THIS IS A FABRIC MOD
This mod requires the following:
Architectury
Geckolib
Spell Power
Spell Engine
Runes
Player-Animator
It is VERY RECOMMENDED to use the following with this mod:
Better Combat
Adaptive Tooltips
Wizards
To put spells on your Spellblade or other spell host, put the item in a Spell Binding Table with bookshelves around it like an Enchantment Table.
A cheaper way to get Rune Ingots involves casting spells with the corresponding block of metal....
This mod adds spellblades, magical claymores, and magic orbs to the game, each of which have different pools of magical spells to cast.
Spellblades deal 2/3 of your corresponding spell attribute as extra damage of that type with melee attacks, and can host spells that are close range and quick to cast.
Claymores deal 100% of your corresponding spell attribute as extra damage of that type with melee attacks, can't be dual wielded, and have similar spells to Spellblades but with more area of effect or projectile count. They come pre-stocked with a spin attack (spell) of their respective element.
Orbs deal no extra damage and have spells that don't do a whole lot of damage, but the spells have incredible area of effect or versatility.
Runic Armor gives you a bonus to its respective damage type, in addition to giving you an amount of absorption proportional to the amount of runic armor pieces you're wearing, 5 seconds after all your absorption depletes.
This mod also adds the Hexblade faction, which has a chance to invade proportional to how much magic damage you've dealt recently. At the beginning of a potential invasion, you are sent a scout that offers you a way out of the invasion. If you buy their goods, you can be spared. You can't be invaded if you've been invaded or sent a scout recently, but this grace period can get cut shorter if you cast a lot of spells during its time. (Older versions of the mod simply have them invade right away, if you are having invasions unprompted update the mod)
Hexblade enemies can rarely drop a Prismatic Effigy, which summons Magus, if Magus is not already present in the world. Magus only takes one type of damage at a time, corresponding to whatever damage he is doing at the time. This is indicated by the colors of his robes and the element of his spellblade. All other damagetypes are resisted by 95%. Magus drops a piece of their Primordial Robes upon death.
Disable Hexblade by typing /gamerule hexbladeInvade false.
The Primordial set has a similar but stronger absorption mechanic to Runic Armor, with the extra effect of triggering elemental novas with a frequency proportional to your amount of the Primordial set worn.
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1.0.23.0
Updated for Spell Engine 1.4.0+
Phoenix Rites first spell changed to Feather Lash, second spell turned into a ground effect instead of a nova
Fire spells have increased crit against freeze immune entities
Frost spells have increased damage against freeze weak enemies, lower damage against freeze immune enemies
Smite cast time increased to 1.25 seconds, range increased to 5, animation updated
1.0.22.2
Modifications to guardian set textures
Guardian set recipe modifications
1.0.22.1
Fixed models of Guardian sets while crouching
1.0.22.0
Added the Guardian sets, new sets of Armor perfect for people who wish to use Spellblades for their Paladin builds.
1.0.21.5
Spellblades animations updated - new animation for Sonic Strike
Fixed Flickering Flame not attacking from all angles
Flickering flame will no longer fail to perform its impacts if it fails to teleport
1.0.21.4
Made Spell Animations more varied
1.0.21.2
Fixed Aggravated enemies giving weakness to the wrong people
Defiance of Destiny active now taunts enemies hit
1.0.21.1
Updated Defiance of Destiny active to shield pummel attack
Monkey King's Reckoning is now the second skill, and is much shorter duration, but has half the previous cooldown.
Added a melee ability that allows you to perform a short range teleporting strike
Grand Vault is now Vaulting Slam, and is much shorter duration. A slam is performed at the end of the cast.
Flickering Flame is no longer channeled, performs all strikes sequentially at the end of the channel, speed depending on attack speed.
Monkey King's Reckoning is now the second skill, and is much shorter duration, but has half the previous cooldown.
Added a melee ability that allows you to perform a short range teleporting strike
Grand Vault is now Vaulting Slam, and is much shorter duration. A slam is performed at the end of the cast.
Flickering Flame is no longer channeled, performs all strikes sequentially at the end of the channel, speed depending on attack speed.
Smite now gives up to 30% of attack damage as extra healing power as a passive
2.0.1
Hotfix: Armors now have the correct value
2.0.0
Parity Update Part 1
Cyclone type spells have been removed from Claymores, and Spellblades no longer have spells from their respective Technique book.
Instead, Spellblades and Claymores now have the Spellstrike ability, giving the user spell haste as well as on-hit spell damage.
Deathchill Tome changes:
Added Tier 1 Spell: Winter's Grasp - Cast to lay waste onto an area, dealing frost damage and slowing enemies. Extremely spammable.
Deathchill is now Deathchill Brand - Cast to apply a debuff that damages and chills a single enemy. This debuff stacks.
Frostbloom is now Frostbloom Cascade - Perform a nova that chains off of enemies it hits after a second, being performed again in an area around the enemy. Chains twice.
Ice King's Curse is now Mass Hypothermia - Enemies in an area gain 2 stacks of Deathchill and immediately are chilled to two times their freezing threshold.
Phoenix Rites changes:
Added Tier 1 Spell: Flame Lance - Cast to project a lance of flame in front of you, incinerating enemies in a line.
The other spells are largely unchanged
Echoes Unleashed changes:
Added Tier 1 Spell: Starfall - Cast to pelt an area with star bits.
Runic Echoes is now Runic Echoes/Collapse - Passive: You gain a stack of Unleash every 4 seconds. Casting a non-channeled spell causes it to be echoed half a second later as many times as you had stacks of Unleash, consuming your Unleash stacks. Active: Apply a stack of Collapse on an enemy, dealing damage to them 2 seconds later.
The other spells are unchanged.
Rune Armor changes:
No longer grants flat damage. Now grants 15% of the respective element, 3% attack damage, and 1.5 Reabsorption per piece. Roughly equal to Iron Armor in terms of defense.
Magister Armor changes:
No longer grants flat damage. Now grants 20% of the respective element, 4% attack damage, and 2.5 Reabsorption per piece. Roughly equal to Diamond Armor in terms of defense.
Magus Robes Changes:
No longer grants flat damage. Now grants 20% of each element. Reabsorption is unchanged.
Herald Armor changes:
Now grants 12% of Attack Damage gained as their respective element per piece. Now grants 6% of Attack Damage gained as healing power per piece. Reabsorption increased from 2.5 to 4 per piece. Roughly equal to Netherite Armor in terms of defense.
Tier 1 Spellblades now have +2 of their respective element.
Tier 2 Spellblades now have +3 of their respective element.
Claymores now have +4 of their respective element.
All Spellblades and Claymores now have +20% Attack Damage gained as their respective element.
Rebalanced armors to have attributes more consistent with RPG Series content
Fervor now has different holy particles Overpower now has a channel time, and sends you forward while channeling, dragging enemies with you, delivering the final blow at the end of a full channel. Overpower has much lower damage but still retains its movement impairment.
Fixed renderer crash with Cyclone entities
Refined particles for fervor to not be as intrusive
Added 2 more paladin oaths
New model texture, particles, and animations for Shield Shatter
Protect has a shorter cooldown
Rebuke is now a projectile, has larger range, and has a shorter cooldown.
The healing and absorption from Bulwark of the Weak now applies to the Bulwark as well.
Bulwark of the Weak now provides absorption as well as healing.
The active for Echoes spell is now called Collapse, which functions differently.
Spellstrike no longer picks all elements available, only picking the highest.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Updated Spellstrike visuals and sound
Added Lightning Techniques
Fixed tier_2_armors tag (Thanks Cicopath!)
Added failsafes for Higher Purpose calculations
Added Spanish translation (Thanks vinanrra!)
Haste and Strength from Spellblade passive is now configurable, defaults to maximum of 10.
Spellblade passive no longer can feed from power that has been gained from the "% attack power gained as # power" attribute
All spells that previously benefit from attack speed no longer do, and have had their coefficients increased to compensate.
Cyclone type spells and Massacre no longer inhibit movement when casting, but no longer propel you forward if they did so previously
Fixed possible crash on server startup
Added Tooltip on Thesis book about the Awakened spell
Flourish spells are no longer in Technique books, and have been replaced with overdrive spells, nova spells that can trigger on hit with a cooldown.
Voidforge now has Maelstrom instead of Whirlwind
Magus now drops up to 3 spell oils when killed
Magisters now have a very low chance to drop a single spell oil, and no longer have a drop penalty when killed in the Glass Ocean
All variations of Spell Oils and Thesis of Awakening books are now present in the creative tab, readily available
Spell Oils and Thesis of Awakening books now have customized names depending on their bound spell.
Added translation keys for Glass Ocean dimension and biome, which is called the Mirror's Edge
Items are once again enchantable with spell enchants
Cyclone type skills have improved visuals
Magus internal changes - respects spell power instead of spell attributes
Magus armor - respects spell power instead of spell attributes for visuals
Enemy projectiles now remove their lock-on after half a second of being "alive", so they are easier to dodge.
Prismatic Effigies are now Prismatic Pearls, and have a new texture
Magus once again teleports to the top of the glass ocean if he somehow falls through the water
Magus can be fought outside the Glass Ocean but with half the amount and chance of drops. He does not drop Starforge outside the Glass Ocean
Magus has increased stats in the Glass Ocean
Added a Magus Spawn Egg
Reworked Magus Fight
Magus no longer summons Magisters, nor does he have phases or invulnerability
He keeps his barrier, and swaps elements more often, regardless of relative health
His moves have been changed and updated with new animations
Magus XP has been increased significantly to reflect lack of Hexblade minions
Hopefully these changes allow strong builds to do better against Magus, while making the boss itself harder baseline, with no focus on minions.
Claymores now get the spellblade passive
Channeled spells that aren't channeled all the way now only give the corresponding proportion of the buff as a cooldown for spellblades