Iron's

Blood Spells


Acupuncture

School:
Blood
Level:
1 to 10

Cooldown:

20s

Mana:

25 to 70

Cast Type:

Instant

Rarity:

Rare to Legendary

2 Damage 5 Projectiles Around a targeted creature, create a field of blood needles in every direction, shooting down and healing you for 25% of damage done

Blood Needles

School:
Blood
Level:
1 to 10

Cooldown:

10s

Mana:

25 to 70

Cast Type:

Instant

Rarity:

Uncommon to Legendary

2 Damage 5 Projectiles Create a ring of needles made from blood and fire them forward, skewering targets and healing you for 25% of damage done

Blood Slash

School:
Blood
Level:
1 to 5

Cooldown:

10s

Mana:

25 to 45

Cast Type:

Instant

Rarity:

Rare to Legendary

10 Damage Slash forward to send out a concentrated blade of blood, slicing through creatures and healing for 15% of damage done.

Blood Step

School:
Blood
Level:
1 to 5

Cooldown:

5s

Mana:

30 to 70

Cast Type:

Instant

Rarity:

Uncommon to Legendary

12 Block Range Instantaneously teleport to where you are looking, or directly behind any targeted creature. Gain a short duration of true invisibility upon reaching your destination.

Devour

School:
Blood
Level:
1 to 10

Cooldown:

20s

Mana:

25 to 61

Cast Type:

Instant

Rarity:

Uncommon to Legendary

6 Damage 2 Max HP on Kill Pull in a nearby creature and attack them with a bite, leeching 15% of damage done as health. If the creature is killed, you temporarily gain additional max HP. Created by the ancient magician known as Yorhavich

Heartstop

School:
Blood
Level:
1 to 10

Cooldown:

120s

Mana:

50 to 140

Cast Type:

Instant

Rarity:

Common to Legendary

15s Effect Length Cast to inflict yourself with Heartstop, an effect that makes you temporarily invulnerable. However, once it wears off, you take 50% of all damage accumulated while under its effects.

Raise Dead

School:
Blood
Level:
1 to 6

Cooldown:

150s

Mana:

50 to 100

Cast Type:

Long

Rarity:

Uncommon to Legendary

1 Summons Cast to summon undead minions from the earth beneath you. The higher the power, the better equipment they will have.

Ray Of Siphoning

School:
Blood
Level:
1 to 10

Cooldown:

15s

Mana:

8 to 17

Cast Type:

Continuous

Rarity:

Common to Legendary

1 Damage 12 Block Range Hold to cast a ray of necrotic energy that siphons health from creatures it hits, damaging them and healing you for 100% of damage done.

Wither Skull

School:
Blood
Level:
1 to 10

Cooldown:

1s

Mana:

20 to 38

Cast Type:

Instant

Rarity:

Uncommon to Legendary

6 Damage Launch a wither skull forward that explodes in a small radius around the impact. The higher the level, the faster the projectile.

Eldritch Spells


Abyssal Shroud

School:
Eldritch
Level:
1 to 3

Cooldown:

200s

Mana:

350 to 390

Cast Type:

Instant

Rarity:

Legendary to Legendary

6s Effect Length Cloak yourself with the shadows of the abyss, granting the ability to evade any attack for a short duration of time.

Planar Sight

School:
Eldritch
Level:
1 to 3

Cooldown:

200s

Mana:

200 to 300

Cast Type:

Instant

Rarity:

Legendary to Legendary

40s Effect Length Shift your vision in between planes, gaining the ability to see creatures through solid material.

Sculk Tentacles

School:
Eldritch
Level:
1 to 4

Cooldown:

30s

Mana:

150 to 300

Cast Type:

Long

Rarity:

Legendary to Legendary

8 Damage 2.5 Block Radius From where you look, erupt a mass of sculk energy in the form of wailing tentacles, damaging and blinding creatures caught in the chaos.

Sonic Boom

School:
Eldritch
Level:
1 to 3

Cooldown:

25s

Mana:

150 to 250

Cast Type:

Long

Rarity:

Legendary to Legendary

20 Damage 20 Block Range Blast forth a sonic boom of immense power, passing through solid material with ease and harming the first creature in its path.

Telekinesis

School:
Eldritch
Level:
1 to 5

Cooldown:

35s

Mana:

40 to 40

Cast Type:

Continuous

Rarity:

Legendary to Legendary

12 Block Range Reach out with a spectral force and grip a creature, forcing them towards your gaze. Creatures are susceptible to kinetic damage.

Ender Spells


Black Hole

School:
Ender
Level:
1 to 6

Cooldown:

120s

Mana:

300 to 800

Cast Type:

Long

Rarity:

Legendary to Legendary

2 AOE Damage 6.1 Block Radius Around a targeted location, create a fissure into the void, manifesting a black hole that will suck in nearby creatures and slowly crush them to death

Counterspell

School:
Ender
Level:
1 to 1

Cooldown:

10s

Mana:

50 to 50

Cast Type:

Instant

Rarity:

Rare to Rare

  • Interrupt player and mob casting

  • Banishes summoned shield , blood slash , creeper head

  • Banishes summoned creatures

  • Removes root

  • Removes mob effects like fortify or evasion

Dragon Breath

School:
Ender
Level:
1 to 10

Cooldown:

12s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Common to Legendary

1.75 Damage Hold to spew a cone of dragon breath forwards. Each time a creature is hit, there is a chance to create a pool of dragon breath at their feet.

Evasion

School:
Ender
Level:
1 to 5

Cooldown:

180s

Mana:

40 to 120

Cast Type:

Instant

Rarity:

Epic to Legendary

1 Hits Dodged Cast to imbue yourself with ender energy. Upon being attacked while under its effects, you will immediately teleport within a short radius and avoid taking any damage. Only a finite amount of hits can be dodged before the effect immediately wears off.

Magic Arrow

School:
Ender
Level:
1 to 10

Cooldown:

8s

Mana:

40 to 85

Cast Type:

Long

Rarity:

Rare to Legendary

10 Damage Hold to charge a piercing arrow made of arcane energy. This arrow has no gravity and can travel through blocks.

Magic Missile

School:
Ender
Level:
1 to 10

Cooldown:

1s

Mana:

10 to 28

Cast Type:

Instant

Rarity:

Common to Legendary

6 Damage Shoot a bolt of concentrated arcane magic. Also a trademark of every wizard.

Recall

School:
Ender
Level:
1 to 1

Cooldown:

300s

Mana:

100 to 100

Cast Type:

Long

Rarity:

Uncommon to Uncommon

Warps you back to your spawn location, or world spawn if there is none.

Starfall

School:
Ender
Level:
1 to 10

Cooldown:

16s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Uncommon to Legendary

4 Damage 6 Block Radius Target a single area and continuously rain down arcane comets from above for the duration of the spell

Summon Ender Chest

School:
Ender
Level:
1 to 1

Cooldown:

5s

Mana:

25 to 25

Cast Type:

Instant

Rarity:

Rare to Rare

Apparate your Ender Chest inventory upon casting.

Teleport

School:
Ender
Level:
1 to 5

Cooldown:

3s

Mana:

20 to 28

Cast Type:

Instant

Rarity:

Uncommon to Legendary

10 Block Range Instantaneously teleport to where you are looking, leaving nothing but a cloud of ender energy behind.

Evocation Spells


Arrow Volley

School:
Evocation
Level:
1 to 6

Cooldown:

15s

Mana:

40 to 90

Cast Type:

Long

Rarity:

Uncommon to Legendary

2 Damage 25 Projectiles Around a targeted creature or block, summon a rolling wave of magical arrows from the sky.

Chain Creeper

School:
Evocation
Level:
1 to 6

Cooldown:

15s

Mana:

40 to 90

Cast Type:

Long

Rarity:

Uncommon to Legendary

5 Damage 3 Projectiles Around a targeted creature or block, conjure a ring of creeper heads that falls to the ground and explodes. Any creature killed by this blast will conjure another, smaller, ring of creeper heads. This can chain multiple times.

Fang Strike

School:
Evocation
Level:
1 to 10

Cooldown:

5s

Mana:

30 to 57

Cast Type:

Long

Rarity:

Common to Legendary

8 Fangs 6 Damage Conjure a line of evoker fangs in front of you, in classic illager fashion.

Fang Ward

School:
Evocation
Level:
1 to 8

Cooldown:

15s

Mana:

45 to 80

Cast Type:

Long

Rarity:

Common to Legendary

2 Rings 8 Damage Conjure protective rings of evoker fangs around you, in classic illager fashion.

Firecracker

School:
Evocation
Level:
1 to 10

Cooldown:

1s

Mana:

20 to 38

Cast Type:

Instant

Rarity:

Common to Legendary

4 Damage Instantaneously conjure a firework where you look that explodes in a small radius around it.

Gust

School:
Evocation
Level:
1 to 10

Cooldown:

12s

Mana:

30 to 75

Cast Type:

Long

Rarity:

Uncommon to Legendary

2 Strength 4.5 Damage Conjure a strong gust of wind, knocking back creatures in a conical shape, causing damage if they impact a wall

Invisibility

School:
Evocation
Level:
1 to 6

Cooldown:

45s

Mana:

35 to 75

Cast Type:

Long

Rarity:

Rare to Legendary

10s Effect Length Cast to briefly grant yourself true invisibility, which hides armor and held items, but immediately wears off upon dealing damage. Mobs also lose aggro.

Lob Creeper

School:
Evocation
Level:
1 to 10

Cooldown:

2s

Mana:

20 to 38

Cast Type:

Instant

Rarity:

Uncommon to Legendary

6 Damage Lob the head of a creeper forward that explodes in a medium radius around the impact. The higher the level, the faster the projectile.

Shield

School:
Evocation
Level:
1 to 10

Cooldown:

8s

Mana:

35 to 80

Cast Type:

Instant

Rarity:

Common to Legendary

15 HP Conjure a stationary shield of arcane energy where you look that will block projectiles and prevent creatures from passing.

Slow

School:
Evocation
Level:
1 to 6

Cooldown:

45s

Mana:

50 to 100

Cast Type:

Long

Rarity:

Uncommon to Legendary

10% Slowed 20s Effect Length 5 Max Targets In a radius around a targeted creature, apply the Slowed effect to enemies, decreasing movement speed, attack speed, mining speed, mana regeneration, and cast time for a duration.

Spectral Hammer

School:
Evocation
Level:
1 to 5

Cooldown:

10s

Mana:

15 to 35

Cast Type:

Instant

Rarity:

Uncommon to Legendary

3x3x2 12 Block Range Conjure a spectral hammer out from where you look that will mine all connected stone-type blocks in a cube where it hits, leaving only ores and rubble behind.

Summon Horse

School:
Evocation
Level:
1 to 5

Cooldown:

20s

Mana:

50 to 58

Cast Type:

Long

Rarity:

Common to Legendary

Conjure a spectral steed that will follow you around and only let you ride. The horse's speed, health, and jump height scales with spell power.

Summon Vex

School:
Evocation
Level:
1 to 5

Cooldown:

150s

Mana:

50 to 90

Cast Type:

Long

Rarity:

Rare to Legendary

1 Summons Cast to conjure vexes that will follow, protect, and fight for you.

Fire Spells


Blaze Storm

School:
Fire
Level:
1 to 10

Cooldown:

20s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Common to Legendary

2 Damage Hold to unleash a barrage of blaze fireballs, shooting rapidly but wildly in front of you and igniting any creatures or blocks hit.

Burning Dash

School:
Fire
Level:
1 to 10

Cooldown:

10s

Mana:

20 to 38

Cast Type:

Instant

Rarity:

Common to Legendary

5.5 Damage Quickly launch yourself forward in a haze of fire, and leave a small shockwave behind that damages and ignites nearby creatures.

Fire Breath

School:
Fire
Level:
1 to 10

Cooldown:

12s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Common to Legendary

1 Damage Hold to spew a cone of fire outwards, igniting creatures and blocks in its path.

Fireball

School:
Fire
Level:
1 to 3

Cooldown:

25s

Mana:

60 to 90

Cast Type:

Long

Rarity:

Epic to Legendary

10 Damage 1 Block Radius Manifest and throw a ball of fire, exploding and dealing massive damage on impact.

Firebolt

School:
Fire
Level:
1 to 10

Cooldown:

1s

Mana:

10 to 28

Cast Type:

Instant

Rarity:

Common to Legendary

6 Damage Shoot a small projectile of fire, igniting whatever it hits.

Heat Surge

School:
Fire
Level:
1 to 8

Cooldown:

45s

Mana:

50 to 106

Cast Type:

Long

Rarity:

Common to Legendary

20% Reduced Armor 10s Effect Length 6.5 Block Radius Emanate a surge of fiery magic, igniting and rending creatures in a radius around you. Rended creatures have reduced armor.

Magma Bomb

School:
Fire
Level:
1 to 8

Cooldown:

12s

Mana:

30 to 65

Cast Type:

Long

Rarity:

Uncommon to Legendary

8 Damage 1.7 AOE Damage 4 Block Radius Launch a bomb made from magma, exploding on impact and leaving a field of fire where it lands

Wall Of Fire

School:
Fire
Level:
1 to 5

Cooldown:

20s

Mana:

10 to 30

Cast Type:

Continuous

Rarity:

Common to Legendary

12 Block Range Hold to draw out a wall of fire that erupts when the cast finishes. It can be canceled early to immediately trigger, or will automatically cancel if you run out of length. This wall blocks projectiles and ignites creatures that pass through it.

Holy Spells


Angel Wing

School:
Holy
Level:
1 to 5

Cooldown:

120s

Mana:

60 to 140

Cast Type:

Instant

Rarity:

Epic to Legendary

30s Effect Length Cast to gain wings made of holy energy, acting as an elytra, for a brief period of time.

Blessing Of Life

School:
Holy
Level:
1 to 10

Cooldown:

10s

Mana:

10 to 55

Cast Type:

Long

Rarity:

Common to Legendary

4 Healing Cast to target any creature, showing a glowing outline. Completing the cast will heal this creature.

Divine Smite

School:
Holy
Level:
1 to 5

Cooldown:

15s

Mana:

30 to 90

Cast Type:

Long

Rarity:

Common to Legendary

5.0 Damage With a fervor of holy energy, swing forth your weapon, doing a melee area attack. This spell is uninterruptible. The damage scales off of your held weapon's melee damage.

Fortify

School:
Holy
Level:
1 to 10

Cooldown:

35s

Mana:

40 to 85

Cast Type:

Long

Rarity:

Common to Legendary

6 Temporary HP 16 Block Radius Upon casting, fortify every friendly creature within a radius around you, giving them temporary HP.

Greater Heal

School:
Holy
Level:
1 to 1

Cooldown:

45s

Mana:

100 to 100

Cast Type:

Long

Rarity:

Rare to Rare

Max Healing A more powerful but much slower version of heal, this spell will completely heal yourself upon being casted.

Guiding Bolt

School:
Holy
Level:
1 to 10

Cooldown:

8s

Mana:

15 to 33

Cast Type:

Instant

Rarity:

Common to Legendary

3 Damage 15s Effect Length Fire a slow bolt of holy energy. Creatures hit will gain the Guided effect, homing nearby projectiles in towards them

Haste

School:
Holy
Level:
1 to 6

Cooldown:

45s

Mana:

50 to 100

Cast Type:

Long

Rarity:

Uncommon to Legendary

10% Hastened 30s Effect Length 5 Max Targets In a radius around a targeted creature, or yourself if no creature is targeted, apply the Hastened effect, increasing movement speed, attack speed, mining speed, mana regeneration, and cast time reduction for a duration.

Heal

School:
Holy
Level:
1 to 10

Cooldown:

25s

Mana:

30 to 120

Cast Type:

Instant

Rarity:

Common to Legendary

6 Healing Cast to infuse yourself with holy energy and immediately regain health.

Healing Circle

School:
Holy
Level:
1 to 10

Cooldown:

25s

Mana:

40 to 130

Cast Type:

Long

Rarity:

Common to Legendary

0.5 AOE Healing 4 Block Radius 10s Duration Around a targeted creature or block, place a stationary circle of holy magic that heals allies within

Wisp

School:
Holy
Level:
1 to 10

Cooldown:

3s

Mana:

15 to 33

Cast Type:

Long

Rarity:

Common to Legendary

5 Damage Conjure a projectile of holy energy that will float towards nearby targets and deal damage upon impact.

Ice Spells


Cone Of Cold

School:
Ice
Level:
1 to 10

Cooldown:

12s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Common to Legendary

1.75 Damage Hold to cast out a cone of cold energy, freezing creatures in its path.

Frost Step

School:
Ice
Level:
1 to 8

Cooldown:

10s

Mana:

15 to 36

Cast Type:

Instant

Rarity:

Rare to Legendary

9 Block Range 4.6 Shatter Damage Instantaneously teleport to where you are looking, leaving behind a shadow of ice. This shadow will shatter after 3 seconds or upon taking any damage, shooting out icicles in every direction.

Frostwave

School:
Ice
Level:
1 to 8

Cooldown:

45s

Mana:

50 to 85

Cast Type:

Long

Rarity:

Common to Legendary

10s Effect Length 6.75 Block Radius Cascade a wave of frost magic in a radius around you, afflicting creatures with chilled. Chilled creatures are slowed, and have their incoming freeze time doubled.

Ice Block

School:
Ice
Level:
1 to 6

Cooldown:

15s

Mana:

40 to 90

Cast Type:

Long

Rarity:

Rare to Legendary

8 Damage Conjure a giant chunk of ice above a targeted creature or block. After a short delay, it will fall down and explode for area frost damage, doing additional damage to any creatures hit on the way down.

Icicle

School:
Ice
Level:
1 to 10

Cooldown:

1s

Mana:

10 to 28

Cast Type:

Instant

Rarity:

Common to Legendary

6 Damage Fire a piercing bolt of cold energy in the form of an icicle, freezing those it touches.

Ray Of Frost

School:
Ice
Level:
1 to 5

Cooldown:

15s

Mana:

25 to 85

Cast Type:

Instant

Rarity:

Common to Legendary

9 Damage 4.5s Freeze Time 30 Block Range Fire a beam of cold energy, dealing low damage but immediately applying freeze to the creature hit.

Summon Polar Bear

School:
Ice
Level:
1 to 10

Cooldown:

180s

Mana:

50 to 140

Cast Type:

Long

Rarity:

Rare to Legendary

24.0 HP 4.0 Damage Cast to summon a polar bear who will follow, protect, and fight for you, as well as providing a mount.

Lightning Spells


Ascension

School:
Lightning
Level:
1 to 10

Cooldown:

15s

Mana:

50 to 59

Cast Type:

Instant

Rarity:

Rare to Legendary

5 Damage Cast to strike lightning at your feet and ascend quickly into the air, and gain reduced gravity for the next few seconds.

Chain Lightning

School:
Lightning
Level:
1 to 10

Cooldown:

20s

Mana:

25 to 88

Cast Type:

Instant

Rarity:

Uncommon to Legendary

6 Damage 4 Max Targets 4 Block Range Start a chain of lightning from a targeted creature, causing waves of zapping magic to cascade to nearby creatures

Charge

School:
Lightning
Level:
1 to 3

Cooldown:

40s

Mana:

50 to 100

Cast Type:

Instant

Rarity:

Rare to Legendary

30s Effect Length +20% Speed +10% Attack Damage +5% Spell Power Imbue yourself with the power of lightning, increasing your speed and combat abilities.

Electrocute

School:
Lightning
Level:
1 to 10

Cooldown:

12s

Mana:

3 to 12

Cast Type:

Continuous

Rarity:

Common to Legendary

1 Damage Hold to manifest a cone of electrical energy, damaging creatures in its path.

Lightning Bolt

School:
Lightning
Level:
1 to 10

Cooldown:

25s

Mana:

75 to 210

Cast Type:

Instant

Rarity:

Epic to Legendary

10 Damage Down from the heavens, summon a bolt of lightning.

Lightning Lance

School:
Lightning
Level:
1 to 10

Cooldown:

8s

Mana:

50 to 140

Cast Type:

Long

Rarity:

Uncommon to Legendary

14 Damage Hold to charge a spear made of lightning. Release to throw it like a javelin, dealing high damage to the creature it hits.

Nature Spells


Acid Orb

School:
Nature
Level:
1 to 10

Cooldown:

15s

Mana:

30 to 57

Cast Type:

Long

Rarity:

Common to Legendary

3 Block Radius 5% Reduced Armor 15s Effect Length Spit an orb of acid, splashing in a radius upon impact and rending creatures hit, melting away and reducing their armor

Blight

School:
Nature
Level:
1 to 8

Cooldown:

35s

Mana:

10 to 45

Cast Type:

Long

Rarity:

Rare to Legendary

10% Reduced Healing 5% Reduced Damage 30s Effect Length Target a creature to blight them, reducing their incoming healing and outgoing damage

Earthquake

School:
Nature
Level:
1 to 10

Cooldown:

16s

Mana:

50 to 140

Cast Type:

Long

Rarity:

Uncommon to Legendary

2 AOE Damage Slowness 1 8 Block Radius Conjure an earthquake around a targeted creature or location, causing tremors to ripple through the ground, damaging and slowing creatures in the area.

Firefly Swarm

School:
Nature
Level:
1 to 10

Cooldown:

20s

Mana:

40 to 130

Cast Type:

Long

Rarity:

Uncommon to Legendary

2 AOE Damage 2.0 Block Radius Emanate a swarm of violent fireflies, following a targeted creature and dealing aoe damage. If the initial target dies, the last harmed creature will be targeted.

Oakskin

School:
Nature
Level:
1 to 8

Cooldown:

35s

Mana:

15 to 50

Cast Type:

Instant

Rarity:

Common to Legendary

15% Damage Reduction 20s Effect Length The great power of oak infuses itself into your skin, granting damage reduction of any incoming damage for a duration.

Poison Arrow

School:
Nature
Level:
1 to 10

Cooldown:

15s

Mana:

40 to 85

Cast Type:

Long

Rarity:

Common to Legendary

5 Damage 0.9 AOE Damage Charge a powerful arrow, imbued with poison magic, that will release a poisonous cloud upon impact

Poison Breath

School:
Nature
Level:
1 to 10

Cooldown:

12s

Mana:

5 to 14

Cast Type:

Continuous

Rarity:

Common to Legendary

1.75 Damage Spew forth a cone of poison, damaging and poisoning creatures in its reach

Poison Splash

School:
Nature
Level:
1 to 10

Cooldown:

20s

Mana:

40 to 130

Cast Type:

Long

Rarity:

Uncommon to Legendary

8 Damage 7s Effect Length Around a targeted creature or block, conjure a wave of poisonous magic that splashes down, damaging creatures hit and leaving behind a poisonous cloud

Root

School:
Nature
Level:
1 to 10

Cooldown:

35s

Mana:

45 to 72

Cast Type:

Long

Rarity:

Uncommon to Legendary

5s Effect Length Around a targeted creature, sprout magical roots than entangle them and completely prevent non-magical movement

Spider Aspect

School:
Nature
Level:
1 to 8

Cooldown:

90s

Mana:

35 to 70

Cast Type:

Instant

Rarity:

Rare to Legendary

5% Additional Poisoned Damage 20s Effect Length Instill yourself with poisonous magic, dealing additional melee, ranged, or spell damage creatures that are poisoned

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