Summoned Creatures
| Summoned Creatures | |
|---|---|
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| Mod | Iron's Spells 'n Spellbooks |
| Species | 14 |
The Summoned Creatures are the entities that Iron's Spells 'n Spellbooks adds as the temporary allies, weapons and effects of its spells. Most are summons: units that a spell creates, assigns to the caster as their owner, and removes when their duration ends. The rest are spell effects that the game models as living entities, such as roots, tentacles and flying hammers. Players meet them almost entirely through Spellcasting, and a few through the Catacombs structure.
Spawning
None of the summoned creatures spawn naturally. They have no biome spawn entries and do not appear in the world on their own. Each one comes from a spell, from a structure, or from a special rule in the mod.
The summoning spells, and the number of creatures each one creates, are:
- Summon Vex creates a number of vexes equal to the spell level plus 2.
- Raise Dead (Blood Spells) creates a number of undead equal to the spell level plus 2. Each one is a summoned zombie or a summoned skeleton.
- Summon Swords (Ender Spells) creates one summoned claymore, one summoned rapier and one summoned sword in a single cast.
- Summon Horse creates one spectral steed.
- Summon Polar Bear (Ice Spells) creates one summoned polar bear.
The other entities come from one spell each: the Wisp spell (Holy Spells), the Firefly Swarm, Root and Sculk Tentacles spells (Nature Spells and Eldritch Spells), and the Spectral Hammer spell (Evocation Spells). The Spectral Hammer is also placed inside the Catacombs structure.
Does not spawn naturally in any biome (see Obtaining/Spawning text).
Behavior
Summons are allied with their owner and with the owner's allies. A summon's hit cannot damage its owner. Enemies cannot pick a summon as a target unless the summon is already their target, so summons can draw attacks away from the caster. Summon damage is scaled by the owner's summon damage attribute. A summon's hit also credits the summon, not the caster, as the last creature to hurt the victim.
Summons last for a fixed duration and are then removed. The vex, polar bear and spectral steed summons each last 10 minutes (12,000 ticks). Summons glow in a colour set by the client configuration, which is on by default, so the caster can see their units in a fight.
The summoned swords, claymores and rapiers are flying melee weapons that attack enemies on their own. Their base attributes are listed under Variants.
Drops
The table below lists any loot each entity has. Summons are removed when their duration ends, so drops come only from kills made while they are alive.
Wisp
No item drops.
Variants
The entries below group the summons by their spell. The table at the end gives every entity's health, speed and attack damage.
Summoned Vex
The vex has 14 health and 4 attack damage, and its speed is 0.7. It is created by Summon Vex, a rare spell with a 150-second cooldown and a mana cost of 10 per spell level. Each cast creates the spell level plus 2 vexes that last 10 minutes.
Summoned Zombie and Summoned Skeleton
The summoned zombie has 20 health, 3 attack damage and 2 armor. The summoned skeleton has 20 health and 2 attack damage. Both come from Raise Dead, an uncommon spell with a 150-second cooldown and a mana cost of 10 per spell level.
Summoned Polar Bear
The polar bear has 30 health and 6 attack damage. It is created by Summon Polar Bear, a rare spell with a 180-second cooldown and a mana cost of 10 per spell level.
Spectral Steed
The spectral steed is a rideable horse with 15 health and a speed of 0.35. Summon Horse creates it. That spell is common, has a 20-second cooldown and costs 2 mana per spell level. The spell's power scales the steed's attributes.
Summoned Sword, Claymore and Rapier
These three weapons are created together by Summon Swords. The claymore has 40 health, 8 attack damage and a flying speed of 1. The rapier has 15 health, 3 attack damage and the fastest flying speed of the three, 2.2. The sword has 25 health, 5 attack damage and a flying speed of 1.5.
Spectral Hammer
The spectral hammer has 20 health and a speed of 0.7. It is created by the Spectral Hammer spell, an uncommon Evocation spell with a 2-second cooldown and a mana cost of 5 per spell level. It is also placed inside the Catacombs structure.
Wisp
The wisp has 20 health, 3 attack damage and a flying speed of 0.2. It is created by the Wisp spell, a common Holy spell with a 3-second cooldown and a mana cost of 2 per spell level.
Firefly Swarm
The firefly swarm has 20 health, 3 attack damage and a flying speed of 0.2. It is created by the Firefly Swarm spell, an uncommon Nature spell with a 20-second cooldown and a mana cost of 10 per spell level.
Root and Sculk Tentacle
The root has 20 health and is created by the Root spell, an uncommon Nature spell with a 35-second cooldown and a mana cost of 3 per spell level. The sculk tentacle has 20 health and is created by Sculk Tentacles, a legendary Eldritch spell with a 30-second cooldown and a mana cost of 50 per spell level.
Frozen Humanoid
The frozen humanoid has 1 health and a knockback resistance of 100, so it cannot be pushed by attacks.
| Mob | Health | Damage | Armor | Speed | Size | Type |
|---|---|---|---|---|---|---|
| Wisp | 20.0 | 3.0 | 0.2 | 0.5×0.5 | Misc | |
| Spectral Hammer | 20.0 | 0.7 | 1×1 | Misc | ||
| Spectral Steed | 15.0 | 0.35 | 1.39648×1.6 | Passive | ||
| Summoned Vex | 14.0 | 4.0 | 0.7 | 0.4×0.8 | Hostile | |
| Summoned Zombie | 20.0 | 3.0 | 2.0 | 0.23000000417232513 | 0.6×1.8 | Hostile |
| Summoned Skeleton | 20.0 | 2.0 | 0.25 | 0.6×1.8 | Hostile | |
| Frozen | 1.0 | 0.6×1.8 | Misc | |||
| Summoned Polar Bear | 30.0 | 6.0 | 0.25 | 1.4×1.4 | Neutral | |
| Sculk Tentacle | 20.0 | 0.7 | 2.5×5.5 | Misc | ||
| Root | 20.0 | 0.7 | 1×1 | Misc | ||
| Firefly Swarm | 20.0 | 3.0 | 0.2 | 0.9×0.9 | Misc | |
| Summoned Sword | 25.0 | 5.0 | 0.5 | 1×1 | Misc | |
| Summoned Claymore | 40.0 | 8.0 | 0.2 | 1×1 | Misc | |
| Summoned Rapier | 15.0 | 3.0 | 0.2 | 1×1 | Misc |
Tips
- Each summon spell has a long cooldown and costs mana per spell level, so plan which summons to cast before a fight rather than casting several at once.
- Recast a summon before its 10-minute duration ends if the fight will last longer. Once it expires, the unit is removed and the cooldown still applies.
- Summons do not attack their owner, so casting in close quarters is safe, but a summon's hit still counts as the kill.
- Team and faction mods that rewrite targeting rules, such as Iron's Golems or Mob Factions, can make enemies attack summons. Test the summons before relying on them in a modded fight.
- Turn on the summon glow setting if summons are hard to see in dark areas.












