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1.12
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Magic
Forge
Combat
CurseForge | Curse Mod Page | Discord server | Downloads | Wiki | GitHub | Issue Tracker | Development versions
Greetings, wizards! Are you looking for a magic mod for Minecraft, but don't want the hassle that comes with many of the magic mods out there? Do you want to freeze skeletons solid, engulf zombies in slime, and pull creepers into an interdimensional vortex? Do you just want a cool hat to wear?
Then allow me to present to you...
Wizardry isn't like most magic mods. It has very few crafting recipes and no complex constructions - instead, you progress by exploring and fighting. Find spell books, wands, and scrolls! Visit fellow wizards and buy rare magical items! Master the arcane and collect every single spell!
...actually, that last one might take you a while - there are currently 140 spells in wizardry and counting, and each of them is totally unique! If that's not enough spells for you, the way the mod is written allows for more spells to easily be added via add-on mods, or as I like to call them, spell packs. (There aren't any at this early stage, but watch this space!) If you know how to program a Forge mod, you can even add your own!
As well as finding new spells, there is a world of upgrades, wands, armour and special items to explore - but I'll let you discover that for yourself...
To get started, you'll need to find a magic crystal (hint: you can mine them, but there is a quicker way to find one). Craft this with a book and you'll get your very own wizard's handbook, which will tell you everything you need to know.
Download (for other Minecraft versions, click on 'View all downloads')
Videos
[English] Great mod showcase by Rayne giving a nice overview of the mod, along with a selection of spells, leaving the rest for you to discover for yourself! Thanks to Rayne for making this one.
[German/Deutsch] Very detailed and comprehensive mod spotlight in three parts (part 1 shown here). Many thanks to LeKoopa for making this one! (Vielen dank, LeKoopa!)
Gallery
FAQs
Q: "Can I use this mod in my modpack?"
A: Of course you can! If you release a modpack containing Wizardry, you must credit me (Electroblob) and provide a link to this page.
Q: I installed Custom NPCs and the game crashed!
A: Go into Wizardry's config file (or Custom NPCs' config file, either will work) and change the enchantment IDs. Please do not pester me about it!
Q: "When will you update this mod?"
A: I can't say for certain; please be patient. I develop this mod single-handedly and for the fun of it, and I've released it so the community can enjoy it as well as me. I don't have the time to work on it constantly, but please don't think the mod is abandoned if I haven't updated it in a while. As far as support for recent game versions is concerned: Yes, I will be updating the mod to Minecraft 1.11/1.12 once I consider the 1.10.2 release stable enough. I will not be making versions for 1.8 or 1.9, sorry.
Q: "I disabled a spell in the config, but the book is still there!"
A: This is intentional. Spell books use their metadata to specify which spell they are. When you disable a spell, the book stays there to prevent all the existing spell books from changing their spells. Don't worry, the book won't be obtainable in survival mode while the spell is disabled (unless it's already been generated), and you won't be able to cast the spell either.
Q: "How do I get spell books? Nothing has a crafting recipe!"
A: You have to find them! Mobs will drop them as rare loot, you can find them in dungeon chests and you can buy them from wizards, who spawn in randomly generated towers. I recommend playing wizardry alongside a mod that adds dungeons, so that there are more places to find spell books.
Q: "The spell HUD is in the way of a HUD from another mod!"
A: There's a config option to change the position of the spell HUD. Click on 'mods' from the main menu, find Electroblob's Wizardry in the list and click configure. The option 'Spell HUD Position' is the one you want. Alternatively, edit the config file manually with a text editor.
Q: "The crafting recipe for the blank scroll conflicts with one from another mod!"
A: There's an alternative recipe that can be enabled in the config, which requires a magic crystal. Click on 'mods' from the main menu, find Wizardry in the list and click configure. The option 'Use Alternate Scroll Recipe' is the one you want. Alternatively, edit the config file manually with a text editor.
Q: "The game crashed! Please help!"
A: You've probably heard this loads of times before, but please post your crash report, preferably using the CurseForge issue tracker. I can then look at it and decide if it's a bug with the mod or not. If it is, well spotted! I will happily fix it for you. However, it is more likely to be a mod compatibility issue, in which case a fix is much more difficult - I will still give it a look though. If it happened because of a specific spell, I suggest disabling that spell for the time being, which can be done via the config. Please also make sure you have the latest version of the mod for the game version you are using - if you complain about a bug I've already fixed in a later version, I'm not going to help you!
Q: "I have an idea for a spell. Can you add it?"
A: Please put it in the comments! I'm always on the lookout for good ideas. If I think it's good enough and fits with how I want the mod, I might add it. If not, someone might see it and decide to put it in a spell pack. Alternatively, if you know how to program a mod you can add it yourself - see Making Spell Packs for details on how to do this.
Q: "Does this mod collect any data/have an update checker?"
A: No, and it never will.
Support
Want to show support for Wizardry? Paste this code into your signature:
It should look something like this:
Permissions and Modpack Policy
Modpack Policy
You are allowed to include wizardry in a modpack, so long as you credit me (Electroblob) and provide a link to this page, and you don't make any money off of the modpack except through the curseforge rewards program.
You are also allowed to make videos featuring/showcasing/reviewing wizardry - in fact, I encourage you to do so! If you do make a video, it would be nice if you put a link to it in the comments so I can include it in the mod's description. Please also put a link to this page in the video description so that viewers can download the mod.
You may run a server with wizardry installed, and you may make money from such a server through adverts, paid ranks, donations etc., provided that you do not sell content from the mod (such as selling spell books) or sell access to content from the mod.
You may not re-post wizardry anywhere, modified or otherwise, without explicit written permission from me (Electroblob). If you wish to post the mod on a forum or repository for another country, please ask me first.
CurseForge, mods.curse.com and the Minecraft forum are the only pages for this mod for which I am responsible. All three pages link to the same download on CurseForge. In addition, a small number of sites link to the CurseForge download from their own post or article on the mod. I kindly ask that you do not download wizardry from any other file server, since doing so does not support me as the mod author and downloads from such websites may be harmful to your computer. For more information and a list of websites known to repost mods without permission, go to http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2314237-list-of-sites-stealing-minecraft-content.
You may not make money off of wizardry in any way unless explicitly stated above, be it via an adf.ly link or otherwise. I will never give permission for this to happen, and I will never put the mod behind a URL shortener myself either.
If you are unsure about anything permission-related, please ask.
Credits
Electroblob's Wizardry
A modification for Minecraft by Mojang AB
Designed, coded and textured by Electroblob
Thanks to Minecraft Forge and MCP, without which this mod would not have been possible.
Thanks also to the Minecraft modding community, which always has an answer to my modding problems!
In addition, I'd like to thank the following individuals for their contributions to the mod:
Code:
- Corail31
- 12foo
- Shadows-of-Fire
Translations:
- Russian: VilagVil
- Spanish & Mexican Spanish - MadWrist
- Chinese: ZHENGLOC
Lightning ray sound effect from OhhWowProductions
Very nice looking mod and very well written forum thread. Really looking forward to seeing this in modpacks, tho the fact that it is not on 1.11.2 is quite a downer. Why do people keep making mods for a 4 times outdated game version. I get it, some people are tired of moving on all the time. But at this point, except for the users of finished 1.7.10 modpacks, nobody plays 1.7.10 anymore. Most have moved on. I'd really recommend you to update to 1.11.2 as your next step. The mod looks very promising, but 1.7.10 is meh.
Have a nice day!
_Mike out
Thanks for your feedback!
With regards to updates and game versions - I know. The fact is that I've been developing this mod for quite some time, and updating is a bit of a pain coding-wise, which is why I wanted to focus more on content. Whilst 1.7.10 may be 'meh' to many people, from what I can gather it still has quite a large following, and having developed most of the mod in 1.7.10 I saw little point in updating to a newer version before releasing it since I'd miss out all those players who are still in 1.7.10 (I know I'm one of them...). Instead, the plan is to update to newer game versions over the next few months.
But as a more general statement, I'd like to have the mod available for as many game versions as possible, so everyone can play it regardless of the version they're using.
Hopefully that's explained it for you and anyone else who wonders about updates (and I know they will!).
- Electroblob
Love this, nice mod.
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Awesome! I can't wait for you to update it.
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~ Everybody's FavouriteDragon
Oh Wow!, this is amazing! ive been looking for a mod like this for a while. it reminds me so much of the old ArsMagica1. And its not for the broken newer versions!
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I wouldn't exactly call the newer versions broken..... I find it annoying that mods are still created for 1.7.10, as minecraft is on 1.11.2. That's 4 versions different. I'm waiting for this to update, as a lot of good mods are for the "broken newer versions", like CrowsofWar's Avatar: Out of the Icerberg mod.
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~ Everybody's FavouriteDragon
Thanks!
Thanks! Please be patient with updates, I will get them done but 1.11.2 will, naturally, be the last version I get to (other than 1.12 etc.).
Thanks! I've only ever used Ars Magica 2, so I'm not familiar with AM1, but I was curious so I watched a video and I do see what you mean! I guess there's going to be a certain amount of overlap with any magic mod.
Ah, the version debate... In my opinion, both versions have their good and bad points. There are plenty of good mods for 1.7.10 that aren't on newer versions (Twilight forest, Balkon's weapons, Archimedes ships....), but equally there are many good mods that are only 1.10/1.11. 1.9+ has the new combat mechanics, but if you don't like those then 1.7.10 feels better. Not sure that makes the newer versions 'broken' though, just different.
The question is, do I update directly to 1.10 and 1.11 or do I go via 1.8 and 1.9? I'll have to do a bit of research into how much of a detour that would be, code-wise, and whether it would be worth it. Let me know what you all think as well.
You should just update to 1.10.2 and/or 1.11.2 imo
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This seems cool but.... Wil it crash my game a lot?
Only one way to find out... but with any luck, it won't crash your game at all! What makes you think it would do that? In the unlikely event that it does crash, please submit a bug report on the issue tracker - it helps a lot with fixing problems. Thanks!
IS there a wiki or a list of spells and what they do?
Every spell has a book with the description, icon, and stats. And there´s one that explains everything (how to start and types of magic)
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Excellent mod! Quite a shame more people haven't seen it.
Click my cute drago's~
wish you would update this.. *sigh*. But it's better to have a more bug-free and content-full mod!
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~ Everybody's FavouriteDragon
Thank you! It's only been out for 6 weeks or so, these things take time to build up a reputation.
Glad you understand; there are too many people who just say "update pls" and expect it to magically happen. Updating it is bound to create a ton of bugs so it's better to fix the ones that already exist first. The good news is that wizardry 1.1 is very near to release, which means I can start the process of updating soon after. As yet I'm not sure how long updating is going to take, it depends on how much gets broken in the process. The plan is to release a beta for 1.10.2 once I've got it in a reasonably stable condition.
Cool
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This is my favorite magic mod for minecraft. I love that you have to explore, and there isn't any complex construction.
I'm using this in a private modpack, and I'm using loot++ to change drops in chests from other mods. I'm having trouble with the scrolls, though. Whenever a scroll is generated to a chest, the scroll isn't a random spell like I hoped - instead it's a "Scroll of [Empty Slot]." I don't seem to be able to do anything with it. Any ideas how I can make these scrolls random spells?
Thanks! Glad you like it.
All scrolls have the same item ID, as do all spell books, and the actual spell they contain is determined by their metadata, much like potions or enchanted books in vanilla minecraft. The "Scroll of [Empty Slot]" is what you get if you use metadata 0 (you can try this with the /give command).
I had a quick look at how loot++ config files work, and it looks like you can put metadata in them, so try adding the line:
to the relevant config file for loot++ (I've made the weight 100 so it's easy to find). What that should do is generate scrolls of magic missile. Obviously, to get all of them to generate you'll need to do this for numbers 1 to 110, excluding spells that don't have a scroll, and you'll probably want to weight them so that higher-tier spells are rarer. However, there are 110 spells, so you'll probably find that the chests are full of scrolls and not a lot else, which you can fix by multiplying the weights of all the other items.
If you want it to work like wizardry's built-in weighting, there's a bit of number crunching to be done. For reference, the spell books and scrolls generated in vanilla dungeons are: 60% novice, 25% apprentice, 10% advanced and 5% master.
I might take the time to make a config file myself that people can paste in.
Awesome, this did the trick! I guess this was more my failure to understand item IDs and metadata than anything else. Thanks for clearing this up.