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Fundamental Principles - Iron's Spells Addon

Adds mechanics, balance and progression to the Iron's Spells n Spellbooks magic system.

File Details

fundamental_principles_v_0.9.0.jar

  • B
  • Dec 29, 2025
  • 432.51 KB
  • 82
  • 1.21.1
  • NeoForge

File Name

ypfundamentals-0.9.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:fundamental-principles-1347399:7391148"
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Changelog

FIXES

  • Fixed and issue where school spell power from other mods wasn't working with the exhaustion reduction formula.

CHANGES

  • Changed the Mana reinforcement barrier color for all schools, due to the fact that now the color used is the default Targeting Color from each School. This means now the barrier color works with modded Schools.
  • Make Burnout effect Non-magic effect, meaning it can't be removed by counterspell. In addition the effect can't be removed by drinking milk or with the totem of undying anymore.
  • Like the Burnout effect, Mindful effect now can't be removed by milk or totem of undying.
  • Increased the Hemomancer spawn weight: 2 -> 6
  • Reduced the Imp spawn weight: 18 -> 10
  • Reduced the Venemerus max spawn count: 4 -> 3
  • Updated Sol Spell Entity Design
  • Reduced Taunt max range targeting 64 -> 24

FEATURES

  • Added the Mod advancement tab. Added 3 new advancements.
  • Added the detection of "setDeltaMovement" method for Motus Principle clasification. (Added 8 spells to this principle)
  • Getting burnout effect while casting a continuos cast spell now interrupt it.
  • Added new mechanic for Locus Principle:
    • Each level grants you with +1 or +2 targeting range.
    • Spells that have more than 30 blocks of base range start now with 8 blocks and can increase up to 38 blocks.
    • Spells that have less than 30 blocks of base range only add the bonus to the current targeting range.
  • Added a new feature related to SPELLBOOKS
    • Now spellbooks can be upgraded, having a "rarity" according to the amount of slots it has at the start.
    • Levels are represented as "rarities" just like spells. To level up you just got to cast spells while having the spellbook equipped. The amount of xp a spell grants for a spellbooks is related to the spell rarity (1-5).
    • Each level needs a different amount of xp to get to the next level.
    • A spell can only be inscripted on a spellbook of the same or higher rarity.
    • The xp progress could be seen in the spellbook description.