Elemental Invocations
The modification was created in just 4 days for The Modding Trials competition.
Getting Started
To begin using magic, you'll need to find or create elemental magic cores. After that, you need to activate one of them to choose your magical affinity to a specific element. Then, by combining elemental cores and a staff on an anvil, you can create elemental wands.
These wands allow you to summon elemental charges. The system's unique feature is the ability to use two wands simultaneously - in the main and off-hand. In this case, the standard Minecraft mechanics are replaced: the left mouse button activates the wand in the left hand, and the right button activates the wand in the right hand.
Magical Effects
At any moment, you can cast a spell based on active charges. Each type of charge has a primary effect and sometimes a secondary effect:
- Fire: Inflicts fire damage with a chance for critical hit
- Water: Inflicts cold damage with the possibility to slow the target
- Air: Inflicts lightning damage with a chance to disorient the enemy
- Earth: Inflicts physical damage with probability to knock back the target
- Death: Inflicts dark damage and collects the soul of the killed creature
- Life: Heals the target with a chance to also heal the caster
For example, a spell with two fire, two water, and two earth charges will inflict combined damage of all three types and may cause critical strike, slowing, or knockback. The damage strength and probability of additional effects depend on the charge potency. There are 5 wand levels, where higher levels create more powerful charges.
Special Spells
Certain charge combinations create unique powerful spells:
- Sunstrike [3 Fire + 2 Air]: After a short delay, a solar flare appears in the designated area, dealing massive damage
- Conjure Meteor [3 Fire + 2 Earth]: Summons a meteor from space that homes in on the target while the caster concentrates
- Death Nova [3 Fire + 2 Death]: Finishes off weak enemies with a powerful explosion
- Purifying Flame [3 Fire + 2 Life]: Deals significant damage, then applies regeneration
- Wave Form [5 Water]: Creates a water wave that carries the caster in the direction they're looking
- Ball Lightning [3 Water + 2 Air]: Transforms the caster into a lightning ball, making them invulnerable and damaging encountered entities
- Frost Armor [3 Water + 2 Earth]: Creates icy protection that reduces incoming damage and slows attackers
- Vacuum [3 Air + 2 Death]: Removes air around the target, pulling in entities and dealing damage
- Living Armor [3 Earth + 2 Life]: Applies a protective layer of living rock that reduces damage and heals the caster
- Necromancy [3 Death + 2 Earth]: Uses collected souls to summon zombies and skeletons
- Consume Soul [3 Death + 2 Life]: Consumes a soul to restore health
Concentration System
Summoning and maintaining charges requires significant concentration. The required concentration level depends on the charge level, their quantity, and compatibility with the caster's elemental affinity. For example, a fire mage spends less concentration when summoning fire charges than a water mage.
The caster's magical mastery gradually increases as they use spells corresponding to their elemental affinity. If a mage tries to manage too many or too powerful charges, their concentration may break, leading to magic failure and the effects being applied to the caster themselves.
Visual Guide
If you prefer visual information, a visual guide to the mod's mechanics is available.
Development Plans
The current version represents the competition entry for TMT 2016. Initially, 36 spells were planned, but in the allotted 4 days, 11 main spells and the basic summoning system were created. The developers intend to continue developing the mod by adding all planned spells and fixing errors.