IronSable

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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.

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Type
Mod
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Creative Commons Attribution No Derivatives 4.0 International
Latest Version
ironsable-1.1.0.jar
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CurseForge
Modrinth

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Description

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!

Telekinesis

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!

Screenshots

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  • Telekinesis.png
    Telekinesis.png Telekinesis.png
  • Elastic.png
    Elastic.png Elastic.png
  • Tornado.png
    Tornado.png Tornado.png
  • Spin.png
    Spin.png Spin.png
  • Telekinesis
    Telekinesis
  • Elastic
    Elastic
  • Tornado
    Tornado
  • Spin
    Spin

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