Date a Slime
The Angels of Date A Live, as unique skills for Tensura: Reincarnated.
Tensura gives you a slime, a sage and a thousand ways to grow stronger. Date A Live gives the Spirits their Angels — a crown of light cannons, a key that locks and opens anything.
I wanted both in the same world. So here they are: the Angels as real Tensura unique skills, with their modes, their gestures, their names shouted out loud, and none of it made of vanilla particles.
4 Angels · 33 techniques · 3 adaptive Spirit bosses · 1 ritual machine · Sealing Chains to drag a Spirit to it
Early version — no survival progression yet. Angels can't be found, crafted or earned in survival, and the Spirits don't spawn anywhere in the world. For now, everything goes through commands: see Getting started.
Watch it in action
Previews and gameplay on my channel:
▶ https://www.youtube.com/@astro2023
Metatron — the crown of light
Origami Tobiichi's Angel. It has no body: it comes down as eight light cannons that fly on their own, and every technique is a way of arranging them.
Raise your arm and a gate tears open thirteen blocks above you. The cannons pour out of it, swing around and settle into a crown behind your back.
| Mode | What it does |
|---|---|
| Manifest | Call the crown, or send it back. No cooldown |
| Kadour — Light Sword | The crown breaks: each cannon picks its own target and dives on it |
| Shemesh — Sun Wheel | A halo spins overhead, gathers light, then rains it on the ground. Walls don't stop what falls from the sky |
| Artelif — Cannon Crown | The cannons line up in a ring in front of you, charge along your aim and fire one enormous beam, 96 blocks long |
| Mal'akh — Heaven's Wing | The cannons fold into wings and you fly — three times faster than creative. Sprint and your body lies flat. Using another technique does not close the wings |
| Lock-on | Point at something: three cannons break off, circle it and pepper it with rays while you keep your crown |
Every technique calls the crown first if it isn't out. The crown stays until you send it away.
Michael — the key
Mukuro Hoshimiya's Angel. A key that closes things — powers, doors, machines, the turning of the planet — and opens things that have no lock, space included.
| Mode | What it does |
|---|---|
| Manifest | Raise your hand and shout its name. A black rift opens in the sky, and the key flies out of it into your grip |
| Segva | Take the key in both hands and turn it on whatever you look at — see below. From further than two blocks, a rift opens in front of the key and another next to your target: the tip of the key comes out of it, bites, and turns |
| Lataibu | Hold the key out and turn it: a black rift opens in front of it. What it opens depends on what you look at — see below |
| Lataibu, Meteor | Raise the key to the sky and turn it. A huge rift tears open thirty blocks up, and seven meteors fall out of it onto your target, each one exploding in fire |
| Lataibu, Deflection | For six seconds, any projectile fired at you — arrows, fireballs, most ranged skills — is swallowed by a rift, and comes out of another one right in front of whoever fired it |
What Segva closes
- A living target, player or mob, bosses included: it cannot use a single skill for one full minute. An Angel already out — a crown of cannons — comes undone.
- A door, a trapdoor, a chest, a lever, a furnace, a spawner, a Nether portal…: locked for five minutes. It won't open, won't break, won't be pushed or blown up, and redstone can't flip it either. A locked spawner spawns nothing; a locked portal takes no one anywhere.
- A minecart, a boat, an arrow in mid-air, lit TNT, a dropped item…: frozen in place for five minutes. The minecart won't roll, the TNT won't go off, the arrow hangs in the air.
- The ground at your feet: you drive the key into the earth and turn it — slowly, against the weight of the whole world. Then the planet stops turning: no day, no night, for five minutes.
Everything Segva holds shut wears a golden seal, so you can see why that door won't open.
What Lataibu opens
- A living target: rifts open all around you and swallow the ground. Then they open around your target — and hurl every block at it, each one exploding on impact — a hundred hearts of spiritual damage in total.
- Something Segva locked: it opens again, right away.
- Anywhere else: a passage. The rift in front of the key stays open for eight seconds, and a second one opens where you were looking, up to 48 blocks away. Step in, step out over there. Anyone can follow you.
The key cannot be dropped, thrown or left behind on death. Call it again, it comes back.
Two gamerules for servers:
| Gamerule | Default | What it does |
|---|---|---|
lataibuTerrain |
true | Lataibu and the meteors really tear up the ground. At false, the rifts copy the blocks instead of taking them and explosions leave the ground alone |
segvaStopsTime |
true | Segva on the ground can stop the day-night cycle for everyone. At false, the key refuses |
Zaphkiel — the clock
Kurumi Tokisaki's Angel. A colossal clock that rises behind your back, and the flintlock that fires its hours. Every bullet is drawn out of its numeral on the dial — you watch a thread of shadow pour from the clock into the gun — and waits in the flintlock: right-click to fire it at whatever you aim at, sneak + right-click to shoot yourself.
Sixteen modes is a lot: hold G to open the mode wheel, point at a mode and release. The wheel shows every mode of the Angel in your ability slots, its cost and its cooldown, and works for Michael and Metatron too.
Calling the clock is a moment of its own: Kurumi raises her arm and calls its name while a pool of shadow spreads and the dial draws itself in light behind her — then, as the call ends, the clock bursts out and each numeral ignites in turn.
| Mode | What it does |
|---|---|
| Manifest | The clock unfolds behind you, numeral by numeral, and the flintlock appears in your hand. Press again to send them away |
| Right-click | With the flintlock in hand: a plain shadow bullet — no numeral, no time power, it just wounds. Half a second between shots |
| Aleph — First Bullet | Accelerates time: much faster movement, attacks and digging for twenty seconds |
| Bet — Second Bullet | Slows time to a crawl: the target barely moves and barely swings for eight seconds |
| Gimel — Third Bullet | Makes things mature. Baby animals grow up on the spot, crops and saplings around the impact grow, and anything else ages and weakens |
| Dalet — Fourth Bullet | Turns time back. A living target returns to the health it had a few seconds ago and sheds its afflictions. Shot at the ground, every block torn away by explosions nearby in the last two minutes comes back — Lataibu's craters included |
| Hei — Fifth Bullet | Shows the future: for fifteen seconds the threats around you glow, and you step aside from attacks you saw coming |
| Vav — Sixth Bullet | Sends consciousness into the past. At yourself: a glowing afterimage anchors this moment for a minute, and a lethal blow — or a second shot — snaps your body back to it, health and all. At a target: it is dragged back to where it stood five seconds ago and forgets what it was chasing |
| Zayin — Seventh Bullet | Stops time. The target freezes in place, colors drained to silver, a shattered clock hanging around it — and every hit it takes is held back, then lands all at once when time resumes. Shot at yourself or the ground, everything around you stops |
| Het — Eighth Bullet | Shadows of your past rise from the ground: two clones of you, wearing your own skin and your flintlock, that shoot whatever you fight for forty seconds — with a weakened Zaphkiel of their own: Aleph on themselves, Bet on your enemy |
| Tet — Ninth Bullet | Links consciousness. Your view jumps into the target's eyes for twelve seconds. At yourself: every living thing nearby glows through walls — for you alone |
| Yud — Tenth Bullet | Reads memories. The target's path over the last minute appears as ghostly afterimages, and a card lists who hurt it, what it hunted, where it last died, where it sleeps and which skills it carries. Shot at the ground: who walked there |
| Yud Aleph — Eleventh Bullet | Sends into the future. You slip out of the present like a spectator — fly anywhere, unseen and untouchable — and land five seconds later, healed; a target disappears for ten seconds. At the ground, the sun races across the sky |
| Yud Bet — Twelfth Bullet | Returns to the past, for 300% of your time. Your body as it was thirty seconds ago, a target as it was a minute ago — or, at the ground, a violet wave turns every block changed in the last five minutes back into what it was |
| Hide in Shadow | You sink into your shadow and wake up in a pitch-black world. Dive while standing in another player's shadow and you are hiding in theirs: step out again and you rise from under their feet — wherever they went, even another dimension |
| Devouring Shadow | Pale arms burst out of the ground around your target, grab it and slowly drag it down into the darkness. Players and mobs stay trapped for two minutes — and while they wait in the dark, their time is yours: they lose maximum health every second, and it fills your time. Then your shadow spits them back out behind you. Use it on nothing to release them early. Two-minute cooldown |
| City of Devouring Time | Your shadow floods the ground forty blocks around you under a crimson dome, with a giant clock turning backwards overhead. For thirty seconds everything alive inside slows, weakens and loses maximum health — and every second its time pours into you along threads of red light. What they lost slowly comes back once they escape |
Each bullet has its own voice line, its own color and its own Hebrew letter, and a clock face spins around whatever it hits — its hands racing, crawling or running backwards. The flintlock is a real weapon model: its hammer cocks when you load and snaps down when you fire, and your arm follows your aim — up, down and to the sides.
Your time
Kurumi pays for her powers with time. Every bullet, every dive into the shadow and every creature devoured spends some of it, shown as a crimson bar right under Tensura's aura and magicule bars — it follows the HUD wherever you moved it. Your own time slowly comes back up to 100%. Past that, only the City of Devouring Time can feed it, up to 1500%: every extra 100% stacks as a new colored layer of the bar. Manifesting the clock and right-click shots stay free.
Camael — the axe of flame
Kotori Itsuka's Angel: a red-black battle axe made of fire. Every flame you see is drawn by the mod — living tongues of fire, embers streaking away, smoke, heat glow.
- Manifestation — you erupt in a spinning column of fire, and the axe forms in your hand. Its blows set everything they strike ablaze.
- Blazing Crescent — a heavy downward swing hurls a crescent of flame that burns through everything in its path and sets the wall it hits on fire.
- Burning Whirl — the axe spins and a ring of fire rolls out around you, throwing enemies back.
- Wall of Flame — sweep up a wall of fire: it swallows every projectile and burns whatever tries to cross it.
- Flames of Rebirth — fire covers your wounds and closes them. And while Camael is yours, a killing blow once a minute wraps you in flame and brings you back, with wings of fire.
Megiddo
The axe takes itself apart — the blades break away and burn out, the shaft slides in, the head becomes the barrel, plates fly in and lock around it, fins unfold — and it rebuilds itself as a cannon on your arm.
Hold right-click to charge: the barrel slides out and fire pours into the muzzle. Release, and a beam up to 96 blocks long tears through everything in its way and leaves a trench of scorched earth — basalt, magma, burning ground. Use Megiddo again to bring the axe back.
| Gamerule | Default | What it does |
|---|---|---|
megiddoTerrain |
true | Megiddo carves the terrain and Camael's fire lights real fires. Off: the beam stops at the first block |
Sephira Crystals
霊結晶 — the source of a Spirit's power. Right-click to absorb one, and its Angel is yours.
| Crystal | Sephira | Angel |
|---|---|---|
| White | Keter, the Crown | Metatron |
| Lilac grey | Binah, Understanding | Zaphkiel |
| Gold | Tiferet, Beauty | Michael |
The colour of each crystal follows its place on the Tree of Life. If you already have the Angel, you keep the crystal.
For now, crystals don't spawn, drop or craft anywhere: they only come from
/give — see Getting started.
The Spirits — bosses
Three Spirits, each wielding her real Angel. They don't spawn in the world yet — summon them yourself:
/summon dateaslime:origami
/summon dateaslime:mukuro
/summon dateaslime:kurumi
They don't run a script — they read you:
- they watch how you fight: your distance, your strafing, whether you rush, fly, hide, block, spam skills, or dodge their shots;
- every technique used on you gets scored by what it did. What works comes back; what you counter fades — never fully, so changing your style can still be punished;
- they lead their shots and learn how far ahead to aim at you;
- they pick their ground, dodge incoming projectiles, and switch to the most dangerous or most isolated player;
- no one-shots: a single hit from a Spirit never takes more than a fifth of your max health (a bit more in later phases) — they kill by chaining, not in one beam;
- hit them the same way too long and they adapt — the boss bar shows it. Burst them hard enough and they stagger, which is also how you break their channeled ultimates.
Mukuro Hoshimiya — 8,500 health, Michael. She fights from a distance, through space itself: keys fired out of small rifts at where you're going to be, golden seals that close on the ground under your path and on both sides of it, rifts that orbit her and fire on their own. Get close and space throws you back — or she slips through a rift fifteen blocks away and leaves a seal where you were running. Segva seals casters, arrows freeze mid-air or come back at you. Final phase: she plants the key — break her in seven seconds or the arena locks: no flight, no teleport, no skills.
Kurumi Tokisaki — 8,000 health, Zaphkiel. Long range, high ground. Predictive flintlock volleys, Bet on whoever rushes her, shadow clones, diving into her shadow. Her hard controls are rare and never back to back: Zayin followed by a full magazine on stopped time, and the devouring shadow. At low health she shoots Yud Bet into her own temple and rewinds thirty seconds — unless you stagger her. Final phase: the Time-Devouring Castle.
Origami Tobiichi — 9,000 health, Metatron. Winged from the start, circling a few blocks above you under a storm of lock-on rays — and swooping low every few seconds, which is your opening. When she charges Artelif, her aim freezes a moment before the beam: move.
Compact custom boss bars: phase, adaptations, enrage, stagger and channel at a glance.
The Sephira Extractor
A ten-block ritual machine built for multiplayer servers. It tears an Angel out of another player.
/give @s dateaslime:sephira_extractor
Right-click the ground (creative or operator only). The machine lays down facing you, the cross lying on its platform.
The capture. Bring a player who carries a Sephira onto the platform — someone has to be escorting them. They are pulled onto the cross, arms spread, and the cross rises with them while the pillars come out of the ground.
The ritual. Four magic circles light up in front of the machine. Step into one and the trials begin, round after round:
- Seal — strike when the needle crosses the light on the arc
- Incantation — watch the arrows light up one by one, then type them back
- Rupture — hammer the key until the chains crack open
- Glyph — watch a glyph write itself, then find it among four
- Channel — keep your cursor inside a drifting ring
Every trial lives inside the same glowing seal: the time drains around its rim, the rounds and breaches sit on the ring, and the verdict slams down like a stamp. While they play, everyone standing in a circle visibly chants — hands raised toward the cross, runes turning around them, the trial's kanji above their head, glowing green, gold when they pass, red when they break.
Five rounds. A round holds if at least half of the officiants pass. Three breaches and the ritual collapses.
Success: the crystal is ripped out of the victim's chest and falls for anyone to grab. The victim loses their Angel and dies on the spot. Failure: the cross lowers and sets them back on their feet on the platform.
While bound, the victim cannot dismount, teleport, use skills or be killed by anyone else. The only way to save them is the honest one: push the officiants out of their circles.
Two gamerules, changeable in game:
| Gamerule | Default | What it does |
|---|---|---|
extractorOfficiants |
1 | Players needed in the circles to start the ritual (1–4) |
extractorEscort |
1 | Other players who must stand near the cross for it to take someone. 0 for solo testing |
Players in creative are never captured.
Sealing Chains
A Spirit won't walk onto the cross by themselves. So you chain them, together, and drag them there.
C G C C = chain
G A G G = gold ingot
C G C A = amethyst shard
- Hold right-click — the chain swings over your shoulder, faster and faster. Once charged it flies at whatever is in your sights, spiralling through the air, and coils around the Spirit's body with a lock of light.
- A duel of timing, not a clicking contest. The Spirit looks at a chain, holds SPACE to wind up a yank and releases to strike it. The chain glows red as the yank builds: its holder must brace with SPACE right when it lands. Brace on time and the chain barely moves; too late and it strains; miss and you're dragged forward. Brace at nothing — a feint, someone else's chain — and your chain goes slack. Mashing gets nobody anywhere: yanks cost the Spirit breath, and wild braces cost you.
- Every chain has its own tension. When it maxes out, that chain is torn away — the Spirit is free when the last one falls. So they'll go for the weakest link.
- Keep the formation. Chainers must spread out evenly around the Spirit — a line with one, both sides with two, a Y with three, an X with four — between 2 and 9 blocks away. A ring of light on the ground shows who is well placed. With every chain in place the formation seals and each yank barely counts: breaking out takes a long string of mistakes. Break the formation, and every yank hits hard.
- Walk them in. A chained Spirit can't walk, jump, fly, teleport or use skills. They are pulled to the middle of the formation — move together and they move with you.
- At the Extractor, the chains dissolve on their own and the cross takes them. No escort needed.
Chains snap if you get more than 18 blocks away, and a Spirit who breaks free is untouchable for a few seconds. The Spirit bosses can't be chained: their power shatters the chain.
| Gamerule | Default | What it does |
|---|---|---|
chainMinPlayers |
4 | Chains needed to fully contain a Spirit (1–4) |
Getting started
This is an early version: there is no survival way to get an Angel or to meet a Spirit yet. No crystal spawns, drops or can be crafted, and no boss appears on its own. Everything goes through commands for now.
An Angel — give yourself its crystal and right-click it:
/give @s dateaslime:sephira_keter
/give @s dateaslime:sephira_binah
/give @s dateaslime:sephira_tiferet
Put the Angel in a skill slot and switch modes like any other Tensura skill — or hold G for the mode wheel.
A Spirit — summon her, and step back:
/summon dateaslime:origami
/summon dateaslime:mukuro
/summon dateaslime:kurumi
The ritual machine — /give @s dateaslime:sephira_extractor, then right-click the
ground.
Sealing Chains — the one thing you can craft (see above), also in the Tools tab.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.0+
- Tensura: Reincarnated 2.0.0.0+, with ManasCore and Architectury
- GeckoLib 4.7+
- PlayerAnimator 2.0+ (client side)
Works on its own. It pairs well with Great Sage, but does not need it.
PS
This is an early version, so expect bugs — and please report them.
Some voice lines are not recorded yet. Until they are, the mod plays placeholder sounds instead: nothing breaks, it just sounds less like the anime.
The models, textures and effects were made for this mod. Date A Live and its characters belong to Kōshi Tachibana, Tsunako and their publishers; That Time I Got Reincarnated as a Slime belongs to Fuse and Mitz Vah. This is a fan project, not affiliated with any of them.

