Wand Craft

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Wand Craft

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22 craftable wands: potion effects, lightning and telekinesis, plus a staff that unmakes everything for 190 blocks except whoever's soul shard is inside it.

Mod Loaders
Minecraft
26.3 26.2

About

Description

Twenty-two wands, built in two steps and run on charges rather than durability. Most of them hand out vanilla potion effects, so they drop into a normal world without new mechanics; the rest call lightning, drag loot across a field, spray a loaded potion, or — once — unmake everything within two hundred blocks.

A wand never breaks. Casting spends charges, and a wand that runs dry refuses to cast until you recharge it with amethyst in an anvil. The durability bar is the charge meter: violet when full, sliding to red as it empties.

All 22 wands

How it works

  • Every wand is made in two steps, and the price lives in the first one: a focus is the themed ingredient ringed with four amethyst shards and four pieces of the wand's tier metal (iron, gold or diamond), and the wand is that focus on a blaze rod, bound with one more amethyst shard.
  • So a wand costs four of its tier metal, five amethyst, a blaze rod and its themed ingredient. The focuses sit in Ingredients in creative, the wands in Tools & Utilities.
  • Right-click casts. A spell that finds nothing to act on costs nothing and stays off cooldown. A harmful area spell spares you and your tamed pets; a helpful one is only for you, other players and your pets.
  • The tooltip is built from the spell itself, so it always lists the real effects, durations, cost and cooldown.
  • Recharge with amethyst shards in an anvil.

The eight stones and the soul-work

Area wands — wash everything around you

Wand of Healing — glistering melon slice, gold tier · 20 charges · 2 per cast · 12 s Within 6 blocks: Instant Health II, Regeneration II for 0:20, Absorption for 1:30.

Wand of Swiftness — rabbit's foot, iron tier · 24 charges · 1 per cast · 15 s Within 8 blocks: Speed II and Jump Boost II for 1:00, Slow Falling for 0:30.

Wand of Frost — blue ice, gold tier · 20 charges · 2 per cast · 20 s Within 8 blocks: Slowness IV, Mining Fatigue II and Weakness II, all for 0:12.

Wand of Withering — wither rose, diamond tier · 18 charges · 3 per cast · 25 s Within 7 blocks: Wither II for 0:10, Slowness II for 0:10, Weakness for 0:15.

Beam wands — a bolt at whatever is in the crosshair

Instant, up to 20 blocks, stopped by blocks. A helpful bolt that hits nothing falls back on the caster, so it is never wasted; a harmful one that hits nothing is a miss.

Wand of Tides — nautilus shell, iron tier · 24 charges · 1 per cast · 10 s Water Breathing 5:00, Dolphin's Grace 2:00, Night Vision 5:00.

Wand of Embers — blaze powder, gold tier · 24 charges · 1 per cast · 10 s Fire Resistance 4:00, Strength 0:45.

Wand of Shadows — fermented spider eye, gold tier · 20 charges · 2 per cast · 15 s Darkness 0:10, Blindness 0:08, Slowness II 0:15.

Wand of Blight — spider eye, gold tier · 20 charges · 2 per cast · 15 s Poison II 0:15, Nausea 0:10, Weakness II 0:20.

Wands with mechanics of their own

Wand of Bolts — echo shard, diamond tier · 48 charges · 1 per cast · 0.8 s A bolt for 6 damage up to 28 blocks, arcing on to 2 more targets within 5 blocks for half the damage each time. A little aim assist, so small mobs do not need the crosshair dead centre. The one wand meant to be fought with.

Wand of Blinking — ender pearl, iron tier · 24 charges · 1 per cast · 2.5 s Steps you to where you are looking, up to 20 blocks.

Wand of Glimmers — glowstone, iron tier · 32 charges · 1 per cast · 0.5 s Hangs a light where you point, up to 24 blocks, and keeps the last 8 lit — the next one snuffs the oldest, so caves stay lit without littering them forever.

Wand of Storms — lightning rod, diamond tier · 20 charges · 4 per cast · 8 s Calls lightning down on your target, up to 32 blocks.

Wand of Fangs — totem of undying, diamond tier · 20 charges · 2 per cast · 3 s Runs 8 evoker fangs out ahead of you, up to 20 blocks.

Wand of Gales — breeze rod, gold tier · 24 charges · 2 per cast · 3 s A gust wherever you point, however far away: throws everything within 5 blocks of that point away from it, you included if you are standing too close.

Wand of Splashing — brewing stand, gold tier · 24 charges · 1 per cast · 2 s Carries a splash potion and lands the whole bottle on one target at any range. One bottle is worth 2 shots, each a full-strength direct hit. Sneak and right-click to load.

Wand of Gathering — iron chain, gold tier · 20 charges · 2 per cast · 4 s Drags every creature and every loose item within 12 blocks in towards you.

Wand of Repulsion — wind charge, gold tier · 20 charges · 2 per cast · 5 s Throws everything within 7 blocks back, hardest at the centre, for up to 5 damage.

Wand of Growth — bone block, iron tier · 32 charges · 1 per cast · 1 s Bone-meals every crop within 5 blocks.

Wand of Gleaning — hopper, iron tier · 32 charges · 1 per cast · 1 s Calls loose drops and experience in from 12 blocks away.

Wand of Mending — anvil, iron tier · 24 charges · 2 per cast · 2 s Mends the item in your other hand by 50 points of durability.

Wand of Diffusion — dragon's breath, diamond tier · 32 charges · 1 per jet Hold right-click and it sprays the loaded potion 10 blocks straight ahead, once a second; the mist is real lingering clouds and hangs for 3 seconds after the jet. Sneak and right-click loads a lingering potion, 16 doses at a time. One wand covers every potion in the game, and it takes the colour of whatever is in it.

The Staff of Oblivion

The last wand in the mod, and the only one whose spell outlives the click.

Focus of Oblivion

Hold right-click for five seconds. Eight motes in the colours of the eight stones circle you, trailing light, the ring opening out from two blocks to seven. When the five seconds are up they shoot fifty blocks straight into the air, carrying the staff's own light with them, hang there for three seconds, and then that light blows out into a sphere two hundred blocks across. Everything the shell sweeps through dies — mobs, animals, players, you — out to about 190 blocks of ground around where you stood. Armour, resistance, protection and totems make no difference.

The one thing that does is a soul shard. A Soul Vessel is empty; sneaking and right-clicking one cuts five hearts out of whoever is holding it and seals what comes loose into a shard named for them. Sneak and right-click the staff to open its reliquary: nine slots that take nothing but shards. Whoever is in there is passed over, and nobody else is — so the first shard you make is your own.

Soul Vessel

Eight charges, four a cast, forty seconds of cooldown — two rituals on a full staff. Letting go of right-click before the five seconds are up costs nothing.

The eight stones

None of them is craftable and none of them is mined. Each is the prize of one kind of structure, so the staff cannot be reached without crossing all three dimensions.

Stone Where it drops, and how often per chest
Garnet Bastion treasure room 25%, nether fortress 8%
Amber Desert pyramid 25%
Citrine Jungle temple 25%
Jade Abandoned mineshaft 8%
Beryl Shipwreck treasure 25%, large underwater ruin 8%
Sapphire Stronghold library 25%, stronghold crossing 8%
Charoite End city treasure 25%
Opal Ancient city 25%, woodland mansion 25%

Any of the eight can also turn up at 2% in a spawner dungeon chest or a rare trial chamber reward, so an unlucky seed slows the hunt down rather than ending it. The focus is the eight of them ringing a nether star.

Requirements

  • Fabric Loader 0.19.5 or newer, and Fabric API
  • Needed on both client and server

Config

config/wandcraft.json, client side, written with its defaults on first launch:

{"3d_models_in_hand": true}

Each family is held as a different 3D model — a clawed socket, a tapered spike, a flared censer mouth, and a band of eight coloured stones under a floating core of light. Set the option to false and wands use their flat sprite everywhere instead.

License

All Rights Reserved. Modpacks are allowed: include the unmodified jar, credit the mod and link to this page.