Spellblade (FORGE)

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Spellblade (FORGE)

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Imbue your weapons with magic

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spellblademod-1.19.2.release.11.3.jar

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December 30, 2022: Thank you for 10k+ downloads!

To *celebrate*, everyone has access to a Raining Cats and Dogs Celebration skin! Press Insert (or whatever key you have skins bound to) to see and enable your skins. Release 9.2+

This is a FORGE mod. It is HIGHY RECOMMENDED to install Better Combat alongside this mod because I have added extra integration.

This mod adds the titular Spellblade and a resource called Ward used to cast spells and empower the Spellblade

RELEASE 10 (January 4, 2023) CHANGELOG:

Balance Pass!

Major Changes:

Spellblades now remove your Warding buff when you stop channeling your Spellblade, but now give you a burst of 40 ward when starting to channel.

Spellblades now give you Ward Reave buffs instead of Warding buffs on hit, which function identically but are separate from Warding buffs.

Spellblade charge times and cooldowns are now based on player attack speed.

Added Summon Sentinel, a spell that summons a Sentinel mob that tracks down enemies and shoots redstone beams at them. Trigger on hit to have nearby sentinels target whatever you just hit.

Added Redpower Infusion, a spell that gives you stacks of the Redstone Burst buff based on your total Warding and Ward Reave buffs, increasing your attack speed and damage by 4% per stack. Every half second, you lose 1/3 of your Redstone Burst stacks, releasing a nova with an area based on your amount of Redstone Burst stacks, dealing damage equal to half of your attack damage. This spell is very dangerous to trigger repeatedly, causing you to lose lots of ward really quickly if you're reckless! Casting and Triggering does the same thing.

Added Arcane Ascendance, a Guard Spell that propels you in the direction you are facing as you channel your Spellblade, but does not lift you past 6 blocks over the ground.

Added Spell Shield, a Guard Spell that allows you to block like with a shield as long as you are channeling your Spellblade.

Removed many features that were underused or under-supported. This includes Effigies, Enderloper's Glove, Teleport, Animate, Sentinel Totem, and Wardlight

Minor Changes:

Volatile Orb cast now places the orbs in front of you in the direction you are facing.

Blade Flurry model now mimics spellblade colors.

Ward

The number on the left on the bottom of the screen is Current Ward, and the number on the right of it is Base Ward. Ward is both your offense and your defense. Ward empowers your Spellblade by 1 additional damage for Ward Reave or Warding effect level you have, infinitely. You take -1 damage from hits for every 40 ward you have, and an amount of ward equal to damage negated  goes away when you are hit.

You have no current or base ward innately. You gain base ward by wearing Warding Armor, wearing armor with Warding enchantments, channeling and hitting things with your spellblade, being around Warding Totems, and by standing on Warded Iron blocks.Your current ward goes toward your base ward faster the further away you are from it. Current Ward and base Ward can go negative.

Lesser Warding and Greater Warding Enchantments can be obtained from enchantment tables, and give up to +40 and +80 base ward, respectively, when on an entire suit of armor. Warding armor gives 40 base ward, Warding Totems 40 base ward. Warding buffs give you 40 base ward per level.  Warded Iron blocks give Warding III, hitting things with your spellblade gives you a stacking Wardreave buff up to II, channelling gives you a stacking warding buff up to IV by default.

Spells

There are many spells and spell oils in the mod, most of which have various ways to cast or trigger them. Spells can be cast from the book itself, though it won't do much damage. Casting through a Spellblade by dragging the respective spell oil to a Spellblade and left clicking to trigger on hit, or right clicking to cast on right click deals more damage. The amount of damage dealt is based on the damage of your Spellblade. Here's some spells in the mod:

This is not a spell-programming mod. I made these spells with the intention of them doing cool and different things based on how you trigger them, but there is no system similar to Psi or Ars Nouveau where you get to completely create spells from the ground up. This is so that I can make these spells do cool things out of the box.

Lightning Whirl:

You launch yourself in the target direction as if you were using a Riptide enchanted trident. Consumes 40 ward.

Splitting Trident:

On Cast: Shoot a trident that splits into more tridents as it travels

On Trigger & Hit: Rain four tridents from the sky.

Teleport:

Right click on an inscribed totem that is on the same totem pole as your inscribed totem to attune to the name inscribed on the totem. Teleport to this person after channeling (holding right click) with the book for 4 seconds. Requires 160 ward.

Reverberating Ray:

On Cast & Hit: Shoot three rays twice, the second bout of rays converges into one ray. Each ray can damage separately.

On Spellweave: Shoot up to three nearby enemies with two bouts of rays, the second ray converges into one ray. Each ray can damage separately.

Volatile Orb:

On Cast: Summon three Fireballs that you can hit into any direction you want.

On Hit: Target up the triggering enemy with homing Fireballs that explode shortly after connecting with their targets.

On Spellweave: Target up up to four nearby enemies with homing Fireballs that explode shortly after connecting with their targets.

Ender's Gaze:

On Cast & Hit: Summon an Eye of Ender that targets the closest enemy or the enemy that triggered it, locking onto them and damaging them until they die. Chains from enemies killed.

On Spellweave: Repeatedly summon Eyes on your location.

Impale:

On Cast & Hit: Conjure a spike from the ground that spears enemies. Explodes after 5 seconds, dealing moderate damage in a small area.

On Spellweave: Conjure five spikes at five nearby locations.

Phantasmal Spider:

On Cast & Spellweave: Summon a spider that skitters randomly, unless you have hit a target recently when it is summoned.

On Hit: The spider targets the enemy that the spell was triggered on.

Ward Flux:

On Cast & Spellweave: Fire an orb, applying Flux for 6 seconds to the target or nearest enemy. Enemies already afflicted with Flux will cause it to spread further. Hitting a Fluxed enemy with a Spellblade consumes the enemy's flux, dealing 2.5x the Spellblade's damage. When flux is consumed,  Flux-consuming arcs fire from the previously fluxed enemies towards nearby enemies with Flux. Costs 20 ward.

On Hit: The targeted enemy is instantly fluxed, along with enemies nearby. If the nearby enemies are already fluxed, their flux is consumed. 

Full Spell List (YouTube)

Spellweaver's Orb:

This is a special mechanic in the mod that allows you to trigger spells in your hotbar every half second while you have the Spellweaver's Orb activated. First, make the spell triggerable by shift right clicking with it. Not all spells can be made triggerable. Then, activate the Spellweaver's Orb by right clicking with it. Each triggered spell incurs its normal mana cost.

What's a warding totem?

Warding totems cannot be placed within 64 blocks of another warding totem, unless directly on top of or below another totem, and must be placed with an unobstructed view of the sky. Warding totems, when inscribed with your name, give you a base ward buff if you are within 32 blocks of the totem. If you do not have this base ward buff, you cannot build or interact with anything within 32 blocks of the totem, aside with the totem itself. This means you can still destroy or modify the totem if you wish to do so. Right click with empty hands on Warding Totems to inscribe your name.  For every totem-mate receiving a buff from the totem pole, the buff collectively being given is empowered, adding 25% of the base ward.

Final Thoughts:

I understand that this mod is likely to be overpowered in some regards, mostly with how often you can cast and trigger spells without having to worry about your resource too much. This is by intent, since I have gotten sick of mods where spellcasting is gated behind lots of resources or mana, I simply wanted to make a mod where you can cast spells and be powerful without an insane amount of effort or micromanagement (I.E., constant mana potion chugging). This is, of course, subject to change, as feedback continues to come. Please let me know what you think!

Credit:

The totem textures were modeled off of a set of totem face textures by a person named Korgun Akgun. I found this pixel art on a google search. Check out the ArtStation post here: https://www.artstation.com/artwork/qAzGe2. Korgun, if you see this and have any issues with me using these textures, please let me know and I will replace them immediately.

Discord:

Join my discord for details on how to get a complimentary Cat Phantasmal Spiders spell skin!

Patreon: https://www.patreon.com/cleannrooster

As a Patron, you gain access to a special Blade Flurry skin!

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