Stormcaller (RPG Series Plus)

⚡ Command the storm! Lightning as a fourth school of magic for Wizards (RPG Series), with spells, robes, staves and more.
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stormcaller-0.2.0.jar

File namestormcaller-0.2.0.jar
Uploaded
Nov 14, 2026
Downloads
56
Size
897.5 KB
Mod Loaders
NeoForge
File ID
9607660
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:stormcaller-rpg-series-plus-1803067:9607660"

Learn more about Curse Maven

What's new

0.2.0

  • Stormbringer Staff: Ball Lightning. The staff gets Ball Lightning as a second active spell (in the spell hotbar, tier 3, instant, 30 s cooldown that Spell Haste shortens). The ball drifts where you look, and its hits count as your lightning spell hits, so they can trigger Skyfall, the Static Lodestone and the Caged Ball Lightning. Up to 3 staff balls at once ([ball_lightning] max_staff_balls in stormcaller-server.toml); the relic still makes one at most.
  • Stormbringer Staff: +10 Lightning Spell Power instead of +8. This is the default of config/stormcaller/equipment.json, so an existing file keeps +8. To get +10, set the value of staff_stormbringer to 10, or delete its entry and it is written again with 10 on the next start.
  • Amber Lightning Staff: Stored Charge. Lightning spell hits charge the staff, up to 5 charges (new effect with its own icon). At full charge your next Lightning Bolt jumps to 2 more targets and shocks every target it hits. The hits of that bolt do not charge the staff again. The charge fades 15 s after the last hit. Values in [stored_charge] of stormcaller-server.toml.
  • Wizard Robe and Wizard Staff: the lightning line now always sits right under Frost Spell Power, also when a pack adds more lines (for example mana) in the Wizards config. An entry for spell_power:lightning in config/wizards/equipment_v2.json is no longer needed for that. An existing one still wins and does no harm.

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