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Iron's Spells Addon - Arcane Manifestations

Adds 20 school-based domains, mana-draining clashes, boss encounters, and domain invasions to Iron’s Spells ’n Spellbooks.
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V1.0.1

File nameArcaneManifestation-Forge-1.0.1.jar
Uploader
TripleBombTripleBomb
Uploaded
Oct 7, 2026
Downloads
547
Size
247.5 KB
Mod Loaders
Forge
File ID
9086234
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:irons-spells-addon-arcane-manifestations-1729418:9086234")

Learn more about Curse Maven

What's new

Domain Rework — Version 1.0.1

This update gives each domain its own combat mechanics, adds clearer indicators, updates boss clashes, and introduces spell exhaustion.

Unique School Mechanics

The old generic school buffs and debuffs have been replaced with individual mechanics. All domains retain their shared mana regeneration, school spell-power, and physical-damage bonuses.

  • Fire: Heat buildup and warned eruptions. Matching Fire spells build Heat faster.
  • Ice: Frost buildup, brief frost traps, and stronger attacks against frosted enemies. Movement reduces Frost.
  • Lightning: Charged discharges chain into nearby enemies and briefly improve casting speed.
  • Holy: Combat-earned Judgment strikes and sanctuary healing that enemies can contest.
  • Ender: Position marks trigger return strikes, while earned charge provides a short internal blink.
  • Blood: Successful damage fills a reservoir with a 50/50 chance of healing the caster or damaging enemies.
  • Evocation: Successful hits charge automatic targeting for the next eligible damaging spell. Charged state also protects against Counterspell.
  • Nature: Breakable roots restrain enemies and can produce contested healing blooms.
  • Eldritch: Dread strengthens attacks and creates warned ruptures. Breaking manifestations reduces buildup.
  • Time: Stores part of successful combat damage for temporal pulses, with brief movement and casting-speed windows.
  • Shadow: Marks reward attacks from outside an enemy’s facing direction. Movement grants Speed.
  • Unstable: Cycles through warned displacement, damage echoes, and stronger rupture strikes.
  • Geo: Heavy faults punish grounded enemies. Grounded casters gain melee, knockback, and defensive benefits.
  • Aqua: Currents pull enemies toward warned pressure zones.
  • Symmetry: Alternates between 10 seconds of defense and 10 seconds of attack, affecting both sides.
  • Spirit: Combat produces breakable pursuing spirits that heal instead when the caster’s health is low.
  • Wind: Movement builds Momentum, strengthening gusts and knockback.
  • Fire Dragon: Warned breath areas and stronger melee follow-ups against scorched targets.
  • Ice Dragon: Breakable ice zones restrict entry and deliver frost bursts.
  • Cursed: Enemy spellcasting, sprinting, and combat build marks for warned Sentence strikes.

Charge Indicators and Attack Warnings

  • Added a small halo above the caster’s head.
  • Charge-based halos gradually fill and brighten.
  • Readiness produces a small glow, a quiet ding, and a “[Mechanic Name] is charged” message above the hotbar.
  • Enemy-based indicators track the most charged eligible enemy inside the domain.
  • Reservoir and movement indicators track the caster’s own buildup.
  • Warning rings gradually appear before special attacks activate.
  • Symmetry’s halo stays complete, switching between jade for defense and orange-red for attack without a charging animation or ding.

Visual and Formation Changes

  • The barrier interior is now 45% transparent, while the exterior remains opaque.
  • Clash formation flows from behind the casters toward the contested center.
  • Normal casting retains its waterfall formation.
  • The winning color finishes taking over before the domain activates.
  • Formation no longer replays after a successful clash.
  • The clash HUD remains removed.

Combat and Scaling

  • Successful spell hits build mechanics at full strength.
  • Physical hits contribute 10% compared to spells.
  • Automatic domain damage cannot charge its own mechanics.
  • Multihit casts have a contribution limit to prevent instant charging.
  • Shared mana regeneration, school spell power, and physical-damage scaling remain.
  • Effect scaling stays fixed after manifestation and counts up to 500 points.
  • Higher raw points remain useful for clashes and overwrites.
  • Regular player direct-hit intervals remain school-dependent, between 3 and 8 seconds.
  • Armor remains effective, and Lightning mechanics do not spawn real lightning bolts.

Boss Domain Improvements

Boss domains now receive additional school-specific patterns, including blue-fire lanes, pyres, Sentence strikes, breakable watches, spirit waves, tempest marks, sanctuaries, arcane seals, and drowned waves.

Boss healing remains limited, with reduced healing values for boss sanctuaries and spirits.

Bosses Without Domains

Updated resistance calculation:

300 + 150 × (Current HP ÷ Max HP) + min(50, (Base Armor + Base Attack Damage) ÷ 2)

  • Default resistance ranges from 300 to 500, before external modifiers.
  • Resistance decreases as the boss loses health.
  • The ten-second immobilized resistance check remains.
  • Failed checks halve domain effectiveness against that boss.
  • Multiple bosses are checked separately.
  • The eventual winning caster’s own results determine effectiveness.

Bosses With Domains

Updated domain-point calculation:

300 + 100 × √(Max HP ÷ 1000) + 2 × Base Armor + Base Attack Damage

  • Configured maximum-health increases count.
  • Armor and attack damage use their base values.
  • Raw points are fixed when casting starts and can exceed 500.
  • Domain bosses compare raw points instead of the old health-and-armor category contest.
  • Ordinary mob casters retain their existing category comparison.
  • Ties fail.

Spellbook Casting Restrictions

  • Arcane Manifestation can no longer be imbued through the Arcane Anvil or vanilla anvil.
  • Previously imbued equipment cannot cast it.
  • Scroll casting remains blocked.
  • Spellbook casting retains the configured mana cost, 300 by default.
  • Boss casting and administrative commands remain supported.

Spell Exhaustion

After a manifested domain ends, normal spellcasting is blocked for one sixth of its applied cooldown.

  • 30-minute cooldown: Five minutes of exhaustion.
  • 15-minute cooldown: Two and a half minutes of exhaustion.
  • Early cancellation uses its actual reduced cooldown.
  • Other imbued weapon spells remain usable.
  • Exhaustion persists through logout and respawn.
  • The cooldown-reset command also clears exhaustion.

Compatibility Notes

Existing team, pet, summon, immunity, player-resistance, and supported Deadflow Ward protections remain.

Evocation automatic targeting supports standard Iron’s targeted spells, aiming, and projectile casting. Custom scripted spells that bypass those systems may require a dedicated adapter.

Validation: Compilation, packet checks, final JAR validation, and 2,889 rule checks passed. Full modpack combat and visual behavior still require in-game testing.

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