Mechanics/Special interactions

Special interactions

When two spells occupy the same space, some of them do something extra.

25 pairings in this build change what happens when the two spells overlap. 3 of them also leave a named field, such as steam or boiling rain. The rest rewrite the spells themselves: ink catches fire, a missile soaks up water, a blade drinks ink.

How to read a pairing

Stand two spells on the same ground. If they are a pairing below, the field changes. The example at the top is Ink catching fire from Fireball. Each card names the two spells, then says what happens. A bold word such as Burn is spelled out under the sentence: what it does, the damage, the tick, and how long it lasts.

Every pairing

FireballandInk

The ink pool catches fire. Enemies standing in it take Ink and Burn.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
EarthwardandJam

The note bounces off the wall.

EarthwardandMagic Missile

Hitting the wall drops an Arcane pebble.

Arcane pebble: A stone that flies at the nearest enemy. 1 damage at the start of a run (Magic Missile damage divided by 5).
EarthwardandPrismatic Pylon

Hitting the wall drops an Arcane gem.

Arcane gem: A gem that flies at the nearest enemy. 1 damage at the start of a run (Prismatic Pylon damage divided by 5).
EarthwardandWisp

Hitting the wall makes the wisp jump and applies Spook to nearby enemies.

Spook: The enemy turns around and runs away from you, and it does not stop to attack. It is skipped on an enemy that is already frozen, slipping, stunned, stationary or immune to crowd control, and on bosses, except a boss that is really a normal enemy. Lasts 3 s at the start of a run, set by Spook Duration.
ExsanguinateandInk

The bind drinks the ink pool. The bind then applies Ink, and each pool it drank makes the bind hit harder.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
ExsanguinateandRaise Dead

The bind drinks your undead. Each one it drank makes the bind hit harder.

FireballandRaise Dead

Your undead catch fire. They apply Burn to enemies they touch. This does not happen if you took So Below.

catch fire: The undead moves 1.5 times as fast for 2 s at the start of a run, stretched by duration bonuses. Touching an enemy applies Burn.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
So Below: You Raise Dead not from the dirt but the Below. Whenever your undead would poison a monster, they instead inflict felfire.
FireballandRiptide

Steam bursts where the blast hits the wave.

Steam: Stays on the ground and hits again on its own rhythm until it runs out; lasts 5 s; hits every 0.25 s; applies Burn; damage over time hits x1.6 harder. Takes its bonuses from Fireball.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
Frost NovaandInk

The blast freezes the pool. Enemies standing in it slip and cannot steer.

GaleandRaise Dead

The wind applies Knockback to your undead.

Knockback: The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.
GaleandRiptide

When the wind leaves the wave it throws a Water splash.

Water splash: A cone of water thrown from the point Gale left the wave.
Ice SpearandShroud of Bones

While a spinning spear sits inside the bone aura, the aura throws a Bone shard from the spear.

Bone shard: A spinning bone. 1 Shroud of Bones damage, and it applies Bleed. Thrown every 0.2 s while a spinning Ice Spear sits in the aura.
InkandMagic Missile

The missile soaks up ink and leaves an Ink splash.

Ink splash: A burst of ink left where the soaked projectile hits.
InkandPrismatic Pylon

The pillar soaks up ink. Orbs it fires then leave an Ink splash.

Ink splash: A burst of ink left where the soaked projectile hits.
InkandRaise Dead

After your undead leave the pool, they drip an Ink droplet behind them.

Ink droplet: A drop of ink behind the undead every 2 s, lasting 5 s.
InkandRiptide

The wave drinks the ink and applies Ink to enemies it pushes. If Riptide is Roaring Flames, the pool catches fire instead and standing in it applies Burn.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
Roaring Flames: Riptide splits into a pillar of fire that burns and no longer pushes monsters.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
InkandShroud of Bones

The bone aura drinks the ink and applies Ink to enemies inside it.

Ink: The enemy is stained dark and moves at half speed. A burning enemy that is also inked feeds the Inky Ignition perk. Unlike the crowd control statuses, ink lands on a boss too. Lasts 3 s at the start of a run, set by Ink Duration.
InkandSpellblade

The blade drinks the ink. Hits then throw a Ink splash.

Ink splash: A burst of ink on the hit. 3.75 damage at the start of a run (that Spellblade hit divided by 4).
Magic MissileandRiptide

The missile becomes a Water missile and applies Knockback.

Water missile: A Magic Missile that passed through Riptide. Hits apply Knockback (1.5).
Knockback: The enemy is pushed away and its movement is set to zero until it lands. Bosses are never knocked back.
Meteor SwarmandRiptide

Boiling Rain falls where a meteor hits the wave.

Boiling Rain: Stays on the ground and hits again on its own rhythm until it runs out; 1 damage; lasts 1.5 s; hits every 0.25 s; applies Burn. Takes its bonuses from Meteor Swarm.
Burn: Each tick deals the Burn damage multiplied by the run's Burn bonus. 2 damage every 0.2 s for 2 s. One application: 20 damage (10 ticks). A second application refreshes the timer; it does not stack.
PoppetandRiptide

The wave pushes the doll the same way it pushes enemies.

RiptideandShroud of Bones

The wave drinks the bone aura and applies Bleed to enemies it hits.

Bleed: Each tick deals the Bleed damage multiplied by the run's Bleed bonus. Bleed is the only damage over time effect that stacks: several sources bleed the same enemy at the same time. 2 damage every 1 s for 5 s. One application: 10 damage (5 ticks). Several sources can apply it to the same enemy at the same time.
RiptideandThunder Storm

Lightning that strikes an enemy already in the wave makes Electrified Water.

Electrified Water: Stays on the ground and hits again on its own rhythm until it runs out; lasts 3 s; hits every 0.25 s; applies Shock. Takes its bonuses from Thunder Storm.
Shock: Each tick deals the Shock damage. No element bonus applies to it. 3 damage every 0.2 s for 0.5 s. One application: 6 damage (2 ticks). A second application refreshes the timer; it does not stack.
RiptideandWisp

When the wisp leaves the wave it bursts water around it.

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