Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details
Fundamental Principles is an addon for the magic mod Iron's Spells n Spellbooks that intends to add some more features related to the magic system. In addition, there's also some new spells and mobs added to the gameplay.
Its main objective is to change the gameplay of magic and also taking a focus on mage PVE/PVP.
Required Dependencies:
- Iron's Spells n' Spellbooks
- Geckolib
Spell Exhaustion
Now, when you cast spells, you'll become exhausted in the process. Exhaustion will be reflected in a bottle icon that will fill as fatigue increases. The level value will appear in the icon's upper left corner, and the exhaustion points will appear in the bottle's bottom right corner.
Exhaustion will passively decrease over time. You build up exhaustion up to maximum exhaustion level (4). Each level has a total amount of exhaustion until reaching next level. The accumulated exhaustion decreases the output power of spells. The way to downgrade the exhaustion level is getting to 0 exhaustion points and waiting a while before accumulating exhaustion again.
The higher the rarity of a spell casted is, the more fatigue is accumulated. The higher your spell power and your school-specific spell power are when casting a spell of the same school, the lower the accumulated exhaustion.
Star Alignment
This is a rare event that has a pseudo base chance of 1 in 100. It is a critical hit, dealing damage approximately the base damage of the hit x2.
It can only be triggered by physical and critical hits, and certain factors, such as whether you have less the half of your maximum health, increase the chance of landing one. When this event occurs, the hitter gains resistance 2 for 4 seconds, and the target gains weakness 1 for 30 seconds. Additionally, the hitter enters a mindful state, granting them +50% additional mana regeneration.
It also reduces exhaustion entirely and removes the burnout effect. If you continue landing hits that cause the stars to align, the mindful effect can reach level 3. Each additional level of mindful gives you a greater chance of landing such hits, in addition to boosting mana regeneration.
There are currently a bunch of different particle constellations that could be shown.
BURNOUT
The burnout effect makes you unable to cast any spell. This could be acquired while staying between 4-3 exhaustion level and casting spells. The chance to get it at level 3 is 3% for 15 seconds , meanwhile at level 4 the chance is 10% during an entire minute. Landing a Star alignment will remove this effect.
Spell Level Selection
It has been added a selection wheel like the one in the iron's spells mod, except this one focuses on modifying the level you want to select to cast the selected spell. This was done with the reasoning, "If I already know how to use Fireball at maximum level, why wouldn't I know how to limit its power to use fewer resources or deal a defined amount of damage?". The rights of the texture goes to the original mod creator (Iron).
Decrementing Exhaustion
Currently there are three consumable items that will help you reduce the accumulated exhaustion.
Ancient Fruit is made of a golden apple and Pitcher extract, having similar effects but better. Eating this will reduce 50 exhaustion points and give you Soothe effect.
Luminaire extract is a substance that will be usefull to fill your Exhaustion Recipients. This substance is made of arcane mixture in a brewing stand. Pitcher extract can be brewed using a Pitcher plant in a brewing stand.
Currently there are two Exhaustion Recipients. The flask and the tonic, being the tonic an upgraded version of the flask. Consuming a charge of these items will decrease a certain amount of exhaustion points and will grant you a certain level of Soothe effect.
The Soothe Effect will increase your exhaustion regeneration for a while.
Mana Reinforcement
Mana Reinforcement is an activatable status. While active, you use part of your mana to reduce incoming damage. The reduced damage is base and is boosted by the bearer's maximum mana and spell power. The boost spends 5% of the maximum mana if the damage is less than what can be mitigated, and 10% if it is greater. This boost cannot be activated if you have less than 10% mana. Mitigated damage decreases as your exhaustion grows up.
Great defense comes at a cost. While you have the reinforcement active, you gain +20% of total spell resistance, but your magic output is reduced, taking -20% of base spell power.
The hearts' outline has a blue color while this effect is active.
In addition, the player model is surrounded by a visual mana barrier that change its color according to the higher school spell power the user has (it has compatibility with modded schools). Occasionally some colored particles are emitted from the player.
Spellbook and Inscription Progression
Spellbooks now have a level represented by their rarity. The RARITY defines the amount of slots and the spell inscription limit a spellbooks has. Spellbooks share the same amount of rarities with Spells. Spells can only be inscribed in spellbooks that have the same or higher rarity. Spell Slot Upgrades can only be applied in full leveled spellbooks. The level progress could be seen in the item description.
FUNDAMENTAL PRINCIPLES
Spells are categorized under specific behaviours that describes them. These categories are called Principles. There are currently 13 principles.
Concentratio Principle
Principle based on the concentration of mana to form magical entities.
Passive: Leveling this principle increases the max amount of the player's mana.
Potentia Principle
Principle based on the creation and manipulation of projectiles.
Passive: Leveling this principle increases the accuracy of shooted proyectiles.
Vitale Principle
Based on the ability to create or summon creatures.
Locus Principle
Based on detection and the ability to focus a cast on a target.
Passive: Leveling this principle increases the targeting distance of targeted spells.
Repetitio Principle
Based on the ability to accumulate and distribute resources for multiple casts.
Passive: Leveling this principle increases the chance to add one more charge to the total amount of casts a spell normally has.
Apparitio Principle
Based on spatial control, allowing teleportation.
Passive: Leveling this principle increases the chance of not failing a teleport spell.
Each apparitio spell has a chance to fail according to its cooldown. Apparitio reduces this chance to fail at max level by the half. The success chance is displayed in the spell wheel for each spell.
Pertinacia Principle
Based on the ability to imbue status effects on others or oneself.
Expansio Principle
Based on the manifestation of area of effects.
Passive: Leveling this principle increases the radius for AoE entities.
Motus Principle
Based on movement alteration.
Perceptio Principle
Based on spatial awareness and direction through space.
Remedium Principle
Based on the technique of being able to restore the physical state of others or oneself through magic.
Augere Principle
Based on imbuing or enhancing objects external to the carrier.
Certum Principle
Describes the spell behavior of spell structure immutability.
Along with the categorization of principles, a leveling system has also been added. Each principle has a maximum level of 20, starting from 0.
A spell can be categorized under 0 or more principles. The number of principles a spell has determines its initial debuff and the maximum buff that it can have. The levels affect to the spell power of all the spells of the category:
Levels 0 to 9 correspond to the weak phase. This means that during this interval, the level system goes from -10% to -1% of power. Level 10 correspond to a neutral state -> +0% power. Levels 11 to 20 correspond to the strong phase. This means that the power goes from +1% to +10%.
There are three special cases. Principles that are directly related to entity creation aside from Concentratio (Potentia, Vitale and Expansio) change its debuff and buff to -5% -> +5%.
Just to give an example, a spell like Wall of fire has 3 categories: Repetitio, Perceptio and Concentratio. Meaning that initially it has a -30% power debuff but +30% power buff at the end with all stats maxed.
Spells with more principles exhaust you more.
The way to level up a category is by casting a spell belonging to that category until you reach a certain amount of experience before advancing to the next level. At level 0, you need 100 experience, this value increases by 100 for each level gained.
Principles Level Screen
There is a special window to see the progress you have for these principles.
Casters
Some new caster mobs were introduced and placed in some biomes around the world.
IMP
A small creature from hell that can appear in groups in the badlands, but its natural habitat is the nether. A hostile creature that will try to cast fire magic on you to kill you.
Hemomancer
The Hemomancer is a skeleton of above-average height capable of attacking at both close and long range by casting or punching with its arms. It is capable of using blood magic. It is found in Hell.
Venemerus
A large spider that is lethal due to its ability to inflict deadly poison and reduce your defenses equally. They spawn primarily in the jungle and swamp biomes.
Spells
- Frozen Chains (Ice) :Targetable spell that summons chains that immobilize enemies.
- Burning Spirit (Fire): When you cast the spell, you receive an effect that causes enemies to burn when you hit them, as well as expel bursts of fire that burn and damage nearby enemies
- Pyrokinesis (Fire): While casting, there is a certain radius in which the caster is able to reflect all fire projectiles and throw them in his favor (currently it works with the base mod's magic fire projectiles, fire arrows, blaze fireballs and ghast fireballs), additionally it dissolves the burn if you are burning.
- Tonatiuh (Fire): You summon a giant sun that grows stronger the closer you get to noon. It has high damage and damage radius at its peak.
- Bloodstream (Blood): You receive an effect that causes mana to improve your blood flow, giving you a physical buff, increasing your speed and attack speed, and slightly increasing your size.
- Thorn (Blood): Projectile that when hit leaves the enemy hit with a marked effect, and when hit again while it has the effect the damage of the projectile is multiplied by 3.
- Holy Lightning (Holy): Sacred ray that when launched reaches great speeds and causes great damage.
- Sacred Disk (Holy): Spell that launches discs of light with low cost and damage that return to the caster, being able to hit enemies twice.
- Pull (Ender): A magical projectile that distorts gravity wherever it passes, pushing nearby entities towards its center.
- Lapsus (Ender): A spell that saves a point to teleport back to it after a short time or not.


