Latest Update: June 5, 2026, Categories: Enshrouded
Welcome to our complete Spells List for Enshrouded, reviewing all Fire, Ice, Lightning, Poison, Healing and Utility spells.

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In addition to our complete Enshrouded Spells List, this guide covers everything you need to know about spells in Enshrouded, including how to cast them, how to craft them, the difference between Staff Charges and Eternal Spells, the best spells to unlock, and frequently asked questions.
Enshrouded Spells List
Fire Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Fire Bolt![]() | 3 | 23 | 20 | 0.7s |
Fireball I![]() | 10 | 49 | 46 | 0.8s |
Fireball II![]() | 15 | 66 | 60 | 1.3s |
Eternal Fireball![]() | 17 | 76 | 94 | 2.0s |
Fireball IV![]() | 28 | 99 | 86 | 2.0s |
Eternal Fireball II![]() | 38 | 110 | 100 | 2.0s |
Ice Spells Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Ice Bolt I![]() | 5 | 32 | 38 | 0.5s |
Eternal Ice Bolt![]() | 17 | 80 | 92 | 1.0s |
Ice Bolt II![]() | 32 | 109 | 109 | 1.0s |
Eternal Ice Bolt II![]() | 43 | 126 | 138 | 1.2s |
Lightning Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Chain Lightning![]() | 12 | 62 | 65 | 1.0s |
Lightning Channel![]() | 22 | 21 | 19 | 0.3s |
Eternal Chain Lightning![]() | 32 | 128 | 98 | 1.0s |
Eternal Lightning Channel![]() | 43 | 27 | 17 | 0.3s |
Poison Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Acid Bite![]() | 17 | 70 | 67 | 2.0s |
Eternal Acid Bite![]() | 22 | 130 | 120 | 3.0s |
Healing Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Heal Channel![]() | 5 | 17 | 38 | 0.5s |
Chain Heal I![]() | 10 | 28 | 46 | 0.8s |
Eternal Chain Heal![]() | 17 | 35 | 19 | 1.2s |
Heal Beam Channel![]() | 25 | 36 | 22 | 1.6s |
Eternal Heal Channel![]() | 22 | 43 | 21 | 1.0s |
Chain Heal II![]() | 32 | 58 | 36 | 1.0s |
Eternal Heal Beam Channel![]() | 38 | 70 | 54 | 2.0s |
Utility Spells
| Name | Level | Damage | Mana Cost | Cast Time |
Bone Channel I![]() | 15 | 17 | 13 | 0.3s |
Light Burst![]() | 17 | 6 | 18 | 0.5s |
Eternal Light Burst![]() | 22 | 6 | 20 | 0.8s |
Bone Channel II![]() | 25 | 36 | 22 | 0.6s |
Shroud Meteor![]() | 27 | 128 | 100 | 5.1s |
Shroud Beam Channel![]() | 28 | 54 | 34 | 1.5s |
Shock Wisp![]() | 38 | 114 | 118 | 2.0s |
Magic Shield![]() | 43 | – | 280 | 4.0s |
Enshrouded Spells Overview
In Enshrouded, spells are physical items called Spell Charges that are loaded into a Staff and fired like magical ammunition. Your character begins with no knowledge of spells — they do not exist on a skill menu. Instead, you carry spell charges in your inventory and select which one to cast on the fly while your staff is drawn. Each fire consumes one charge from your supply.
Spells cover a range of elemental types including Fire, Ice, Lightning, Poison, Healing, and special Shroud-based spells. Each element has different tactical applications: Fire is the strongest all-round offensive choice and particularly effective against Fell creatures, Ice slows and controls enemies, Lightning chains between multiple targets, Poison/Acid works well against specific enemy types, and Healing is vital for solo and group play.
The key stats that govern spellcasting are Intelligence, which increases all magic damage by 5% per point and scales Intelligence-based skills, and Spirit, which determines your maximum Mana pool at 20 mana per point. Both are essential attributes for any build investing seriously in spells, and Intelligence in particular has additional value thanks to its interaction with skills like Radiant Aura and Water of Life in the Battlemage and Healer trees.
All spells require a Staff to cast. Wands, which are the other magical weapon type in Enshrouded, do not use spell charges or mana. Wands fire automatically as a basic attack and are an excellent supplement to staff builds for consistent damage between charged spell casts, but they are a separate system entirely.

How to Cast Spells in Enshrouded
Casting spells in Enshrouded requires two things: a Staff equipped, and Spell Charges in your inventory. Here is the step-by-step process:
Step 1: Equip a Staff. Assign your staff to an action hotkey and make sure your character is actively holding it or assign the staff to your ranged slot in the equipment menu.
Step 2: Place Spell Charges in your inventory. Spell Charges need to be in your backpack, not a storage container. Make sure you have enough inventory space, as charges take up backpack slots. You can expand your backpack capacity by upgrading your Flame Altar.
Step 3: Enter aim mode. With your staff equipped, hold the Right Mouse Button on keyboard and mouse, or the Left Trigger on a gamepad. Your character will adopt an aim stance and a spell selection wheel will appear, showing all available Spell Charges currently in your inventory.
Step 4: Select your spell. Using the mouse wheel, the Q key, or the D-pad, cycle through your available spell charges and select the one you want.
Step 5: Cast. Press the Left Mouse Button or Right Trigger to fire. Note that most staves require a short charge-up period before releasing the spell. You can reduce this significantly by investing in the Quick Charge skill in the Battlemage tree, which cuts staff charge time by 50%.
One important tip: the staff requires a brief channel time before the spell fires. Rushing the release too early can result in a weak or incomplete cast. Learning the rhythm of your specific staff’s charge time is one of the most important fundamentals for maximizing spell output in Enshrouded.

Crafting Spells in Enshrouded
The most reliable way to obtain spells in Enshrouded is by crafting them through the Alchemist NPC at your base. Spell Charges and Eternal Spells can occasionally appear as drops from chests, containers, and enemies in the world, but the drop rate is low enough that crafting is the primary method for keeping your supply topped up.
How to Unlock Spell Crafting
Spell crafting becomes available once you rescue the Alchemist from his pod in the Ancient Vault – Alchemist, located west of the Springlands. You will unlock access to the vault naturally while completing the main story’s early quests, specifically the Powerful Alchemy questline. Once the Alchemist is summoned to your Flame Altar base, interact with him and navigate to the Ammo menu to see all available Spell Charges and the materials required to craft each one.
Higher-tier spells unlock progressively as you advance through the main story, level up, and complete additional quests tied to the Alchemist. Placing specific items near the Alchemist NPC in your base can also unlock access to new crafting recipes. The Alchemist requires an Alchemy Station in proximity to craft higher-level spell charges and Eternal Spells.
Crafting Materials
Spell Charge crafting uses materials you collect from exploration and combat throughout Embervale. Early spells like Fireball I use common materials such as Resin from trees, Tar from a Charcoal Kiln, and Bonemeal ground from enemy bones at a Grinding Stone. Higher-tier Eternal Spells demand rarer resources including Fossilized Bone Dust, Ammonia Glands, Nitrate, Coal Powder, and Sulfur.
Since crafting materials are consumed on each batch of standard Spell Charges, most players transition to Eternal Spells as their primary casting tool as quickly as possible to avoid the ongoing resource loop. Each Eternal Spell is crafted only once, after which it can be cast indefinitely as long as you have Mana.

Consumable Spell Charges vs Eternal Spells
The most important thing to understand about spells in Enshrouded is Charges vs. Eternal Spells.
Consumable Spell Charges are finite. Each cast consumes one charge from your supply. When your charges run out, you cannot cast that spell again until you craft or find more. They are cheaper to craft than Eternal versions, and in some cases deal higher burst damage or have shorter cast times than their Eternal equivalents. Standard Spell Charges are the best tool for burst windows and boss nuking when you want maximum single-hit damage and can afford to burn through resources.
Eternal Spells are infinite use. Each is crafted once and then used indefinitely, with the only limit being your Mana pool, which regenerates naturally over time and can be restored with Mana Potions or food buffs. Eternal Spells are marked by the ∞ symbol on their icon. They tend to have slightly longer cast times and in some cases marginally lower raw damage compared to top-tier single-use charges, but the trade-off is never having to worry about running out of ammunition during long exploration runs, dungeon clears, or extended combat encounters.
The practical approach for most players is to use Eternal Spells as your day-to-day casting standard and keep a small supply of high-powered consumable charges, such as Shroud Meteor, in reserve for particularly demanding boss encounters or Shroud dives where you want maximum burst output.
Two Shroud-specific spells worth calling out: Shroud Meteor and Shroud Beam Channel are powerful consumable charges that inflict Shroud Fatigue on the caster, reducing your time limit inside the Shroud by 5 minutes for two hours. Use them with that penalty in mind.

Best Spells in Enshrouded
The undisputed king of AoE damage, Fireball II is still the best spell in Enshrouded due to its fire damage and area width. You can use this spell to clear large areas of enemies, single-target nuke a boss, or start a fight at max distance with any build. Update 7 introduced the II (2) second version which upgraded the damage significantly. Just like previous metas, Fire is still amazing because of the Fell creature’s weakness, making it the best choice overall.
Enshrouded Spells FAQ
1. Do you need a Staff to cast spells in Enshrouded?
Yes. Spells can only be cast with a Staff or Cane weapon equipped. Wands are a separate weapon type that deal magic damage automatically without using spell charges or mana.
2. What is the difference between a Wand and a Staff in Enshrouded?
A Wand fires continuously as a basic attack with no charge time, no mana cost, and no spell charges required. A Staff requires a charge-up time, consumes a Spell Charge or Mana for each cast via an Eternal Spell, and delivers significantly higher damage per cast, especially in AOE scenarios.
3. What is the difference between a Staff Charge and an Eternal Spell?
Staff Charges are consumable — each cast depletes one from your supply. Eternal Spells are infinite use, crafted once and cast as many times as you want as long as you have Mana. Eternal Spells have slightly longer cast times in some cases but eliminate the need to restock ammunition.
4. Are Eternal Spells weaker than regular Spell Charges?
In some cases yes, in some cases no. Some Eternal Spells match or exceed their consumable counterparts once crafted to their higher-level versions. The trade-off is primarily cast time on certain spells rather than raw damage, and for sustained combat encounters the infinite-use advantage vastly outweighs any marginal damage difference.
5. How do I unlock Eternal Spells in Enshrouded?
Rescue the Alchemist, then complete the An Eternal Spell quest he gives you. The quest sends you to the Buried Tomb dungeon northwest of the Low Meadows Ancient Spire and rewards your first Eternal Ice Bolt on completion. This also unlocks the ability to craft Eternal Spells at the Alchemy Station going forward.
6. What do Intelligence and Spirit do for spellcasting?
Intelligence increases all magic damage by 5% per point and scales the output of Intelligence-based passive skills. Spirit increases your maximum Mana by 20 points per level. Both are essential attributes for spellcaster builds, with Intelligence being the higher priority.
7. Can a Ranger or Melee build use spells in Enshrouded?
Yes. Any build can equip a staff and carry spell charges for specific utility purposes without committing to a full spellcaster build. Ice Bolt for slowing enemies and Eternal Heal Channel for self-sustain are the most universally useful options for non-magic builds.
8. Do I need to respec to play a spellcaster in Enshrouded?
No. Enshrouded does not have a permanent class system. Skill points can be redistributed freely using a Respec Potion crafted at the Alchemist, and attribute points can be reset at your Flame Altar, meaning you can shift from a melee or ranger playstyle to a full Wizard or Battlemage setup at any point without starting a new character.
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