Invocations

Invocations

Mod

More Complicated Spell Casting for Spell Engine Inspired by Last Epoch

Client and server AdventureEquipmentGame MechanicsMagic Mobs

120.7k downloads
38 followers
Created7 months ago
Updated2 hours ago

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Greater fireball now explodes on block contact Added frost invocation textures (finally)

Update Spell Engine Version

Removed some log spam

Update Dependencies for Spell Engine

Frost Resonance invocation rebalanced and reworked

  • Glaciers now have a cooldown of 12 ticks per glacier between pulses

  • Each activation of Frost Resonance only targets one glacier with a pulse, in addition to the player's own pulse

  • Glaciers that are off cooldown are chosen at random

  • Damage of each individual pulse doubled to compensate

  • Slight wording change to reflect the change in the tooltip

  • Duration increased to 3 seconds

Frost Upheaval duration increased to 3 seconds.

Runic Invocation spell cooldown lowered from 6 seconds to 4 seconds, but is no longer affected by Spell Haste

All invocations similarly had their cooldowns lowered from 6 seconds to much lower, most of them around 2 seconds or even 1 second. Note that you still need the Runic Invocation spell to be off cooldown in order to be able to cast these invocations in the first place.

When you have runes, the corresponding invocation will now show up in your spellbook along with its tooltip and damage instead of the normal Runic Invocation spell. DPS warriors rejoice!

Invocation system simplified so that it doesn't take more than 3 runes to cast a spell. There are also no more repeats of spells. It should be much easier to cast more complicated invocations.

Runes are no longer based off of mob effects, but a separate counter that is represented visually by up to three cycling runes around the crosshair.

Spells no longer need to hit a mob to grant a rune of their respective element. Note that spells that need targets in order to finish casting still need to finish casting in order to grant a rune.

Granting of runes is now tied as a passive to the Runic Invocation spell, rather than to the basic invocation spells. This means that if you were to gain an item with the Runic Invocation spell (such as via commands), you would be able to gain runes by casting any spell via spellbook. I plan on doing something with this in the future.

Rah basic spell damage nerfed, 0.9x -> 0.75x Fire.

The indicator for invocations has changed. No longer does it send a message to you: instead, the icon for Runic Invocation changes to match whatever invocation you are casting. DPS warriors rejoice!

Default spell for Runic Invocation is now nothing, rather than defaulting to Sonic Boom.

Particles for Agonizing Blast reduced.

Fixed clientside casting of channeled invocations

Initial Modrinth Upload


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cleannrooster

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Technical information

License
MIT
Client side
required
Server side
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Project ID