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[ISS LM]Legendary Mage

[ISS LM]Legendary Mage

by LOAE_U987 • Downloads: 0 • Followers: 0
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🧙 Legendary Mage

Unleash Your Arcane Potential


📖 Overview

Legendary Mage is a NeoForge 1.21.1 magic expansion mod built upon Iron's Spells 'n Spellbooks, introducing a brand-new Elemental Reaction System and uniquely designed spells.

🎭 Translation Note: Currently using translation tools, so there may be inaccuracies. Feedback and corrections via GitHub Issues are greatly appreciated!


⚡ Core Mechanics

Mechanic Description
Elemental Mark System Apply elemental marks to targets; accumulate to thresholds to trigger special effects
Level 2 Threshold Can participate in elemental reactions
Level 3 Threshold Triggers elemental debuff effects
Datapack Extension Supports custom elemental reactions and compatibility with third-party magic mods

🔥 Elemental Debuffs

Triggered when elemental marks reach Level 3 (unless specially noted)

1. Fire 🔥

Version Effect
≤ V1.0.3 -5% max HP per level + magic damage
≥ V1.0.4 -2% max HP per level + magic damage

2. Eldritch 👁️

Feature Effect
Special No level prerequisite, takes effect immediately
Effect -10% max HP per level

3. Ice ❄️

Condition Effect
Ice Mark Level 3 Freeze target once (crowd control)

4. Lightning ⚡ V1.0.4 Added

Feature Value
Effect Electrocution: Periodically releases chain lightning to nearby enemies
Damage Bonus +5 damage per level
Cooldown 3 seconds
Stacking Levels stackable

5. Poison ☠️

Version Effect
≤ V1.0.3 Poison: DoT damage, stackable
≥ V1.0.4 Armor Melting: -2% armor per level, stackable

6. Ender 🖤

Condition Effect
Ender Mark Level 3 50% chance to trigger Echo Strike

7. Holy ✨ V1.0.4 Added

Condition Effect Value
Holy Mark Level 3 Divine Strike 20 damage, CD 5s

8. Dark 🌑 V1.0.4 Added, V1.0.5 Reworked

Version Effect
V1.0.5 Lightless Night: -5% spell resistance per level, stackable

⚗️ Elemental Reactions V1.0.4 Added

Combination Name Effect
🔥 Fire + ❄️ Ice Melt Single damage boost
🔥 Fire + ⚡ Lightning Thundercall Summon lightning strike at target
🔥 Fire + ☠️ Poison Detonation Increase Fire Buff by 1 level
⚡ Lightning + ☠️ Poison EMP Consume Electrocution to release EMP wave
❄️ Ice + ⚡ Lightning Superconduct Gain Lightning Rod Buff (-5% Ice/Lightning resistance)
🌑 Dark + ☠️ Poison Plague Continuous corrosion V1.0.4 added
🖤 Ender + Any Element Final Echo Spell power + resistance boost
👁️ Eldritch + 🌑 Dark Chaos Significant spell power boost

📦 Datapack Support

V1.0.5+ Full datapack extension support

  • ✅ Add custom elemental marks to any spell school
  • ✅ Create new elemental reactions
  • ✅ Seamless compatibility with third-party magic mods

📚 Documentation: Legendary-Mage Wiki


📥 Download & Feedback

CurseForge Modrinth GitHub

🎨 About Textures: Currently using placeholder textures. If you're interested in contributing artwork, I'd be truly grateful to hear from you!

❄️⚡ Forge your legend, master the elements ⚔️🔥

How to Install [ISS LM]Legendary Mage (Mod)

[ISS LM]Legendary Mage by LOAE_U987 is verified for Neoforge across Minecraft versions 1.21.1 (latest release: 1.1.3, file size: 3.0 MB). Follow the steps below to install it safely from ModCraft.tv:

  1. Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded [ISS LM]Legendary Mage file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.1
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27d ago 1
1.21.1
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1.21.1
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<div align="center">

<h1>
<span style="color: #8B5CF6; text-shadow: 0 0 30px #8B5CF6, 0 0 60px rgba(139,92,246,0.2);">🔮 Legendary Mage 🔮</span>

<span style="color: #F59E0B; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.3 — The Elemental Circle Closes, The Codex Is Purified</span>
</h1>

<p align="center">
<img src="https://img.shields.io/badge/🔥_Elemental_Reactions-All_13_Complete-8B5CF6?style=flat-square" alt="Elemental Reactions All 13 Complete">
<img src="https://img.shields.io/badge/🩸_Lifesteal_Source-Guarded-EF4444?style=flat-square" alt="Lifesteal Source Guarded">
<img src="https://img.shields.io/badge/🛡️_Creative_Players-Protected-10B981?style=flat-square" alt="Creative Players Protected">
<img src="https://img.shields.io/badge/📦_NeoForge_1.21.1-Ready-F59E0B?style=flat-square" alt="NeoForge 1.21.1 Ready">
</p>

<br>

<p><i>"First, the circle closes."</i></p>
<p><i>"Then, the boundaries are drawn."</i></p>
<p><i>"Finally, the codex is read with clear eyes."</i></p>

</div>


<div align="center">

<h2>📖 This Update's Contents</h2>

</div>


## 🩸 I · The Lifesteal Source, Verified

> *A mark was placed. A blow was struck. And the caster healed—even when the damage was never theirs to claim.*
>
> *A third party—another player, a wandering monster, an unforgiving world—could strike the branded target, and the caster would drink life from a wound they never dealt.*
>
> *This is no longer the case.*

  • Caster Faction Check** — The lifesteal reaction now verifies the damage source belongs to the caster's own faction (self, summons, or teammates). Third-party damage no longer grants free healing.
  • Zero-Vector Guard** — The Void Frost knockback now skips displacement entirely when caster and target overlap, rather than zeroing velocity. Consistent with the existing Ender Warp behavior.
  • Integer Overflow Fix** — The zone manager's tick counter has been widened from int to long, preventing zone expiry after roughly 3.4 years of continuous runtime.
  • Zone Data Cleanup** — Zone data is now released on level unload, closing a long-running memory leak.
  • Divide-by-Zero Guard** — Heal reduction now records the original amount before applying the multiplier, eliminating a divide-by-zero when configuration allows a zero value.
  • Particle Architecture Unified** — Five reaction effects have been migrated from inline implementations to the shared particle layer, all respecting the particle budget.
  • Comment Standards** — Missing method-level documentation filled in; refresh durations extracted into named constants.

> *The mark is honest now. It only answers to the hand that drew it.*


## 🌫️ II · The Caster Steps Out of Their Own Cloud

> *A zone was summoned. The caster walked in—and was poisoned by their own mist.*
>
> *Vanilla area effect clouds answer to no master. They touch friend and foe alike. So we built our own.*

  • Custom Zone System** — A new zone manager replaces vanilla area effect clou
...
# 🔮 Legendary Mage Changelog


## 🚀 v1.1.2 (2026-08-08)

### 🏗️ Dependencies: Simplified Mod Requirements

  • Removed GeckoLib as a mandatory dependency**
  • Previously, you had to install GeckoLib, Curios, and PlayerAnimator separately — even though Iron's Spells 'n Spellbooks already bundles them.
  • Now these are handled automatically as **transitive dependencies** through Iron's Spells. You only need to install **Iron's Spells 'n Spellbooks** — nothing else.

  • Updated neoforge.mods.toml**
  • Removed required dependency blocks for geckolib [4.8.3,4.9), curios, and playeranimator.
  • Only required dependencies now: NeoForge, Minecraft, and irons_spellbooks.
  • patchouli remains optional (for the in-game guidebook).
  • Description updated to reflect the simplified "Requires" list.

  • Updated build.gradle**
  • GeckoLib: downgraded from implementation → compileOnly + localRuntime (still available for dev builds, but not forced on players).
  • Curios & PlayerAnimator: downgraded to localRuntime only (pulled in by Iron's Spells during dev, no manual install needed).

  • Cleaned up gradle.properties**
  • Removed unused variables: playeranimator_version, irons_spells_version, irons_lib_version.
  • Kept geckolib_version and curios_version as they are still referenced elsewhere.

> 💡 **What this means for players:** Your mod list just got shorter. Install Iron's Spells 'n Spellbooks — GeckoLib, Curios, and PlayerAnimator come with it automatically. No extra downloads, no version conflicts.

<div align="center">

<h1>
<span style="color: #FF6B6B; text-shadow: 0 0 25px #FF6B6B, 0 0 50px rgba(255,107,107,0.2);">🔥Legendary Mage🔥</span>
<span style="color: #666; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.1 — THE ELEMENTS REMEMBER</span>
</h1>

<br>

<img src="https://img.shields.io/badge/🔥_Elemental_Rewrite-FF6B6B?style=for-the-badge&logoColor=white">

<br><br>

<p><i>"The fire no longer forgets who lit it."</i></p>
<p><i>"The frost remembers the hand that cast it."</i></p>
<p><i>"And the holy mark... the holy mark no longer lives in the void."</i></p>
<p><i>"It lives in <b>you</b>."</i></p>

</div>


<div align="center">

## 🎬 THE ELEMENTS HAVE LEARNED TO REMEMBER

</div>

> *In the old code, elemental reactions were ghosts. They happened, then vanished into static voids, leaving no trace of who summoned them, no memory of when they might strike again.*
>
> *No longer.*


<div align="center">

## 🔥 WHAT'S NEW

</div>


### ⚔️ ElementReactionManager — Completely Rewritten

  • The old system:** *Buffs applied blindly. Reactions triggered without context. The elements were deaf and dumb.*

  • The new system:** *Every flame knows its master. Every frostbite carries a signature.*

<div align="center">

| Before | After |
|:---|:---|
| Static, stateless reactions | **Stateful reactions** tied to caster identity |
| Buffs applied without tracking | **ElementMarkData** records who cast what, and when |
| Client-side guesswork | **ElementMarkSyncHandler** keeps every client in perfect sync |
| Reactions fading into the void | **Persistent mechanics** that respect cooldowns and continuity |

</div>

> 🔥 *"I cast a fireball. Three minutes later, my ally's fireball detonates on the same target — and the reaction triggers, because the system remembers I was there first."*


### 🧠 ElementMarkData — The Memory of Magic

A new data structure that attaches to entities like a magical scar.

<div align="center">

| What It Tracks | Why It Matters |
|:---|:---|
| **Caster Identity** | Your fire and your friend's fire are no longer the same fire |
| **Cooldown Timers** | No more spamming the same reaction into infinity |
| **Elemental Residue** | The target carries the mark until it expires or is consumed |

</div>

> 🧠 *"The mark is not a debuff. It is a memory the target cannot shake."*


### 🌐 ElementMarkSyncHandler — One Truth, Many Eyes

Client-server sync for elemental states. No more desynced particles. No more phantom marks.

> *What the server knows, the client sees. Instantly. Reliably. Every time.*


### ✨ HolyMarkEffect — From Static Void to Living NBT

  • The Problem:** *Holy marks were stored in static maps. Server restart? Gone. Dimension change? Gone. They were mayflies.*

  • The Solution:** *Holy marks now live in entity NBT. They persist. They travel. They survive.*

<div align="center">

| Storage | Persistence | Survival |
|:---:|:---:|:---:|
| **Old:** Static cleanup logic | Server restart = deat
...


<div align="center">

<h2> 🚩 <span style="color: #FF6B6B; text-shadow: 0 0 20px #FF6B6B;">v1.1.0— The Rewrite</span> </h2>

<img src="https://img.shields.io/badge/🔥_Major_Rewrite-FF6B6B?style=flat-square"> <img src="https://img.shields.io/badge/🛠️_Under_Construction-FF6B6B?style=flat-square">

<p><i>This version essentially rewrites the mod from the ground up.</i></p>

</div>


## 📋 Changelog

<div align="center">

| Type | Change | Details |
| :----- | :------- | :-------- |
| **⚡ Removed** | Spell System | *If you rely on spells, you may choose not to upgrade* |
| **🔧 Fixed** | Memory leaks | Optimized resource cleanup across all subsystems |
| **🔧 Fixed** | Log spam | Reduced excessive console output |
| **🔧 Fixed** | Duplicate implementations | Refactored redundant code to reduce overhead |

</div>


## 🚩 Legendary Mage v1.0.9 Update Log

### ✨Feature Update:

  • Updates made in response to community feedback: You can right-click on an ice sculpture with an empty hand to toggle between "Follow" and "Sit and Wait"
## 🚩 Legendary Mage v1.0.8 Update Log
### 🛠️ Configurations
  • Rewriting the configuration interface to make it more readable and visually appealing
## 🚩 Legendary Mage v1.0.7 Update Log

### 🛠️ Configurations

  • ​**Config Refactor**​: Added independent configuration options for all Buffs and spells
  • ​**New Config Directory**​: Restructured config file organization for easier management and scalability
  • ​**Flame Buff**​: Added new fire damage-over-time effect
  • ​**Entity Blacklist**​: Configurable list of entities immune to the Flame Buff

### 📖 Documentation & Compatibility


### 🐛 Bug Fixes

  • Fixed IceExplosionConeProjectile Crash**
  • ​**Root Cause**​: ClassCastException thrown when casting (LivingEntity) entityHitResult.getEntity() on non-living entities


## 🚩Legendary Mage v1.0.6 Update Log

### 🔥Buff Adjustment

  • Lightning Rod buff: changed to reduce 5% Ice Spell Resistance and 10% Thunder Spell Resistance, stackable
  • Dark Night No Light buff: changed to reduce 5% Blood Spell Resistance.
  • Plague buff: The survival duration of generated zombies has been changed to 3 seconds

### 🧙 Spell Addition
  • Element bullet element
  • Three-phase arrow element
  • Elemental prism element

### 🎉Art Updates
  • Modification of spell icons and scrolls of elemental schools

### 🐦‍⬛Interactive Addition
  • Added interactivity with the Patchouli (due to time constraints, AI assisted me in writing, and will be revised once the subsequent copywriting is complete)

### 🎇 Special Effects

  • Added real-time calculated trail effects for projectile spells such as "Elemental Barrage"

## 🚩Legendary Mage v1.0.5 Update Log
  • Fixed the crash caused by using milk when there is an element tag present
# 🚩Legendary Mage v1.0.4-hotfix Update Log
  • Remove the erroneous built-in test data packet (why are you so careless...)
# 🚩Legendary Mage v1.0.4 Update Log

## 📋 Update Overview

| Category | Number of Changes | Status |
|:---:|:---:|:---:|
| 🌟 Element Anomaly | 6 items | 5 enhancements, 1 adjustment |
| ⚡ Elemental Reaction | 3 Items | Brand-new Mechanism |
| 🔥 Numerical balance | 2 items | Optimization and adjustment |
| 🛠️ Data Package Support | 1 | Compatible with other modules |



## 🔥 Element Abnormal State Redesign

### <span style="color:#e74c3c">🔥 Flame Anomaly</span>

| Level | Effect | Change |
|:---:|:---|:---:|
| **Level 3** | **2%** of maximum health per level | ⬇️ Weakened (originally 5%) |


### <span style="color:#f1c40f">✨ Abnormal Brightness</span>

| Level | Effect | Notes |
|:---:|:---|:---|
| **Level 3** | **20%** of Holy Blight damage | Elemental Mark does not update |
| | | ⏱️ CD: **5 seconds** |

> ⚠️ **Note**: Holy Strike is an independent damage source and does not trigger Elemental Chain Reaction


### <span style="color:#2c3e50">🌑 Dark Anomaly</span>

| Level | Effect | Characteristic |
|:---:|:---|:---|
| **Level 3** | Obtain the "Dark and Dull" buff | 🔷 Stackable |
| | Reduces **Blood Magic Resistance** | Calculated independently for each level |


### <span style="color:#95a5a6">🌫️ Uninfluenced Anomaly</span>

| Level | Effect | Trigger Probability |
|:---:|:---|:---:|
| **Level 3** | **Echo Strike** added to attack | **50%** |


### <span style="color:#8e44ad">🔮 Unusual Black Magic</span>

| Mechanism | Value |
|:---|:---:|
| Spell Resistance Reduction | **-10%** / Level |
| Superposition method | Linear superposition |


### <span style="color:#3498db">⚡ Electric Shock Anomaly</span> ⭐ Key Update

| Level | Effect | Parameter |
|:---:|:---|:---|
| **Level 3** | Obtain the "Electrify" buff | 🔷 Stackable |
| Trigger mechanism | Release chain lightning every **2 seconds** | Fixed interval |
| Damage Value | **5** / Hit | Ignores Defense |
| Special rules | Do not update element tags | Independent calculation |

``

`

⚡ Chain lightning mechanism ⚡
  • Trigger interval: 2 seconds
  • Release position: Current position of the self
  • Damage type: Lightning damage
  • Element interaction: ❌ Do not update tags
  • Stacking Effect: ✅ The higher the level, the damage increases while the frequency remains unchanged


## ⚔️ Elemental Reaction System

### Quick Reference Table for Reactions

| Reaction | Element combination | Effect | Key value |
|:---:|:---:|:---|:---|
| **Thunder Poison Reaction** | ⚡Thunder + 🦠Poison | Range: Electromagnetic Wave | Damage = Electricity Sensitivity Level × 5
Range = 3 squares |
| **Ice and Thunder Reaction** | ❄️Ice + ⚡Thunder | Lightning Rod buff | Thunder Resistance -5% per level
Ice resistance -5%/level
🔷 Stackable |
| **Dark Poison Reaction** | 🌑Dark + 🦠Poison | Plague System | See below for details ⬇️ |


### 💀 Detailed Explanation of Plague Mechanism (Dark Poison Reaction)

#### Basic effect

`

``

┌─────────────────────────────────────┐
│ "Plague" buff attribute
...
## 🚩 Art Updates

### 🎉Changed icons for elemental marks and the Blazing effect
## 🚩 [ISS Affiliated]Legendary Mage v.1.0.2

### ❌ Error fixes:  

  • Fixed the issue of abnormal health for summoned creatures in **Living Ice Sculpture**
[1.0.1] Legendary Mage 1.0.1 by LOAE_U987 on Mar 20, 2026
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## 🚩 [ISS Affiliated]Legendary Mage v.1.0.1
### ❌ Error fixes:
  • Fixed damage calculation errors in element translation and added EMIffect compatibility to BUFF **Ender Echo**
### 🛠️ Add and repair
  • Implosion** Modification: Now the burst spell will continuously gather enemies during the singing period
  • Blizzard** Modification: Blizzard now requires selecting a target for release
  • Element response**: Allow the use of JSON to configure compatibility with other spell genres
  • New Spells: **Ice Explosion Cone**/**Focused Ice Cone**/**Giant Snowball**(There are issues, still under development)

[1.0.0] Legendary Mage 1.0.0 by LOAE_U987 on Mar 14, 2026
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