Elemental Invocations

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Elemental Invocations

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Combining Magicka with DotA with Minecraft

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elemental_invocations-1.12.0.jar
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Description

Mod created in 4 days for The Modding Trials,

To get started, you have to find or craft some elemental magic cores and consume one to choose an element as your magical affinity. Then, by combining elemental cores and a staff in an anvil you can create elemental wands. Using these wands it is possible to conjure elemental charges. Wands are dual wielded and override default vanilla logic. 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.

Whenever you want, you can invoke a spell based on your active charges. Each charge has a primary effect and, sometimes a secondary effect, these are as follows:

  • Fire: Inflict fire damage, chance to critical hit
  • Water: Inflict cold damage, chance to slow the target
  • Air: Inflight lightning damage, chance to confuse the target
  • Earth: Inflict physical damage, chance to knock back
  • Death: Inflict dark damage, reap the soul of the target if it dies
  • Life: Heals the target, chance to also heal the caster

For 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. The damage, chance of secondary effect and secondary effect scales with the potency of the charges. There are 5 tiers of wands, and higher tier wands conjure higher potency charges.

Then, there are also special spell effects, which happen for certain combinations of spells. The effect and damage of these spells scales with the potency of the used charges as well. The special spells are listed below:

  • Sunstrike [3 Fire + 2 Air]:  After a short delay, a solar flare strikes the designated area causing large damage to anything still standing there
  • Conjure Meteor [3 Fire + 2 Earth]: Pulls a meteor from outer space towards earth. As long as the caster channels, the meteor homes in on the caster's target.
  • Death Nova [3 Fire + 2 Death]: If a target is weak enough (low enough hp), the caster can finish off this entity in a very explosive fashion.
  • Purifying Flame [3 Fire + 2 Life]: Causes massive damage on the target, then applies regeneration
  • Wave Form [5 Water]: Conjures a wave of water which carries the caster. The wave remains as long as the caster channels and travels the direction the caster is looking.
  • Ball Lightning [3 Water + 2 Air]: The caster transforms itself in a ball of lightning and zaps towards its target. While in ball lightning form, the caster is invulnerable. Entities hit by the ball lightning are damaged.
  • Frost Armor [3 Water + 2 Earth]: Conjures a layer of frosty armor which reduces incoming damage and slows enemies hurting the caster.
  • Vacuum [3 Air + 2 Death]: Removes all air around the target, sucking in all entities and causing damage.
  • Living Armor [3 Earth + 2 Life]: Applies a layer of protective living rock which reduces incoming damage and heals the caster.
  • Necromancy [3 Death + 2 Earth]: Consumes previously reaped souls to summon zombies and skeletons to fight for you.
  • Consume Soul [3 Death + 2 Life]: Consumes a previously reaped soul to restore health

However conjuring and invoking spells comes with a catch. Conjuring and maintaining charges requires great concentration. The higher the tier of charge, the more charges and the nature of the charge compared to the player's affinity determines how much focus is needed. For example, a fire mage conjuring fire charges requires less concentration than a water mage conjuring fire charges.

The amount of concentration a mage has depends on his adeptness in magic. A mage's adeptness slowly increases as he invokes spells which are related to his elemental affinity.

When the mage is conjuring charches which are too many or too potent for him to handle, his concentration might slip, when this happens, the conjured magic fails and is applied to the caster instead. This can only happen above a certain threshold (which depends on the player's magic adeptness) and above this threshold, there is a growing chance that this will happen.

Visual guide

If you don't like to read and prefer pictures, here is a more visual guide of the mod's mechanics.

Plans for the mod

Currently, the only version available for download is the one submitted as entry in TMT 2016. When we started creating the mod, 36 spells were planned (a description of all planned spells can be found here), but we only managed to implement 11 (and of course the base framework/invoking mechanics) in the 4 available days. We realized from beforehand that implementing all 36 would be impossible in this short timespan and we decided to implement as many as possible.
However we do not want thsi mod to die and we will continue to implement all 36 initially planned spells and fix bugs etc. We are also open to feature requests, but be aware that implementing the initially planned spells is our highest priority.

Screenshots

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  • Vacuum
    Vacuum Suck in nearby entities by creating a local vacuum
  • Wave Form
    Wave Form Conjure a wave of water and ride it into battle. Who needs a horse anyway?
  • Ball lightning
    Ball lightning Transform into a ball of lightning to zap your foes as you zip through them.
  • Meteor
    Meteor Pull a meteor from outer space towards the surface of the earth.
  • Sunstrike
    Sunstrike A focused solar flare which scorches entities.
  • Conjruing Charges - FPS
    Conjruing Charges - FPS Conjured charges show up to the right of your hot bar.
  • Conjuring Charges - TPS
    Conjuring Charges - TPS Conjured charges orbit the player model.
  • Upgrading wands
    Upgrading wands Applying an elemental orb to a wand increases its potency
  • Elemental Orb
    Elemental Orb The source of elemental magic.

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