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.

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.
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.
| Spell | Starts At | Max Level | Cast | Cooldown | Mana at Level 1 | Used For |
|---|---|---|---|---|---|---|
| Magic Missile | Common | 10 | Instant | 1 second | 10 | Fast damage |
| Dragon’s Breath | Common | 10 | Held | 12 seconds | 5 every half second | Damage up close |
| Shadow Slash | Common | 5 | Instant | 15 seconds | 30 | Dashing into a fight |
| Teleport | Uncommon | 5 | Instant | 6 seconds | 20 | Moving quickly |
| Starfall | Uncommon | 10 | Held | 16 seconds | 5 every half second | Damage over an area |
| Portal | Uncommon | 3 | Instant | 180 seconds | 200 | Linking two places |
| Recall | Uncommon | 1 | 4 second cast | 300 seconds | 100 | Getting home |
| Magic Arrow | Rare | 10 | 1.5 second cast | 8 seconds | 40 | Damage through walls |
| Echoing Strikes | Rare | 5 | Instant | 60 seconds | 50 | Melee and bow builds |
| Counterspell | Rare | 1 | Instant | 10 seconds | 50 | Stopping other casters |
| Summon Ender Chest | Rare | 1 | Instant | 5 seconds | 25 | Opening your Ender Chest |
| Summon Swords | Rare | 5 | 1 second cast | 150 seconds | 80 | Summoned allies |
| Arcane Shackle | Rare | 8 | Half second cast | 45 seconds | 40 | Holding a mob in place |
| Evasion | Epic | 5 | Instant | 180 seconds | 40 | Dodging hits |
| Gravity Fissure | Epic | 5 | 0.75 second cast | 45 seconds | 150 | Pulling mobs together |
| Black Hole | Legendary | 6 | 5 second cast | 120 seconds | 300 | Trapping 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.

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.

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.

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.

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.

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.
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.
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.
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
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.
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.
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.
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.





