
Description
Iron's Spells 'n Spellbooks ships a hundred and fifteen spells. Apex Arcana adds the nine that sit at the top of each school.
They are built to one rule: on screen, each one has to read as the strongest thing in the game. They use the sky, they change the ground, and they happen at thirty to a hundred and seventy blocks.
The nine
|
School |
Spell |
|
Cooldown |
|---|---|---|---|
|
Evocation |
Grand Sigil |
a ritual circle fed by your other spells |
120 s |
|
Nature |
World Tree |
a tree that grows as things die under it |
160 s |
|
Fire |
Sunfall |
walks the real sun to noon, then fires from it |
180 s |
|
Ice |
The Glacier |
a mountain of ice hangs overhead, then lands |
190 s |
|
Lightning |
Skybreak |
the sky cracks, then strikes once |
200 s |
|
Holy |
Gates of Heaven |
a gate opens and light pours down a corridor |
200 s |
|
Blood |
The Colosseum |
walls close around the field and it rains spears |
210 s |
|
Eldritch |
The Gaze |
an eye fills the sky and looks where you look |
220 s |
|
Ender |
Grip of the Void |
End islands rise, and so does everything under them |
220 s |
A few of them, in more detail
Sunfall takes hold of the sun — the actual one, wherever it happens to be — and walks it along its own arc to noon, then fires straight down. Cast at midnight and it comes up out of the ground in the east and crosses the whole sky first. What gets drawn is the vanilla sun: its own texture, its own apparent size, placed by reproducing the arithmetic the game uses.
The Glacier hangs a hundred and seventy blocks up for three seconds with its shadow spreading on the ground, so anybody who looks up can simply walk out from under it. Then it lands. Whatever is still underneath is entombed and genuinely invulnerable — and every point of damage anyone lands on it while it is buried is kept, and handed back at 135% when the ice goes. It is the only spell here that asks you to protect what you are about to kill.
The Gaze opens an eye a hundred and twenty blocks across, and it looks where you look. Whatever you hold your aim on burns harder every second you hold it. Mobs that can see it are not stunned or charmed — they are retargeted, at each other. Watch it yourself for three seconds and it notices you.
Grand Sigil does not go off when the cast ends. Twelve runes sit dark around its rim, and every other spell you finish while standing inside it lights one. Your cheapest spell is the efficient fuel, so a stack of low-level scrolls suddenly matters again.
What it does to your world
Three of the nine move terrain — Glaciation crushes and freezes, the World Tree roots, Grand Sigil optionally scorches. All of it is reversible, none of it touches block entities or bedrock, nothing is dropped, and every one of them is a config switch.
Configuration
config/grandsigil-common.toml has a global damage multiplier and target cap, per-spell switches for the terrain the Glacier moves, and a budget for how many tentacles The Gaze may raise. config/grandsigil-client.toml turns off the two screen-space effects and drops the tessellation detail. Both screen effects disable themselves permanently and quietly if anything throws, so a client running Optifine or a shaderpack is never left broken.
Balance
Every spell is priced against the same rule — roughly cooldown × 1.15 for a spell that lands in one moment, and more for one that needs the target to stay in it. The three that sit off that line are deliberate and the reasons are written down in the README.
Requirements
-
Minecraft 1.20.1, Forge 47.4+
-
Iron's Spells 'n Spellbooks (and therefore GeckoLib, Curios and PlayerAnimator)
Developed and tested against Iron's 1.20.1-3.16.3.
Notes
-
English and Korean.
-
Twenty advancements, nine custom damage types with their own death messages.
-
Every texture is generated procedurally; there is not a single model file in the mod.
-
MIT licensed. Built on Iron's Spells 'n Spellbooks by Iron431.


