Soul Sacrifice Delta introduces Combos, spell combinations that will cause a new effect. Most of them can be used by a single sorcerer, but a few of them require at least two.
For a version of this page using sortable tables, go here.
Solo Combos Edit
These combos can be used by a single sorcerer.
Arboreal + ArborealEdit
Fruits can be combined with themselves and others to give more powerful or different effects by using "Arboreal Fusion" near a tree with fruit on it; see Arboreal Combo for possible combinations.
Arboreal + Area HealingEdit
Any tree missing fruit will restore back to full if hit with area or ranged healing.
Arboreal + RisingEdit
Creating a pillar in the vicinity of any arboreal offering (not including any combo trees) will wrap it in roots, giving the pillar the fruit's effect while standing on it.
Armor + BlitzEdit
Comboable Blitz of the same element as the currently active armor can be charged into a powerful attack, "Magic Wing". Consumes the armor in the process, so it's recommended to use at the 5th hit. Everyoung Hardwing (Bahamut) can combo with ANY armor, including Tyrant Bindings (Dullahan)
Armor + RoarEdit
Roar of the same element as the currently active armor can be charged 3 stages instead of 2. Consumes the armor in the process.
Armor + ShieldEdit
A summoned shield the same element as the currently active armor will be much larger with a more powerful and larger "Epic Shockwave". Boss offerings will not combo.
Bomb + MineEdit
Bulbs will absorb mines of the same element, transforming them into mortar raining cannons. They no longer explode. Boss offerings will not combo.
Evasive (Dash) + Arm, Beast, Spear or WeaponEdit
With a dash evasive offering active, using any of the melee attack offerings will allow the player to quickly summon them (summoning animation is skipped) and use a dashing attack.
Evasive (Ground) + Arm, Beast, Spear or WeaponEdit
With a ground evasive offering active, using any of the melee attack offerings will allow the player to quickly summon them (summoning animation is skipped) and use an underground uppercut. Weapons, Fists and Spears can follow up with air combos to more easily hit cursed parts.
Mine + WeaponEdit
Summoned mines will be absorbed into a summoned weapon, infusing it with more power. Non-elemental Axe can infuse with all mines (including Iron Virgin's) while elemental weapons require the same element. Boss weapon offerings will not infuse
Parasitic + Area HealingEdit
As its description says, using area (or ranged) healing will make a parasitic seed on an enemy to grow and eventually bloom into a tree, damaging the enemy and knocking it down.
Summon + HomingEdit
Immobile golems will be powered up and attack much faster when hit with multiple root offerings consecutively. Rank 2 (Bronze) golems require 150 damage (apparently unaffected by sigils) to activate; higher rank golems were not tested and might differ. 
Summon + RoarEdit
Immobile golems will shatter into several smaller, mobile imps with the use of any Roar offering, functioning like the Snow White and Succubus offerings.
Terrain + BombEdit
Bulbs will absorb terrain of the same element, transforming them into large venus fly traps that work as turrets, firing projectiles at enemies. Bulbs will combo with boss terrains but terrains will not combo with boss bombs.
Terrain + ExplosiveEdit
While eggs are 'prepped', they will charge while standing in terrain. Non-elemental will become elemental while elemental requires the same type.
Terrain + HomingEdit
Roots of the same element will charge faster than normal.
Terrain + ThrowingEdit
While projectiles are active, they will charge while standing in terrain. Like explosive, non-elemental will work with any element, while elemental requires the same type. Throwing offerings will 'eat' the terrain and it will not last as long as one would think.
Arboreal Combos Edit
These are the results of combining two Arboreal offerings.
Healing + HealingEdit
Lifefruit: Huge health restore.
Healing + LevibloomEdit
Adeptfruit: Effects with timers will last longer.
Healing + VimblossomEdit
Animafruit: Restores a broken offering back to one use.
Healing + WallblossomEdit
Phoenixfruit: No effect on the living. Restores spirits back to life in a new body. However if health drops back to 0, the character dies again without an option to save or sacrifice. Does NOT restore offerings or black rites after use. (usable only on players not NPC's)
Levibloom + LevibloomEdit
Galefruit: Incredibly fast speed boost.
Levibloom + VimblossomEdit
Aegisfruit: You cannot be killed for the duration, but you can still take damage.
Levibloom + WallblossomEdit
Wardingfruit: Nullifies status ailments.
Starveling + Healing, Vimblossom or WallblossomEdit
Cythonian: Kills the player, turning them into a spirit temporarily (if everyone consumes this, the pact is failed). They cannot interact like a normal spirit would but can spread fruits.
Starveling + StarvelingEdit
Fiendfruit: Larger health restore and attack boost.
Vimblossom + VimblossomEdit
Demonfruit: Stronger attack boost.
Vimblossom + WallblossomEdit
Bastionfruit: Nullifies a single attack.
Wallblossom + WallblossomEdit
Etherfruit: Stronger elemental defense boost.
Team Combos Edit
These combos either require two sorcerers to perform or only affect other sorcerers.
Arboreal + RoarEdit
While under the effects of a fruit, using any Roar spell will remove the effect from the player and transfer it to allies nearby. An uncharged roar is enough for this effect, with the advantage that it won't knock allies down. This will work on both normal and combo fruits.
Morph + ArmEdit
As one player uses a morph offering, another player will have to use an Arm offering to punch the other player into an enemy.
Morph + BeastEdit
As one player uses a morph offering, another player will have to use a beast offering's breath attack on it, transforming the morph into a larger ball.
Regenesis Seed + RoarEdit
While under the healing over time effects of Regenesis seed, if the player uses any Roar spell, they can spread the effect to other players in range.
Shield + BeastEdit
As one player summons a shield, another player will have to use the same element beast offering's breath attack on it, increasing the size of the shield. Has the same result as Armor + Shield combo.
- ↑ This was tested thus: 15 uncharged projectiles (5 casts) from Firetree Tri, which has power 10, will activate Flamefiend, as will 8 uncharged (or 4 fully charged) projectiles from Fireroot (power 20 uncharged), or 4 uncharged (or 2 fully charged) projectiles from Flameroot (power 40 uncharged).