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Mineforgian

Fundamental Principles - Iron's Spells Addon

Adds mechanics and progression feeling to the Iron's Spells n Spellbooks magic system.

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6 июля 2026 г.
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MIT

Опубликован 22 марта 2026 г.

fundamental principles

Fundamental Principles is an addon for the magic mod Iron's Spells n Spellbooks that intends to add some more features related to the magic system. In addition, there's also some new spells and mobs added to the gameplay.

Its main objective is to change the gameplay of magic and also taking a focus on mage PVE/PVP.

Required Dependencies:

  • Iron's Spells n' Spellbooks
  • Geckolib

Spell Exhaustion

Now, when you cast spells, you'll become exhausted in the process. Exhaustion will be reflected in a bottle icon that will fill as fatigue increases. The level value will appear in the icon's upper left corner, and the exhaustion points will appear in the bottle's bottom right corner.

0 1 2 3 4

Exhaustion will passively decrease over time. You build up exhaustion up to maximum exhaustion level (4). Each level has a total amount of exhaustion until reaching next level. The accumulated exhaustion decreases the output power of spells. The way to downgrade the exhaustion level is getting to 0 exhaustion points and waiting a while before accumulating exhaustion again.

The higher the rarity of a spell casted is, the more fatigue is accumulated. The higher your spell power and your school-specific spell power are when casting a spell of the same school, the lower the accumulated exhaustion.

Star Alignment

This is a rare event that has a pseudo base chance of 1 in 100. It is a critical hit, dealing damage approximately the base damage of the hit x2.

It can only be triggered by physical and critical hits, and certain factors, such as whether you have less the half of your maximum health, increase the chance of landing one. When this event occurs, the hitter gains resistance 2 for 4 seconds, and the target gains weakness 1 for 30 seconds. Additionally, the hitter enters a mindful state, granting them +50% additional mana regeneration.

mindful_effect

It also reduces exhaustion entirely and removes the burnout effect. If you continue landing hits that cause the stars to align, the mindful effect can reach level 3. Each additional level of mindful gives you a greater chance of landing such hits, in addition to boosting mana regeneration.

There are currently a bunch of different particle constellations that could be shown.  

BURNOUT

The burnout effect makes you unable to cast any spell. This could be acquired while staying between 4-3 exhaustion level and casting spells. The chance to get it at level 3 is 3% for 15 seconds , meanwhile at level 4 the chance is 10% during an entire minute. Landing a Star alignment will remove this effect.

burnout_effect

Spell Level Selection

It has been added a selection wheel like the one in the iron's spells mod, except this one focuses on modifying the level you want to select to cast the selected spell. This was done with the reasoning, "If I already know how to use Fireball at maximum level, why wouldn't I know how to limit its power to use fewer resources or deal a defined amount of damage?". The rights of the texture goes to the original mod creator (Iron).

Decrementing Exhaustion

Currently there are three consumable items that will help you reduce the accumulated exhaustion.

Ancient Fruit is made of a golden apple and Pitcher extract, having similar effects but better. Eating this will reduce 50 exhaustion points and give you Soothe effect.

Luminaire extract is a substance that will be usefull to fill your Exhaustion Recipients. This substance is made of arcane mixture in a brewing stand. Pitcher extract can be brewed using a Pitcher plant in a brewing stand.

Currently there are two Exhaustion Recipients. The flask and the tonic, being the tonic an upgraded version of the flask. Consuming a charge of these items will decrease a certain amount of exhaustion points and will grant you a certain level of Soothe effect.

The Soothe Effect will increase your exhaustion regeneration for a while.

Mana Reinforcement

Mana Reinforcement is an activatable status. While active, you use part of your mana to reduce incoming damage. The reduced damage is base and is boosted by the bearer's maximum mana and spell power. The boost spends 5% of the maximum mana if the damage is less than what can be mitigated, and 10% if it is greater. This boost cannot be activated if you have less than 10% mana. Mitigated damage decreases as your exhaustion grows up.

Great defense comes at a cost. While you have the reinforcement active, you gain +20% of total spell resistance, but your magic output is reduced, taking -20% of base spell power.

The hearts' outline has a blue color while this effect is active.

In addition, the player model is surrounded by a visual mana barrier that change its color according to the higher school spell power the user has (it has compatibility with modded schools). Occasionally some colored particles are emitted from the player.

Spellbook and Inscription Progression

Spellbooks now have a level represented by their rarity. The RARITY defines the amount of slots and the spell inscription limit a spellbooks has. Spellbooks share the same amount of rarities with Spells. Spells can only be inscribed in spellbooks that have the same or higher rarity.  Spell Slot Upgrades can only be applied in full leveled spellbooks. The level progress could be seen in the item description.

FUNDAMENTAL PRINCIPLES

Spells are categorized under specific behaviours that describes them. These categories are called Principles. There are currently 13 principles.

Concentratio Principle

Principle based on the concentration of mana to form magical entities.

Passive: Leveling this principle increases the max amount of the player's mana.

Potentia Principle

Principle based on the creation and manipulation of projectiles.

Passive: Leveling this principle increases the accuracy of shooted proyectiles.

Vitale Principle

Based on the ability to create or summon creatures.

Locus Principle

Based on detection and the ability to focus a cast on a target.

Passive: Leveling this principle increases the targeting distance of targeted spells.

Repetitio Principle

Based on the ability to accumulate and distribute resources for multiple casts.

Passive: Leveling this principle increases the chance to add one more charge to the total amount of casts a spell normally has.

Apparitio Principle

Based on spatial control, allowing teleportation.

Passive: Leveling this principle increases the chance of not failing a teleport spell.

Each apparitio spell has a chance to fail according to its cooldown. Apparitio reduces this chance to fail at max level by the half. The success chance is displayed in the spell wheel for each spell.

Pertinacia Principle

Based on the ability to imbue status effects on others or oneself.

Expansio Principle

Based on the manifestation of area of effects.

Passive: Leveling this principle increases the radius for AoE entities.

Motus Principle

Based on movement alteration.

Perceptio Principle

Based on spatial awareness and direction through space.

Remedium Principle

Based on the technique of being able to restore the physical state of others or oneself through magic.

Augere Principle

Based on imbuing or enhancing objects external to the carrier.

Certum Principle

Describes the spell behavior of spell structure immutability.

Along with the categorization of principles, a leveling system has also been added. Each principle has a maximum level of 20, starting from 0.

A spell can be categorized under 0 or more principles. The number of principles a spell has determines its initial debuff and the maximum buff that it can have. The levels affect to the spell power of all the spells of the category:

Levels 0 to 9 correspond to the weak phase. This means that during this interval, the level system goes from -10% to -1% of power. Level 10 correspond to a neutral state -> +0% power. Levels 11 to 20 correspond to the strong phase. This means that the power goes from +1% to +10%.

There are three special cases. Principles that are directly related to entity creation aside from Concentratio (Potentia, Vitale and Expansio) change its debuff and buff to -5% -> +5%.

Just to give an example, a spell like Wall of fire has 3 categories: Repetitio, Perceptio and Concentratio. Meaning that initially it has a -30% power debuff but +30% power buff at the end with all stats maxed.

Spells with more principles exhaust you more.

The way to level up a category is by casting a spell belonging to that category until you reach a certain amount of experience before advancing to the next level. At level 0, you need 100 experience, this value increases by 100 for each level gained.

Principles Level Screen

There is a special window to see the progress you have for these principles.

Casters

Some new caster mobs were introduced and placed in some biomes around the world.

IMP

A small creature from hell that can appear in groups in the badlands, but its natural habitat is the nether. A hostile creature that will try to cast fire magic on you to kill you.

Hemomancer

The Hemomancer is a skeleton of above-average height capable of attacking at both close and long range by casting or punching with its arms. It is capable of using blood magic. It is found in Hell.

Venemerus

A large spider that is lethal due to its ability to inflict deadly poison and reduce your defenses equally. They spawn primarily in the jungle and swamp biomes.

Spells

  • Frozen Chains (Ice) :Targetable spell that summons chains that immobilize enemies.
  • Burning Spirit (Fire): When you cast the spell, you receive an effect that causes enemies to burn when you hit them, as well as expel bursts of fire that burn and damage nearby enemies
  • Pyrokinesis (Fire): While casting, there is a certain radius in which the caster is able to reflect all fire projectiles and throw them in his favor (currently it works with the base mod's magic fire projectiles, fire arrows, blaze fireballs and ghast fireballs), additionally it dissolves the burn if you are burning.
  • Tonatiuh (Fire): You summon a giant sun that grows stronger the closer you get to noon. It has high damage and damage radius at its peak.
  • Bloodstream (Blood): You receive an effect that causes mana to improve your blood flow, giving you a physical buff, increasing your speed and attack speed, and slightly increasing your size.
  • Thorn (Blood): Projectile that when hit leaves the enemy hit with a marked effect, and when hit again while it has the effect the damage of the projectile is multiplied by 3.
  • Holy Lightning (Holy): Sacred ray that when launched reaches great speeds and causes great damage.
  • Sacred Disk (Holy): Spell that launches discs of light with low cost and damage that return to the caster, being able to hit enemies twice.
  • Pull (Ender): A magical projectile that distorts gravity wherever it passes, pushing nearby entities towards its center.
  • Lapsus (Ender): A spell that saves a point to teleport back to it after a short time or not.

Ченджлог

1.1.7Релиз1.21.1 · 6 июля 2026 г.

Changelog 1.1.7

Features

- Added a Toast message when leveling up a principle.
- Added animation to mana reinforcement activation.
- Added Ancient Scroll Case: Consumable item found in trial chambers and archeology sites. On use will add xp points to a random principle.

- Added Augere Passive: Additional Weapon Damage pts.
- Added Pertinacia Passive: Time multiplier to increment/reduce beneficial/harmful magical effects.
- Added Motus Passive: Casting Movespeed.

- Added Pitcher Extract and Arcane Mixture recipe in the Alchemist Cauldron.

- Now Vitale Spells won't accumulate fatigue with the second cast.
- Now Multicast Spells produce less fatigue than the first cast (1/4 of the first one).

- Added Subtraction, Addition and Clean Fatigue Commands (change the "exhaustion" command to "fatigue")

- Added Law of Regression Spell: A healing spell that consumes a great amount of mana. Also heals poison.
- Added Saeptum Spell: Materialize an area separated from the physical state through a solid and impenetrable barrier, enclosing and damaging all the entities in a radius.

- Law of Regression is a learnable and upgradable skill (Reaching Remedium lvl 5). Each spell level decreases the mana consumption and increases the healing done.
- Saeptum is a learnable and upgradable skill (Reaching Concentratio 12, Locus 10, Perceptio 12, Apparitio 10). Leveling this principles will help to increase the REFINEMENT stat for the barrier (another factor is the spell power). The refinement will help to determine the amount of damage done by the barrier and the superiority of this barrier against others.

- Added new advancements
- Added configs for the rest of the principles
- Added max fatigue per lvl config
- Custom Mod's ID Display in scrolls

Changes

- Icon Swap to Augere Principle.
- Now Mana reinforcement is a learnable skill through Augere Principle (Reaching lvl 3) and the level of the effect increases with the Augere level. Each effect level decreases the spell power reduction and increases the spell resistance. 
 
Fixes

- Fixed an error while the unload config event.

1.1.6Релиз1.21.1 · 17 мая 2026 г.

Changelog:


 Features
- Added Laceration spell. Make a slash and inflicts laceration to targets.
- New Effects:
    - Lacerated: Reduces effectiveness of heals by 40%, if affected by blight then its just a 20%.
    - Chained:   Cancel item uses, teleports and spellcasting.
- Added spell description for ignite spell.
- Added max exhaustion text to the exhaustion icon.
- Added sound when opening principles screen.
- Added LOCUS to the Subcategories Principle List, now is a derivation of PERCEPTIO. Current List: POTENTIA, VITALE, EXPANSIO, LOCUS
- Added "Resonance" Attribute (-1 -> +1, base 0) that modifies the chance of hitting a star alignment after condition modifiers.
- Getting the "So bright" advancement will grant you with +20% of Resonance.
- Added a new weapon: Nullifier Blade. Anti magic weapon that deletes magic entities on hit or using the "slash" attack. Discarding entities reduce its durability. Can cancel casts on hit and dissipate an amount of the target's mana, the dissipation can be avoidable by activating mana reinforcement (the barrier will break). Having the weapon in the inventory will passively consume your mana.
- Now spellcasting mobs can effectuate a "star alignment" from physical attacks (IS_PHYSICAL Damage Tag).
- Added requirements information about dominan spells in right side of the "Principles Screen".

 

Changes

- Changed Marked effect icon. 
- Frozen Chains now is a long cast and gives the Chained Effect, makes the target unable to casts spells/teleport/use items (can't cancel instant spells for mobs).
- Changed base Repetitio chance per level 4% -> 5%, meaning that at max level you have a 100% chance of getting an additional cast.
- Changed message for dominan spells cast failure.
- Dominan spells are now displayed with a golden color in the spell wheel.
- Reduced LOG messages for ASM spell categorization.

Fixes

- Fixed a bug that causes spells not being affected by principles spell power debuff.

CONFIGS

- Added more configs listed below:
- Enabling/disabling EXHAUSTION SYSTEM, SPELLBOOK LEVEL SYSTEM, PRINCIPLES SYSTEM. (Disabling spellbook leveling will require to create new spellbooks as slot changes won't be applied to existing ones.)
- Enabling/disabling each principle's passive and parameters for each passive.
- Addition and base reduction of principles' levels.
- Experience multiplier for both spellbook and principles leveling.
- Changing the amount of principles a spell needs to be considered as a dominan spell.
- Mana regen debuff by each exhaustion level.
- Whether subcategories should apply half of buffs and debuffs of leveling.
- Damage multiplier for star alignment crit and chance of star alignment crit for spellcasting mobs.

1.1.5Релиз1.21.1 · 26 апреля 2026 г.
  • Added Ursidae Fur Item
  • Changed the base Mana Reinforcement Color
  • Nerfed scaling Mana reinforcement damage protection.
  • Now Mana Reinforcement heart outline changes its color according to the higher school spell power.

Mobs:

Hemomancer:

  • Now attacks piglins
  • Changed Texture
  • Increased Height
  • Higher Spawn rate
  • Increased Max Health 40->50

Imp:

  • Added desert spawn
  • Texture received small tweaks

Venemerus:

  • Now walks through cobwebs
  • Now attacks slimes and axolotls
  • Added a new caster mob: Runear
  • Runear is a mostly melee monster that can cast stomp and earthquake, has the same health points of a ravager and a high attack damage. It can destroy any leaf and log block that cross its way. It can spawn on Ice Spikes and Stony Peaks. Loot: Blank Rune, Arcane Essence and Ursae Fur.

Principles:

VITALE:

  • Added Cooldown reduction passive for summon spells.

REMEDIUM:

  • Added hunger-healing mechanic. The spell healing mechanic now tries to be seen as "speed up" of the healing process instead of a direct heal, using the body resources to be achieved. This means that each healing point now waste an amount of player's food points. If the player has no more food points for the healing, instead it will not be completed. This healing mechanic can be turned off through the config file. Leveling this principle reduces the amount of food points wasted per healing point.

Spells:

  • Reduced Cooldown for Lapsus: 45s -> 15s
  • Changed Pull Projectile speed: 0.25 -> 0.30
  • Changed Pull Trail Particles
  • Reduced mana cost per lvl for Burning Spirit: 50 -> 20
  • Tweaks to burning spirit spell icon.
  • Added a new Fire Spell: Ignite Ignite turns on fire a targeted entity, if the target is already on fire or immune to fire it will instead deal an amount of damage.

Other Features

  • Added Aegis Enchantment (Shield Enchantment) Currently, shields can't block spell damage without going on cooldown. Each level of Aegis grants the shield with a max amount of magical damage that can receive instead of adding cooldown AND each level reduces the cooldown. Enchantment can only be applied to a Shield through a Smithing Table. The recipe is conformed by a blank rune as the template, a shield and Ursae Fur.
  • Sleeping reduce two exhaustion levels.
  • Now the exhaustion level affects the mana regeneration, reducing -15% of the total mana regen per exhaustion level.
  • Added an advancement for each principle, after reaching the max level.
  • Fixed Echoing Strikes size bug.
1.1.4Релиз1.21.1 · 27 марта 2026 г.

Modrinth Initial Realease

Fixes

  • Fixed a network problem with spellbook leveling.
  • Fixed a problem with Spell Inscription Verification.

Changes

  • Updated irons spellbooks dependency to 1.21.1-3.15.5
  • Removed Additional Attributes dependency.
  • Changed distance detection to Perceptio Principle.

Features

  • Added percentage targeting for Locus Principle that depends on the max Perceptio distance.
  • Added a Passive for Certum principle related to the debuff reduction of additional mana consumption due to exhaustion level (-2% of additional mana waste per level).

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