spells_and_spellcrafting-2.12.55.jar
Curse Maven Snippet
What's new
Spells and Spellcrafting 2.12.55 — release notes
Rolls up everything since the last CF release (2.12.43): the new Attuned Grimoire wand-enchant system, plus two loot/stasis fixes.
What's new
Attuned Grimoire — a new set of wand enchantments that command your Risen army. Your wand can now carry these enchantments, and while you hold it they buff your entire minion army — with a different effect for each minion type:
- Gravity (control) — your minions reel enemies in, shove them back, root them in place, or stun them.
- Ferocity (offense) — bonus damage, executes on low-health targets, harder-hitting and better-tracking bolts, and a capped damage reflect.
- Ravening (sustain) — your minions heal a little from their own attacks (tuned below real incoming fire, so there's no immortal farm).
- Contagion (debuff) — Weakness, Hunger, Nausea, a small Wither splash, and a focus-fire "mark" that makes the whole army hit one target harder.
- Warding (defense) — survive an otherwise-lethal hit, dodge attacks, a Resistance aura for you while you're near your enderman, and a Wither reflect.
Each minion type — zombie, skeleton, spider, enderman, wither skeleton — does something different with each enchant, so the same wand reshapes a mixed army in several ways at once.
How you get them. Attuned Grimoire enchants drop as enchanted books in loot chests, and wands found in chests often come pre-enchanted. Apply a book to a wand at an anvil like any other enchant. A wand only accepts these wand enchants (an armor, bow, trident, or sword book gives no anvil result), and it won't let you waste levels re-applying an enchant that's already at its cap. Wand-enchant books show a small wand icon in their tooltip so you can tell them apart.
Choosing a build. Ferocity, Ravening, and Warding are mutually exclusive — an army has one animating will, so a wand carries only one of the three. Gravity and Contagion layer onto any of them and onto each other, so a fully attuned wand runs one of those three plus Gravity plus Contagion.
The buffs follow your wand. They apply only while the enchanted wand is in your hand — draw a sword or bow and your army reverts to normal until you switch back. Buffed minions give off an enchant-glyph shimmer, so you can always see at a glance that the buffs are live.
Everything is configurable under [wand_enchants] — per-enchant on/off toggles, an affectPlayers flag that stays off by default (so the crowd-control never touches other players unless you turn it on), and the loot chances — with every effect magnitude under [wand_enchants.tuning], which hot-reloads without a restart.
Fixed
- Loot wands now appear in more chests. Fixed the chest eligibility check so a loot table whose name merely starts with an excluded word (for example "villager…") is no longer wrongly skipped.
- Stasis no longer loses your army over one bad minion. Fixed a rare case where a single minion that couldn't be restored from stasis would discard the entire stored army; the rest are now kept, and you're told how many stayed behind.
Migration notes
- Existing worlds upgrade cleanly — no reset needed. The new
[wand_enchants]and[wand_enchants.tuning]config options appear with safe defaults on first load. - Wands and enchant books only start generating in loot chests you open after updating; existing chests already rolled their contents.
Requires / compatible with
- Minecraft 1.21.1
- NeoForge 21.1.224+
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