IronSable

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IronSable

By emaridubleOwner

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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.

Mod Loaders
Minecraft

About

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!