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Fire · Trap

Fire Trap

Creates a trap effective against fire monsters. Weaken them first!

Trampa fuego

Spell scene

Choose the units and replay the cast with the cartridge’s sprites and sounds.

Loading scene…

Spell drawing

Fire Trap

Rune 1 of 2

Illustrative reconstruction: frames, palettes and effect timings come from the ROM. Part placement and drawing speed are choices of this viewer.

Outcome and status application are selected for the demonstration; they are not a battle roll.

How to cast it

Draw these runes in order, each in one stroke, while holding L.

  1. Dark I
  2. Fire I

MP cost

It goes down as Isaac’s level in each rune’s element rises.

Element level1–1011–2021–3031–4041–50
MP3028262523

Aim

Tap a point. Touch a point inside the range.

Affects: Enemies

What it does

Power
128
Duration
4 s · 240 ticks
Cast range
65 px
Trigger radius
16 px
Captures at or below this HP
29.7 %
Intended chance at 0 HP
99.2 %
Intended chance at that HP
35.2 %

Its own rules

Catches the first regular enemy within the trigger radius, in the order of the game’s unit list (not the nearest or the weakest); bosses and allies are never caught. At or under the HP limit (the exact value counts) the capture always succeeds: the game’s chance formula adds a constant that pushes it over 100 %, so the intended chances below are never used. Over the limit the trap is spent on that unit. Obey and Order traps skip units of the opposite element. A new capture trap cancels the side’s earlier one only if that one has not gone off yet; if it has, the new one is the trap discarded.

Similar spells

The 19 spells that run on the same game code as this one. Only what changes between them is shown.

All 19 work the same way. A regular wild monster at or under the HP limit (the exact value counts: with 128 max HP, Trap catches 32 and not 33) is always caught; the caster’s magic, the drawing and the rank do not raise the limit. The trap checks units in the order of the game’s list, not the nearest or the weakest: if the first eligible one has too much HP, the trap is spent on it. Fire Trap and Water Trap differ only in element: their power 128 is a same-element factor of 1, not damage, and they freeze or burn nothing. Obey and Order skip units of the opposite element without spending the trap. All else equal, the cheapest trap whose limit covers the target’s HP is the better choice; a higher tier pays off for more HP, a longer reach (40, 65, 110 and 160 px) or a longer time (4 to 6 s).

SpellsElementMP (level 1–10)Captures at or below this HPCast rangeDurationIntended chance at that HPRunes
TrapDark1025 %40 px5 s25 %1
Fire TrapFire3029.7 %65 px4 s35.2 %2
Fire ObeyFire5035.2 %110 px5 s39.8 %2
Fire OrderFire6539.8 %160 px6 s50 %2
Water TrapWater3029.7 %65 px4 s35.2 %2
Water ObeyWater5035.2 %110 px5 s39.8 %2
Water OrderWater6539.8 %160 px6 s50 %2
Wind TrapWind3029.7 %65 px4 s35.2 %2
Wind ObeyWind5035.2 %110 px5 s39.8 %2
Wind OrderWind6539.8 %160 px6 s50 %2
Earth TrapEarth3029.7 %65 px4 s35.2 %2
Earth ObeyEarth5035.2 %110 px5 s39.8 %2
Earth OrderEarth6539.8 %160 px6 s50 %2
Light TrapLight3029.7 %65 px4 s35.2 %2
Light ObeyLight5035.2 %110 px5 s39.8 %2
Light OrderLight6539.8 %160 px6 s50 %2
Dark TrapDark3029.7 %65 px4 s35.2 %2
Dark ObeyDark5035.2 %110 px5 s39.8 %2
Dark OrderDark6539.8 %160 px6 s50 %2
All spell families

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