Holy Spells
The Holy Spells are the holy school of spells added by Iron's Spells 'n Spellbooks. The school is built around healing, protective buffs and radiant damage. It contains thirteen spells, from the instant self-heal Heal to the area damage of Sunbeam. Its one removal spell, Cleanse, is one of the few ways to clear harmful status effects from the caster and nearby allies.
Overview
The holy school is powered by the holy spell power attribute. Damage and healing from holy spells both scale with this attribute. Holy spell power is raised in two ways:
- Holy runes: A holy rune is crafted from a blank rune surrounded by holy focus items, which are divine pearls. Jewelry that holds a holy rune adds 2.5% holy spell power. See Runes and Rings, Amulets and Charms.
- Holy upgrade orbs: A holy upgrade orb is crafted from a standard upgrade orb surrounded by holy runes. Applied through the Arcane Anvil, each holy upgrade orb adds 5% holy spell power to the upgraded item.
Holy damage uses the mod's holy_magic damage type, which scales with the source's power when caused by a living entity that is not a player. Undead mobs spawn with a holy resistance attribute of 0.5. Mob resistance values are listed on the individual mob pages.
Spells
Every holy spell has a mana cost, a cooldown, a maximum level and a minimum scroll rarity, which are listed in the table below. The cast type of each spell determines how it is used. An instant spell fires as soon as it is used. A long spell is channelled while the use button is held for its cast time. A continuous spell keeps applying its effect for as long as the button is held. Taking damage cancels a long or continuous cast unless the damage type is exempt. See Spellcasting for the full rules.
The power of a spell at a given level is its base power plus the per-level increase for each level above 1, multiplied by holy spell power. The values below are the base power and increase at level 1.
| Spell | Description |
|---|---|
Angel Wings | Cast to gain wings made of holy energy, acting as an elytra, for a brief period of time. |
Blessing of Life | Cast to target any creature, showing a glowing outline. Completing the cast will heal this creature. |
Cleanse | Pray to a divine magic to cleanse yourself and nearby allies of harmful status effects. |
Cloud of Regeneration | Hold to slowly heal friendly creatures within a radius around you. |
Divine Smite | 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 and enchantments. |
Fortify | Upon casting, fortify every friendly creature within a radius around you, giving them temporary HP. |
Greater Heal | A more powerful but much slower version of heal, this spell will completely heal yourself upon being casted. |
Guiding Bolt | Fire a slow bolt of holy energy. Creatures hit will gain the Guided effect, homing nearby projectiles in towards them |
Haste | To a targeted creature, or yourself if no creature is targeted, apply the Hastened effect, increasing movement speed, attack speed, mining speed, and cast time reduction for a duration. |
Heal | Cast to infuse yourself with holy energy and immediately regain health. |
Healing Circle | Around a targeted creature or block, place a stationary circle of holy magic that heals allies within |
Sunbeam | Funnel the power of the heavens into a beam of holy energy from above, smiting targets in an area. |
Wisp | Conjure a projectile of holy energy that will float towards nearby targets and deal damage upon impact. |
Angel Wings
Angel Wings is an instant spell with the highest minimum rarity in the school, legendary. It grants the Angel Wings effect, which gives the caster wings that work like an elytra. The effect lasts for the spell power in seconds. The base power is 10, rising by 10 per level.
Blessing of Life
Blessing of Life is a long spell that targets any creature within range. The target gets a glowing outline while the cast is channelled. When the cast completes, the target heals for the spell power. The base power is 6, rising by 1 per level. Unlike Heal, it can be used on other creatures.
Cleanse
Cleanse is a long spell with a 60-second cooldown and a minimum rarity of epic. Its maximum level is 1. When the cast finishes, it removes every harmful status effect from the caster and from creatures within 3 blocks of the caster. Effects tagged as cleanse-immune are not removed.
Cloud of Regeneration
Cloud of Regeneration is a continuous spell. While it is held, it heals each friendly creature within 5 blocks of the caster. Each application heals half of the spell power. The base power is 2, rising by 1 per level. It heals allies as well as the caster, so it suits keeping a group alive during a long fight.
Divine Smite
Divine Smite is a long spell that the spell description states is uninterruptible. It strikes a small area in front of the caster, reaching about 1.7 blocks ahead, with a 2.2-block radius. Creatures in line of sight within the area are hit.
Each hit deals the spell power plus the held weapon's melee damage and any Smite enchantment bonus. The spell therefore scales with the weapon the caster is holding. The base power is 8, rising by 3 per level.
Fortify
Fortify is a long spell that affects every friendly creature within 8 blocks of the caster. Each target receives the Fortify effect for 120 seconds, which adds temporary absorption health. The effect's amplifier is the spell power minus 1. The base power is 6, rising by 1 per level.
Greater Heal
Greater Heal is a long spell with a minimum rarity of rare and a 45-second cooldown. Its cast time is 120 ticks (6 seconds). It heals the caster by their full maximum health. Its maximum level is 1, and it does not scale with holy spell power.
Guiding Bolt
Guiding Bolt is an instant spell that fires a slow bolt of holy energy. Its damage is half the spell power. A creature struck by the bolt gains the Guided effect, which makes nearby projectiles home in toward it. The base power is 6, rising by 1 per level.
Haste
Haste is a long spell with a minimum rarity of epic. It applies the Hastened effect to a targeted creature within 32 blocks, or to the caster if no creature is targeted. Hastened increases movement speed, attack speed, mining speed and cast-time reduction. The effect lasts for the spell power in seconds. The base power is 30, rising by 5 per level. The Hastened amplifier is 7 at base spell power and grows with spell power.
Heal
Heal is an instant spell that heals the caster for the spell power. The base power is 5, rising by 1 per level. Because it has no cast time, it can be used during a fight.
Healing Circle
Healing Circle is a long spell that places a stationary circle of holy magic on the ground at a targeted creature or block. The circle has a 5-block radius and lasts 200 ticks (10 seconds). Each pulse heals creatures inside the circle for a quarter of the spell power. The base power is 2, rising by 1 per level.
Sunbeam
Sunbeam is an instant spell that calls a beam of holy energy down from above. It targets a point up to 48 blocks away. The beam deals half the spell power as damage to creatures inside its area. Its duration is 100 ticks plus 40 ticks per level, so a level 10 beam lasts 500 ticks (25 seconds). The base power is 24, rising by 3 per level.
Wisp
Wisp is a long spell that summons a wisp, a small holy projectile, at a targeted creature. The target is the creature in the caster's crosshair within 64 blocks. The wisp deals damage equal to the spell power when it reaches the target. The base power is 5, rising by 1 per level. Wisp has a 3-second cooldown.
Obtaining Holy Spells
Each holy spell is learned from a scroll, and each scroll holds one spell. Iron's Spells loot is added to several vanilla chests, including stronghold libraries, ancient cities, end cities, trial chambers and nether chests. The pack's Wandering Trader trades also include scroll trades. Scrolls can be merged with ink in the Arcane Anvil to raise their rarity and level. See Scrolls and Spell Books for details.












