Spells/Gale

Gale

Create a gust of wind that damages, knocks back, and pierces enemies.

Damage: 10
Duration: Instant
Mana Cost: 5
Omnidirectional
Instant

Where to get it

Offered from a spell chest, three spells at a time.
In the spell chest deck once this spell is unlocked on your save

The card that unlocks it

Gale

Create a gust of wind that damages, knocks back, and pierces enemies.

Damage: 10
Duration: Instant
Mana Cost: 5
Omnidirectional

Numbers

Damage10
Minimum damage5
Mana cost5
Mana cost added each time the spell levels2
Amount cast at once1
Sizex1
Duration1 s
Goes off the moment you cast ityes
Keeps hitting while it lastsno
Lands onthe middle peak of the sigil you drew

Instant: this spell goes off once, the moment the sigil is accepted.

Sigil

Draw this shape to cast the spell.

Crescent 8

Sigil name in the gamecrescent
Strokes1
Match needed80%
Stroke order mattersno
Stroke direction mattersno

Affinity

Level IKnockback force set to 1
Level IISize +25%
Level IIIDamage +5

Affinity is a spell's own mastery level and it carries between runs. Each level is applied on top of the ones below it. How affinity is earned.

Prestige options

Taking one of these cards from a boss chest changes how the spell behaves for the rest of that run. You pick one.

Mist of the Abyss
Mist of the Abyss

Mist of the Abyss

Gale becomes a frozen wind from the Abyss. Mist of the Abyss moves slower but freezes monsters on hit and affects a wider area.
-2 Special Spell Changex2 Gale Duration
Wake of Kalor
Wake of Kalor

Wake of Kalor

Gale becomes a scorching current that burns monsters on hit and leaves a wave of heat that deals DoT to monsters in its wake.
Winds of Time
Winds of Time

Winds of Time

+25% Speed
Gale's winds become so fast that they cut through time. Winds of Time will briefly slow time when cast.
+25% Speed

Special interactions

When this spell overlaps another one on the field, 2 pairings do something extra. Every pairing in this build is on Special interactions.

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.

Upgrade cards

22 upgrade cards can turn up for this spell once you know it: 6 tiered series and 4 one-off cards.

Cross Gale

Cross Gale I

Tier I
+2 Projectiles
+2 Gale Amount

Cross Gale II

Tier II
+2 Projectiles
+2 Gale Amount

Cross Gale III

Tier III
+2 Projectiles
+2 Gale Amount

Cutting Winds

Cutting Winds I

Tier I
Gale causes monsters to gain 2 stacks of bleeding.

Cutting Winds II

Tier II
Gale causes monsters to gain 4 stacks of bleeding.

Cutting Winds III

Tier III
Gale causes monsters to gain 8 stacks of bleeding.

Gale Force

Gale Force I

Tier I
+50% Knockback

Gale Force II

Tier II
+50% Knockback

Gale Force II (tier 3)

Tier III
+50% Knockback

Gale Power

Gale Power I

Tier I
+5 Base Damage
+5 Gale Damage

Gale Power II

Tier II
+5 Base Damage
+5 Gale Damage

Gale Power III

Tier III
+5 Base Damage
+5 Gale Damage

Gale Scale

Gale Scale I

Tier I
+50% Gale Size
+50% Gale Size

Gale Scale II

Tier II
+50% Gale Size
+50% Gale Size

Gale Scale III

Tier III
+50% Gale Size
+50% Gale Size

Swift Gales

Swift Gales I

Tier I
Gale will be cast a second time shortly after the first.
+1 Special Spell Change

Swift Gales II

Tier II
Gale will be cast a third time shortly after the first.
+2 Special Spell Change

Swift Gales III

Tier III
Gale will be cast a fourth and fifth time shortly after the first.
+4 Special Spell Change

One-offs

Biting Gale

Gale chills monsters on hit and deals double damage to chilled monsters.

Circling Winds

An additional gale will circle the player for a few seconds before disappating.

Gale Burst

Gale knocks back all nearby monsters when cast.

Returning Gale

Gale returns to the player. Does not knock back monsters on return.
maguscircle.wikibuild 1.1.2