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Mineforgian

[ISS LM]Legendary Mage

Legendary Mage is a magic expansion mod for Minecraft NeoForge 1.21.1 built on top of ​Iron's Spellbooks​. It features a brand-new Elemental Reaction System alongside a collection of uniquely designed spells.

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8 августа 2026 г.
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MIT

Опубликован 14 марта 2026 г.

🧙 Legendary Mage

Unleash Your Arcane Potential


📖 Overview

Legendary Mage is a NeoForge 1.21.1 magic expansion mod built upon Iron's Spells 'n Spellbooks, introducing a brand-new Elemental Reaction System and uniquely designed spells.

🎭 Translation Note: Currently using translation tools, so there may be inaccuracies. Feedback and corrections via GitHub Issues are greatly appreciated!


⚡ Core Mechanics

Mechanic Description
Elemental Mark System Apply elemental marks to targets; accumulate to thresholds to trigger special effects
Level 2 Threshold Can participate in elemental reactions
Level 3 Threshold Triggers elemental debuff effects
Datapack Extension Supports custom elemental reactions and compatibility with third-party magic mods

🔥 Elemental Debuffs

Triggered when elemental marks reach Level 3 (unless specially noted)

1. Fire 🔥

Version Effect
≤ V1.0.3 -5% max HP per level + magic damage
≥ V1.0.4 -2% max HP per level + magic damage

2. Eldritch 👁️

Feature Effect
Special No level prerequisite, takes effect immediately
Effect -10% max HP per level

3. Ice ❄️

Condition Effect
Ice Mark Level 3 Freeze target once (crowd control)

4. Lightning ⚡ V1.0.4 Added

Feature Value
Effect Electrocution: Periodically releases chain lightning to nearby enemies
Damage Bonus +5 damage per level
Cooldown 3 seconds
Stacking Levels stackable

5. Poison ☠️

Version Effect
≤ V1.0.3 Poison: DoT damage, stackable
≥ V1.0.4 Armor Melting: -2% armor per level, stackable

6. Ender 🖤

Condition Effect
Ender Mark Level 3 50% chance to trigger Echo Strike

7. Holy ✨ V1.0.4 Added

Condition Effect Value
Holy Mark Level 3 Divine Strike 20 damage, CD 5s

8. Dark 🌑 V1.0.4 Added, V1.0.5 Reworked

Version Effect
V1.0.5 Lightless Night: -5% spell resistance per level, stackable

⚗️ Elemental Reactions V1.0.4 Added

Combination Name Effect
🔥 Fire + ❄️ Ice Melt Single damage boost
🔥 Fire + ⚡ Lightning Thundercall Summon lightning strike at target
🔥 Fire + ☠️ Poison Detonation Increase Fire Buff by 1 level
Lightning + ☠️ Poison EMP Consume Electrocution to release EMP wave
❄️ Ice + ⚡ Lightning Superconduct Gain Lightning Rod Buff (-5% Ice/Lightning resistance)
🌑 Dark + ☠️ Poison Plague Continuous corrosion V1.0.4 added
🖤 Ender + Any Element Final Echo Spell power + resistance boost
👁️ Eldritch + 🌑 Dark Chaos Significant spell power boost

📦 Datapack Support

V1.0.5+ Full datapack extension support

  • ✅ Add custom elemental marks to any spell school
  • ✅ Create new elemental reactions
  • Seamless compatibility with third-party magic mods

📚 Documentation: Legendary-Mage Wiki


📥 Download & Feedback

CurseForge Modrinth GitHub

🎨 About Textures: Currently using placeholder textures. If you're interested in contributing artwork, I'd be truly grateful to hear from you!

❄️⚡ Forge your legend, master the elements ⚔️🔥

Ченджлог

1.1.2Релиз1.21.1 · 8 августа 2026 г.

🔮 Legendary Mage Changelog


🚀 v1.1.2 (2026-08-08)

🏗️ Dependencies: Simplified Mod Requirements

  • Removed GeckoLib as a mandatory dependency

    • Previously, you had to install GeckoLib, Curios, and PlayerAnimator separately — even though Iron's Spells 'n Spellbooks already bundles them.
    • Now these are handled automatically as transitive dependencies through Iron's Spells. You only need to install Iron's Spells 'n Spellbooks — nothing else.
  • Updated neoforge.mods.toml

    • Removed required dependency blocks for geckolib [4.8.3,4.9), curios, and playeranimator.
    • Only required dependencies now: NeoForge, Minecraft, and irons_spellbooks.
    • patchouli remains optional (for the in-game guidebook).
    • Description updated to reflect the simplified "Requires" list.
  • Updated build.gradle

    • GeckoLib: downgraded from implementationcompileOnly + localRuntime (still available for dev builds, but not forced on players).
    • Curios & PlayerAnimator: downgraded to localRuntime only (pulled in by Iron's Spells during dev, no manual install needed).
  • Cleaned up gradle.properties

    • Removed unused variables: playeranimator_version, irons_spells_version, irons_lib_version.
    • Kept geckolib_version and curios_version as they are still referenced elsewhere.

💡 What this means for players: Your mod list just got shorter. Install Iron's Spells 'n Spellbooks — GeckoLib, Curios, and PlayerAnimator come with it automatically. No extra downloads, no version conflicts.

1.1.1Релиз1.21.1 · 3 августа 2026 г.

🔥Legendary Mage🔥 v1.1.1 — THE ELEMENTS REMEMBER




"The fire no longer forgets who lit it."

"The frost remembers the hand that cast it."

"And the holy mark... the holy mark no longer lives in the void."

"It lives in you."


🎬 THE ELEMENTS HAVE LEARNED TO REMEMBER

In the old code, elemental reactions were ghosts. They happened, then vanished into static voids, leaving no trace of who summoned them, no memory of when they might strike again.

No longer.


🔥 WHAT'S NEW


⚔️ ElementReactionManager — Completely Rewritten

The old system: Buffs applied blindly. Reactions triggered without context. The elements were deaf and dumb.

The new system: Every flame knows its master. Every frostbite carries a signature.

Before After
Static, stateless reactions Stateful reactions tied to caster identity
Buffs applied without tracking ElementMarkData records who cast what, and when
Client-side guesswork ElementMarkSyncHandler keeps every client in perfect sync
Reactions fading into the void Persistent mechanics that respect cooldowns and continuity

🔥 "I cast a fireball. Three minutes later, my ally's fireball detonates on the same target — and the reaction triggers, because the system remembers I was there first."


🧠 ElementMarkData — The Memory of Magic

A new data structure that attaches to entities like a magical scar.

What It Tracks Why It Matters
Caster Identity Your fire and your friend's fire are no longer the same fire
Cooldown Timers No more spamming the same reaction into infinity
Elemental Residue The target carries the mark until it expires or is consumed

🧠 "The mark is not a debuff. It is a memory the target cannot shake."


🌐 ElementMarkSyncHandler — One Truth, Many Eyes

Client-server sync for elemental states. No more desynced particles. No more phantom marks.

What the server knows, the client sees. Instantly. Reliably. Every time.


✨ HolyMarkEffect — From Static Void to Living NBT

The Problem: Holy marks were stored in static maps. Server restart? Gone. Dimension change? Gone. They were mayflies.

The Solution: Holy marks now live in entity NBT. They persist. They travel. They survive.

Storage Persistence Survival
Old: Static cleanup logic Server restart = death Dimension hop = death
New: Entity NBT Survives restarts Travels with entity

"The holy light no longer flickers when you turn your back. It is written into the target's soul."


🎵 "When You Look At Me" — A New Disc

A music disc has been pressed. It can be crafted. It can be played. It can be tagged.

Feature Detail
Item Music Disc — "When You Look At Me"
Acquisition Crafting recipe implemented
Recognition Added to Minecraft item tags for proper integration

🎵 "The jukebox now knows this disc by name. The game no longer shrugs and calls it 'unknown.'"


📝 PATCH NOTES AT A GLANCE


+ ElementReactionManager fully rewritten (stateful reactions, caster tracking)
+ ElementMarkData introduced (caster records, cooldown management)
+ ElementMarkSyncHandler added (client-server elemental sync)
+ HolyMarkEffect migrated to entity NBT (persistent, survives restarts/dimensions)
+ New music disc: "When You Look At Me" (craftable, tagged)
+ Music disc added to Minecraft item tags

- Removed static cleanup logic for HolyMarkEffect
- Eliminated static void storage for elemental marks

⚠️ FOR MODPACK AUTHORS

If you were hooking into the old static HolyMark maps, those hooks are dead. The data now lives in entity NBT under the Legendary Mage namespace. Update your integrations.


🔥 THE ELEMENTS REMEMBER. DO YOU? 🔥


GitHub

⚔️ CAST. MARK. REMEMBER. ⚔️

1.1.0Релиз1.21.1 · 27 июня 2026 г.

🚩 v1.1.0— The Rewrite

This version essentially rewrites the mod from the ground up.


📋 Changelog

Type Change Details
⚡ Removed Spell System If you rely on spells, you may choose not to upgrade
🔧 Fixed Memory leaks Optimized resource cleanup across all subsystems
🔧 Fixed Log spam Reduced excessive console output
🔧 Fixed Duplicate implementations Refactored redundant code to reduce overhead
1.0.9Релиз1.21.1 · 16 мая 2026 г.

🚩 Legendary Mage v1.0.9 Update Log

✨Feature Update:

  • Updates made in response to community feedback: You can right-click on an ice sculpture with an empty hand to toggle between "Follow" and "Sit and Wait"
1.0.8Релиз1.21.1 · 1 мая 2026 г.

🚩 Legendary Mage v1.0.8 Update Log

🛠️ Configurations

  • Rewriting the configuration interface to make it more readable and visually appealing
1.0.7Релиз1.21.1 · 18 апреля 2026 г.

🚩 Legendary Mage v1.0.7 Update Log

🛠️ Configurations

  • Config Refactor​: Added independent configuration options for all Buffs and spells
  • New Config Directory​: Restructured config file organization for easier management and scalability
  • Flame Buff​: Added new fire damage-over-time effect
  • Entity Blacklist​: Configurable list of entities immune to the Flame Buff

📖 Documentation & Compatibility

  • Patchouli Manual Text Fixes​: Corrected text errors in the manual
  • Elemental Reaction Compatibility​: Elemental reactions can now be customized via commands. See 🎮 Legendary‐Mage Command Datapack Extension WIKIfor details
  • Streamlined Workflow​: Simplified configuration process for elemental reaction compatibility

🐛 Bug Fixes

  • Fixed IceExplosionConeProjectile Crash
    • Root Cause​: ClassCastException thrown when casting (LivingEntity) entityHitResult.getEntity() on non-living entities
1.0.6Релиз1.21.1 · 12 апреля 2026 г.

🚩Legendary Mage v1.0.6 Update Log

🔥Buff Adjustment

  • Lightning Rod buff: changed to reduce 5% Ice Spell Resistance and 10% Thunder Spell Resistance, stackable
  • Dark Night No Light buff: changed to reduce 5% Blood Spell Resistance.
  • Plague buff: The survival duration of generated zombies has been changed to 3 seconds

🧙 Spell Addition

  • Element bullet element
  • Three-phase arrow element
  • Elemental prism element

🎉Art Updates

  • Modification of spell icons and scrolls of elemental schools

🐦‍⬛Interactive Addition

  • Added interactivity with the Patchouli (due to time constraints, AI assisted me in writing, and will be revised once the subsequent copywriting is complete)

🎇 Special Effects

  • Added real-time calculated trail effects for projectile spells such as "Elemental Barrage"
1.0.5Релиз1.21.1 · 3 апреля 2026 г.

🚩Legendary Mage v1.0.5 Update Log

  • Fixed the crash caused by using milk when there is an element tag present

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