Mana Steal

Description
Upon cast, gain 1 and fire a projectile forwards that deals 120 damage. This projectile will refund all of casting this spell whenever it hits any target. after gaining Trinity from this spell, cast this spell again.

Strategy and Synergy
If the player can guarantee that the projectile would not miss the target, Mana Steal effectively becomes a 120 damage spell that happens to give the player Trinity at no Mana cost whatsoever. However, should the player miss, they will be at a deficit of 3 Mana, which can prove to be fatal in certain circumstances. If the player can aim well, Mana Steal is a great pickup both as an efficient damage dealer and mana generation spell.

If the player can't do so well, however, having spells will make it easier to hit the intended target with not only the initial projectile, but also the additional projectile that comes from  for the purpose of generating mana. On a deck that focuses heavily on mana generation (or a spam deck), is a good companion piece to have to immobilize enemies with Mana Steal, which would be used for damage-dealing and extra mana generation on Trinity Cast.

If Trinity Cast while moving between rows, Mana Steal will fire each of its two shots down a different row, sacrificing damage and improving your chance to hit.

Mana Steal has many different upgrade potentials that the player can choose from, depending on the situation. refunds 1.5 Mana on cast, making the initial cost of Mana Steal lower which makes it less punishing for the player should they miss an enemy with it. This also increases total Mana generation even if the projectile did hit. bumps the cost up to a very high amount, 5, causing it to be much more difficult to play. However, some decks may still want this because both projectile will refund for that amount of Mana each. This effectively increases damage-dealing and mana generation potential of the spell, making it highly synergistic with. One thing worth noting is to not upgrade this with. With this upgrade, the amount of damage this spell does decreases in tandem with its Mana-generating ability (as each projectile only refund a single point of Mana now), leaving Mana Steal to often be worse off that it originally was.