Blood Spells
The Blood Spells are the blood school of magic added by Iron's Spells 'n Spellbooks. The school is built around life drain: most of its spells deal damage and heal the caster for a share of that damage, and several spells let the caster trade health, summons or stored damage for power. Blood spells are cast like any other spell, using mana and a cooldown, and they are learned from Scrolls and Spell Books.
Blood is the school for players who want to fight with their own health pool. Its spells range from a cheap, common life-drain beam to the rare Heartstop, which trades survival for a delayed bill. The school also pairs with summoned undead through Raise Dead and Sacrifice.
Overview
Each spell in the school scales with the caster's blood spell power, a per-school attribute that is one part of the magic attribute set Iron's Spells adds to every living entity. Spell power for a given level is calculated as:
spell power = base spell power + spell power per level × (spell level − 1)
That value is then multiplied by the caster's general spell power attribute, the blood school power for that caster, and the spell's power multiplier from the spell configuration. The per-level numbers in each spell section below are the base values before those multipliers.
Resistance to the school uses the blood spell resist attribute. Undead mobs spawn with a blood resistance of 1.5 by default, so blood spells are less effective against them than against most other mobs.
Gear and materials that support the school include:
- The Blood Staff and its improved version, both listed on the weapons page. They are spell-casting implements, so the spell wheel can use them to cast.
- The blood rune item; see Runes.
- Blood Vial, a material listed on the materials page. With Create installed, it also has Create fill and emptying recipes.
- The Arcane Anvil, which merges ink into scrolls to raise their level or rarity.
The Heartstop and Blood Cauldron damage types are excluded from knockback, so their damage does not push the victim.
Spells
The table below lists all ten blood spells with their cast types, costs, cooldowns and rarity ranges. Each spell's rarity runs from its minimum rarity up to Legendary. The ranges are shown in the table, and the sections below give the numbers and behaviour of each spell.
| Spell | Description |
|---|---|
Acupuncture | 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 | Create a ring of needles made from blood and fire them forward, skewering targets and healing you for 25% of damage done |
Blood Slash | Slash forward to send out a concentrated blade of blood, slicing through creatures and healing for 15% of damage done. |
Blood Step | 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 | 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 | 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 | Cast to summon undead minions from the earth beneath you. The higher the power, the better equipment they will have. |
Ray of Siphoning | 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. |
Sacrifice | Target one of your magic summons to cause them to explode, killing them instantly, and dealing large damage in the area around them. The summon's remaining health boosts the damage dealt and radius of explosion. |
Wither Skull | Launch a wither skull forward that explodes in a small radius around the impact. The higher the level, the faster the projectile. |
Acupuncture
Acupuncture is a Rare spell with a maximum level of 10. It is an instant cast with a 20-second cooldown, costs 25 mana plus 5 per level above the first, and needs a living target within 32 blocks.
On cast, Acupuncture creates a ring of blood needles around the target's centre, aimed inward at it. The number of needles is (4 + spell level) × spell power, rounded down, so it scales with both level and power. Each needle deals 1 + spell power damage and heals the caster for 25% of the damage it does. At level 1 with a spell power of 1 the spell fires 5 needles at 2 damage each.
Acupuncture is a good choice when a player wants a repeatable burst on one target that also returns some health.
Blood Needles
Blood Needles is an Uncommon spell with a maximum level of 10. It is an instant cast with a 10-second cooldown and costs 25 mana plus 5 per level above the first.
The spell fires a fixed set of 5 needles forward in a fan. Each needle deals 0.25 × spell power damage, and each hit heals the caster for 25% of the damage dealt. The needles have no invulnerability frames, so a target is not protected between hits. The base spell power is 8, rising by 1 per level.
Blood Slash
Blood Slash is a Rare spell with a maximum level of 5. It is an instant cast with a 10-second cooldown, costs 25 mana plus 5 per level above the first, and has a base spell power of 10 that rises by 1 per level.
It launches a blade of blood forward. The blade deals damage equal to the spell power, cuts through every creature in its path, and heals the caster for 15% of the damage done. It is the school's simplest direct attack and the easiest way to hit several enemies in a line.
Blood Step
Blood Step is an Uncommon spell with a maximum level of 5. It is an instant cast with a 12-second cooldown and costs 30 mana plus 10 per level above the first.
Blood Step teleports the caster to the point they are looking at, or directly behind a targeted creature. The distance is set by the spell power, scaled through the soft-cap formula applied to the caster's power multiplier, so higher spell power increases the range with diminishing returns. On arrival the caster's fall distance is reset, and they gain True Invisibility for 100 ticks (5 seconds).
Blood Step is a repositioning tool. Its invisibility lasts only 5 seconds after the teleport.
Devour
Devour is an Uncommon spell with a maximum level of 10. It is an instant cast with a 20-second cooldown, costs 25 mana plus 4 per level above the first, and needs a target within 9 blocks.
Devour pulls a jaw toward the target and bites it. The bite deals damage equal to the spell power and heals the caster for 15% of the damage done. If the bitten creature dies, the caster gains a temporary increase to maximum health. The bonus is 2 × (spell power × 0.25, rounded down). At level 1 with a spell power of 6 it grants 2 points of maximum health, which is one heart.
The spell is strongest when the target dies to the bite. Devour has a short range, so it is less useful than Acupuncture or Blood Needles against enemies at a distance.
Heartstop
Heartstop is a Rare spell with a maximum level of 5. It is an instant cast with a 120-second cooldown and costs 100 mana plus 10 per level above the first. Its base spell power is 200, rising by 30 per level.
Heartstop applies the Heartstop effect to the caster. The effect lasts for a number of ticks equal to the spell power, so at level 1 with no power bonuses it lasts 200 ticks (10 seconds), and at level 5 it lasts 320 ticks (16 seconds) before power bonuses. While the effect is active, the caster takes no damage, and the damage is recorded. When the effect ends, the caster takes 50% of all recorded damage.
Heartstop is a delayed-damage spell. It is a useful way to survive a burst, but a caster who expects to escape the damage must have enough health for the 50% return when the effect ends. Its long cooldown makes it a rare emergency tool.
Raise Dead
Raise Dead is an Uncommon spell with a maximum level of 6. It is a long cast that takes 30 ticks (1.5 seconds) to complete, with a 150-second cooldown. It costs 50 mana plus 10 per level above the first, and has a base spell power of 10 that rises by 3 per level.
The spell summons spell level + 2 undead minions from the ground around the caster. Each minion has a 30% chance to be a skeleton and otherwise a zombie. The summons last 12,000 ticks (10 minutes) before they despawn.
Each minion may wear leather, chainmail or iron armour in each slot. The chance and the tier depend on the spell power: higher power makes better armour more likely. Equipment is never dropped by the summons.
The summons are listed in the Summoned Creatures article.
Ray of Siphoning
Ray of Siphoning is a Common spell with a maximum level of 10. It is a continuous cast, held by the caster for up to a base duration of 100 ticks (5 seconds). The cooldown is 15 seconds. It costs 8 mana plus 1 per level above the first, and has a base spell power of 4 that rises by 1 per level.
The ray reaches 12 blocks in front of the caster. Each tick it deals 0.25 × spell power damage to each creature it hits, and it heals the caster for 100% of that damage. The ray ends when the target moves out of its range.
Ray of Siphoning has the lowest mana cost in the school, at 8 mana at level 1, and the highest healing share, at 100% of damage dealt.
Sacrifice
Sacrifice is a Rare spell with a maximum level of 5. It is an instant cast with a 1-second cooldown and costs 25 mana plus 5 per level above the first. Its base spell power is 2, rising by 1 per level.
Sacrifice targets one of the caster's own magic summons and makes it explode, killing it at once. The explosion deals (10 + spell power) × summon damage attribute damage plus 50% of the summon's current health. Its radius is 3 × (1 + 0.5 × current health ÷ max health) blocks, so a healthier summon makes a larger blast. The summon's remaining health therefore increases both the damage and the area.
Sacrifice fits with Raise Dead and other summoning spells. It turns a summon that would be lost anyway into a burst of damage.
Wither Skull
Wither Skull is an Uncommon spell with a maximum level of 10. It is an instant cast with a 1-second cooldown, costs 20 mana plus 2 per level above the first, and has a base spell power of 12 that rises by 1 per level.
It launches a wither skull that explodes on impact in a small area. The skull deals 0.5 × spell power damage. The projectile's speed rises with the spell level, so a higher-level skull arrives sooner. Its cooldown is 1 second, the same as Sacrifice's.
Tips
- Pair Acupuncture or Blood Needles with a healing plan. Both return a quarter of the damage they deal, which makes them stronger when the caster is hurt.
- Keep Heartstop for a fight that will not end quickly. The 50% return at the end of the effect can be fatal if the caster is low.
- Use Sacrifice on a damaged summon. The damage and radius both grow as the summon's health falls.









