Ender Spells

Ender spells in Iron's Spells 'n Spellbooks are the 16 spells of the Ender school, which covers teleporting, pulling mobs around and plain magic damage. Magic Missile, Dragon's Breath and Shadow Slash start at Common, so they can be made early at the Scroll Forge with an Ender Pearl as the focus. Later spells include Teleport, Portal, Starfall, Evasion, Arcane Shackle, Gravity Fissure and the Legendary Black Hole. They're all made stronger by Ender Spell Power, which comes from the Shadow-Walker armor, the Dragonskin Spell Book and Ender Upgrade Orbs, and the Amulet of Teleportation adds a dodge to every teleport.

Iron’s Spells and Spellbooks Wiki Updated 9 min read

Ender spells in Iron’s Spells ‘n Spellbooks are the 16 spells of the Ender school, which is built around teleporting, pulling mobs around and plain magic damage. Three of them start at Common, which are Magic Missile, Dragon’s Breath and Shadow Slash, so they’re some of the first spells you’ll be able to make.

The rest go all the way up to Black Hole, which is the school’s only Legendary spell. They’re all made stronger by Ender Spell Power, and you’ll get most of that from the Shadow-Walker armor and the Dragonskin Spell Book.

How It Works

Ender spells are found as Scrolls in Chests, or they’re made at the Scroll Forge with a bottle of Ink, a piece of Paper and an Ender Pearl as the focus. Most of them just deal damage or move you around, but two of them are buffs that work in their own way.

A player holding up a purple Ender Scroll in a stone courtyard
An Ender Scroll, which can be cast once or written into a Spell Book

Those two are Echoing Strikes and Evasion, and they’re the ones to read up on before you spend any Ink on them. Neither of them deals damage when it’s cast, as they both sit on you as an effect and wait for a hit.

Echoing Strikes

Echoing Strikes makes your next few hits echo, which repeats each one for 75% of its damage. It only counts hits from a melee weapon or an arrow, so spells won’t set it off, and a melee echo lands as a sword that hits everything within 2 blocks of the target.

Leveling it doesn’t raise the damage, as it adds more echoes instead. You’ll get 3 of them at level 1 and 7 at level 5, and the effect ends once they’re used up or after 2 minutes. The Amethyst Rapier comes with the spell already on it at level 5.

Evasion

Evasion lets you dodge a set number of hits, by teleporting you a few blocks away whenever you’d be hit so that no damage is taken. It dodges 1 hit at level 1 and 5 at level 5, and it lasts for a minute or until the dodges run out.

An Evasion Elixir gives the same effect without the spell, with 2 dodges, and the Greater version has 4. They’re brewed like the mod’s other elixirs in an Alchemist Cauldron, by dropping an Ender Pearl into four bottles of level III Potion of Mana, and a Dragon’s Breath turns one into a Greater Evasion Elixir.

Evasion Elixir
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Ender Pearl
Crafting Table
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Evasion Elixir

The Amulet of Teleportation ties into this as well, as it gives you 3 seconds of Evasion with one dodge every time you teleport with a spell. It’ll only stay on while you have more than 25% Ender Spell Power though, and it drops off your neck if you don’t.

The Ender Spells

The 16 spells are split between attacks, movement, control and a few that are just handy to have. The ones that start at Common can be made with Common Ink, whereas the others need the Ink for the rarity they start at, or better.

All 16 Ender Spells
Spell Starts At Max Level Cast Cooldown Mana at Level 1 Used For
Magic MissileCommon10Instant1 second10Fast damage
Dragon’s BreathCommon10Held12 seconds5 every half secondDamage up close
Shadow SlashCommon5Instant15 seconds30Dashing into a fight
TeleportUncommon5Instant6 seconds20Moving quickly
StarfallUncommon10Held16 seconds5 every half secondDamage over an area
PortalUncommon3Instant180 seconds200Linking two places
RecallUncommon14 second cast300 seconds100Getting home
Magic ArrowRare101.5 second cast8 seconds40Damage through walls
Echoing StrikesRare5Instant60 seconds50Melee and bow builds
CounterspellRare1Instant10 seconds50Stopping other casters
Summon Ender ChestRare1Instant5 seconds25Opening your Ender Chest
Summon SwordsRare51 second cast150 seconds80Summoned allies
Arcane ShackleRare8Half second cast45 seconds40Holding a mob in place
EvasionEpic5Instant180 seconds40Dodging hits
Gravity FissureEpic50.75 second cast45 seconds150Pulling mobs together
Black HoleLegendary65 second cast120 seconds300Trapping a whole group

Every spell here can also be leveled up with Ink at the Arcane Anvil, apart from the three that only have one level. The damage numbers below are before any Spell Power, so they’ll all be higher once you’ve got some Ender gear on.

Magic Missile

Magic Missile fires a quick bolt that deals 6 damage at level 1, which goes up by half a point per level to 10.5 at level 10. It only has a 1 second cooldown and costs 10 mana, so it can be fired over and over while your other spells are cooling down.

Dragon’s Breath

Dragon’s Breath sprays a cone of breath in front of you for as long as you hold the cast, up to 5 seconds. Each hit deals 1 damage at level 1 and 7.75 at level 10, and it might leave a pool behind on the ground that keeps hurting anything stood in it.

A player spraying a cone of bright pink Dragon's Breath particles across a stone courtyard
Dragon’s Breath being held on a group of mobs

The cost is taken every half second, which is 5 mana at level 1 and one more for each level after that. You’ll need to be close for it to hit, as it’s a short cone, so it suits fighting in tight spaces like caves and corridors.

Shadow Slash

Shadow Slash dashes you up to 12 blocks towards whatever you’re aiming at, and hits everything within 2.5 blocks of where you end up. It deals 5 damage at level 1 and 9 at level 5, and your weapon’s attack damage is added on top of that.

A player dashing forward with a tall arc of pink energy from Shadow Slash in a town square
Shadow Slash carries you into the target and hits everything around it

Any arrows or other projectiles in the way are turned around and sent along with you, and you won’t take fall damage for a second after landing. Because of the weapon damage, it’ll hit a lot harder with a good sword in your hand than with a staff.

Teleport

Teleport moves you straight to the spot you’re looking at, up to 8 blocks away at level 1 and 16 at level 5. It’s on a 6 second cooldown, which is short enough to use in most fights, and it’s the spell you’ll want for the Amulet of Teleportation.

Starfall

Starfall is aimed at a spot up to 40 blocks away, and it rains comets down across a 6 block radius while you hold the cast, for up to 8 seconds. Each comet deals 4 damage at level 1 and 8.5 at level 10, and they’ll lean towards wherever the mobs are.

Pink comets falling from a purple cloud onto a village street at night
Starfall raining comets on an area

Like Dragon’s Breath, it’s paid for every half second, starting at 5 mana. You can’t move the area once it’s been placed, so it’s used on groups that aren’t going anywhere, like mobs stuck at a doorway or held in a Black Hole.

Portal

Portal is cast twice, with the first cast placing one end and the second placing the other, and the second has to be made within 2 minutes. The pair stays open for 5 minutes at level 1, 7 at level 2 and 9 at level 3, and anything can walk through.

A player stepping out of a swirling purple Portal in a stone courtyard
Walking through one end of a Portal pair

Aiming it at a Portal Frame links the portal to that frame for good, which is how you’ll make a permanent one. Because it needs that second cast, Portal can’t be cast from a Scroll, and it won’t work inside the Pocket Dimension either.

Recall

Recall sends you back to your Bed or Respawn Anchor after a 4 second cast, or to the world spawn if you don’t have one set. That cast can’t be shortened by Cast Time Reduction, and the spell refuses to work while you’re in combat, so it won’t get you out of a fight.

Magic Arrow

Magic Arrow fires a single arrow that isn’t pulled down by gravity and passes through blocks, which lets it hit mobs behind a wall. It deals 10 damage at level 1 and 28 at level 10, and it’ll go through around half a dozen blocks before it stops.

It takes a second and a half to cast, and that cast can be interrupted if you’re hit while it’s winding up. An Amulet of Concentration stops that from happening, which helps with Black Hole and Summon Swords as well.

Counterspell

Counterspell reaches up to 80 blocks and shuts down the magic on whatever it hits. A mob or player that’s casting will be interrupted, summons are dismissed, and any magic effects on the target are stripped off, which includes the helpful ones like Evasion. It only has the one level.

Summon Ender Chest

Summon Ender Chest opens your Ender Chest wherever you are, without needing to place one down. It’s on a 5 second cooldown and costs 25 mana, and with only one level, it’s a cheap spell to keep in a spare slot for when your inventory fills up.

Summon Swords

Summon Swords brings out three floating weapons, which are a claymore, a rapier and a sword, and they’ll fight on your side for 10 minutes. Each level above the first gives them 20% more health and 10% more damage, up to 80% and 40% at level 5.

Casting the spell again while they’re out will send them away early, which is useful if they’re getting in the way. Their hits don’t count for Echoing Strikes, as the echo only comes from attacks that you land yourself.

Arcane Shackle

Arcane Shackle throws a bundle of chains, and three of them will pin whatever it hits to the ground. If it misses, the chains lash out at up to three mobs within 5 blocks instead, and they hold for 11 seconds at level 1 and 25 at level 8.

Each chain only has 15 health, so they can be broken by attacking them, and a Counterspell will dispel them as well. It doesn’t deal any damage itself, which makes it a spell for setting up your others, like Starfall or Magic Arrow.

Gravity Fissure

Gravity Fissure opens a small Black Hole in front of you, which drifts forward in a straight line and pulls in any mobs within about 3 blocks of it. It lasts 3 seconds at level 1 and 7 at level 5, and it doesn’t deal any damage.

A small black hole with pink rays floating above snowy ground in front of a player in Shadow-Walker armor
The black hole made by Gravity Fissure, which pulls nearby mobs in

Black Hole

Black Hole takes 5 seconds to cast, and then stays where it was aimed for 30 seconds, dragging in everything around it. The pull reaches 6 blocks at level 1 and 16 at level 6, and mobs that get close to the middle take damage every half second.

Bosses are only pulled at half strength, so it won’t hold them the way it holds everything else. At 300 mana it’s the most expensive spell in the school by a long way, and each level adds another 100 to that.

Black Hole and Blocks

A Black Hole can rip blocks out of the ground around it, but only on a world where spell griefing has been turned on in the mod’s config. It’s off by default, so it won’t damage your base unless a server has changed that setting.

The Dragonskin Spell Book

The Dragonskin Spell Book is the Spell Book for this school, as it gives 10% Ender Spell Power and 200 Max Mana, and it holds 12 spells. It’s crafted from 6 Dragonskin, 2 Obsidian and a Ruined Book, so you’ll need to have beaten the Ender Dragon first.

Dragonskin Spell Book
Dragonskin
Obsidian
Dragonskin
Dragonskin
Ruined Book
Dragonskin
Dragonskin
Obsidian
Dragonskin
Crafting Table
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Dragonskin Spell Book

The Ender Dragon drops between 6 and 10 Dragonskin when it’s killed, which is enough for the book on the first try. Until then, any Spell Book will hold Ender spells, as the bonus is the only thing you’re missing out on.

For armor, each piece of the Shadow-Walker set gives 10% Ender Spell Power, 5% Spell Power and 125 Max Mana. An Ender Upgrade Orb adds another 5% to any armor piece, Spell Book or staff at the Arcane Anvil, and they’re made from an Empty Upgrade Orb and 8 Ender Runes.

Ender Upgrade Orb
Ender Rune
Ender Rune
Ender Rune
Ender Rune
Empty Upgrade Orb
Ender Rune
Ender Rune
Ender Rune
Ender Rune
Crafting Table
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Ender Upgrade Orb

Every item can take 3 Upgrade Orbs, so a full set of armor and a Spell Book have room for 15 of them. The Runes themselves are only a crafting material, and they don’t add anything by being carried or held.

FAQ

How do you get Ender spells in Iron’s Spells?
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They’re found as Scrolls in Chests, or made at the Scroll Forge with Ink, Paper and an Ender Pearl, which are all used up. Magic Missile, Dragon’s Breath and Shadow Slash can be made with Common Ink, so they’re the ones you’ll be able to make first.

Does Evasion stop fall damage?
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Evasion won’t dodge fall damage, and the same goes for burning, wither, freezing, starving and drowning. Those all get through without using up a dodge, so it’s mostly there for hits from mobs, players, arrows and spells.

Does Echoing Strikes work with spells?
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It only echoes hits from a melee weapon or an arrow, so damage from your spells won’t set it off or use up an echo. Hits from your summons don’t count either, as it’s read from attacks that you make yourself.

Can you cast Portal from a Scroll?
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Portal can’t be cast from a Scroll, as it needs a second cast to place the other end and a Scroll is used up by the first. You’ll need to write it into a Spell Book at the Inscription Table, or imbue it onto a sword.