Enshrouded 1.0 reshaped the mage kit with nine new spells, built around crowd control, area damage, mana recovery, and a fresh set of summons. Four of the nine conjure allies, which pairs with skill-tree changes that let a summoner field more than one creature at once.
Quick answer: The nine new spells are Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Summon Fire Totem, Summon Ice Totem, Summon Shock Totem, and Summon Hollow Skeleton.

The nine new spells and their effects
| Spell | Type | Effect |
|---|---|---|
| Mana Drain | Utility | Pulls mana from an enemy into your pool |
| Entangle | Crowd control | Roots enemies in an area to lock down tougher targets |
| Pillar of Flames | Fire, area | Sets an area alight and leaves targets with a burn effect. |
| Blizzard | Ice, area | Damage over time plus a slow across a large radius |
| Ball Lightning | Shock, area | A slow-moving orb that shocks nearby enemies |
| Summon Fire Totem | Summon | Autonomous turret firing fire projectiles |
| Summon Ice Totem | Summon | Turret dealing ice damage and slowing targets |
| Summon Shock Totem | Summon | Turret dealing shock and stamina damage |
| Summon Hollow Skeleton | Summon | Raises a skeletal companion to strike foes. |
Mana Drain and Entangle provide crowd control. Each second, Mana Drain takes a set amount of mana from its target and restores it to you, helping a caster last through long battles. Entangle sends out roots that immobilize smaller foes; larger enemies are slowed rather than rooted completely. Enemies caught by the roots can still attack.
Pillar of Flames, Blizzard, and Ball Lightning handle groups. Blizzard conjures a freezing storm that chips away at health inside its radius and slows everything caught in it. Ball Lightning rolls a slow orb straight through enemies and some obstacles, releasing lightning strikes that also build an enemy’s stun bar.

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Add to Google Preferences →The four summon spells
Three of the summons are elemental totems. Each totem acts as a stationary turret that launches elemental projectiles, pulls enemy aggro, and deals damage tied to its element. The Shock Totem also adds stamina damage, and the Ice Totem applies a slow. Summon Hollow Skeleton instead calls a mobile ally that chases and attacks enemies for you.

By default you can keep one totem and one Hollow ally active at a time. That cap is where the new skills come in, and summoned creatures follow a hard limit. Cast a new one past the cap and the oldest summon disappears.
Two skills raise those limits. Advanced Necromancy lets you field more skeletons at once, and Totem Mastery lets you place more totems at once. Both sit in the mage side of the reset skill tree, which makes a dedicated summoner build far stronger than before.
Eternal spells cast without spending charges
Every spell now has an Eternal version, and there are 22 Tier 7 Eternal spells in total. An Eternal spell does not deplete your spell charges when you cast it, so you equip it, hold mana, and keep casting. You still need a Staff equipped to cast.
Eternal spells also upgrade like weapons and armor, gaining perks such as reduced mana cost, lower charge time, extra elemental damage, and higher critical strike chance. The class crafters handle those upgrades, the same workflow used for Eternal arrows.

Crafted spell stats by tier
Both new and existing spells received additional tiers to keep them effective further into the game. Flexible, common spells can now appear as loot, whereas specialised spells are made at the Alchemist and Collector. Spell-charge recipes call for mined gems and a smaller amount of rare materials.
| Spell | Item level | Damage | Mana cost |
|---|---|---|---|
| 5 | 17 | 13 | |
| 17 | 35 | 22 | |
| 30 | 55 | 39 | |
| 15 | 9 | 84 | |
| 22 | 12 | 134 | |
| 20 | 131 | 99 | |
| 30 | 180 | 179 | |
| 44 | 38 | 155 | |
| 17 | 35 | 102 |
Entangle opens at level 5 for 13 mana and grows through its tiers with a wider radius and longer duration. Ball Lightning starts at level 20 dealing 131 Lightning damage, with its second tier pushing to 180 and a longer-lived orb. Pillar of Flames III ignites a 250-radius zone and applies an 11-second burn debuff.

Eternal spell stats
| Eternal spell | Item level | Damage | Mana cost |
|---|---|---|---|
| 28 | 52 | 203 | |
| 28 | 15 | 214 | |
| 45 | 77 | 58 | |
| 45 | 38 | 186 | |
| 45 | 23 | 287 | |
| 45 | 252 | 264 |
Eternal Ball Lightning I is the heaviest hitter here at 252 Lightning damage, costing 264 mana over an 8-second duration, and carries built-in perks for -10% mana cost, +10% shock damage, and extra magical critical chance. Eternal Hollow Wretch I summons an ally that lasts 80 seconds, up from the 60 seconds on the common Hollow Wretch.
Rebalanced mana costs and casting times
Spells were retuned around their damage, so stronger magic now asks for more mana and longer channel times. Weaker, flexible spells stay cheap and quick, while high-end area damage and summons demand a bigger resource commitment. If you are returning from an earlier build, old mana and timing numbers no longer carry over.
Loading an Early Access character into 1.0 resets the skill tree, since skills were added, moved, and repriced. Spend your refunded points before you leave base so a summoner path keeps Advanced Necromancy and Totem Mastery active.

Together these changes make mages stronger across every biome, giving them reliable ways to stall groups, melt packs at range, and lean on a crew of totems and skeletons to soak damage while the mana keeps flowing.





