Spell Guide

Spell Guide

Spell Mechanics


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The Basics

Spells are useful abilities the player accumulates throughout the game, and are an important part of any run of The Legend of Bum-bo.

There are five types of spells: attack spells, defense spells, puzzle spells, activated spells, and special spells.Attack spells allow the player to attack enemies.

Defense spells allow the player to avoid damage and heal.

Puzzle spells allow the player to modify the puzzle board.

Activated spells have powerful effects that can only be used once in a while.

Special spells do a variety of helpful things.Each playable character starts with a few default spells, whereas new spells can be found in treasure rooms that the player encounters throughout the game.

Treasure Rooms

Treasure rooms are the primary source of new spells and trinkets for the player. Each chapter consists of three enemy rooms, two treasure rooms, and one boss room. The rooms appear in the order below:Enemy Room

Treasure Room

Enemy Room

Enemy Room

Treasure Room

Boss RoomTreasure rooms usually contain two spells, although the treasure rooms in Chapter 4 will sometimes contain trinkets. If the player has all 6 spell slots full when entering a treasure room, they will be given the option to cancel and take no spells or trinkets, although the cancel button often does not work in the second treasure room of each chapter.

A treasure room's spells will try to avoid costing the same color of mana as the player's existing spells. When a spell or trinket is chosen, it is added to the player's inventory and the other option becomes unavailable. If the player tries to take a spell or trinket but does not have room, they must choose a spell or trinket to replace with the new one.

In total, there are 8 treasure rooms that the player can potentially encounter throughout a run; 2 treasure rooms are in each of the 4 chapters. With the exception of the final 2 treasure rooms, each of the treasure rooms has a specific set of spell types available. This applies to every run of The Legend of Bum-bo.

The spell types are listed below:

Treasure room number Left spell type Right spell type 1 Defense spell Puzzle spell 2 Special spell Activated spell 3 Defense spell Attack spell 4 Activated spell Puzzle spell 5 Special spell Attack spell 6 Activated spell Puzzle spell

Unlike the other treasure rooms, treasure rooms 7 and 8 do not have a set of specific spell types; spells in these treasure rooms are entirely random. Also, trinkets are often available in these treasure rooms instead of spells: There is a 33% chance that two trinkets are available.

There is a 33% chance that two spells are available.

There is a 33% chance that one spell and one trinket is available.After defeating any boss except Bygone, two trinkets will always appear in the boss room. Similarly to a treasure room, the player may add one of the trinkets to their inventory. The player will sometimes be given the option to cancel if all of their trinket slots are full, although this doesn't always happen in which case the player may be forced to replace one of their trinkets.

Activated Spells

Activated spells cost no mana, but must recharge after each use. Each room cleared will increase the spell's charge by 1. When the spell's charge is full, it can be used again. Spells with a charge of 0 recharge every turn. Also, making a Mega Peepee combo will charge all activated spells by 2. The number of charges required to use an activated spell can be reduced by purchasing charge needles from the vendor at the Wooden Nickel, or by using the Brown Tick trinket. Cancelling a charge spell does not refund its charge cost.

Base Damage vs. Static Damage

There are two main methods that the game uses to determine how much damage a spell should inflict upon enemies. This guide uses the following labels to describe the two types of spell damage:The term base damage refers to spell damage that scales with the spell damage stat; base damage starts at 0 but each level of the spell damage stat increases base damage by 1.

The term static damage refers to spell damage that doesn't scale with the spell damage stat; usually, the only way to increase this type of damage is by purchasing damage needles from the vendor at the Wooden Nickel.

Shuffling vs. Rerolling

There are two main methods that the game uses to determine how to randomize tiles on the puzzle board. This guide uses the following labels to describe the two types of tile randomization:The term shuffle means that the tiles in question are randomly rearranged, but the number of each color of tile remains the same.

The term reroll means that the tiles in question randomly change color, and the number of each color of tile will vary. Tiles rerolled this way won't reroll into wild tiles or curse tiles, but rarely will reroll into heart tiles. Also, tiles rerolled this way will never reroll into the same tile they were before rerolling.

Status Effects

Some spells can inflict status effects on enemies:

Blind enemies are depicted with a pair of sunglasses on their face, and will sometimes miss their attacks. Blindness wears off after about 2 enemy phases. Most bosses cannot be blinded.

Poisoned enemies are depicted with a green face sticker on them, and take damage at the end of each enemy phase. Poison wears off after a few enemy phases. Poison damage is not classified as spell damage or puzzle damage; this means that enemies with spell damage resistance or puzzle damage resistance do not resist poison damage. Most bosses cannot be poisoned.

Mana Costs

The Basics

With the exception of activated spells, all spells cost mana to cast. The 5 colors of mana are white, brown, green, grey, and yellow. A spell's mana cost can be reduced or rerolled in various ways.

Default Mana Costs

Every non-activated spell in the game has a default total mana cost that determines how much mana it will cost in total, however the number of colors of mana required to use the spell varies. With all characters except Bum-bo the Stout:

Spells with a total mana cost of 1 will always cost 1 mana of 1 color.

Spells with a total mana cost of 2 will always cost 2 mana of 1 color. The only exception is the Converter spell, which will always cost 1 mana of 2 colors by default.

Spells with a total mana cost of 4 will either cost 4 mana of 1 color or 2 mana of 2 colors.

Spells with a total mana cost of 6 will either cost 6 mana of 1 color, 3 mana of 2 colors, or 2 mana of 3 colors.

Spells with a total mana cost of 10 will either cost 5 mana of 2 colors or 2 mana of 1 color and 4 mana of 2 colors.

Spells with a total mana cost of 16 will either cost 8 mana of 2 colors or 6 mana of 1 color and 5 mana of 2 colors.

Spells with a total mana cost of 20 will always cost 7 mana of 2 colors and 6 mana of 1 color.

Here is a table to summarize this information: Total Mana Cost Possible mana cost A Possible mana cost B Possible mana cost C 1 1 2 2 1/1 (Converter spell) 4 4 2/2 6 6 3/3 2/2/2 10 5/5 2/4/4 16 8/8 6/5/5 20 6/7/7

When playing as Bum-bo the Stout, the variety of mana costs is reduced: Total Mana Cost Possible mana cost A Possible mana cost B 1 1 2 2 1/1 (Converter spell) 4 4 6 6 10 5/5 16 8/8 20 6/7/7

Mana Cost Reduction

The mana cost of a spell can sometimes be reduced by using the Sleight of Hand and Golden Tick spells, by using the Rainbow Tick trinket, or by purchasing mana needles from the vendor at the Wooden Nickel. The way the cost is lowered depends on which method is used.

When using a mana needle, the Rainbow Tick trinket, or the Sleight of Hand spell:

If the spell costs 3 or more mana of any number of colors, one of those colors' mana costs is reduced by 1, chosen randomly.

Colors with mana costs of 2 or less are not affected.

When using the Golden Tick spell:

If the spell costs 3 or more mana of any number of colors, each of those colors' mana costs is reduced by 1.

Colors with mana costs of 2 or less are not affected.

Certain spells have reduced total mana costs when they are used as a default spell for a playable character. These spells are Attack Fly, Blender Blade, Puzzle Flick, and Stick. Rerolling the spell's mana cost when it has the reduced total mana cost will cause it to revert to its default, more expensive total mana cost.

Rerolling a Mana Cost

The mana cost of a spell can be rerolled by purchasing a shuffle needle from the vendor at the Wooden Nickel, when using a spell as Bum-bo the Dead, or when using a spell while the Bag-O-Trash trinket is in the player's possession. The cost is rerolled by randomly generating a new cost that has the same total mana cost of the default spell; any mana cost reduction is lost when the cost is rerolled. The new cost does not necessarily have the same number of colors of mana as the original spell; it only has to have the same total mana cost. Contrary to the generation of mana costs of new spells found in treasure rooms, a rerolled mana cost does not try to avoid costing the same color of mana as the player's other spells.

The Converter spell is a special case. When its cost is rerolled by purchasing a shuffle needle, the new cost will always be 2 mana of 1 color. Its cost cannot be rerolled in any other way while it still has its default cost, however its rerolled cost can be rerolled again by any means and will always stay as 2 mana of 1 color.

Attack Spells (A-L)

Image Name Description Total Mana Cost Effect Additional Notes Attack Fly Fly Damage Over Time 6 Deals 1 static damage. Additionally, 1 static damage is dealt every turn the the closest enemy in the lane. The damage over time cannot be increased past 1. Bum-bo the Dead starts with a copy of this spell that costs 4 grey mana. Backstabber Critical Hit On Primed Enemies 6 Attacks for 2 static damage to the furthest enemy in any lane. The attack has 100% critical chance against primed enemies. Bee Butt Poison Attack 4 Deals the player's base damage, poisoning the enemy.                                                               Big Rock Hits the Furthest Enemy + Splash 10 Deals 2 more than the player's base damage to the furthest enemy in a chosen lane, and 1 static damage to all adjacent enemies. Borf Bucket Splash Damage Attack 6 Deals the player's base damage. Deals 1 static damage to all adjacent enemies. Brimstone Penetrative Attack 6 Deals 3 static damage to all enemies in a chosen lane. Bum-bo Smash Bum-bo Smash! 4 Deals the player's base damage. Bum-bo the Brave starts with a copy of this spell that costs 4 white mana. Dog Tooth Attack that Heals You on Kills 10 Deals 1 static damage. Heals 1/2 heart upon hitting an enemy. The description of this spell is misleading; the player heals whether the enemy dies or not. Ecoli Poopymorph Attack 6 Transforms the closest enemy or obstacle in a chosen lane into poop. The enemy will be transformed into a poop enemy or obstacle:There is a 60% chance of transforming into a Poop obstacle. The size of the Poop depends on the current chapter:The Poop will have a size of 1 in Chapter 1.

The Poop will have a size of 2 in Chapter 2.

The Poop will have a size of 3 in Chapters 3 and 4.There is a 25% chance of transforming into a Dip enemy.

There is a 15% chance of transforming into a Squat enemy.The spell has no effect on bosses. When the spell is used on a flying enemy that is above a grounded enemy, both the flying and grounded enemies are destroyed and replaced by poop. Green clouds are not triggered by this spell. ExorcismKit Kill One Enemy, but Heal Others 6 Deals 9 static damage a random enemy. Increases a few nearby enemies' health by 2, but not above 9 health. Cannot target bosses. Fish Hook Mana Gaining Attack 2 Deals 1 static damage. Provides 1 mana of a random color upon hitting an enemy. Sometimes the attack will attempt to provide what seems to be red mana. When this happens, no mana is gained. Flush Hits All Enemies 6 Deals 1 static damage all enemies. Hair Ball Splash Back Attack 6 Deals 2 static damage. Deals 1 static damage to all enemies behind the target. Hat Pin Attack a Row 6 Deals 1 static damage to the closest enemy in a chosen lane and all other enemies in the same row.                                    Lemon Blinding Attack 4 Deals 1 static damage, blinding the enemy.

Attack Spells (L-Z)

Image Name Description Total Mana Cost / Charge Effect Additional Notes Lil Rock Hits the Furthest Enemy 2 Deals 1 static damage to the furthest enemy in a chosen lane.                                                               Mama Foot Hurts Everyone! Including You 16 Deals 1 more than the player's base damage to all enemies. Damages the player by 1/2 heart. Mama Shoe Hits All Non-Flying Enemies 6 Deals 2 static damage to all grounded enemies. Meat Hook Attack That Pulls an Enemy 4 Deals the player's base damage to the furthest enemy in a chosen lane, pulling the enemy forwards. Mega Bean Knocks Back Front Row 6 Knocks back all enemies in the front row. Poisons all flying enemies. Nail Board Hits All Front Row Enemies 6 Deals the player's base damage to all enemies in the front row. Needle Damage Goes Up With Each Hit 4 Deals 1 static damage. Damage increases by 1 for the current room with each successful attack. The temporary damage increase applies to every Needle spell in the player's possession. Bum-bo the Nimble starts with a copy of this spell that costs 4 yellow mana. Number 1 Movement Gaining Attack 10 Deals the player's base damage. If the attack hits an enemy, it provides 1 movement. Pliers Attack + Adds Tooth Tile & Mana 4 Deals 1 static damage. If the attack hits an enemy, it provides one grey mana and places a tooth tile on the puzzle board. Puzzle Flick Removes Tiles and Throws Them 10 Destroys all tiles of a chosen color. Deals static damage equal to half the number of tiles removed, rounded down. Cannot deal less than 1 damage. Damage needles do not affect this spell. Bum-bo the Weird starts with a copy of this spell that costs 3 white mana and 3 grey mana. Rock Hits the Furthest Enemy + Push 4 Deals the player's base damage to the furthest enemy in a chosen lane. Upon damaging an enemy, the enemy is knocked back. Rock Friends Hits 3 Random Enemies 6 Deals 1 static damage to random enemies 3 times. The spell can target the same enemy multiple times. Rubber Bat Hits Front Row Enemies + Push 4 Deals 1 static damage to all enemies in the front row, and knocks them back. Stick Wack Away! 4 Deals the player's base damage, knocking the enemy back. Bum-bo the Stout starts with a copy of this spell that costs 3 brown mana.                        The Negative Penetrative Attack 2 Charge Attacks for damage equal to the player's spell damage stat to all enemies in any lane. Bum-bo the Lost starts with a copy of this spell that has a recharge time of 1.

Defense Spells

Image Name Description Total Mana Cost Effect Additional Notes Barbed Wire Melee Attackers Take Damage 4 During the next enemy phase, enemies take 1 static damage whenever they attack. The description of this spell is misleading; enemies take damage whether they use melee or ranged attacks. Beckoning Finger Pulls an Enmy Close 2 Poisons a random enemy and pulls it forwards.                                                               Brown Belt Blocks Next Attack + Attacks 4 The next time the player is hit, they take no damage and the enemy that attacked the player is dealt the player's base damage. The effect lasts between turns. Damage dealt with this spell is not nullified by enemies that resist spell damage. Cat Heart Spawns a Heart 2 Places a heart tile on the puzzle board. Euthanasia Hurts an Enemy that Hits You 4 During the next enemy phase, enemies take 6 static damage whenever they attack. Flash Bulb 50% of Blinding Enemies 4 Attempts to blind all enemies. Each enemy has a 50% chance to be blinded. Lard Heals 1 Heart, Lose One Move 6 Heals 1 heart and causes the player to have 1 less move at the start of their next turn, but not below 1 move. Melatonin Unprime All Enemies 10 Unprimes all primed enemies. Mom's Pad Blinds 1 Enemy! 4 Blinds the closest enemy in a chosen lane. Old Pillow Blocks the Next Single Attack 4 The next time the player is hit, they take no damage. The effect lasts between turns. Orange Belt Attacking Enemies Take Damage 2 During the next enemy phase, deals 1 static damage to an enemy whenever it damages the player. Peace Unprime One Random Enemy 4 Randomly chooses a primed enemy and unprimes it. Pepper Booger and Knock Back! 4 Boogers and knocks back the closest enemy in a chosen lane. Pinto Bean Push All Front Row Enemies 2 Knocks back all enemies in the front row. Prayer Card Gain Half a Soul Heart 16 Provides 1/2 soul heart. Rotten Meat Heals 1/2 Heart, But You Barf... 4 Heals 1/2 heart. Obscures four tiles on the puzzle board. Obscured tiles can still be used in tile combos, but the colors of the tiles are hidden. Modifying or moving the tiles makes them visible again. Smoke Machine 50% to Dodge Next Attacks 4 Gain a 50% chance for enemy attacks to miss during the next enemy phase. Snack Heals 1/2 Heart 6 Heals 1/2 heart. Snot Rocket Booger a Lane 10 Applies 1 booger to all enemies in a chosen lane. Stop Watch Enemies Move Slower 4 During the next enemy phase, all enemies' number of actions is reduced to 1. The Virus Poisons Enemy that Hits You 2 Enemies that hit the player become poisoned. Trash Lid Blocks the Next 2 Attacks 6 The next 2 times the player is hit, they take no damage. The effect lasts between turns. White Belt Avoid Status Effects 2 During the player's current turn and the next enemy phase, enemies cannot drain the player's mana or place curse tiles on the puzzle board. While White Belt is active, curse tiles can still be placed on the puzzle board by the player's spells and trinkets.                            Yellow Belt +5% to Dodge Next Attacks 2 Increases the chance that enemies miss their attacks by 5% during the next enemy phase.

Puzzle Spells (A-K)

Image Name Description Total Mana Cost Effect Additional Notes 20lbs Weight Destroy Top 3 Rows 4 Destroys all tiles in the top 3 rows of the puzzle board. 8 Ball Adds Wild to Next Row 2 Places a wild tile in the upcoming row of the puzzle board.                                                               Black D12 Reroll a Column of Tiles 2 Rerolls a column of tiles. Blender Blade Destroys Tiles and Touching 6 Destroys a chosen tile and the 4 tiles directly touching it. Bum-bo the Stout starts with a copy of this spell that costs 3 green mana. Bum-bo Shake Rerolls the Puzzle Board 2 Shuffles the puzzle board. Bum-bo the Brave starts with a copy of this spell that costs 2 grey mana. Buzz Down Move a Tile Column One Down 1 Moves a tile row 1 space downwards. Bum-bo the Dead starts with a copy of this spell that costs 1 white mana. Buzz Right Move a Tile Row One Right 1 Moves a tile row 1 space to the right. Bum-bo the Dead starts with a copy of this spell that costs 1 grey mana. Buzz Up Move a Tile Column One Up 1 Moves a tile column 1 space upwards. Chaos Add Wild Tile and a Curse 2 Places a wild tile and a curse tile on the puzzle board. Cursed Rainbow Makes Wilds... and Curses 4 Places 3 curse tiles on the puzzle board. Places 4 wild tiles in the upcoming row of the puzzle board. Dead Dove Destroy a Tile & Tiles Above 4 Destroys the selected tile and all tiles above it in the same column. Eraser Destroy All Tiles of One Type 4 Destroys all tiles of a chosen color. Flip Rerolls Any Tile 1 Rerolls a chosen tile. The tile can reroll into any color, and rarely it will reroll into a heart tile. Krampus Cross Destroy a Row and Column of Tiles 6 Destroys a row and column of tiles.

Puzzle Spells (M-Z)

Image Name Description Total Mana Cost Effect Additional Notes Magic Marker Adds More of a Selected Tile 4 Places 2 or 3 tiles of a chosen tile's color on the puzzle board. Bum-bo the Weird starts with a copy of this spell that costs 4 yellow mana. MallEt Split a Tile in Two 4 Destroys a chosen tile. Both tiles directly beside the chosen tile become the same color as the chosen tile. When used on a wild tile, both tiles directly beside the chosen tile become random colors. Mirror Mirror Flips a Row of Tiles 2 Horizontally inverts a chosen row of tiles.                                                               Mom's Lipstick Turns a Tile Into a Heart 4 Converts a chosen tile into a heart tile. Ms. Bang Removes a Tile and All Adjacent 4 Destroys a chosen tile and all 8 tiles around it. Navy Bean Destroy a Column of Tiles 4 Destroys a column of tiles. Paper Straw Gain Mana = to Most Common Tile 6 Chooses the tile color with the most tiles on the puzzle board, and provides 1 mana of that color for each tile of that color on the puzzle board. If there are more heart tiles on the board than any other tile, the player heals 1/2 heart instead of gaining mana. Similarly, if there are more curse tiles on the board than any other tile, the player takes 1/2 heart of damage instead of gaining mana. If there is a tie for the tile color with the most tiles on the puzzle board, the colors are prioritized in the following order: white > brown > green > grey > yellow. Potato Masher Smash a Tile... Kinda. 2 Destroys a chosen tile, and places a tile of the chosen tile's color on the puzzle board. Rainbow Finger Change any Tile to Wild 4 Transforms a chosen tile into a wild tile. Rainbow Flag Adds 3 Wild Tiles 10 Places 3 wild tiles on the puzzle board. Red D12 Rerolls a Row of Tiles 2 Rerolls all tiles in a chosen row. Skewer Destroys a Row of Tiles 4 Destroys all tiles in a chosen row. TinyDice Reroll Tiles of the Same Type 4 Rerolls all tiles of a chosen color.                                     Toothpick Remove a Single Tile 2 Removes a chosen tile. Provides 1 mana of the chosen tile's color. Provides no mana when used on curse tiles, heart tiles, or wild tiles. Bum-bo the Nimble starts with a copy of this spell that costs 2 grey mana.

Activated Spells (A-L)

Image Name Description Charge Effect Additional Notes Butter Bean Knockback All Enemies 1 Knocks back all enemies.                                                               Cat Paw Converts Hearts Into Soul Hearts 1 Causes the player to take 1 red heart damage. Provides 1 soul heart. Cannot be activated if the player has less than 1 red heart HP. Cannot be activated if the player has more than 5 hearts total. Craft Paper Becomes a Copy of a Spell 1 Becomes a duplicate of a chosen spell, but with a rerolled mana cost. When used on a charge spell, the duplicate will always start fully charged. D4 Rerolls the Puzzle Board 1 Shuffles the puzzle board. D6 Reroll a Spell 1 Replaces a chosen spell with a random new one. The rerolled spell does not necessarily become the same type of spell as the one it replaced. Charge spells created using the D6 spell always start fully charged. D8 Rerolls Your Current Mana 0 Rerolls the player's mana. The total amount of mana after the reroll is between 6 more and 6 less than the player's previous total amount of mana. D10 Rerolls All Enemies 1 Rerolls all enemies in the current room. Bosses are not rerolled. When a champion enemy is rerolled into the same enemy it was already, it maintains its champion status.

The specific enemies that result from activating this spell depend on which chapter the player is in:

Chapter 1: All grounded enemies will be rerolled into either Dips or Tatokids. All flying enemies will be rerolled into Fly enemies.

Chapter 2: All grounded enemies will be rerolled into Masks. All flying enemies will be rerolled into either Longits or Boom Flies.

Chapter 3: All grounded enemies will be rerolled into either Skully B. enemies or Cultists. All flying enemies will be rerolled into Whisps.

Chapter 4: All grounded enemies will be rerolled into either Dips or Tatokids. All flying enemies will be rerolled into Fly enemies. D20 So Mysterious... 4 Rerolls the puzzle board and rerolls the player's mana. Provides 1 soul heart. The total amount of mana after the reroll is between 6 more and 6 less than the player's previous total amount of mana. Dark Lotus Gain 3 Random Mana 0 Provides 1 mana of 3 random colors. Golden Tick Reduce the Cost of Your Spells 3 Reduces the mana costs of all of the player's spells for the current room. For specifics on the mechanics of this spell, please refer to the mana costs section of this guide. Leaky Battery Hits All Enemies 2 Deals 2 static damage to all enemies. Lithium Battery +2 Movement 2 Provides 2 movement.                              Loose Change Gain Coins = to Next Damage Taken 0 During the next enemy phase, the player gains 1 coin each time they are hit by an enemy.

Activated Spells (M-Z)

Image Name Description Charge Effect Additional Notes Mega Battery +3 Movement + Random Mana 3 Provides 3 movement and 2-3 mana of random colors.                                                               Mushroom +1 Damage and Life Gain 3 Heals 1/2 heart. Increases the player's spell damage and puzzle damage stats by 1 for the current room. The player's spell damage and puzzle damage stats can never be increased past 5. Pause Enemies Miss Their Next Turn 4 During the next enemy phase, all enemies have 0 actions. Price Tag Destroys a Spell, Gain 10+ Coins 1 Destroys a chosen spell. Provides 10-20 coins. Quake Break Rocks/Poops + Hurt Enemies 2 Destroys all rocks and Poops. Deals 1 damage to all grounded enemies. Silver Chip Extra Reward at End of Combat 2 Increases the amount of coins provided for clearing the room by 1-3. Teleport Skip Ahead 1 Room 3 Skips the current room. Can be used to skip the Bygone boss fight. The Poop Make a Poop Shield 1 Places a poop in a chosen lane. The Relic Gain a Soul Heart 3 Provides 1 soul heart. Trace Paper Copies Spell at Random 2 Randomly chooses one of the player's other spells and activates its effect. Trap Door Skip Chapter +10 Coins! 4 Skips the current chapter. Provides 10 coins. Does nothing when used in the fourth chapter. Watch Battery +1 Movement 1 Provides 1 movement. Wooden Nickel Gain 1-2 Coins 2 Provides 1-2 coins.                              Yum Heart Gain 1 Heart 2 Heals 1 heart.

Special Spells

Image Name Description Total Mana Cost Effect Additional Notes 20/20 Tile Combo Is Cast Twice 4 The effect of the next tile combo happens twice. Addy +1 Damage This Turn 2 Increases the player's spell damage and puzzle damage stats by 1 for the current turn.                                                               Big Slurp +2 Movement 10 Provides 2 movement. Black Candle Removes All Curse Tiles 4 Destroys all curse tiles on the puzzle board. Blind Rage You and Enemies Hurt More 4 Increases the player's spell damage and puzzle damage stats by 1, and increases damage taken from enemy attacks by 1/2 heart. The effect lasts for the current room. Blood Rights Gain Mana + Curses 2 Places 1-2 curse tiles on the puzzle board. Provides 1 mana of each color. Box! +1 Mana of Each Color 4 Provides 1 mana of each color. Coin Roll +1 Coin 10 Provides 1 Coin. Converter Gain X Mana 2 Gain 1 mana of color X. X is a random color of mana. The default mana cost will never include mana of color X. Crazy Straw Destroys a Tile + Mana 6 Removes a chosen tile. Provides 3 mana of the chosen tile's color. The spell cannot be used on wild tiles. When used on heart tiles, no mana is gained. Juiced! +1 Movement 4 Provides 1 movement. Libra Averages Your Mana 4 Averages the player's mana. Lucky Foot Gain +1 Luck for the Room 4 Increases the player's luck stat by 1 for the current room. The luck stat can never be increased past 5. Metronome ??? 4 Copies the effect of a random spell. The spell effect can be of any spell in the game. If a cancel-able spell effect is activated, the spell can be cancelled to refund all mana, allowing the player to use the Metronome spell again in hopes of getting a more desirable effect. When copying the converter spell, a random color of mana is provided. Missing Piece Gain +1 Puzzle Damage 10 Increases the player's puzzle damage stat by 1 for the current room. Pentagram Gain +1 Damage for the Room 6 Increases the player's spell damage and puzzle damage stats by 1 for the current room. Refresh Charges Random Usable Item 16 Randomly chooses one of the player's charge type spells, and adds 1 charge to it. Roid Rage Your Next Attack Will be Critical 4 The player's next attack this turn has 100% critical chance. When used on a Mega Boner or Mega Chomper combo, only the first instance of damage from the attack is made critical. Sleight Of Hand Spells Cost Less for the Room 10 Reduces the mana costs of each of the player's other spells for the current room. Canceling a cancelable spell that has had its mana cost reduced by the Sleight of Hand spell causes the spell's original mana cost to be refunded, while only the reduced mana cost is deducted from the player's mana pool. By repeatedly canceling spells this way, the player can gain infinite mana. Time Walker +3 Movement 20 Provides 3 movement.                                     Wooden Spoon Gain +1 Movement for the Room 16 Provides 1 movement. Provides 1 movement at the start of each turn in the current room. Can increase movement per turn to 10 movement, despite the normal limit of 9 movement.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2319039787					

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