

Then, there are also special spell effects, which happen for certain combinations of spells. There are 5 tiers of wands, and higher tier wands conjure higher potency charges. The damage, chance of secondary effect and secondary effect scales with the potency of the charges. When holding a wand in your left and another wand in yoru main hand, using LMB will conjure a charge from the wand in your left hand and RMB will conjure a charge from the wand in your right hand.įor example invoking a spell with 2 fire charges, 2 water charges and 2 earth charges causes fire, cold and physical damage, can apply a critical hit (applies to all 3 damage types) or a knockback or slow the target. Wands are dual wielded and override default vanilla logic. Using these wands it is possible to conjure elemental charges. Then, by combining elemental cores and a staff in an anvil you can create elemental wands. To get started, you have to find or craft some elemental magic cores and consume one to choose an element as your magical affinity. If you cast an element combination that doesn’t have any other effects, it shoots a little magic ball of pure elemental energy. Making your first wand: What a nice guy you are. Wand without a core: Poor wand, it needs a core. From left to right: air, fire, and water. They can be crafted or found in dungeons, but don’t expect to be crafting them right off the bat. These are where it starts: These are your elemental cores. When magic fizzles, the effect of the magic orb which would be cast is applied to the player instead, be it with reduced effects. Whenever a mage invokes a charge, there is a chance for the combination of currently invoked charges to fizzle, the higher the instability, the higher this chance, the higher the mage’s level, the lower this chance. The further the element is from the caster’s element on the magic circle, the higher the instability The amount of instability a mage can handle depends on its magic level. For example, a fire mage invoking a water charge will cause a lot more instability than a fire mage invoking a water charge. The amount depends on the number of active charges and the nature of the charge. Every time the player invokes a charge, an amount of instability is added. The effect and strength of the orb depends on the invoked charges.Ĭharges can be invoked unlimited, however there is a catch. If no shape is matched, an orb of magic is hurled instead. If the charges match a spell shape, that spell is cast. Using middle mouse button the player can invoke a spell based on the currently active charges.Ĭertain combinations of charges can be a spell shape.

Using a wand (right / left click) for right/left hand adds a charge of the wand’s element to the player. Wands have a certain core, attuned to one element. Spellcasting happens by having a wand in the main/offhand. The player chooses one affiliation and rises in levels of adeptness in magic, specifically his element. LIFE : focuses on giving and creating life.AIR : focuses on confusing and incapacitating enemies.FIRE : focuses on dealing raw, area of effect damage.

Minecraft 1.11.2 magic mods mod#
Elemental Invocations Mod 1.11.2, 1.10.2 is an elemental magic mod, there are six elements:
