Hollow Knight Spells Guide

Vengeful Spirit icon, the first Hollow Knight spell
Spells Directory / Hollow Knight (Patch v1.4.3)

Six SOUL-powered casts across 3 forward attacks, 3 upgrades, and 1 flat 33-SOUL cost. The Forgotten Crossroads Vengeful Spirit is the first; Abyss Shriek is the strongest.

Total spells: 3 base + 3 upgradesSOUL cost: 33 eachCasts per meter: 3 baseline

Six spells in the game, all 33 SOUL each, all stored in the SOUL Meter the Knight fills by hitting enemies with the nail. According to the wiki, the three base spells are Vengeful Spirit (forward), Howling Wraiths (upward), and Desolate Dive (downward); each pairs with a single upgrade that roughly doubles its output.

Per the wiki, the upgrade pattern is the buried lede: Shade Soul, Abyss Shriek, and Descending Dark all cost the same 33 SOUL as their base versions while dealing significantly more damage. Once the upgrade is unlocked, the base spell is permanently overwritten; there is no reason to cast the base version after the swap.

The wiki notes nail-tier upgrades do NOT scale spell damage, which makes spells feel weak on Pure Nail saves and disproportionately strong on Old Nail speedruns. Shaman Stone (+33% to +50% spell damage) and Spell Twister (33 SOUL to 24 SOUL) are the canonical spell-build charms.

This guide covers all 6 spells: each base spell's damage, location, and gating boss, plus the upgrade path, the SOUL economy, the canonical spell-build charm spine, and the spells-do-not-scale-with-nail quirk that catches first-time players.

  • Total count Vengeful Spirit icon 6 spells (3 base + 3 upgrades; each costs 33 SOUL).
  • First spell Forgotten Crossroads icon Vengeful Spirit in Forgotten Crossroads (forward fireball, 15 damage).
  • Best charm pair Shaman Stone icon Shaman Stone + Spell Twister for +33% damage and 24-SOUL cost.
  • Skip when Nail icon Pure nail builds; spells ignore nail-tier scaling so the SOUL is better spent on Focus heals.

All 6 Spells at a Glance

Per the wiki, every spell costs 33 SOUL and overwrites its base version on upgrade. The damage values below are baseline (no Shaman Stone) and represent in-game tooltip data.

SpellDamageDirectionLocationUpgrade gate
Vengeful Spirit15Forward fireballForgotten Crossroads(base)
Shade Soul30Forward fireball, larger, pierces enemiesSoul Sanctum (City of Tears)Vengeful Spirit + Soul Master fight
Howling Wraiths45 (3 ticks of 15)Upward coneHowling Cliffs(base)
Abyss Shriek80 (4 ticks of 20)Upward + downward coneThe Abyss (Birthplace)Howling Wraiths + Kingsoul + Void Heart route
Desolate Dive15 impact + 20 shockwaveDownward smashSoul Sanctum (City of Tears)(base; Soul Master drop)
Descending Dark15 impact + 35 shockwaveDownward smash + i-framesCrystal Peak (deep section)Desolate Dive + Crystal Heart

According to the wiki, the 4 reserve SOUL casts the Reserve Vessel allows doubles the effective spell economy. A full main SOUL meter (99 SOUL) holds 3 casts; full main + reserve holds 6 casts on baseline gear, or 8 casts with Spell Twister equipped.

Build Tip

Per the wiki, all 6 spells share a cast animation lock of roughly 0.5 seconds. Players queueing spells mid-fight can interrupt the cast animation only by taking damage. Plan spell windows around enemy attack telegraphs; a spell cast during a Mantis Lord ring slam guarantees a Mask hit.

1-2. Vengeful Spirit and Shade Soul (Forward)

Vengeful Spirit is the first spell and the canonical SOUL-spend for Mantis Lord positioning. Per the wiki, the spell sits in a chamber east of Forgotten Crossroads, gated by a 4-Husk wave that fires after the first cast.

According to the wiki, Vengeful Spirit deals 15 damage as a forward-traveling fireball that pierces the first enemy it hits. The projectile travels roughly 8 tiles before fading. With Shaman Stone, damage rises to 20 and the projectile size increases noticeably.

Per the wiki, the Shade Soul upgrade doubles base damage to 30 (40 with Shaman Stone) and adds wall-piercing. The upgrade sits in Soul Sanctum behind a Soul Tyrant chamber; defeating the Soul Master boss (City of Tears) opens the path. Once Shade Soul is forged, every Vengeful Spirit cast becomes a Shade Soul cast automatically; there is no downgrade option.

3-4. Howling Wraiths and Abyss Shriek (Upward)

Howling Wraiths is the upward AOE spell that turns aerial bosses into chip targets. Per the wiki, the spell sits in Howling Cliffs on a small altar past a wind-tunnel platforming sequence.

According to the wiki, Howling Wraiths fires 3 damage ticks of 15 each (45 total) in a cone above the Knight. The cone covers roughly 90 degrees and reaches 6 tiles up. Shaman Stone adds a 50% damage boost (3 ticks of 22-23 each, 67-68 total), which is the largest single-cast damage in the game pre-upgrade.

The wiki specifies the Abyss Shriek upgrade sits at the Birthplace in The Abyss, gated by the King's Brand + Kingsoul route. Abyss Shriek deals 4 ticks of 20 each (80 total) in a wider cone that extends both up AND down from the Knight. The downward component makes Abyss Shriek the only spell that hits ground enemies directly below.

5-6. Desolate Dive and Descending Dark (Downward)

Desolate Dive is the downward smash that breaks floors and clears aerial crowds. Per the wiki, the spell drops from the Soul Master boss in Soul Sanctum (City of Tears) as the gate reward; defeating Soul Master unlocks the spell immediately.

According to the wiki, Desolate Dive deals 15 impact damage to enemies the Knight passes through during the drop, plus 20 shockwave damage in a small radius on landing. The cast grants brief invincibility during the descent, which doubles as a vertical-dodge tool. The spell also breaks specific floor tiles marked with crack patterns; several progression pickups (Crystal Peak breakable floor, Resting Grounds Soul Catcher chamber) gate on this mechanic.

The wiki specifies the Descending Dark upgrade sits in Crystal Peak behind a breakable wall past the Crystal Heart pickup. Descending Dark increases shockwave damage to 35 (47 with Shaman Stone) and extends invincibility frames across the entire descent. The upgrade is the canonical panic-button spell since the i-frames protect against multi-hit boss combos.

SOUL Economy

Hitting an enemy with the nail generates 11 SOUL into the main meter (6 into reserve once main is full). Per the wiki, the 99-SOUL main cap holds 3 casts at 33 SOUL each; the 33-SOUL reserve adds 1 more for 4 total per fight without farming.

According to the wiki, Soul Catcher (+3 SOUL per hit) and Soul Eater (+8 SOUL per hit) stack additively, raising main-meter hits to 22 SOUL each. With Spell Twister equipped (24 SOUL per cast), 1 nail hit nearly refills 1 cast, which turns hit-cast-hit-cast loops into the canonical infinite-spell-DPS pattern against tank bosses.

The wiki notes Focus also consumes 33 SOUL per Mask healed, drawing from the same meter as spells. Pure-spell builds route every SOUL into casts and rely on Hiveblood or the Bench-bench shuffle for HP recovery; mixed builds split the pool. Joni's Blessing prevents Focus entirely, which makes it the strongest pure-spell HP anchor in the game.

Spell-Build Charms

The 11-notch spell-build spine is Shaman Stone (3 notches), Spell Twister (2), Soul Catcher (2), and Soul Eater (4). Per the wiki, this configuration delivers +33% spell damage, 24 SOUL per cast, and 22 SOUL per nail hit, which doubles the practical spell DPS over baseline gear.

DamageShaman Stone icon Shaman Stone (3 notches; +33% to +50% spell damage)
CostSpell Twister icon Spell Twister (2 notches; 33 SOUL to 24 SOUL per cast)
SOUL gainSoul Catcher icon Soul Catcher (2 notches; +3 SOUL per nail hit)
SOUL gainSoul Eater icon Soul Eater (4 notches; +8 SOUL per nail hit, stacks with Catcher)
HP anchorJoni's Blessing icon Joni's Blessing (4 notches; +40% Lifeblood Masks, no Focus, no SOUL drain)

According to the wiki, Flukenest is the outlier spell-build charm. It converts Vengeful Spirit / Shade Soul into a dung-fluke swarm that scales differently from standard spells; the per-fluke damage scales with Shaman Stone, and the swarm pairs with Defender's Crest for an S-tier damage-cloud combo. In actual play, the Flukenest + Defender's Crest + Shaman Stone build is the highest-damage configuration against grounded bosses.

Common Mistakes

  1. Expecting nail upgrades to scale spell damage. Per the wiki, Vengeful Spirit deals 15 damage on Old Nail saves and 15 damage on Pure Nail saves; only Shaman Stone changes spell output. Pure-spell builds feel increasingly weak on the standard nail-upgrade route without spell-build charms.
  2. Casting base Vengeful Spirit after picking up Shade Soul. The wiki specifies the upgrade overwrites the base spell permanently. Players who try to preserve Vengeful Spirit for a smaller-projectile use case (Path of Pain navigation, narrow corridors) cannot; the spell is gone for good once the upgrade unlocks.
  3. Forgetting Howling Wraiths damage stacks with Shaman Stone at 50%. Per the wiki, Howling Wraiths is the only spell that gets a +50% Shaman Stone boost (vs +33% for the other five). Spell builds skipping Howling Wraiths give up the largest single-cast damage in the game outside Flukenest combos.
  4. Spending SOUL on Focus when Hiveblood would heal for free. The wiki notes Hiveblood regenerates the last lost Mask after 10 seconds with no SOUL cost. Pure-spell builds that route SOUL into Focus give up an entire spell cast per Mask; Hiveblood + spell build is the canonical sustain configuration.
  5. Casting spells mid-animation against ring-slam bosses. Per the wiki, the 0.5-second cast lock cannot be cancelled. Casting during a Mantis Lord ring slam or Watcher Knight chain-slam guarantees a Mask hit. Plan cast windows around boss attack telegraphs.

Hollow Knight Spells FAQ

How many spells are in Hollow Knight?

Six spells: 3 base (Vengeful Spirit, Howling Wraiths, Desolate Dive) and 3 upgrades (Shade Soul, Abyss Shriek, Descending Dark). Per the wiki, every spell costs 33 SOUL and the upgrade permanently overwrites the base version.

What is the first spell in Hollow Knight?

Vengeful Spirit, picked up in a chamber east of Forgotten Crossroads. Per the wiki, the spell deals 15 damage as a forward-traveling fireball at 33 SOUL per cast and pierces the first enemy hit.

How do I upgrade Vengeful Spirit to Shade Soul?

Defeat Soul Master in Soul Sanctum (City of Tears), then enter the chamber with the Shade Soul altar. Per the wiki, the upgrade doubles base damage to 30 and adds wall-piercing; the swap is permanent.

Do nail upgrades affect spell damage?

No. Per the wiki, spells deal fixed base damage that ignores nail tier. Vengeful Spirit hits for 15 on Old Nail saves and 15 on Pure Nail saves. Shaman Stone (+33% to +50%) is the only spell-damage modifier in the game.

How much SOUL does each spell cost?

33 SOUL per cast, every spell. Per the wiki, the 99-SOUL main meter holds 3 casts and the 33-SOUL reserve adds 1 more. Spell Twister drops the cost to 24 SOUL, raising the cap to 4 casts on main and 5 with reserve.

What's the strongest spell in Hollow Knight?

Abyss Shriek for raw damage (80 base across 4 ticks; 120 with Shaman Stone). Per the wiki, the spell hits both up AND down from the Knight, which makes it the only AOE that covers ground enemies during the cast.

Can I cast spells without taking the upgrade path?

Yes. The 3 base spells (Vengeful Spirit, Howling Wraiths, Desolate Dive) work indefinitely without their upgrades. Per the wiki, the upgrades are optional power increases; the base spells clear the standard ending fight without issue.

What charms work best with a spell build?

Shaman Stone (+33% damage), Spell Twister (24 SOUL per cast), Soul Catcher (+3 SOUL per hit), Soul Eater (+8 SOUL per hit). Per the wiki, the 11-notch spine doubles practical spell DPS over baseline gear and turns hit-cast loops into infinite-DPS rotations.

More Hollow Knight Guides

The spell roster ties to the SOUL-economy charms, the Soul Master gating boss, and the Ancestral Mound pickup pair. These spokes pick up the threads.