GamePress

Spell Casting Guide - Spell Trace Nodes

Submit Feedback or Error

Overview

Casting Spells is one of the most important parts of Wizards Unite. Unfortunately, sometimes it can also be one of the most frustrating. Since how well you cast Spells is a key part of Traces, especially at higher Threat Levels, it feels bad to miscast, or even worse, fail the Spell and lose Spell Energy for nothing. 

The game itself gives you some indicators of where you've messed up if you do fail a Spell, but it can be painful and time-consuming to manually figure it out. So we did the work for you! Here's every castable Spell currently in the game, plus the Tutorial version of Arresto Momentum.

(The Trace Guides are captioned, so you can Control-F for the Spell you're looking for.)

(Update: We apologize for the temporary issues with Bombarda, Flipendo, and Combat Bolt due to incorrect UI scaling, and are in the process of fixing those charts.)

Spell Trace Guides

Accio
Accio
Aguamenti
Aguamenti
Alohomora
Alohomora
Arresto Momentum
Arresto Momentum
Arresto Momentum
Arresto Momentum (Tutorial)
Bombarda
Bombarda
Combat Bolt
Combat Bolt
Diffindo
Diffindo
ebublio
Ebublio
Expecto Patronum
Expecto Patronum
Finite
Finite
Flipendo
Flipendo
Incendio
Incendio
Meteolojinx
Meteolojinx Recanto
Riddikulus
Riddikulus 

Spell Casting Tips and Mechanics

Spell casting and the quality of Spells revolves around a combination of speed and accuracy. Due to some quirks with the Threat Level system, here are some things you should keep in mind for casting Spells.

Threat Level and Spell Casting

  • The only thing that determines whether a Spell affects your Foundable return rate is the color of the Spell bar
  • If the Spell bar is multicolored, you can get a higher chance of returning the Foundable with a better Spell cast by moving the marker towards the right side
  • If the Spell bar is all the same color, then your Spell cast level will have no impact on your Foundable return chance

Speed vs Accuracy

  • The Spell marker is initially set by the speed which the Spell is finished casting
  • Then, a modifier moves it left or right depending on the accuracy of the spell
  • If the Spell Trace is green, it gets a bonus to the right
  • If yellow, it will not move
  • If red-orange, it will get a penalty and move to the left

Our recommendation for anyone struggling with Spells is to slightly focus on speed over accuracy. A very slow, but perfect Spell Trace will still get you, at best, a Good cast. Meanwhile, a very fast but sloppy Spell Trace still has a chance to get a Great cast.

However: If the Spell bar is all the same color, it means you have no benefit from getting a higher tier of Spell cast (aside from bonus XP). Therefore, in that situation, focusing purely on making sure you don't mess up the Spell is the priority, to prevent wasted Spell Energy.