IronSable
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Ever cast a spell next to an airship and nothing happened? Ironsable connects Iron's Spells 'n Spellbooks with Sable so your magic pushes, pulls, and interacts with real physics.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Ironsable — Physics for Spells
Ever cast a spell next to an airship and nothing happened? Ironsable connects Iron's Spells 'n Spellbooks with Sable so your magic pushes, pulls, and interacts with real physics.
7 new spells, and 10 spells you already have now move ships too.
New Spells
Maelstrom: Pulls nearby mobs and airships toward you.
Tempest's Grasp: Summons a tornado that drags and spins targeted ships to you.
Gyroscopic Spin:** Turns a ship on the spot without moving it an inch. Hold longer, it spins faster — aim left or right of the centre to pick the direction.
Downburst:** Charges up, marks the ground, then slams every ship above that spot straight down. Works on ships hovering way out of reach. Your own ship isn't spared.
Stasis Lock:** Freezes a ship dead still in mid-air, gravity included, for as long as you channel. Let go and it drifts free — but it restarts from a dead stop.
Kinetic Barrier:** Raises a force sphere around the ship you're standing on and shoves away anything that drifts too close. Only works while you're aboard.
Elastic Tether:** Arcane glue, in 3 casts. Mark one spot, mark another, and the two get hauled together until they touch. Terrain never moves — so glue a ship to the ground and it's locked there. Cast again to snap it.
All of them drop from the same loot as Iron's Spells, can be made at a Scroll Forge, and there's an Ironsable creative tab with every scroll at every level.
Physicalized Spells
Existing spells now affect Sable ships:
Telekinesis:** Carries a whole ship in front of you, like a creative physics staff. Its level decides what you can lift, not just how fast — a small contraption at level 1, a thousand-block ship at level 4. Anything heavier still moves, just slowly. Aim at a creature and it works exactly as it always did.
Gust: Pushes airships away and rotates them on hit.
Sonic Boom: Blasts ships straight back at long range.
Shockwave: Knocks back all ships around you in a radius.
Black Hole: Pulls ships into a swirling center and holds them there.
Gravity Fissure: Same thing — it's the same black hole underneath.
Stomp: Lifts and launches ship hulls into the air.
Blizzard: Traps ships in an orbit around the storm.
Earthquake: Makes landed ships shake and bounce.
Raise Hell: Propels ships upward.
Their damage, mana and cooldowns are untouched. They just grab hulls now.
Optional
Create Aeronautics: Raise Hell also inflates nearby hot air balloons, so they climb while the eruption burns. Without it, Raise Hell still lifts ships — nothing breaks, nothing to configure.
Requirements
Required: Iron's Spells 'n Spellbooks ; Sable.
If u have any idea for a spell, a bug to report or smting tell me HERE or in the comment!

Ironsable — Physics for Spells
Ever cast a spell next to an airship and nothing happened? Ironsable connects Iron's Spells 'n Spellbooks with Sable so your magic pushes, pulls, and interacts with real physics.
7 new spells, and 10 spells you already have now move ships too.
New Spells
Maelstrom: Pulls nearby mobs and airships toward you.
Tempest's Grasp: Summons a tornado that drags and spins targeted ships to you.
Gyroscopic Spin: Turns a ship on the spot without moving it an inch. Hold longer, it spins faster — aim left or right of the centre to pick the direction.
Downburst: Charges up, marks the ground, then slams every ship above that spot straight down. Works on ships hovering way out of reach. Your own ship isn't spared.
Stasis Lock: Freezes a ship dead still in mid-air, gravity included, for as long as you channel. Let go and it drifts free — but it restarts from a dead stop.
Kinetic Barrier: Raises a force sphere around the ship you're standing on and shoves away anything that drifts too close. Only works while you're aboard.
Elastic Tether: Arcane glue, in 3 casts. Mark one spot, mark another, and the two get hauled together until they touch. Terrain never moves — so glue a ship to the ground and it's locked there. Cast again to snap it.
All of them drop from the same loot as Iron's Spells, can be made at a Scroll Forge, and there's an Ironsable creative tab with every scroll at every level.
Physicalized Spells
Existing spells now affect Sable ships:
Telekinesis: Carries a whole ship in front of you, like a creative physics staff. Its level decides what you can lift, not just how fast — a small contraption at level 1, a thousand-block ship at level 4. Anything heavier still moves, just slowly. Aim at a creature and it works exactly as it always did.
Gust: Pushes airships away and rotates them on hit.
Sonic Boom: Blasts ships straight back at long range.
Shockwave: Knocks back all ships around you in a radius.
Black Hole: Pulls ships into a swirling center and holds them there.
Gravity Fissure: Same thing — it's the same black hole underneath.
Stomp: Lifts and launches ship hulls into the air.
Blizzard: Traps ships in an orbit around the storm.
Earthquake: Makes landed ships shake and bounce.
Raise Hell: Propels ships upward.
Their damage, mana and cooldowns are untouched. They just grab hulls now.
Optional
Create Aeronautics: Raise Hell also inflates nearby hot air balloons, so they climb while the eruption burns. Without it, Raise Hell still lifts ships — nothing breaks, nothing to configure.
Requirements
Required: Iron's Spells 'n Spellbooks ; Sable.
If u have any idea for a spell or smting tell me here or in the comment!
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