Holy spells in Iron’s Spells ‘n Spellbooks are the twelve spells of the Holy school, which is where the mod’s healing is. Alongside the heals, you’ll find buffs for you and your allies, a few attacks and a spell that lets you fly without an Elytra.
Half of them start at Common, which are Blessing of Life, Healing Circle, Guiding Bolt, Wisp, Fortify and Divine Smite, so they can be made with the cheapest Ink. Their Scrolls all use a Divine Pearl as the focus, which is one of the easier focus items to get hold of.
How It Works
Holy spells get stronger with Holy Spell Power, and it’s used for the healing as well as the damage, so the same gear improves both. Undead mobs take more damage from them too, which means a Zombie or a Skeleton will be hit for one and a half times the usual amount.
To make a Holy Scroll at the Scroll Forge, you’ll need a bottle of Ink, a piece of
Paper and a
Divine Pearl as the focus, and all three are used up. The pearl is crafted from a
Gold Ingot and an
Amethyst Shard, so there’s nothing to hunt down for it.
Holy Scrolls can be found without crafting them as well. A Priest always drops one when he’s killed, and the Chest in his house in a village might hold a couple more, along with a few Divine Pearls to get you started.
Healing Mechanics
The heals don’t all work on the same targets. Heal and Greater Heal only ever heal you, whereas Blessing of Life heals whatever you’re aiming at and can’t be used on yourself. Healing Circle is the one that covers a group, as it heals everyone standing inside it.
The spells that affect an area will only pick out allies, so a Healing Circle won’t heal the mobs you’re fighting. That covers you, other players, your tamed pets and anyone on your team, and it also includes Villagers, Iron Golems and farm animals.
The Guided Debuff
Guided is an effect that’s put on a mob by Guiding Bolt, and it lasts for 25 seconds. While it’s on them, projectiles that are fired nearby will curve towards that mob in the air, which includes arrows and spells, whoever they were fired by, apart from the marked mob itself.
It only works on projectiles that are fired after the mob has been marked, so the bolt has to land first. They’ll also need to be heading roughly the right way, as a shot only gets pulled in when its path would have passed within a few blocks of the target.
Buffs and Support Effects
Hastened is the effect from the Haste spell, and it gives 20% more movement speed, 20% more attack speed and 20% Cast Time Reduction, along with 40% faster mining. Those numbers are the same at every level of the spell, as only how long it lasts goes up.
Fortify works differently, as it hands out absorption hearts instead of a stat. These sit on top of your health and are used up first when you’re hit, and they’ll stay for 2 minutes if nothing gets through them before then.
The Holy Spells
All twelve spells are listed here with what they cost at level 1. A spell’s mana cost goes up with each level, and the rarity it starts at decides the weakest Ink that’ll make its Scroll, which is why the six Common ones are the first you’ll be able to craft.
| Spell | Starts At | Max Level | Cast | Cooldown | Mana at Level 1 | Used For |
|---|---|---|---|---|---|---|
| Blessing of Life | Common | 10 | 1.5 second cast | 10 seconds | 10 | Healing someone else |
| Healing Circle | Common | 10 | 1 second cast | 25 seconds | 40 | Healing a group |
| Guiding Bolt | Common | 10 | Instant | 8 seconds | 20 | Marking a target |
| Wisp | Common | 10 | 1 second cast | 3 seconds | 15 | Damage that homes in |
| Fortify | Common | 10 | 3 second cast | 180 seconds | 80 | Absorption for a group |
| Divine Smite | Common | 5 | 0.8 second cast | 15 seconds | 30 | Damage up close |
| Heal | Uncommon | 8 | Instant | 30 seconds | 30 | Healing yourself |
| Sunbeam | Uncommon | 10 | Instant | 20 seconds | 40 | Damage at range |
| Greater Heal | Rare | 1 | 6 second cast | 45 seconds | 100 | A full heal |
| Haste | Epic | 4 | 1.5 second cast | 80 seconds | 50 | Speeding someone up |
| Cleanse | Epic | 1 | 3 second cast | 60 seconds | 100 | Removing bad effects |
| Angel Wings | Legendary | 5 | Instant | 120 seconds | 80 | Flying |
Most of the school has a cast time, and those casts are cancelled if you’re hit while they’re winding up. The Amulet of Concentration is used to prevent that, which matters the most for Greater Heal and Cleanse, as they take the longest and you’ll usually want them in the middle of a fight.
Blessing of Life
Blessing of Life heals a single target that you’re looking at, from up to 64 blocks away. It restores 6 health at level 1 and 15 at level 10, and with a cooldown of 10 seconds, it’s the heal you’ll be able to cast the most often.
It needs something to aim at, so it won’t cast with nothing in front of you. It’ll also heal any living thing, which isn’t limited to allies, so you’ll want to be careful where you’re pointing it during a fight.
Healing Circle
Healing Circle places a ring on the ground with a radius of 5 blocks, and it stays there for 10 seconds. It goes down where you’re looking, up to 32 blocks away, or under a mob or player if you’re aiming at one.

Allies inside the ring are healed twice a second, for half a health point each time at level 1 and 2.75 at level 10. That adds up to 10 health over the full 10 seconds at level 1, as long as you don’t leave it.
Guiding Bolt
Guiding Bolt fires a projectile that deals 3 damage at level 1 and 7.5 at level 10, and it leaves the Guided effect on whatever it hits. The damage is low for the school, as the spell is really there for the mark.
Its cooldown is 8 seconds and the mark lasts for 25, so it can be kept on a target for a whole fight. It pairs up with a Bow or a Crossbow, as the arrows will bend towards the target, and other players’ shots are pulled in as well.
Wisp
Wisp sends out a small orb that chases a target you’ve picked, from up to 48 blocks away. It deals 5 damage at level 1 and 14 at level 10, and it’ll home in on the mob as it moves rather than flying in a straight line.
The cooldown is only 3 seconds, which is the shortest in the school, and it costs 15 mana at level 1 and 2 more for each level. It does take a second to cast though, so it can be interrupted if something is already hitting you.
Fortify
Fortify gives absorption hearts to you and every ally within 8 blocks, after a cast of 3 seconds. The amount is 6 health at level 1 and 15 at level 10, which goes up further with Holy Spell Power.
With a cooldown of 180 seconds, it’s the longest in the school, and the absorption only lasts for 2 minutes. You’ll want to cast it just before a fight starts, as the cast is too long to get off once you’re being attacked.
Divine Smite
Divine Smite swings down in front of you and hits everything in a small area there. It deals 8 damage at level 1 and 20 at level 5, and then adds the attack damage of the weapon you’re holding on top.
That means it hits a lot harder with a sword in your hand than it does with a staff. It’s also the only cast in the school that can’t be interrupted, and Cast Time Reduction doesn’t make it any quicker either.
Heal
Heal restores your own health straight away, with no cast time, which is what sets it apart from the other heals. It gives back 5 health at level 1 and 12 at level 8, and the cooldown is 30 seconds.
It starts at Uncommon, so the Scroll needs
Uncommon Ink or better. The cost goes up by 15 mana a level, from 30 to 135, so a high level Heal takes a good share of a small mana bar each time it’s cast.
Sunbeam
Sunbeam calls a beam down onto a mob or a spot that you’re looking at, from up to 48 blocks away. It lands a moment after you cast it, and it deals 12 damage at level 1 and 25.5 at level 10 to what’s underneath.

The short delay gives a moving mob a chance to step out of the way, so it’ll land more reliably on something that’s standing still or busy attacking. There’s no cast time on your side, which means it can’t be interrupted.
Greater Heal
Greater Heal restores all of your health, however much you have. It only has the one level, it costs 100 mana, and the cooldown is 45 seconds, but the cast takes 6 seconds, which is the longest of any Holy spell.
Taking a hit at any point in those 6 seconds will cancel it, so it’s mostly used between fights. With an
Amulet of Concentration on, it can’t be interrupted, which lets you finish the cast while a mob is still attacking.
Haste
Haste puts the Hastened effect on an ally that you’re looking at, from up to 32 blocks away, or on you if there’s nobody in front of you. It only affects that one target, and it lasts 30 seconds at level 1 and 45 at level 4.
It starts at Epic, so the Scroll can’t be made without
Epic Ink or
Legendary Ink. Leveling it adds 5 seconds and 10 mana each time and nothing else, so a level 1 Haste gives exactly the same speed as a level 4 one.
Cleanse
Cleanse removes every harmful effect from you and from any allies within 3 blocks. That covers the vanilla ones like Poison, Wither and Slowness as well as the ones from the mod’s own spells, and helpful effects are left alone.
The cast takes 3 seconds and it can be interrupted, so you’ll need a gap in the fight to use it. Like Greater Heal, it only has the one level, and it costs 100 mana with a cooldown of 60 seconds.
Angel Wings
Angel Wings gives you a pair of wings that work like an Elytra, without needing one in your chestplate slot. You’ll still have to jump and glide to use them, and they last for 10 seconds at level 1 and 50 at level 5.

It’s the only Legendary spell in the school, so its Scroll needs Legendary Ink. The wings disappear when the time runs out, even if you’re still in the air, so you’ll want to be close to the ground before the effect ends.
Equipment
Holy Spell Power comes from three places, which are the Priest armor, the Villager Bible and Holy Upgrade Orbs. A
Divine Pearl doesn’t add anything by being held or carried, as it’s only used as the focus at the Scroll Forge and in recipes.
Priest Armor Set
Each piece of the Priest armor gives 10% Holy Spell Power, 5% Spell Power and 125 Max Mana. Wearing the whole set adds up to 40% for Holy spells and 500 Max Mana, and there’s no extra bonus for having the full set on.
The pieces aren’t crafted from scratch, as each one is a piece of Wizard armor that’s been combined with a
Holy Rune and an
Arcane Essence. That’s one Rune for every piece, and the same recipe works in a Crafting Table or a Smithing Table.

A Priest wears the mask and the robes himself, but he’ll never drop them, so the set has to be made. Armor from different schools can be mixed as well, as every piece just adds its own stats.
Villager Bible
The Villager Bible is the Holy school’s Spell Book. It holds 10 spells and gives 10% Holy Spell Power, 10% Cast Time Reduction and 200 Max Mana while it’s equipped, and the Cast Time Reduction helps with all of those slow Holy casts.
It can’t be crafted or found in a Chest, as the only way to get one is from a Priest. He’ll trade it for a translated Archevoker’s Logbook, and the untranslated book is found on a Lectern in the tower of an Evoker Fort, where a caged Wandering Trader will translate it for 64
Emeralds.
Holy Rune & Holy Upgrade Orb
A Holy Rune is crafted from 8 Divine Pearls around a
Blank Runestone, which can’t be crafted and has to be found. The Rune is then used for the armor, or 8 of them can be placed around an
Empty Upgrade Orb to make a
Holy Upgrade Orb.
Each Upgrade Orb adds 5% Holy Spell Power to the item it’s put on at the
Arcane Anvil. They’ll go on armor, Spell Books and staffs, with up to 3 on each item, and a single orb takes 64 Divine Pearls to make.
Lightbringer Chestplate
The Lightbringer Chestplate is an upgrade to the Priest Robes, which are used up in its recipe. It gives 10% Spell Power and 150 Max Mana, whereas the robes gave 10% Holy Spell Power, 5% Spell Power and 125 Max Mana.
It’s a lot harder to make than the robes were, as the recipe needs a Divine Soulshard and Mithril Weave on top of its
Gold Ingots. The Spell Power on it applies to every school, so it’s the piece to go for if you’re casting from other schools as well as Holy.
FAQ
Blessing of Life, Healing Circle, Guiding Bolt, Wisp, Fortify and Divine Smite all start at Common, so they can be made with
Common Ink at the
Scroll Forge. Heal and Sunbeam need
Uncommon Ink, and the last four need
Rare Ink or better.
Healing Circle and Fortify will reach Villagers, Iron Golems, Wandering Traders, your tamed Wolves and Cats, and farm animals like Cows and Sheep, along with other players. Blessing of Life goes further, as it’ll heal anything you aim it at, hostile mobs included.
The wings count as real Elytra flight, so a Firework Rocket will boost you along in the same way while you’re gliding. You won’t need an Elytra equipped for it either, which leaves your chestplate slot free for a piece of armor.
Divine Smite adds your weapon’s attack damage to its own, and the bonus from the Smite enchantment is counted as part of that. It’s added against every mob and not only undead ones, so a sword with Smite V is the strongest thing to hold for it.





