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Magicraft Spell System Complete Guide

Magicraft is a spell-crafting action roguelike where your power comes entirely from how you combine and order your spells. Understanding the four spell categories and — most critically — the enhancement placement mechanic is the key to mastering the game.


The Four Spell Categories

1. Projectile Spells

Magic Bullet Floating Wisp Arcane Nova Laser

Projectile spells are your primary damage dealers. They fire bullets, beams, explosions, and other attacks directly at enemies. Every build needs at least one or two projectile spells as its core damage source.

Projectile Spells — Tier Ratings:

Spell Tier Highlights
Magic Bullet S Versatile baseline; applies a damage-amplification debuff on hit. Fits every build
Floating Wisp S Self-replicating fire orb — damage scales exponentially over time
Arcane Nova S Continuously casts the right-side spell up to 20 times. The strongest DPS multiplier in the game
Black Hole A Pulls enemies in — combine with Area Boost for devastating crowd control
Laser A High-DPS straight beam; gains reflection at Level 3
Ray of Disintegration A Continuous single-target nuke; penetrates all enemies
Shining Star Arrow A Charge-type; critical rate builds while charging. Core of one-shot builds
Supernova A Charge-type; base damage increases per second of charge. Maximum single-hit potential
Meteor B Wide AoE; great with Area Boost. Deals Indiscriminate Damage — stay aware
Arcane Explosion B Close-range burst; auto-triggers when killing an enemy
Shadow Serpent B Releases a slow-moving poison snake that damages by body contact
Rock'n'Ball B Rolling rock that absorbs enemy projectiles while dealing damage
Rainbow B 7-direction spread with 1 pierce each; reliable AoE clearing
Adava Keravda C Extremely powerful but deals Indiscriminate Damage — requires positioning skill
Deceptive Mine C Stationary trap mine; hard to place, risks self-damage

2. Summon Spells

Fuse Shadow Serpent

Summon spells deploy autonomous creatures or persistent effects on the field. They deal damage independently and can trigger enhancements just like projectiles.

Top Summon Spells:

Spell Highlights
Fuse Triggers the first spell to its right after casting at reduced MP cost — the build engine of almost every advanced setup
Arcane Nova Superior version of Fuse; continuously casts the right-side spell up to 20 times with multiplied damage
Shadow Serpent Summons a poison snake for sustained damage
Floating Wisp Acts as both summon and projectile — self-replicating
Sword of Judgment Orbits the caster and auto-attacks nearby enemies; near-perfect hit rate

3. Enhancement Spells

Volley Multi-Shot Venom Crystal

Enhancement spells are the heart of Magicraft's build design. Each enhancement spell applies its effect to all projectile and summon spells placed to its right. Mastering placement order is the single most important skill in the game.

Enhancement Spells — Tier Ratings:

Spell Tier Effect
Volley S Simultaneously fires all right-side projectiles — universally the strongest enhancement
Multi-Shot S Fires right-side spells in multiple directions — directly multiplies projectile count
Venom Crystal A Adds poison to right-side projectiles; best-in-slot for boss encounters
Chain of Lightning A Chains lightning between enemies hit by right-side spells
Penetration A Grants pierce to right-side projectiles
Slime Crystal B Adds a slow effect to right-side projectiles
Over Scatter B Turns right-side projectiles into a spread pattern

4. Passive Spells

Magic Reservoir Area Boost Wand Spirit

Passive spells boost your wand's overall performance without needing to be placed in any particular order. Simply having them in your wand grants their benefit. They typically increase Max MP, MP regen speed, global DPS, or wand slot count.

Passive Spells — Tier Ratings:

Spell Tier Effect
Magic Reservoir S Greatly increases Max MP — the single most stabilizing passive in the game
Area Boost S Expands the AoE of all spells; dramatically amplifies Black Hole and Meteor
Wand Spirit S Makes the wand auto-fire; trade-off is 40% MP regen reduction — still the best DPS passive
Tranquil Bloom A Increases MP recovery speed; essential in high-cost builds
Resonance Rune A Increases chain-cast rate across spells
Charge Mode B Builds up for a massive delayed burst
Capacity Expansion Stone B Adds a spell slot to the wand

Enhancement Spell Placement Logic

The Core Rule: Left Applies to Right

An enhancement spell affects every projectile and summon spell placed to its right. Spells to its left are completely unaffected.

Example A — Full coverage:

[Venom Crystal] → [Magic Bullet] [Laser] [Black Hole]
                        ↑              ↑          ↑
                    All three gain poison

Example B — Partial coverage:

[Magic Bullet] [Laser] → [Venom Crystal] → [Black Hole]
                                                 ↑
                                     Only Black Hole gains poison

Stacking Multiple Enhancements

Place multiple enhancements to the left to layer their effects on the projectiles to the right.

[Multi-Shot] [Venom Crystal] → [Magic Bullet] [Meteor]
                                      ↑              ↑
                          Both get multi-direction + poison

Enhancement-on-Enhancement

Enhancements can affect other enhancements to their right. Placing [Multi-Shot] → [Venom Crystal] causes the Venom Crystal itself to fire in multiple directions — spreading its poison-tagging effect to far more projectiles than normal.


Key Spell Combos

Combo 1: Venom Crystal + Multi-Shot + Magic Bullet

Setup: [Venom Crystal] [Multi-Shot] → [Magic Bullet]

Magic Bullet fires in multiple directions, and every bullet applies poison. The hit-amplification debuff from Magic Bullet combined with poison's sustained damage makes this one of the strongest boss combos in the game.

Strengths: Consistent DPS + damage over time
Pair with: Low MP-cost wands for rapid firing

Combo 2: Area Boost + Black Hole

Setup: Area Boost passive + [Black Hole]

With Area Boost expanding Black Hole's gravitational pull radius, you can drag nearly every enemy on screen to a single point. Follow up with Meteor, Arcane Explosion, or any high-damage AoE spell for instant room clears.

Strengths: Elite crowd control
Pair with: Meteor, Arcane Explosion behind Black Hole

Combo 3: Fuse Chain

Setup: [Fuse] → [Magic Bullet] [Laser]

Fuse triggers the first available spell to its right after casting, with a reduced MP cost multiplier. At higher levels, the cost multiplier shrinks, enabling near-infinite chains. This effectively doubles your DPS with a single extra spell slot.

Strengths: High output with minimal slot investment
Note: Fuse only triggers the first spell immediately to its right

Combo 4: Volley + Penetration + Laser

Setup: [Volley] [Penetration] → [Laser]

Fires multiple penetrating lasers in all directions simultaneously. Clears rooms of clustered enemies instantly. The high MP cost requires Magic Reservoir or Tranquil Bloom support.

Combo 5: Chain of Lightning + Ray of Disintegration

Setup: [Chain of Lightning] → [Ray of Disintegration]

Single-target nuke that chains lightning to surrounding enemies on hit. Handles both boss damage and nearby mobs at the same time.


How to Choose Spells

Early-Game Priorities

In the first two zones, wand slots are limited. Keep your picks focused:

  1. Secure 1–2 core projectile spells first — you need something to fire
  2. Add enhancements before projectiles in the order — they can be rearranged but early setup saves time
  3. Lock in at least one passive — Magic Reservoir prevents MP starvation throughout the run

Commit to a Build Direction Early

Decide your build archetype by Zone 3–4:

  • Poison Build — Venom Crystal + many projectiles; strong against bosses with large HP pools
  • Multi-Projectile Build — Multi-Shot + Volley; exceptional room-clearing speed
  • Chain/Summon Build — Fuse + Floating Wisp; generates sustained DPS through chained casts
  • Charge Build — Charge Mode passive + high-damage single spells; one-shot burst playstyle

Signs a Spell Should Be Replaced

  • It conflicts with your build direction (no need for Chain of Lightning in a pure poison build)
  • Its MP cost is too high relative to its damage contribution
  • A higher-level version of a core spell is available in the shop

Spell Leveling Strategy

Each spell can be leveled up to Level 3 by repurchasing it from the shop. Upgrading the right spells at the right time is just as important as spell selection.

Upgrade Priority

Priority Target Reason
Highest Core projectile spells Directly improves damage and MP efficiency
High Primary enhancement spells Increases multipliers and effect counts
Medium Passive spells Improve when gold allows
Low Secondary projectiles / utility summons Fine to leave at Lv1 early

Upgrade Timing

  • After Zone 2: Bring your main projectile to Lv2 to establish baseline damage
  • Zones 3–4: Push primary enhancements to Lv2–3 for maximum effect
  • Before boss fights: Upgrade passive spells (especially Magic Reservoir) if you have spare gold

Cost Consideration

Level 3 upgrades cost roughly 9× the base price. In most cases, leveling two spells to Lv2 provides more total power than pushing one spell to Lv3. Save Lv3 upgrades for your single most important spell.


Workshop Utilization

The Workshop is a special facility that lets you transform and synthesize spells.

Reconstruction Device

Breaks down a spell into components and converts it into a different spell. Use this to redirect a build mid-run when the shop isn't offering what you need.

Best used when:

  • Early-game utility spells need to be converted into specialized late-game spells
  • You have excess high-level spells that no longer fit your direction

Spell Synthesis Device

Merges two spells into a more powerful hybrid spell. Synthesized spells sometimes have unique properties unavailable in the normal shop.

Examples:

  • Magic Bullet + Magic Bullet → Enhanced Magic Bullet (Lv+)
  • Venom Crystal + Slime Crystal → Poison Swamp Crystal (poison + slow)
  • Fuse + Fuse → Enhanced Fuse (more triggers)

Important: Synthesis is irreversible. Always verify the output before combining.


Recommended Spells by Category

Best Projectile Spells (Top 5)

  1. Magic Bullet — Universal pick; debuff synergy raises the whole build's DPS ceiling
  2. Laser — Pure high-DPS beam; benefits enormously from any enhancement
  3. Floating Wisp — Scales over time through self-replication; cornerstone of summon builds
  4. Black Hole — Mandatory in AoE builds; pairs with Area Boost for unmatched crowd control
  5. Ray of Disintegration — Boss-killer; pairs with Chain of Lightning for splash damage

Best Summon Spells (Top 3)

  1. Fuse — Chain-cast engine; fits into nearly every build
  2. Floating Wisp — Dual projectile/summon nature makes it uniquely flexible
  3. Shadow Serpent — Persistent poison; excellent in poison-focused builds

Best Enhancement Spells (Top 5)

  1. Multi-Shot — Multiplies projectile count; universally strong
  2. Venom Crystal — Best-in-slot for boss encounters; reliable sustained damage
  3. Volley — Room-clearing powerhouse when paired with spread projectiles
  4. Penetration — Simple but effective; enables hitting multiple enemies per shot
  5. Chain of Lightning — Strong against grouped enemies; adds splash to single-target spells

Best Passive Spells (Top 3)

  1. Magic Reservoir — Increases Max MP; should be picked up as early as possible
  2. Area Boost — Amplifies Black Hole, Meteor, and all AoE spells dramatically
  3. Tranquil Bloom — MP regen boost; essential in high-cost spell builds

Spell Synergy Chart

Core Spell Best Enhancements Best Passives Result
Magic Bullet Multi-Shot, Venom Crystal Magic Reservoir Multi-poison DPS combo
Laser Penetration, Volley Area Boost Piercing multi-directional lasers
Black Hole Area Boost, Resonance Rune Wide-range gravity trap
Floating Wisp Venom Crystal, Slime Crystal Tranquil Bloom Self-replicating poison/slow swarm
Meteor Multi-Shot, Volley Area Boost Maximum AoE devastation
Ray of Disintegration Chain of Lightning Magic Reservoir Boss nuke + splash clear

Combinations to Avoid

  • Placing enhancements to the right of projectiles — enhancements only affect spells to their right
  • Stacking high-cost spells without MP support — you'll run dry and barely fire
  • Duplicating the same enhancement type — two Venom Crystals offer no benefit over one; diversify instead

Summary: Spell System Key Points

  1. Enhancements must be placed to the LEFT of the projectiles they should affect
  2. Commit to a build direction early — by Zone 3 at the latest
  3. Always include at least one passive (Magic Reservoir) to prevent MP starvation
  4. Prioritize upgrading your core projectile and primary enhancement spells
  5. Use the Workshop to redirect a build that isn't working out
  6. Unify your synergy direction — poison, multi-shot, chain, or charge

Magicraft's spell combinations are virtually limitless. Use each run as an experiment, and you'll find increasingly powerful synergies with every attempt.