Mod Spellblades and Such by cleannrooster
- 348171
- 3.95 MB
- 1.19.2
- January 17, 2023
- September 29, 2023
- Armor, Tools, and WeaponsMagic
Name | Spellblades and Such | Author | cleannrooster | Description | Assorted Magical Weaponry |
---|---|---|---|---|---|
Information | Downloads: 348171 Version: 1.19.2 Size: 3.95 MB Updated at: September 29, 2023 Created at: January 17, 2023 | Tags | Armor, Tools, and Weapons Magic |
THIS IS A FABRIC MOD
This mod requires the following:
It is VERY RECOMMENDED to use the following with this mod:
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%. You can also use a weapon with the Smite enchantment to shred Magus' resistance to all damage by 1% per hit, permanently. Magus drops a piece of their Primordial Robes upon death.
As of version 1.0.19, Magus is weak to healing and healing damage, so instant health and regeneration potions work like smite on him, while dealing full damage. Install Paladins & Priests for more sources of healing damage.
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.
Pillar of the Monkey King: With this expensive and exquisite weapon you can make clones of yourself, make mighty overhead strikes, and spin! This weapon has no base attack damage but very high attack speed, meaning that every extra point of attack damage (from Strength effects or otherwise) makes a huge difference. The abilities also have crazy high multipliers to attack damage, so you definitely want to add more damage to your attacks by some means in order to make this an effective weapon.
Don't forget to put bookshelves around the Spell Binding Table!
Here's my discord! https://discord.gg/5nTM4qcxEM