area, inflicts whatever debuff) or facing both palms forward and pulling both triggers to “cast” the spell. Fun fact: this can be cast with two people, but it requires careful coordination. The upside is you access both stores of mana! All two-handed spells are affected by upgrades that mention “AoE spells”, such as Power Overwhelming that increases AoE damage.
  • Flame Vortex: creates a small area of damaging flame around you. Casting the spell throws a massive, slow fireball that fires small tendrils at nearby enemies and explodes on contact.

  • Blizzard Storm: slight amount of floating, creates ice steps where you travel. Casting fires a short beam of ice that leaves a big line of ice damage in the direction you fired.

  • Lightning Storm: creates a small area of lightning around you. Casting the spell fires chain lightning from both of your hands (think Emperor Palpatine).

  • Crimson Rain [?]: spawns crescent projectiles over time that orbit around you in a wide range. Casting it fires Cthulhu. I could elaborate, but it's a flailing tentacle monster that appears out of the void. Enough said.

Combo Spells (requires 2 different spells)
Slamming two different spell balls together, you create unique interactions that also have their own Auxiliary skills (just like Bullets shows up if you equip a gun)
This is also possible with friends, but extremely difficult and not particularly viable unless it’s to cut down on weapon slots.
  • Laser magic (fire + frost): creates a zone around you with little laser bolts [called Laser Shotgun]. Casting the spell fires a laser out of your hands [called Laser Fury]. Upgrades can either improve the amount of laser bolts, or a unique one that casts 3 lasers for Laser Fury.

  • Haze magic (fire + volt): creates small, orbiting tornadoes around you that deal damage. Casting the spell creates a Haze Snake that moves towards where your hands aim. This snake deals lightning damage that arcs between enemies. Upgrades can give more tornadoes or a unique one that casts 3 haze snakes.

  • Charge magic (frost + volt): creates a damaging ring of wind [called Gyro Ring] around you. While in this spell, you fly forward based on where your hands are (including upwards). Casting the spell (if you hold the triggers) constantly consumes extra mana to charge up a massive rail gun-style shot [Charge Rail] that explodes on impact. NOTE: WHILE IT WOULD MAKE SENSE, WE HAVE HAD NO PROOF THAT CHARGING THE SPELL DOES ANYTHING. Both the flying speed and charge shot can be improved with upgrades, including unique ones that change the rail shot.

  • Blood is, again, a very weird case and does not have unique combo spells. No matter what you combine it with, it still casts Crimson Rain. However, by adding a different orb, the Bloody Ghosts and the Evil Host gain the second ball’s debuff. Evil Host also gets its attack replaced:
    - Fire causes Evil Host to fire a heavy laser.
    - Frost causes Evil Host to fire ice spikes at nearby enemies.
    - Volt fires two Evil Hosts to strike nearby monsters with lightning.

Infusion Casting (requires Unarmed support skill and 2 different spells)
This is a very fringe use, but can still provide a passive benefit to your survival. Infuse a hand with one spell (hold spell, press on stick), hold a different spell ball in that hand and cast it. It doesn’t matter which spell you infuse and which one you cast, as long as both are used with the same hand.

  • Laser Disk (fire + frost): fires 3 bouncing disks that pierce through enemies. This can be upgraded to fire more disks.

  • Magic Wand (frost + volt): summons a small wand-like structure on the ground wherever you cast it. This wand has a large area of effect that electrifies monsters, and a smaller one which slows them. Operates passively for a time without costing mana, so setting it up beforehand is a hands-free source of damage/utility. Upgrades probably can increase its lifetime or effect radius.

  • Smoke Blade (fire + volt): summons a whirling blade tornado a few feet in front of your hand. By holding the trigger, you can continue to aim it. Once you let go, it stays stationary and continues to damage anything that walks into it for a time. (If you position it right, it can damage a boss on frame 1 and instakill it. We haven't been able to replicate it, but it should be possible.)

  • lava vomit (fire + blood): fires 6 homing projectiles.

  • blood spike (frost + blood): fires a flurry of 5 bloody ice shards.

  • lightning bomb (volt + blood): deploys a blood orb that strikes nearby monsters with lightning.
Final Note
Everything we say here is definitely true because we tested it and verified it. If you find something useful that’s directly related to magic or something we claimed in this guide, please update it because Mixed Realms won’t tell you. If someone can wander into this guide, then walk out without a single question about how the magic works, then we’ve succeeded.
I say “we” because I had friends help me out with the small things I missed.
Thanks, EnderRider999 for alerting me to the existence of Blood magic,
and ratlol for giving me the new Blood Infusion combos when they were added!
*adopts bloodthirsty British accent* Now rejoin the world, and cleanse it of the corruption of Hell!
10 Comments
SuperDragon2557  [author] 16 Jul @ 7:46am 
Guide is outdated as of the Resurgence update, I keep the updated one in this google doc:
https://docs.google.com/document/d/14QXpJ-GN539HnW76tpxhUXRQD1VcF-YYAEf3Sby7TQU/edit?usp=sharing
SuperDragon2557  [author] 31 Mar, 2024 @ 4:17pm 
updated and acknowledged you for assistance
Dr.Mustard 31 Mar, 2024 @ 12:39pm 
blood+ice: shoots out 5 spike projectiles
Dr.Mustard 31 Mar, 2024 @ 12:37pm 
blood+volt a blood orb that you can hold to shoot enemies with electricity or release to explode it, causing damage in an area.
Dr.Mustard 31 Mar, 2024 @ 12:35pm 
blood+fire: shoots out 6 red homing projectiles that explode on contact
Dr.Mustard 31 Mar, 2024 @ 12:28pm 
on it!
SuperDragon2557  [author] 31 Mar, 2024 @ 7:44am 
if you're testing this, could you find out what the Infusion combos are with Blood? that's currently all that i'm missing. thanks for the information!
SuperDragon2557  [author] 31 Mar, 2024 @ 6:06am 
i uploaded this just before Wrath came out. i will be adding all the new content to this guide, because it's more confusing than the rest of the game. thanks for the blood combos, i forgot to find those!
Dr.Mustard 30 Mar, 2024 @ 8:45pm 
blood+ice: shoots an orb that shoots ice spikes at nearby enemies.
Dr.Mustard 30 Mar, 2024 @ 5:53pm 
hey, since you helped me on my guide, i'll help you on yours

Blood does actually have special things with the combo spells, but it's what happens when you use the hand-aim move, but i do not know the names.

Fire+blood: it shoots out a blood orb that shoots a laser at whatever direction you aimed it, it can only shoot in that direction

Electric+blood: shoots out 2(?) blood orbs that teleport on top of enemies and zaps/kills them

I have to check out ice+blood but i will update you when i do, hope this helps!