Somake Spells - Iron's Spells Addon

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Somake Spells - Iron's Spells Addon

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An addon for Iron's Spellbooks, with integration with Cataclysm, Legendary Monsters(Optional), Born In Chaos(Optional). Inspired by T.O Magic 'n Extras.

Mod Loaders
Minecraft

About

Description


Welcome to Somake Spells , a mod developed for update 1.21.1 of the SSMP Somake Network server. This project was primarily inspired by T.O. Magic 'n Extras, as it was one of the main mods of Season 3 on the server while it was on version 1.20.1.

Aqua School: The mod introduces the Aqua element, bringing a variety of spells with an aquatic theme.


Aqua Spells:

  • Submerge
    Applies Submerged to yourself, increasing Aqua Spell Power and Aquatic Mobility for a period of time.


  • Tidal Grasp
    Throws a large anchor that drags the enemy toward you.


  • Tidal Dash
    Throws a summoned anchor that launches you toward the enemy.


  • Tsunami
    Summons giant waves that deal damage to targets in their path.


  • Thunder Cloud
    Conjures a Thunder Cloud that repeatedly strikes with Rain and Lightning.


  • Water Control
    Keeps a suspended mass of water in front of you, following your aim while you channel it.


  • Water Spear
    Launches a summoned water spear projectile at the target.


  • Hydro Slash
    Conjures a water slash that deals damage to enemies in front. Damage gains bonus based on the sword in hand.


  • Sea Serpent
    Summons the Scylla serpent, dealing damage to targets in front of you.


  • Sea Serpent Jet
    Fires a Scylla serpent jet from the ground, dealing damage.


  • Storm Aura
    Creates a storm aura around you that pulls in enemies and explodes at the end, knocking everyone away.


  • Water Ball
    Throws a water ball projectile that deals damage on impact.


  • Summon Drowned
    Summons an allied Drowned whose health and damage scale with Aqua.
    W.I.P ICON

  • Chain Connection
    Binds two targets with an arcane chain, preventing them from moving too far away from each other.

Blood Spells:

  • Blood Rush
    Applies Blood Dash to yourself, granting Blood Spell Power bonus and life steal on damage dealt.


  • Blood Cut
    Applies Blood Cut to yourself so your attacks deal increased blood cut damage.


  • Bloody Legacy
    Delivers a blow that strikes the ground, dealing damage to all enemies in a straight line.


  • Bloodmark
    Four casts mark points, then the next cast links them into a blood zone that persists and damages targets inside.


  • Fragmented Requiem
    Summons a perfect ring of fragmented swords from the earth. They cut once on the rise, hover briefly, then plunge back down for a second blood-soaked strike.


  • The Rose's Secret
    Wrap yourself in the Rose's Secret, becoming briefly untouchable while withered petals fall around you.


  • Withered Rose Vortex
    Summons a tornado of withered rose petals at the target point. The vortex drags enemies inward, lifts them, deals Blood damage in pulses, and afflicts them with Wither.


  • Funeral Bloom
    Conjures a vast withered rose above the target area. In repeated waves, closed rose buds fall toward enemies, and bloom violently on the ground, dealing Blood damage and applying Wither. Striking already-withered enemies restores health to the caster.


  • Bloodbound Blade
    Hurls the sword in your casting hand. A successful hit crystallizes the victim's blood, rooting them in place.


  • Cursed Connection
    Links two targets with a cursed bond that shares a portion of damage between them until the effect expires or the targets move too far apart.
    Requer mowziesmobs.

Fire Spells:

  • Combustion
    Applies Combustion to yourself, granting Fire Spell Power and Fire damage bonus for a certain period of time.
    Has Soul Fire and Infernal Fire variant.


  • Ritual Flame
    Launches a ritual flame at the Altar of Fire you are aiming at. If the setup is correct, the pedestal ritual begins.
    Used to create Soul Fire and Infernal Fire,


  • Damned Demoman's
    Applies the Demned Demomans effect to yourself, arming an effect that makes you explode in flames.
    Has Soul Fire and Infernal Fire variant.


  • Eruption
    Aim at the ground to summon an eruption that deals area damage.
    Has Soul Fire and Infernal Fire variant.


  • Fire Blast
    Fire long-range compressed fire beams that can hit targets in front of you.
    Has Soul Fire and Infernal Fire variant.


  • Firestorm Vortex
    Summons a fiery vortex at the target point that pulls nearby enemies inward and scorches them over time.
    Has Soul Fire and Infernal Fire variant.


  • Pumpkin Bomb
    Throw an explosive pumpkin that deals impact and area damage.
    Has Soul Fire and Infernal Fire variant.


  • Ignis Shield
    Summons an Ignis Shield with limited health to protect you from frontal impacts.


  • Incinerator Slash
    Launches a devastating incinerating slash that deals direct fire damage.


  • Abyssal Burn
    Conjures magic circles on the ground, expelling abyssal flames into the air.
    Has Soul Fire and Infernal Fire variant.


  • Fire Orbs
    Summons several flame orbs that fall from the sky and hit enemies.
    Has Soul Fire and Infernal Fire variant.


  • Apocalyptic Burst
    Charges and releases a devastating explosion with high area damage.
    Has Soul Fire and Infernal Fire variant.

Lightning Spells:

  • Lightning Spear
    Throws a lightning spear projectile that deals damage.


  • Lightning Ball
    Throws a lightning ball that deals area damage.


  • Lightning Dance
    Launches multiple lightning spears at nearby targets.


  • Lightning Field
    Creates an electricity field that electrocutes the ground and deals continuous damage to enemies.


  • Lightning Strike
    Summons a lightning strike and electrocutes the target.


  • Lightning Cut
    Performs a lightning cut that deals damage and electrocutes the target.


  • Lightning Spark
    Fires a long-range lightning spark.


  • Lightning Swarm
    Releases a swarm of electric sparks against multiple targets.


  • Lightning Lash
    Cracks a lightning whip in front to deal direct damage and quickly pull the enemy toward you.

Holy Spells: 

  • Blessing
    Applies Blessing to yourself, granting Holy Spell Power and healing received bonus.


  • Custodia Caeli
    Marks the ground with a sacred preparation circle, then calls down Custodia Caeli, a rotating sigil that blesses every player inside with a long-lasting defensive buff.


  • Sovereign Armory
    Opens a golden armory of portals behind the caster, then fires its conjured weapons in sequence at the aimed target.


  • Blessed Connection
    Links two targets with a blessed bond that shares a portion of healing between them until the effect expires or the targets move too far apart.
    Requer mowziesmobs.


  • Guardian Connection
    Links you to a target with a holy bond. While the bond lasts and you remain alive, the target becomes immune to damage and every prevented hit is redirected to you.
    Requer mowziesmobs.

Spirit Spells:

Spirit is used only when Magic From The East is present; otherwise, the spells become Evocation spells.

  • Spirit Empowerment
    Applies Spirit Empowerment to yourself, granting Spirit Spell Power bonus.
    Has Red Soul variant.
    Requer magic from the east.


  • Procession of Souls
    Summons a procession of spiritual eruptions in a straight line in front of you.
    Has Red Soul variant.
    Requer legendary monsters.


  • Grave Sigil
    Marks a grave sigil on the ground, then detonates it in two soul-charged waves: first a cross, then an X of spectral eruptions.
    Has Red Soul variant.
    Requer legendary monsters.


  • Soul Bastion
    Replicates the Possessed Paladin's soul shield assault, calling one outer ring of shields inward and a second inner ring outward.
    Has Red Soul variant.
    Requer legendary monsters.


  • Soul Latch
    Latches onto a target with a spectral stab, binding and pulling it toward you before dealing damage in a final releasing burst.
    Has Red Soul variant.
    Requer legendary monsters.


  • Spiral of Ruin
    Hurls a spectral trident that unfurls a telegraphed spiral of soul eruptions from its point of impact.
    Has Red Soul variant.
    Requer legendary monsters.


  • Soulfall Judgment
    Unleashes a soul-charged impact around the caster and calls down a cyan-green formation of spectral blades.
    Has Red Soul variant.
    Requer legendary monsters.


  • Phantom Daggers
    Launches six cyan spectral daggers in a forward fan. The daggers reverse course after a short distance and can strike enemies again along their return path.
    Has Red Soul variant.
    Requer legendary monsters.


  • Spectral Rondo
    Charges forward in a spectral spin, striking twice in 360 degrees while three parallel trails of cyan Soul Pillars erupt along the path.
    Has Red Soul variant.
    Requer legendary monsters.


  • Winged Ruin
    Unfurls the Possessed Paladin's original crimson wings, rises amid converging souls and dives into a selected point, unleashing the Finisher's four cardinal formations of Soul Pillar Explosions.
    Need to be in Red Soul mode.
    Requer legendary monsters.


  • Crimson Reflection
    Consumes three Spirit spells stored in a Red Soul Lantern to manifest the Red Echo. Defeat the reflection to awaken Red Soul.
    Used to activate Red Soul.
    Requer legendary monsters.

Symmetry Spells:

Symmetry is used only when Magic From The East is present; otherwise, the spells become Ice Spells.

  • Symmetry Empowerment
    Applies Symmetry Empowerment to yourself, granting Symmetry Spell Power bonus.
    Requer magic from the east.


  • Phantom Barrage
    Summons several cursed arrows that fly toward the target.


  • Halberd Strike
    Summons 3 frontal columns of phantom halberds to strike distant enemies.


  • Mirror Strike
    Creates mirrored circles around you to deal area damage.
    Requer magic from the east.


  • Render Rush
    Performs a frontal dash, dealing damage to anyone in the path.


  • Axe Cleave
    Summons spectral axe cleaves to cut targets in front.


  • Desert Wrath
    Summons tornadoes around you that deal damage on impact.


  • Soul Grab
    Maledictus Charge: upon selecting a target, you grab the enemy, launch yourself upward, and slam down with full force, dealing impact damage.

Melody Spells:

Melody is used only when Tunes n' Tomes(1.21.1) or Alshanex's Familiars(1.20.1) is present; otherwise, the spells become Evocation Spells or do not exist.

  • Reverberation
    Applies Reverberation, granting Sound Spell Power bonus for a certain period of time.


  • Slumber Melody
    Plays a melody that puts nearby enemies to sleep.


  • Resonant Pulse
    Releases a resonant pulse projectile that deals sonic damage.


  • Ram Tchum
    Conjures a heavy sonic explosion that deals area damage.


  • Jingle Bell
    Summons a bell that chimes, dealing area damage with each chime.


  • Comforting Lullaby
    Channels a melody that heals nearby injured players in pulses, including the caster, but also makes each healed player Sleepy.

Outros Spells:

  • Eldritch Gambit
    Applies Eldritch Gambit to yourself as a temporary eldritch buff.


  • Abyssal Orbs
    Summons several abyssal orbs that fall from the sky and hit enemies with direct impact.


  • Ender Corruption
    Inflicts Ender Corruption on yourself, granting Ender Spell Power bonus for a long period of time.


  • Evocation Fortitude
    Applies Evocation Fortitude, granting Evocation Spell Power bonus.


  • Earthbound
    Applies Earthbound to yourself, granting Geo and Armor bonus for a certain period of time.


  • Permafrost
    Applies Permafrost to yourself, granting Ice Spell Power and cold damage bonus.


  • Overgrowth
    Applies Overgrowth to yourself, granting Nature Spell Power bonus and increased bow damage.

  • Fragmented Sword I

    Damage: 14
    Attack Speed: 1.0
    Attack Range: 3.0 blocos
    Spell: Fragmented Requiem — nível 1
    Bonus: +15% Blood Spell Power
    It can be upgraded at the upgrade forge.



  • Fragmented Sword II

    Damage: 16
    Attack Speed: 1.0
    Attack Range: 3.0 blocos
    Spell: Fragmented Requiem — nível 3
    Bonus: +20% Blood Spell Power
    It can be upgraded at the upgrade forge.



  • Fragmented Sword III

    Damage: 18
    Attack Speed: 1.0
    Attack Range: 3.0 blocos
    Spell: Fragmented Requiem — nível 5
    Bonus: +25% Blood Spell Power



  • Glacium Greataxe

    Damage: 18
    Attack Speed: 1.5
    Attack Range: 3.0 blocos
    Spell: none
    Bonus: +25% Ice Spell Power



  • Witherite Glaive

    Damage: 18
    Attack Speed: 1.5
    Attack Range: 3.5 blocos
    Spell: none
    Bonus: +25% Lightning Spell Power
    It can be fused in the Mechanical Fusion Anvil (Cataclysm).



  • Core Splitter

    Damage: 20
    Attack Speed: 1.7
    Attack Range: 3.0 blocos
    Spell: none
    Bonus: +25% Lightning Spell Power



  • Forbidden Hammer

    Damage: 15
    Attack Speed: 0.5
    Attack Range: 3.0 blocos
    Spell: none
    Bonus: +15% Ender Spell Power



  • Copper Glove

    Damage: 12
    Attack Speed: 1.4
    Attack Range: 3.0 blocos
    Spell: none
    Bonus: +15% Fire Spell Power


  •  Aquamancer Staff

    Attack Damage: 6
    Attack Speed: 1.6
    Attack Range: 3.0
    Aqua Spell Power: +15%
    Mana Regen: +25%
    Spell Power: +5%
    Spell: none

  • Spirit Staff

    Attack Damage: 6
    Attack Speed: 
    1.6
    Attack Range: 
    3.0
    Spirit Spell Power: 
    +15%
    Mana Regen: 
    +25%
    Spell Power: 
    +5%
    Spell:
    none
    Requirement: Legendary Monsters
    Without Magic From the East, the Spirit bonus becomes +15% Evocation Spell Power.

  • Symmetry Staff

    Attack Damage: 6
    Attack Speed: 
    1.6
    Attack Range: 
    3.0
    Symmetry Spell Power: 
    +15%
    Mana Regen: 
    +25%
    Spell Power: 
    +5%
    Spell:
    none
    Requirement: 
    Magic From the East

  • Archangel’s Staff

    Attack Damage: 6
    Attack Speed: 
    1.6
    Attack Range: 
    3.0
    Holy Spell Power: 
    +15%
    Mana Regen: 
    +25%
    Spell Power: 
    +5%
    Spell:
    none

  • Withered Rose Staff

    Attack Damage: 8
    Attack Speed: 1.6
    Attack Range: 3.0
    Blood Spell Power: +15%
    Mana Regen: +25%
    Spell Power: +5%
    Spell: The Rose’s Secret — Level 5

  • Ignitium Staff

    Attack Damage: 6
    Attack Speed: 1.6
    Attack Range: 3.0
    Fire Spell Power: +15%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Spell: None

  • Soul Fire Ignitium Staff

    Attack Damage: 9
    Attack Speed: 1.6
    Attack Range: 3.0
    Soul Fire Spell Power: +20%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Spell: None

  • Infernal Fire Ignitium Staff

    Attack Damage: 11
    Attack Speed: 1.6
    Attack Range: 3.0
    Infernal Fire Spell Power: +25%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Exclusive Spell: none
    Requirement: Born in Chaos

Other Staff-Type Items

These are technically implemented as staffs, even though they are a flute or grimoires.

  • Lullaby Flute

    Attack Damage: 5
    Attack Speed: 1.6
    Attack Range: 3.0
    Melody Spell Power: +15%
    Mana Regen: +10%
    Spell: Comforting Lullaby — Level 4
    Requirement: Tunes n’ Tomes

    The flute functions as a staff.

  • Dormant Grimoire

    Attack Damage: 6
    Attack Speed: 1.6
    Attack Range: 3.0
    Cast Time Reduction: +10%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Exclusive Spell: None
    Follow the Blood and Holy progression paths, using the grimoire to upgrade the Profane Grimoire or the Sanctum Grimoire at the Upgrade Forge.

    Grimoires function like a staff, but in the off-hand.

  • Sanctum Grimoire

    Attack Damage: 6
    Attack Speed: 1.6
    Attack Range: 3.0
    Holy Spell Power: +15%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Exclusive Spell: None

    Grimoires function like a staff, but in the off-hand.

  • Profane Grimoire

    Attack Damage: 6
    Attack Speed: 1.6
    Attack Range: 3.0
    Blood Spell Power: +15%
    Cooldown Reduction: +10%
    Spell Power: +5%
    Exclusive Spell: None

    Grimoires function like a staff, but in the off-hand.


  • Aquamancer Spell Book

    Spell Slots: 10
    Max Mana: +200
    Aqua Spell Power: +10%
    Affinity Spell: None



  • Storm Scriptures Spell Book

    Spell Slots: 10
    Max Mana: +200
    Lightning Spell Power: +10%
    Affinity Spell: None



  • Tidebound

    Spell Slots: 8
    Max Mana: +100
    Aqua Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Tidebound II

    Spell Slots: 10
    Max Mana: +200
    Aqua Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Tidebound III

    Spell Slots: 12
    Max Mana: +300
    Aqua Spell Power: +25%
    Affinity Spell: +1 level to Thunder Cloud



  • Voidbound Codex

    Spell Slots: 8
    Max Mana: +100
    Ender Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Voidbound Codex II

    Spell Slots: 10
    Max Mana: +200
    Ender Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Voidbound Codex III

    Spell Slots: 12
    Max Mana: +300
    Ender Spell Power: +25%
    Affinity Spell: +1 level to Abyssal Orbs



  • Invoker Canon

    Spell Slots: 8
    Max Mana: +100
    Evocation Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Invoker Canon II

    Spell Slots: 10
    Max Mana: +200
    Evocation Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Invoker Canon III

    Spell Slots: 12
    Max Mana: +300
    Evocation Spell Power: +25%
    Affinity Spell: +1 level to Slow

  • Burning Magma

    Spell Slots: 8
    Max Mana: +100
    Fire Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Burning Magma II

    Spell Slots: 10
    Max Mana: +200
    Fire Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Burning Magma III

    Spell Slots: 12
    Max Mana: +300
    Fire Spell Power: +25%
    Affinity Spell: +1 level to Magma Bomb



  • Dawnlit Gospel

    Spell Slots: 8
    Max Mana: +100
    Holy Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Dawnlit Gospel II

    Spell Slots: 10
    Max Mana: +200
    Holy Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Dawnlit Gospel III

    Spell Slots: 12
    Max Mana: +300
    Holy Spell Power: +25%
    Affinity Spell: +1 level to Healing Circle



  • Stormcaller Lexicon

    Spell Slots: 8
    Max Mana: +100
    Lightning Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Stormcaller Lexicon II

    Spell Slots: 10
    Max Mana: +200
    Lightning Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Stormcaller Lexicon III

    Spell Slots: 12
    Max Mana: +300
    Lightning Spell Power: +25%
    Affinity Spell: +1 level to Thunderstorm



  • Verdant Testament

    Spell Slots: 8
    Max Mana: +100
    Nature Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Verdant Testament II

    Spell Slots: 10
    Max Mana: +200
    Nature Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Verdant Testament III

    Spell Slots: 12
    Max Mana: +300
    Nature Spell Power: +25%
    Affinity Spell: +1 level to Poison Splash



  • Sanguine Testament

    Spell Slots: 8
    Max Mana: +100
    Blood Spell Power: +5%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Sanguine Testament II

    Spell Slots: 10
    Max Mana: +200
    Blood Spell Power: +15%
    Affinity Spell: None
    It can be upgraded at the upgrade forge.



  • Sanguine Testament III

    Spell Slots: 12
    Max Mana: +300
    Blood Spell Power: +25%
    Affinity Spell: +1 level to Heartstop



  • Sonic Beats

    Spell Slots: 8
    Max Mana: +100
    Melody Spell Power: +5%
    Affinity Spell: None
    Requirement: Tunes n’ Tomes
    It can be upgraded at the upgrade forge.



  • Sonic Beats II

    Spell Slots: 10
    Max Mana: +200
    Melody Spell Power: +15%
    Affinity Spell: None
    Requirement: Tunes n’ Tomes
    It can be upgraded at the upgrade forge.



  • Sonic Beats III

    Spell Slots: 12
    Max Mana: +300
    Melody Spell Power: +25%
    Affinity Spell: +1 level to Grand Finale
    Requirement: Tunes n’ Tomes


Aquamancer Armor

 Armor Points

  • Helmet: 3
  • Chestplate: 8
  • Leggings: 6
  • Boots: 3
  • Full set: 20

Bonuses per piece

  • +125 Max Mana
  • +10% Aqua Spell Power
  • +5% Spell Power

Full-set totals

  • +500 Max Mana
  • +40% Aqua Spell Power
  • +20% Spell Power

Additional stats

  • Chestplate: 1 spell slot
  • Durability — Helmet: 407 | Chestplate: 592 | Leggings: 555 | Boots: 481

Abyssium Armor

 Armor Points

  • Helmet: 6
  • Chestplate: 11
  • Leggings: 9
  • Boots: 6
  • Full set: 32

Bonuses per piece

  • +200 Max Mana
  • +10% Ender Spell Power
  • +10% Aqua Spell Power
  • +5% Spell Power

Full-set totals

  • +800 Max Mana
  • +40% Ender Spell Power
  • +40% Aqua Spell Power
  • +20% Spell Power

Additional stats

  • Armor Toughness: 4 per piece — 16 total
  • Knockback Resistance: 15% per piece — 60% total
  • Chestplate: 1 spell slot
  • Durability — Helmet: 407 | Chestplate: 592 | Leggings: 555 | Boots: 481

Ceranium Armor

 Armor Points

  • Helmet: 6
  • Chestplate: 11
  • Leggings: 9
  • Boots: 6
  • Full set: 32

Bonuses per piece

  • +200 Max Mana
  • +10% Lightning Spell Power
  • +10% Aqua Spell Power
  • +5% Spell Power

Full-set totals

  • +800 Max Mana
  • +40% Lightning Spell Power
  • +40% Aqua Spell Power
  • +20% Spell Power

Additional stats

  • Armor Toughness: 4 per piece — 16 total
  • Knockback Resistance: 15% per piece — 60% total
  • Chestplate: 1 spell slot
  • Durability — Helmet: 407 | Chestplate: 592 | Leggings: 555 | Boots: 481

Dark Metal Battle Mage Armor

Armor Points

  • Helmet: 4
  • Chestplate: 10
  • Leggings: 7
  • Boots: 3
  • Full set: 24

Bonuses per piece

  • +125 Max Mana

Full-set totals

  • +500 Max Mana

Additional stats

  • Armor Toughness: 5 per piece — 20 total
  • Knockback Resistance: 10% per piece — 40% total
  • Chestplate: 1 spell slot
  • Durability — Helmet: 407 | Chestplate: 592 | Leggings: 555 | Boots: 481

Full-set bonus

  • Grants complete immunity to the Wither effect.
  • When the wearer reaches 6 health or less — 3 hearts — they receive Rampant Rampage I.
  • Also applies Hunger III while Rampant Rampage is active.
  • Requires Born in Chaos.


… I'm gradually adjusting the mod information on the page; I'll update the rest soon. …

Compatibility

Somake Spells was created with integration with other mods in mind. It offers support and compatibility (whether with items, spells, or mechanics) for:

1.21.1
L_Ender's Cataclysm (Required)
Apothic Attributes (Required)
Magic from the East (Optional)
Legendary Monsters (Optional)
Born in Chaos (Optional)
Geomancy Plus (Optional)
Tunes n' Tomes (Optional)

1.20.1
L_Ender's Cataclysm (Required)
Apothic Attributes (Required)
Legendary Monsters (Optional)
Born in Chaos (Optional)
Geomancy Plus (Optional)
Alshanex's Familiars (Optional)T.O Magic 'n Extras (Optional)
Aqua element uses aqua from the T.O. Magic 'n Extras mod if you are using it.

Note about the Aqua Element

The spells and the Aqua element were created specifically to address its absence in version 1.21.1. If the T.O. Magic 'n Extras mod officially updates to this version, all Aqua-related content will be migrated to it.

Other Projects

     

Somake Spells

Welcome to Somake Spells, a mod developed for update 1.21.1 of the SSMP Somake Network server.

This project was primarily inspired by T.O. Magic 'n Extras, as it was one of the main mods of Season 3 on the server while it was on version 1.20.1.

What does the mod add?

  • Spells: Over 50 new spells, from the elements Lightning, Fire, Aqua, Symmetry, 1 Blood and 1 Ender. Also includes 1 "charge" of each element (including other addons, such as Sound, Symmetry, Spirit and Geo).

  • Aqua School of Magic: The mod introduces the Aqua element, bringing a variety of spells with an aquatic theme.

  • New Equipment: Adds some weapons that are not yet crafted, such as Glacium Greataxe, Core Splitter, Witherite Glaive, Ruined Blade, Clef Sword, Rock Sword and Hollow Sword.

  • Armor: Adds some armors that are not yet crafted, such as Dark Metal Battlemage, Ceranium Armor, Aquamancer Armor, and Abyssium Armor.

  • Grimoires: Spellbooks with evolution for all elements, including other add-ons that add elements.

Adjustments and Settings

  • Charge Effect Change: The mod modifies the "Charge" effect of Iron's Spells to grant Lightning Magic Power instead of generic power and speed. This change is made for better integration with the other elemental "charges" that other spells add, but this is configurable and can be disabled if you prefer the original functionality.

Compatibility

Somake Spells was created with integration with other mods in mind. It offers support and compatibility (whether with items, spells, or mechanics) for:

  • Magic from the East (Required)
  • L_Ender's Cataclysm (Required)
  • Born in Chaos (Required)
  • Apothic Attributes (Required)
  • Geomancy Plus (Optional)
  • Alshanex's Familiars (Optional)
  • Companions Mod (Optional)

Note about the Aqua Element

The Aqua element and its spells were created specifically to address its absence in version 1.21.1. If the T.O. Magic 'n Extras mod officially updates to this version, all Aqua-related content will be migrated to it.

Links