Enshrouded 1.0 has 61 regular staff spells, and they come from three places. You hand-craft 16 of them yourself. The Alchemist, Balthazar, makes 38, and the Collector, Alden Crowley, makes the remaining 7. Every one of them is cast with a Staff and spends Mana. Eternal spells never deplete their charges and use their own separate set of 41 recipes, so they are not covered here.
Quick answer: Hand-craft Fire Bolt and Mana Drain from your own crafting menu. Get almost everything else from the Alchemist under a roof. The Collector makes Bonestorm and Hollow Wretch.
Two kinds of spell: charges and channel
Each spell card tells you how the spell spends itself. Most spells run on charges, and their cards carry this line:
“Spell Charges: Depletes one charge per use. Equip the spell and use Mana to cast it with a Staff.”
Channel spells work differently. You hold the input and the spell keeps going. There are six channel spells: Mana Drain, Arc Lightning, Heal Cascade, Heal Beam, Shroud Beam and Bonestorm. Their cards read:
“Channel Spell: Equip the spell and use Mana to cast it with a Staff. Hold the input to channel it over time.”
The Type column in every table below shows which kind each spell is.
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Add to Google Preferences →Hand-crafted spells change with your Flame level
Fire Bolt and Mana Drain each come in eight tiers, from I to VIII. Fire Bolt I and Mana Drain I are in your hand-crafting menu from the start, once you have picked up Resin. New in 1.0, each higher tier is listed only at specific Flame levels: tier II at Flame level 2, III at 3, IV at 4 and V at 5, VI at levels 6 and 7, VII at 8, and VIII at 9 and up. You don’t need a station or a roof for any of these.
We saw this at our own base: when our Flame reached level 2, the game showed “FLAME LEVEL UP 2” together with “RECIPE UNLOCKED! Mana Drain II (+1 more)”. The second recipe in that notice is Fire Bolt II.

When our Flame Altar reached level 4, the game showed “FLAME LEVEL UP” with a 4 alongside “RECIPE UNLOCKED! Mana Drain IV (+1 more)”. Fire Bolt IV is the other spell listed at Flame level 4 in the tables below.

Fire Bolt I–VIII
Fire Bolt is a single-target projectile. Its card reads “Ignites a fire bolt projectile that deals damage to a single target.” Each craft gives you 20 charges. All 16 hand-crafted spells are also in our hand-crafting recipe list.

| Spell | Item level | Mana cost | Makes | Recipe | Shown in hand crafting at |
|---|---|---|---|---|---|
| Fire Bolt I | 3 | 21 | 20 | 2 Resin | from the start, once you have Resin |
| Fire Bolt II | 5 | 29 | 20 | 4 Resin | Flame level 2 |
| Fire Bolt III | 12 | 50 | 20 | 4 Resin, 3 Amber | Flame level 3 |
| Fire Bolt IV | 17 | 65 | 20 | 4 Charcoal, 4 Amber | Flame level 4 |
| Fire Bolt V | 22 | 81 | 20 | 4 Lapislazuli, 4 Sulfur | Flame level 5 |
| Fire Bolt VI | 30 | 118 | 20 | 4 Amethyst, 4 Coal | Flame levels 6 to 7 |
| Fire Bolt VII | 38 | 143 | 20 | 4 Resin, 4 Aquamarine | Flame level 8 |
| Fire Bolt VIII | 47 | 158 | 20 | 4 Resin, 4 Diamond | Flame level 9 and up |
Mana Drain I–VIII
Its card reads “Releases a continuous magical beam that leeches Mana from enemies without dealing damage to them.” Mana Drain is a channel spell, and one craft makes one Mana Drain.

| Spell | Item level | Mana per second | Makes | Recipe | Shown in hand crafting at |
|---|---|---|---|---|---|
| Mana Drain I | 3 | 7 per second | 1 | 5 Bones | from the start, once you have Resin |
| Mana Drain II | 5 | 10 per second | 1 | 2 Salt, 2 Midnight Lily | Flame level 2 |
| Mana Drain III | 12 | 13 per second | 1 | 4 Gloomberry, 2 Bug Dust | Flame level 3 |
| Mana Drain IV | 17 | 16 per second | 1 | 4 Calla Luna, 4 Fossilized Bone Dust | Flame level 4 |
| Mana Drain V | 22 | 19 per second | 1 | 8 Lapislazuli, 6 Shadowbloom | Flame level 5 |
| Mana Drain VI | 30 | 22 per second | 1 | 10 Amethyst, 6 Stapelia Starflower | Flame levels 6 to 7 |
| Mana Drain VII | 38 | 25 per second | 1 | 4 Aquamarine Dust, 8 Passionflower | Flame level 8 |
| Mana Drain VIII | 47 | 28 per second | 1 | 8 Moonstone, 4 Sparkling Dust | Flame level 9 and up |
Alchemist spells: Roof, station upgrades and recipe unlocks
The Alchemist (Balthazar) makes 38 spells. Before you can craft them, check these requirements (every recipe is also in our Alchemist recipe list):
- The Alchemist needs a sheltered spot, so all of these spells are crafted under a roof.
- Some recipes additionally call for an upgraded station set beside the Alchemist: a Mortar, Alchemy Station or Laboratory. If the entry is “None”, no station beyond the Alchemist is required.
- Owning the item shown makes its recipe available. If the table lists a spell after “or own,” acquiring that spell unlocks the recipe as well.
- Most Alchemist spells make 20 charges per craft. Entangle, Shock Wisp, Light Burst, Shroud Beam, Shroud Meteor and Protective Barrier make 50.
Fire spells
| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Fireball I | Spell charges | 10 | 53 | 2.5 seconds | 20 | 10 Resin, 1 Tar, 2 Bonemeal | None | Own Tar (or own a Fireball I) |
| Fireball II | Spell charges | 15 | 67 | 2.5 seconds | 20 | 4 Tar, 5 Amber, 10 Resin | Mortar | Own Amber |
| Fireball III | Spell charges | 30 | 157 | 2.5 seconds | 20 | 4 Amethyst, 5 Obsidian, 10 Resin | Laboratory | Own Obsidian |
| Fireball IV | Spell charges | 47 | 210 | 2.5 seconds | 20 | 10 Charcoal, 2 Moonstone, 10 Magma Gel, 1 Diamond Dust | Laboratory | Own Diamond Dust |
| Pillar Of Flames I | Spell charges | 12 | 54 | 1.2 seconds | 20 | 5 Charcoal, 5 Amber, 10 Resin | Mortar | Own Charcoal (or own a Pillar Of Flames I) |
| Pillar Of Flames II | Spell charges | 22 | 87 | 1.2 seconds | 20 | 5 Lapislazuli, 1 Iron Bars, 5 Sulfur | Laboratory | Own Sulfur |
| Pillar Of Flames III | Spell charges | 44 | 155 | 1.2 seconds | 20 | 1 Aquamarine Dust, 5 Pink Mushroom Meat, 1 Gold Dust | Laboratory | Own Gold Dust |
| Fire Totem I | Spell charges | 17 | 37 | 0.7 seconds | 20 | 10 Charcoal, 1 Bronze Bars, 5 Amber, 2 Straw | Alchemy Station | Own Bronze Bars |
Fireball trades Fire Bolt’s single target for an area hit. Its card reads “Ignites a fireball projectile that erupts upon impact and deals damage in an area.”

Ice spells
Water is required for Ice spell recipes: each craft calls for either 2 or 10. Include that Water with the other crafting materials.

| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Ice Bolt I | Spell charges | 5 | 47 | 1 second | 20 | 5 Shroud Liquid, 2 Water | None | Own Shroud Liquid (or own an Ice Bolt I) |
| Ice Bolt II | Spell charges | 12 | 59 | 1 second | 20 | 2 Glow Dust, 3 Corrupted Boar Tusk, 2 Water | None | Own Glow Dust (or own an Ice Bolt II) |
| Ice Bolt III | Spell charges | 30 | 141 | 1 second | 20 | 7 Ice, 4 Enshrouded Ice, 2 Snow | Laboratory | Own Ice |
| Ice Bolt IV | Spell charges | 47 | 186 | 1 second | 20 | 1 Sparkling Dust, 10 Ice, 2 Ember Carapace, 10 Water | Laboratory | Own Sparkling Dust |
| Blizzard I | Spell charges | 15 | 84 | 2 seconds | 20 | 3 Goo, 2 Water | None | Own Goo (or own a Blizzard I) |
| Blizzard II | Spell charges | 22 | 134 | 2 seconds | 20 | 10 Lapislazuli, 1 Enshrouded Oil, 10 Water | Laboratory | Own Enshrouded Oil |
| Ice Totem I | Spell charges | 17 | 26 | 0.7 seconds | 20 | 3 Shroud Adhesive, 1 Tin Bars, 10 Water | Alchemy Station | Own Tin Bars |
| Ice Totem II | Spell charges | 38 | 58 | 0.7 seconds | 20 | 2 Aquamarine Dust, 2 Shroud Sludge, 5 Mother-Of-Pearl, 10 Water | Laboratory | Own Shroud Sludge |
The Fire, Ice and Shock Totem cards all say the same thing about limits. By default you can have one totem at a time, and skills can raise that number.
Lightning spells
| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Chain Lightning I | Spell charges | 12 | 65 | 1.2 seconds | 20 | 4 Bonemeal, 1 Copper Bars, 20 Flintstone, 4 Resin | Mortar | Own Copper Bars |
| Chain Lightning II | Spell charges | 47 | 200 | 1.2 seconds | 20 | 2 Moonstone Dust, 2 Sparkling Dust, 5 Diamond | Laboratory | Own Moonstone Dust |
| Arc Lightning | Channel | 22 | 25 | 0.3 seconds | 20 | 5 Enshrouded Oil, 1 Iron Bars, 1 Copper Bars, 5 Charcoal | Laboratory | Own Enshrouded Oil |
| Ball Lightning I | Spell charges | 20 | 99 | 3 seconds | 20 | 4 Bonemeal, 1 Tin Bars, 1 Alchemical Base | Laboratory | When the Alchemy Station becomes craftable |
| Ball Lightning II | Spell charges | 30 | 179 | 3 seconds | 20 | 1 Flammable Goo, 2 Silver Dust | Laboratory | Own Silver Dust |
| Shock Wisp I | Spell charges | 12 | 50 | 2.5 seconds | 50 | 1 Bug Dust, 1 Glow Dust, 2 Brittle Shroud Petals | None | Own Bug Dust |
| Shock Wisp II | Spell charges | 38 | 143 | 2.5 seconds | 50 | 2 Cursed Shroud Sack, 25 Shroud Sludge, 1 Iron Dust, 1 Electric Nerve | Laboratory | Own Shroud Sludge |
| Shock Totem I | Spell charges | 17 | 19 | 0.7 seconds | 20 | 4 Bonemeal, 1 Tin Bars, 2 Calla Luna | Alchemy Station | Own Calla Luna |
| Shock Totem II | Spell charges | 38 | 41 | 0.7 seconds | 20 | 5 Shroud Sludge, 1 Iron Dust, 1 Gold Bars, 1 Green Vitriol Dust | Laboratory | Own Shroud Sludge |
Ball Lightning I is the one Alchemist spell not tied to an item: its recipe appears when the Alchemy Station becomes craftable.

Healing and barrier spells
| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Heal Cascade I | Channel | 5 | 8 | 1 second | 20 | 2 Aureolin Flower, 5 Bonemeal, 1 Aerated Banshee Gel | None | Own Bonemeal (or own a Heal Cascade I) |
| Heal Cascade II | Channel | 47 | 14 | 1 second | 20 | 2 Moonstone Dust, 3 Basalt Dust, 1 Thyme Tea, 2 Bursting Fell Heart | Laboratory | Own Moonstone Dust |
| Chain Heal I | Spell charges | 12 | 38 | 1 second | 20 | 4 Bonemeal, 5 Chamomile, 1 Glow Dust | Mortar | Own Chamomile |
| Chain Heal II | Spell charges | 35 | 58 | 1 second | 20 | 4 Fossilized Bone Dust, 5 Gentian, 1 Chamomile | Mortar | Later Alchemist unlock |
| Heal Beam | Channel | 27 | 22 | 1.6 seconds | 20 | 5 Lapislazuli, 5 Shroud Sand, 2 Fell Heart | Laboratory | Own Fell Heart |
| Protective Barrier | Spell charges | 38 | 260 | 4 seconds | 50 | 1 Bursting Fell Heart, 20 Pink Mushroom Meat, 1 Iron Dust | Laboratory | Own Bursting Fell Heart |
Root, acid, light and Shroud spells
| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Entangle I | Spell charges | 5 | 13 | 0.5 seconds | 50 | 5 Critter Parts, 2 Bones | None | Own Critter Parts |
| Entangle II | Spell charges | 17 | 22 | 0.5 seconds | 50 | 3 Fossilized Bone Dust, 3 Shroud Adhesive, 1 Tin Bars | None | Own Shroud Adhesive |
| Entangle III | Spell charges | 30 | 39 | 0.5 seconds | 50 | 1 Steel Bars, 10 Chitin Powder | Laboratory | Own Chitin Powder |
| Acid Bite | Spell charges | 17 | 77 | 1 second | 20 | 2 Poison Sack, 2 Ammonia Gland, 5 Goo, 20 Springlands Dirt | Alchemy Station | Own Ammonia Gland |
| Light Burst | Spell charges | 17 | 13 | 0.5 seconds | 50 | 5 Sulfur, 5 Coal Powder, 5 Lapislazuli, 1 Mist of a Fell Sicklescythe | Laboratory | Own Sulfur |
| Shroud Beam | Channel | 30 | 42 | 2 seconds | 50 | 2 Chitin Powder, 50 Shroud Adhesive | Laboratory | Own Enshrouded Cyclops Eye |
| Shroud Meteor | Spell charges | 27 | 182 | 4 seconds | 50 | 1 Mist of a Fell Sicklescythe, 5 Nitrate, 20 Coal Powder, 20 Stone, 5 Sulfur | Laboratory | Own Nitrate |
Shroud Beam and Shroud Meteor are Shroud Spells. Their cards say “Shroud Spell: This spell results in a debuff that reduces your Time in the Shroud.” Shroud Meteor’s card also says it “Calls down a disastrous Shroud Meteor on up to five foes.”

Collector spells: Bonestorm and Hollow Wretch
The Collector, Alden Crowley (the survivor tied to the Hollow Halls), makes the last 7 spells. These are also crafted under a roof. Each craft makes 100, and each recipe appears once you own the item listed: an Ectoplasm item, Giant Bones or Icy Giant Bones. The same recipes are in our Collector recipe list.
| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Recipe appears |
|---|---|---|---|---|---|---|---|
| Bonestorm I | Channel | 15 | 19 | 0.5 seconds | 100 | 20 Ectoplasm Fragment, 50 Bones | Own Ectoplasm Fragment |
| Bonestorm II | Channel | 20 | 25 | 0.5 seconds | 100 | 30 Ectoplasm Fragment, 60 Bones | Own Giant Bones |
| Bonestorm III | Channel | 27 | 31 | 0.5 seconds | 100 | 20 Ectoplasm Shard, 1 Giant Bones | Own Ectoplasm Shard |
| Bonestorm IV | Channel | 35 | 45 | 0.5 seconds | 100 | 20 Ectoplasm Crystal, 1 Giant Bones | Own Ectoplasm Crystal |
| Bonestorm V | Channel | 38 | 55 | 0.5 seconds | 100 | 20 Ectoplasm Cluster, 1 Icy Giant Bones | Own Ectoplasm Cluster |
| Hollow Wretch I | Spell charges | 17 | 102 | 2 seconds | 100 | 20 Ectoplasm Fragment, 50 Bones | Own Giant Bones |
| Hollow Wretch II | Spell charges | 44 | 231 | 2 seconds | 100 | 20 Ectoplasm Cluster, 1 Icy Giant Bones | Own Icy Giant Bones |
Bonestorm is a channel spell. Its card reads “Conjures a flurry homing bone projectiles that hunt down enemies with crushing force.” Hollow Wretch is a summon. Its card reads “Summons a Hollow Wretch ally that attacks enemies. Maximum amount of summoned Hollow allies is 1 by default which can be increased via skills.” The skills are in our Mage skill list.

Which spell hits hardest in each element
Every spell card shows a Damage number for the spell’s own item level, next to its Mana cost. The table below lists both for every damage spell in this guide, grouped by element. For spells that hit once per cast, the last column divides the card damage by the Mana cost, which is the fairest way to compare them: it tells you how much damage each point of Mana buys. Channel spells deal their damage while you hold the input, and totems, wisps, pillars, Blizzard, Ball Lightning, Acid Bite and Hollow Wretch deal theirs over a duration or an area, so a per-cast ratio would undersell them and is left blank.
| Element | Spell | How it deals damage | Item level | Card damage | Mana cost | Damage per Mana (single cast) |
|---|---|---|---|---|---|---|
| Fire | Fire Bolt I | Single cast | 3 | 19 | 21 | 0.90 |
| Fire | Fire Bolt II | Single cast | 5 | 23 | 29 | 0.79 |
| Fire | Fireball I | Single cast | 10 | 94 | 53 | 1.77 |
| Fire | Fire Bolt III | Single cast | 12 | 38 | 50 | 0.76 |
| Fire | Pillar Of Flames I | Over time / area | 12 | 14 | 54 | – |
| Fire | Fireball II | Single cast | 15 | 120 | 67 | 1.79 |
| Fire | Fire Bolt IV | Single cast | 17 | 47 | 65 | 0.72 |
| Fire | Fire Totem I | Over time / area | 17 | 20 | 37 | – |
| Fire | Light Burst | Single cast | 17 | 6 | 13 | 0.46 |
| Fire | Fire Bolt V | Single cast | 22 | 58 | 81 | 0.72 |
| Fire | Pillar Of Flames II | Over time / area | 22 | 21 | 87 | – |
| Fire | Fire Bolt VI | Single cast | 30 | 75 | 118 | 0.64 |
| Fire | Fireball III | Single cast | 30 | 207 | 157 | 1.32 |
| Fire | Fire Bolt VII | Single cast | 38 | 91 | 143 | 0.64 |
| Fire | Pillar Of Flames III | Over time / area | 44 | 38 | 155 | – |
| Fire | Fire Bolt VIII | Single cast | 47 | 109 | 158 | 0.69 |
| Fire | Fireball IV | Single cast | 47 | 302 | 210 | 1.44 |
| Ice | Ice Bolt I | Single cast | 5 | 31 | 47 | 0.66 |
| Ice | Ice Bolt II | Single cast | 12 | 51 | 59 | 0.86 |
| Ice | Blizzard I | Over time / area | 15 | 9 | 84 | – |
| Ice | Ice Totem I | Over time / area | 17 | 19 | 26 | – |
| Ice | Blizzard II | Over time / area | 22 | 12 | 134 | – |
| Ice | Ice Bolt III | Single cast | 30 | 101 | 141 | 0.72 |
| Ice | Ice Totem II | Over time / area | 38 | 37 | 58 | – |
| Ice | Ice Bolt IV | Single cast | 47 | 147 | 186 | 0.79 |
| Shock | Chain Lightning I | Single cast | 12 | 64 | 65 | 0.98 |
| Shock | Shock Wisp I | Over time / area | 12 | 35 | 50 | – |
| Shock | Shock Totem I | Over time / area | 17 | 17 | 19 | – |
| Shock | Ball Lightning I | Over time / area | 20 | 131 | 99 | – |
| Shock | Arc Lightning | Channel | 22 | 20 | 25 | – |
| Shock | Ball Lightning II | Over time / area | 30 | 180 | 179 | – |
| Shock | Shock Totem II | Over time / area | 38 | 34 | 41 | – |
| Shock | Shock Wisp II | Over time / area | 38 | 84 | 143 | – |
| Shock | Chain Lightning II | Single cast | 47 | 200 | 200 | 1.00 |
| Shroud | Shroud Meteor | Single cast | 27 | 197 | 182 | 1.08 |
| Shroud | Shroud Beam | Channel | 30 | 59 | 42 | – |
| Acid | Acid Bite | Over time / area | 17 | 66 | 77 | – |
| Bone (Blunt) | Bonestorm I | Channel | 15 | 20 | 19 | – |
| Bone (Blunt) | Bonestorm II | Channel | 20 | 25 | 25 | – |
| Bone (Blunt) | Bonestorm III | Channel | 27 | 31 | 31 | – |
| Bone (Blunt) | Bonestorm IV | Channel | 35 | 39 | 45 | – |
| Bone (Blunt) | Bonestorm V | Channel | 38 | 42 | 55 | – |
| Cutting and Ice | Hollow Wretch I | Over time / area | 17 | 35 | 102 | – |
| Cutting and Ice | Hollow Wretch II | Over time / area | 44 | 76 | 231 | – |
Fire: Fireball has the biggest single hit of any regular spell: 302 damage at item level 47 for Fireball IV, against 109 for Fire Bolt VIII at the same level. Fireball is also the better deal on Mana at every tier (Fireball I 1.77 damage per Mana, Fire Bolt III 0.76 at a similar level) and hits an area, so Fire Bolt’s case is its charge time of under a second (2.5 seconds for Fireball) and the fact that you hand-craft it with no Alchemist.
Ice: Ice Bolt is the ice damage spell, from 31 damage (Ice Bolt I) to 147 (Ice Bolt IV). It hits for less than Fireball at the same level (Ice Bolt IV 147 against Fireball IV 302), but every Ice Bolt card carries a slow (80% on Ice Bolt IV), so it is the pick when you need an enemy to stop reaching you rather than the most damage.
Shock: Chain Lightning II has the highest Shock hit at 200 damage (item level 47), and Ball Lightning II deals 180 at item level 30 over its 7-second duration. Chain Lightning I gives 0.98 damage per Mana at item level 12, a little above Ice Bolt II (0.86) at the same level.
Shroud: Shroud Meteor hits for 197 at item level 27 (1.08 per Mana) and, like Shroud Beam, its card lists 4 minutes of Time in the Shroud as a cost, so each cast takes time off your Shroud timer.
Put together: for raw damage per cast, Fireball leads every tier it exists at, Chain Lightning and Ice Bolt follow, and the slow on Ice Bolt is the reason to carry it next to a Fireball. Mage skills that raise one element’s damage change these numbers, so the comparison holds between spells of the same element and for a character with no element skills.
Healing spells compared
Six regular spells heal or protect: Heal Cascade I and II, Chain Heal I and II, Heal Beam and Protective Barrier. Their recipes and stations are in the Healing and barrier table above; this table puts their cost side by side:
| Spell | Type | Item level | Mana cost | Charge time | Barrier |
|---|---|---|---|---|---|
| Heal Cascade I | Channel | 5 | 8 | 1 seconds | – |
| Chain Heal I | Spell charges | 12 | 38 | 1 seconds | – |
| Heal Beam | Channel | 27 | 22 | 1.6 seconds | – |
| Chain Heal II | Spell charges | 35 | 58 | 1 seconds | – |
| Protective Barrier | Spell charges | 38 | 260 | 4 seconds | Shield Health 1200, lasts 45 seconds |
| Heal Cascade II | Channel | 47 | 14 | 1 seconds | – |
What each card says it does decides the pick more than the numbers do. Heal Cascade is the only heal whose card says it reaches you as well as your allies:
Releases continuous healing projectiles that automatically seek you and your allies.
Chain Heal (38 Mana per charge on Chain Heal I, 58 on Chain Heal II) and Heal Beam both name allies only: Chain Heal “releases a mending ray that automatically seeks nearby allies”, and Heal Beam “releases an aimed mending ray that continuously heals allies within”. Going by the cards, Heal Cascade is the healing spell for a solo player, and Chain Heal and Heal Beam are for healing a group. Heal Cascade and Heal Beam are channel spells, so their Mana cost is spent while you hold the input and is not comparable one to one with a Chain Heal charge.
Protective Barrier does not heal. At 260 Mana it conjures a shield with 1,200 Shield Health that lasts 45 seconds; its card reads:
Conjures a magical shield that blocks and absorbs incoming projectiles until its health is depleted. You and your allies also gain 25% increased Physical Resistance within the barrier.
Eternal spells
Eternal spells never deplete charges and come from their own 41 recipes at the Alchemist and the Collector, listed in our Eternal spells guide. For what the nine spells added in 1.0 do in a fight, see every new mage spell in 1.0, and for a full caster setup our mage build.






