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Twilight Origins (Twilight Series)

New origins based on modded mechanics!
A view of a coastline from the astral realm

A view of a coastline from the astral realm

Astromancer

Astromancer

Withered Cultist

Withered Cultist

Heliomancer

Heliomancer

Dryad

Dryad

Earth Monk

Earth Monk

Description

Welcome to Twilight Origins! This is a mod aiming to introduce 18 new origins for the Origins mod. Currently only 5 are implemented. Be aware that this mod has a LOT of dependencies. If you are using the curseforge app they will install automatically, but if not you'll have to download them manually:

Origins (Forge)

Iron's Spells and Spellbooks

Mowzie's Mobs

Alex's Caves

L_Ender's Cataclysm

T.O Magic and Extras

GTBC's Geomancy Plus

Apothic Attributes

Additional Attributes

You MUST have ALL of these mods installed on the latest versions for Forge 1.20.1 (Yes, this includes the iron's spells 1.20.1 backport. Latest versions!)

Please give feedback! If you find a bug, think something should change, or have an idea for the mod, pop it in the comments section! I am all for feedback and it is more likely than not your idea will end up in the pack!

Okay, with all that out of the way, here are the origins:

Heliomancer (Heliomancy)

Stored Sunlight: When in the light of the sun, you generate stored sunlight. You can hold up to two minutes of sunlight.
Solar Healing: Expend thirty seconds of stored sunlight to heal yourself for two hearts.
Heliomancy: When your stored sunlight is full, consume all of it to start a solar storm that strikes all nearby entities with solar energy. Sneak to instead shoot a solar laser that scales with holy spell power.
Solar Vitality: When in the sun's light, any healing you recieve is doubled.
Comforting Warmth: You can't sleep too far from the sun. You must sleep more than twenty blocks above sea level.
Night Drain: The darkness of the night weakens you. At night, your stored sunlight diminishes, you deal less damage, and you take more damage.
 
Earth Monk (Geomancy)

Geomancy: You have been trained in the magic of the earth, and can conjure boulders up from the ground with an empty hand. These can be used as weapons or transportation. Hold longer for bigger boulders.

Earth Attuned: You can instantly break any block minable by an iron pickaxe with a three second cooldown.

Untrained: You are unfamiliar with most weapons. Even the best craftsmanship is useless in your hands. You can weild a gauntlet with normal damage.

Precise Punches: You know just where to place a punch, so you do +3 damage with your fists.

Heavy: Your powerful build makes you heavier than most. You sink in water like a rock and take increased fall damage.

Frail: You aren't accustomed to physical combat. You take double damage from mobs.

 
 Wither Cultist (Necromancy)

Rotten Stomach: You are unable to eat or regenerate health naturally.

Life Leech: You heal for 10% of the damage you deal.

Undead Allies: You are allied with certain undead beings. Skeletons, strays, wither skeletons, and necromancers will not attack you, even if you attack them.

Blood Magic: Shoot a wither skull projectile at the cost of your health. If you sneak, shoot a siphoning laser that steals health from targets instead.

Bony Form: You are immune to most status effects that would influence your health or hunger.

Undead Nature: The light of the sun overwhelms you. When under the sun, you are lit on fire and cannot heal from any source.

No Rest for the Dead: You cannot sleep under any circumstances.

Blasphemous Being: You cannot cast holy spells, and you take 10x damage from holy magic.

 
Astromancer (Astromancy)

Astral Step: You can step between the physical world and the astral realm. In the astral realm, you cannot interact with the world in any way. Blocks will be non-solid, and you can fly around quickly. You cannot cast spells, use items or blocks, or hurt entities. Entities will ignore your presence and you cannot take damage of any kind. You can step back out into the real world whenever you want.

Astral Energy: While in the astral realm, you quickly accumulate astral energy. The more astral energy you have, the more powerful Ender spells you cast will be. When you take damage, you gain astral energy proportional to how much you have. If your astral energy ever fills up, you die. Astral energy dissapates slowly and resets when you die.

Evasion: At any time, you can draw on the astral realm to evade attacks. This starts at one but scales up to three depending on how much astral energy you have. Drawing on the astral realm allows astral energy to leak into the world, so you accumulate astral energy when you use this ability.

 
Dryad (Phytokinesis)

Forest Spirit: You are an incarnation of nature magic. You can easily move through and climb trees as if they were not there. This can be toggled off and on at will. (secondary ability key)

Nature Attuned: You weild powerful magic. Nature magic that you cast is enhanced by one level. In addition, you can use this magic to bind a creature with vines for 10 seconds, during which it cannot move.

Wooden: Your body is like that of a tree. You take significantly more damage from fire and fire magic.

Metal Adversity: Your natural form despises metal. You cannot wear armor made from it.

Light Step: You are more graceful than most creatures. You move slightly quicker and can step up entire blocks at once. You take significantly less fall damage than others, and can fall from a bit higher safely.


Future Plans:

If you have an idea for the mod, put it in the comments!

 

The goal is to add 18 origins, each based on a domain of magic canon to the twilight universe:

  • Pyromancy
  • Heliomancy ✅
  • Aquamancy
  • Abysscraft
  • Cryomancy
  • Geomancy ✅
  • Phytokinesis ✅
  • Necromancy ✅
  • Hemomancy
  • Umbrakinesis
  • Electromancy
  • Tempestamancy
  • Sacramancy
  • Divination
  • Astromancy ✅
  • Enderkinesis
  • Evocation
  • Animancy

The Twilight Origins (Twilight Series) Team

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Just someone who likes making Minecraft modpacks. Check out Ages of Twilight!

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