Extra Spells (Electroblob's Wizardry)

Extra Spells (Electroblob's Wizardry)

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For Electroblob's Wizardry - 4.3.0 and newer use Extra Spells v1.2.0 (or newer)

For Electroblob's Wizardry - 4.2.0 to 4.2.11 use Extra Spells v1.1.0 to v1.1.4

For Electroblob's Wizardry - 4.1.4 and older use Extra Spells v1.0.7 (or older)

Extra Spells

Adds more spells to collect. The count of new spells depends on the optional dependencies you have installed.

Dependencies

List of new Spells

General Spells:

  • Time Manipulator - Changes the Time from Dawn to Dusk and vice versa.
  • Vampirism - Be stronger at night. Avoid the sun light!
  • Super Jump - Rocket straight up into the air.
  • Chargable Strike - The longer you charge the harder it hits.
  • Tribal Bless - Remember Hexxit? (If not: Strength II, Jump Boost II, Night Vision)
  • Scale Bless - As the last one (Strength II, Resistance, Fire Resistance)
  • Thief Bless - Still the same (Strength II, Speed Boost IV, Night Vision)

Potion Core Spells:

  • Advanced Return - Teleports the magician back to his bed.
  • Armor Piercing Missile - Shots a devastating missile which reduces armor by 25%.
  • Surface Teleport - Escape the terrifying darkness of caves.
  • Magical Offence - Increases your magical potential.
  • Hunters Revenge - Increases the strength of your arrows.
  • Solid Core - Decreases Knockback by making you as hard as stone.
  • Magic Shield - Gain a shield which protects you from magic. Charge to make it stronger.

Extra Alchemy Spells:

  • Return - Teleports the sorcerer back to his spawnpoint after standing still for 10 seconds.
  • Time Travel - After 4 seconds the caster will travel back in time to the position where he casted the spell.
  • Pacifism - Slows everyone that hits you.
  • Photosynthesis - Refill your hunger while standing in the sunlight.

Permissions

  • Redistributing my mods on other sites isn't allowed.
  • Using my mods in modpacks/videos is allowed but you have to link the curseforge page