Status: Beta - Actively updating for Neoforge 1.21.4, 1.21.1 and Forge 1.20.1
Supported Versions: Neoforge 1.21.4, 1.21.1 and Forge 1.20.1
Current Mod Version: 1.3.2 (bugfix update)
Testing For Current Version: None
Currently In The Works:
Heating Essence
Cooling Essence
Custom Particles
This mod is technically not finished, but is in a state where it can be used publically, though bugs are likely to occur as I can only test so much on my own in so little time. Please feel free to comment any bugs as updates go on!
This is a fun mod that adds a single concept to the game, Unique Magic! Spellbooks are special items that can contain one spell, and these spells can have up to one main element and a secondary element (with weaker effects), and the shape, control, and target of these spells can be chosen freely. I have made it as modular as possible so I can even add more elements later in production! I tried my absolute hardest to balance it to fit easily into mid to late game, and have also tried to make it balanced with the vanilla feel, to avoid spells being too powerful.
DID I MENTION THEY COME IN 9 COLORS??? not very interesting, but changing the color of a book (even dying it the same color) causes it to lose all connected magic, no EXP refunds tho >:) but it is good for resetting a book even if it seems inconvenient.
Magic Options:
Elements:
(All exept damage do one damage per power level, all pushing/pulling forces are affected by Force level)
Tier 1: - Targeted attacks, most unique.
Fire - Catches target(s) on fire
Water - Pulls target(s) in the opposite direction the user is facing, applies slowness
Air - Pushes target(s) in the direction the user is facing
Void - Applies a Voidlocked potion effect that stops ALL movement (time affected by power level)
Death - Applies wither effect and darkness (strength and time affected by power level)
Life/Healing - Applies regeneration (strength and time affected by power level)
Damage - Does 1.8X damage per power level (secondary does 1.2X)
Electricity - Strikes lightning and applies slowness + blindness
Tier 2: - Affects world, rarely has affects on entities, fairly powerful.
Barrier - places temporary barriers (Hardened Matter) at particle locations, barriers are indestructible but decay after 30 seconds (maximum)
Shapes/Patterns:
Beam - spawns particles in line, random offset affected by width (0.5x) spawn rate fixed, dont spread it too thin!
Sphere - Makes a sphere based on Width level, particle spawn rate increases with power
Control:
Angle - makes all effects occur at the angle the player is looking
TargetPoint - all effects apply at a straight up angle, but location is determined by where the player is looking
Point - all effects apply at a straight up angle, location is the XYZ of the player
Targets:
Self - Effects of magic only apply to the player using them
Others - Effects of magic apply to all entities OTHER than the player using them
(there is no all option mostly because I'm lazy but also because it adds complexity)
Charges: (Affects how power multipier in tier 2 magic is calculated) - Temporarily removed, may or may not come back in a Tier 3.