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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.


Project members

cleannrooster

Owner


Technical information

License
MIT
Client side
required
Server side
required
Project ID