Iron's Spells 'n Spellbooks
| Iron's Spells 'n Spellbooks | |
|---|---|
| Items/blocks | 227 |
| Mobs | 30 |
| Structures | 9 |
Iron's Spells 'n Spellbooks is a magic overhaul added by the Iron's Spells 'n Spellbooks mod. It adds nine spell schools, a mana resource, spellbooks, scrolls, casting implements, an Arcane Anvil upgrade system, magic armor and Curios jewelry, boss fights, overworld structures and a pocket dimension. In Fear Nightfall it is the source of most of the pack's hostile spellcasters and magic gear, and several of its structures and bosses are among the pack's horror content. See Magic for the other magic content in the pack.
Overview
The mod adds a complete spellcasting system to the game. Players learn spells from spellbooks and scrolls, store them in spell slots, and cast them with mana. Casting implements such as staffs, swords and wands start the selected spell on right-click. Each spell belongs to one of nine schools: fire, ice, lightning, holy, ender, blood, evocation, nature and eldritch. The schools are covered on their own pages: Fire Spells, Ice Spells, Lightning Spells, Holy Spells, Ender Spells, Blood Spells, Evocation Spells, Nature Spells and Eldritch Spells.
The mod changes the base game more than a typical weapon mod does. It adds magic attributes to every living entity, hooks many vanilla events and mobs, adds spawns and structures to the overworld, and injects loot into vanilla chests, trial chambers and some mob drops. Its bosses have ominous variants that are triggered by the Trial Omen and Bad Omen effects.
Content
Items
Spellbooks come in many tiers, from wimpy, evoker and necronomicon books to netherite, diamond and cursed doll books. See Spell Books. Scrolls hold a single spell and can be merged with ink to raise their rarity, and ink comes in five rarities. Ink and scroll production are covered on Scroll Forge and Inks. The Arcane Anvil handles equipment upgrades, imbuing and renaming. The Inscription Table is a crafting block for the mod's writing items. The Alchemist Cauldron and Elixirs covers the mod's brewed potions. Magic weapons are listed on Iron's Spellbooks Weapons, and Staffs are the main casting implements. Armor is covered in Mage Armor and School Armor Sets. Jewelry, including rings, amulets, charms and the scroll pouch, is listed on Rings, Amulets and Charms. Crafting materials, such as Mithril, are on Iron's Spellbooks Materials. Spell slot upgrades come from Upgrade Orbs and Runes. Loot-related items are covered on Lore Books and Manuscripts, Vaults and Keys and Furled Maps, which locate structures. Building blocks such as the Wisewood bookshelves are on Wisewood and Decorative Blocks.
Mobs
The overworld hostile casters are the Necromancer, Pyromancer, Cryomancer, Archevoker, Cultist, Apothecarist and Magehunter Vindicator. The Priest appears in the priest houses that the mod adds to villages. The bosses are the Dead King and the Tyros fire boss. Other notable mobs are the Ice Spider, the Catacombs Zombie, the Cursed Armor Stand and the Ancient Knight. Magic summons, such as the spectral steed and the summoned vex, are listed on Summoned Creatures. The mod's status effects are covered on Iron's Spellbooks Effects.
Structures
Nine overworld structures are added: Ancient Battleground, Catacombs, Citadel, Evoker Fort, Ice Spider Den, Impaled Icebreaker, Mangrove Hut, Mountain Tower and Pyromancer Tower. Each structure is restricted to a set of biomes, and most are placed by random spread. The mod also adds a priest house to the plains and taiga village house pools.
Mechanics
Mana is an attribute. A player has a maximum mana of 100 by default, and mana regenerates as a percentage of the maximum. Each spell has its own mana cost, cooldown, power multiplier and minimum rarity, and these values come from datapack spell configs. See Spellcasting for the full casting rules.
Casting takes time, and the caster moves more slowly while it lasts. Taking damage cancels a cast, except for damage types in the long-cast ignore tag and marked poison ticks. Opening a container screen, changing a spell container or casting implement, changing dimension, logging out or dying also cancels a cast.
Spell damage can apply extra effects such as lifesteal, freeze ticks and ignition. Several status effects change combat directly. Heartstop stores incoming damage and deals it back later. Evasion and Abyssal Shroud can cancel incoming damage and projectile hits. Oakskin reduces damage taken, and Charged raises attack damage, movement speed and lightning spell power per level. Each school has its own magic resistance attribute. Mobs receive default resistance values when they spawn, based on their type, so undead, fire-immune mobs and blazes do not take damage from each school equally.
Summons are allied with their summoner. A summon's hit cannot damage its summoner, and summon damage scales with the summoner's summon damage attribute. A summon's hit also counts as the last attacker, so the summon rather than the summoner is credited with the kill.
The Arcane Anvil can upgrade whitelisted equipment up to three times by default, and each upgrade adds attribute modifiers. Imbued weapons consume mana when they cast, and their cooldowns are halved by default. Spell-slot upgrades come from Upgrade Orbs and Runes.
Ice Spider patrols can spawn during rain in snowy and icy biomes. Each patrol has about a 50 percent chance to start, and it hunts near a random non-creative player.
The pocket dimension is a separate dimension with no world border. Tagged blocks cannot be placed inside it, and most teleports into or out of it are blocked. See Pocket Dimension.
Changes to vanilla
- Mithril ore needs a netherite-tier tool to mine. It generates seven times per chunk between Y -63 and Y -38, in veins of size 3.
- Uncharged creepers struck by lightning heal to full health. Charged creepers take no fire damage. Right-clicking a charged creeper with a glass bottle gives a Lightning Bottle and deals 5 damage to the creeper.
- Vanilla bookshelves and lecterns accept mod spellbooks and furled maps.
- The Necromancer spawns in every overworld biome as a monster with a spawn weight of 18.
- Vanilla chests in Ancient City, End City, strongholds, nether bridges, buried treasure and other generic chests get extra loot.
- Trial chambers get extra loot in their chests and spawners, and pot loot is replaced 15 percent of the time.
- Stray, hoglin, evoker, blaze and ender dragon drops are extended.
- The wandering trader gets extra scroll, ink and curio trades. See Villager Trades.
- Each Emerald Stoneplate Ring multiplies mob experience drops by 1.25, and the effect stacks across rings.
- Mobs with the village-ally tag do not target each other. Enemies cannot target summons unless they are already targeting them.
- Mobs that stand on a vanilla cauldron can cause it to become a Blood Cauldron.
- Around the mod's structures, water and lava within 5 blocks are replaced, so the structure interiors stay dry.
In Fear Nightfall
- The Tyros ominous fight is disabled by default in the mod's config. Ice Spider patrols are on by default.
- The pack's chest mapping extends Iron's Spells loot to the chests of other structure mods, such as Better Dungeons, Better Stronghold and Better Desert Temple. The mod's loot is added on top of each chest's original loot.
- The Dead King is immune to Tide's Pocket Watch freezing, along with the other bosses on the pack's boss list.
- The Necromancer spawns across the overworld, so it is the mod's most common hostile caster after dark. The Horror and Spooky Content overview covers the pack's other horror content.
Advancements
| Advancement | Description | Type |
|---|---|---|
New Age Librarian | Craft a Scroll Forge | goal |
Ancient Beckonings | Forge a fiery staff from Pyrium | challenge |
Ancient Knowledge | Restore the Ancient Codex. | challenge |
Quaint Scribe | Craft an Inscription Table | goal |
| Acquire the Dead King's unique tome of tricks. | challenge | |
Defunct Machinery | Obtain a Blaze Instruction Manual. | task |
And so a Quest Begins! | Craft a wayward compass, and find out where it leads... | goal |
Knowledge Unchained | Craft the Ironbound Tome. | task |
Mournful Magic | Construct an Ice Staff. | task |
Quaint Scribe | Craft an Inscription Table | task |
Dungeon Delving | Enter the Catacombs | task |
Master Enchanter | Craft an Enchanted Spell Book. | goal |
Elder Power | Craft the Dragonskin Spell Book. | challenge |
Quite the Walking Stick | Acquire an Artificer's Cane. | task |
Tools of the Trade | Acquire any type of ink. | task |
Iron's Spells 'n Spellbooks | There's more than meets the eye to this world... | task |
Grimoire of Evokation | Obtain the unique spell book from the illagers. | challenge |
Getting the Hang of It | Craft an Apprentice's Spell Book. | task |
Premium! | Acquire legendary ink. | challenge |
Enlightenment | Obtain a Villager Bible. | task |
One with Nature | Obtain a Druidic Tome. | task |
No Longer Short-Staffed | Acquire a Staff casting implement. Use to Cast! | task |
Cold to the Touch | Craft the Frostbranded Book | challenge |
A Fool's Folly | Anger a wizard by looting a nearby chest | task |
A piece of Yourself | Craft the Vampiric Spellbook | challenge |
It's Purple! | Craft an Arcane Anvil | challenge |
Shocking Discovery | Transform a Lightning Rod into a Rod O' Lightning... And hopefully survive the process. | task |
Magery | Equip a spell book. | task |
How long's this been here? | Obtain a Rotten Spell Book. | task |
Staff of Blood | Acquire the Dead King's scepter. | challenge |
New Age Librarian
Ancient Beckonings
Ancient Knowledge
Quaint Scribe
Defunct Machinery
And so a Quest Begins!
Knowledge Unchained
Mournful Magic
Dungeon Delving
Master Enchanter
Elder Power
Quite the Walking Stick
Tools of the Trade
Iron's Spells 'n Spellbooks
Grimoire of Evokation
Premium!
Enlightenment
One with Nature
No Longer Short-Staffed
Cold to the Touch
A Fool's Folly
A piece of Yourself
It's Purple!
Shocking Discovery
Magery
How long's this been here?
Staff of Blood