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    posted a message on MageCraft mod

    Curses would be very rare and often found on trickster’s staffs , which have a variety of 3-5 illusion and curse spells on them. Very rare and powerful, but difficult to find ( rarely found in dungeons, not very rare in end cities, rare in mineshafts, never found in desert temples, strongholds have usually at least one) but curses are only for players with high level magic, or finders of the tricksters staff. Illusion spells like mirror image, makes a temporary copy of either yourself or another mob, which is weak and has low health and attack damage, but fights with you until it dies, you can have up to 5 self copies or 8 copies of another mob at one given time, slow time, obviously slows time down in a 10 by 10 area for 2 minutes, slowing all movement including arrows, other spells, explosions, and other entities severely.confusion makes hostile mobs attack other random mobs other than the caster for 5 minutes and inverts a players controls, and causes nausea 3 for 2 minutes. Conceal makes a selected structure invisible to anyone except the caster until another player breaks a block of the concealed structure, or the caster casts conceal again. Cloaking makes the caster invisible for 5 minutes without the annoying potion swirls and armor becomes invisible as does an equipped staff or magic weapon.

    And if anyone has other ideas or new spell suggestions, just suggest them , and hopefully this is made into a mod. To me, it seems like a good idea. And if there are any other ideas on how to obtain spells or crafting recepies for anything in the mod, I’m open for suggestions

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    Curses, the most diverse and annoying spell category include: lock ( only the caster can get past this energy bubble that prevents other players from opening or breaking the chest or door it was casted on) lasts until player casts spell on locked object again or breaks it. Haunting, what happens is you cast this curse on a random mob, a pig for example, and the curse prevents the pig from despawning, but if a player kills it, the pig will randomly, at dusk, dawn, and nighttime, appear transparent and ghostly and float and go through walls haunting the player , damaging them , breaking windows and doors, and causing slowness and nausea when they go through the player. The pig would appear and disappear randomly to haunt the player for 3 days after their death . The most annoying part, if multiple pigs had the haunting curse on and the player killed them , all of them would haunt the player for 3 days worth of dusks, dawns, and nights randomly, wherever they were. Mainly useful for trolling people on multiplayer servers, combustion, causes the player to randomly catch on fire, unextinguishable by water, for 4 seconds for 1 entire day cycle. Possessed armor/ weapons. Used on chests or armor stands with armor and/ or weapons in them causes anyone but the caster to be attacked by any weapons or armor affected, possessed armor/ weapons would have 20 health and return to their chests or armor stands when defeated, losing 10 points of durability.

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    Shockwave knocks back and knocks over all mobs and some blocks in its A.O.E( area of effect) , explosion is what it sounds like, a small explosion that destroys blocks ( basically instantly exploding tnt) , storm call basically summons a thunderstorm which covers a 100 block radius for 8 minutes and often hits random entities in its radius, crush lifts a player or mob and throws it down or forward into a wall or floor , this causes fall damage, and triples the fall damage the mob takes when it hits the ground or a wall .Magic cost of primal spells are moderately high or very high, and can be very destructive. Nature magic consists of the paralysis spell( 1 minute ) , vine spell, grows vines instantly up a chosen wall, poison spell( poison mist, poison dart, and poison vine) poison vine grows a random cluster of vines that cause poison damage for 3 seconds every second spent on them, poison mist is a long lasting, spreading poison cloud that goes through open spaces(open doors, fences, half block spaces etc in a 30 block range for 4 minutes.

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    Spirit based spells, like necromancy ( summon undead mobs of any kind to fight for you, but you must summon them where they died, mass necromancy summons 6 different undead to fight for you) necromantic healing lets you heal your undead minions, soul capture lets you contain the soul of the targeted mob be contained in a throwable jar with all curses and/ or blessings still on it. If a creeper was soul captured and the jar containing it was thrown, it becomes a poltergeist, which attacks you, picks up blocks and throws them at you , which does 3 damage per hit, and can throw you, for twice that. medium to moderately high magic cost to use spirit magic. Primal magic like sandstorm, which throws a medium wave of sand blocks and does decent knockback and damage, can be good crowd control and is only usable on beaches and in deserts, petrify stops any movement from the target for 2 minutes, stonefist puts stone blocks on a player’s hands and lets the player do knockback 3 and do 4 damage per hit without any weapons in hand for 4 minutes 45 seconds, meteor drops a large meteor on an area and makes a large crater, along with lethal damage to anything that it falls on along with burning the area it hits.

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    Blood magic allows you to health bind 2 mobs, making them have equal health and both die if one is killed( doesn’t work on bosses, neither does possession , which allows you to control a mob for 6 minutes and attack, jump, etc., if the controlled mob dies, the player loses control of it and 6 hp. Blood magic spells cost 2 hp per spell. Restoration is basically for giving blessings( various positive effects), and vitality ( an extra row of hearts, regen 2, and speed 1along with an inability to be hurt by starvation for 3 minutes( high magic cost) other healing spells would be low to moderately high cost. Elemental magic would let you use various kinds of fire, ice and lightning spells that did various amounts of damage, cost would be medium to high cost(enchanted ice would be the only high cost spell and would cover a 5 by 5 area with very durable ice with the toughness of obsidian and would last until broken, all other spells would be moderately high in cost at maximum) . Conjuration would let you summon vexes, golems, fangs, and other mobs to fight for you, you could summon a small stone wall , wooden shelter, a bed or an ender chest . High magic cost.

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    All arcane spells would be: magic shield spell( temporary mobile magic transparent wall that would block most offensive spells and arrows) , magic bolt(basic magic attack that just does 3.5 damage and decent knockback ) , magic weapon ( iron sword with 1-3 random positive enchantments is summoned to you for use for 4 minutes) , ward spell( long term stationary magic barrier that lasts for 3 days and knocks any entity back that touches it, it also can be casted on a mob to trap it for 5 minutes and 10 seconds in a magic cube that can be moved ( anything inside the cube can’t despawn)), and these spells would have low magic consumption. Voidic spells , including; teleport ( medium distance basic teleport), chaos beam( beam of energy that teleports all entities caught in it to random locations), desintegrate( goes through armor and most forms of protection and does heavy damage, if target is killed, a pile of ash appears wherever they died), and black hole ( pulls in and destroys anything near it, heavily damages mobs, nothing can protect a player from its damage, pulls in blocks and mobs within a 10 block range), magic consumption is medium for voidic spells.

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    possibly the most interesting and rare spells are the legendary spells like Hurricane( atlantean) that creates a 10 block tall wave which moves dirt sand wood and other weak blocks commonly used in player made structures , rain, and the occasional flying gravel or sand block ( wave travels 50 blocks from the nearest river or lake, rain and heavy wind last five minutes, wind can pick up chickens and small baby mobs. They are thrown 30 blocks back and 20 blocks up . Elemental fury for either fire ice or lightning ( player summons large glowing cube like ball that that they hold 10 pixels over their head with their arms outstretched like an evoker’s and lightning , fireballs or a small tornado of snowflakes strikes the energy ball which is light blue and purple for lightning, orange and yellow for fire, and light blue and white for ice, and the player jumps and slams the ball into the ground, causing a small crater, a massive amount of lightning bolts to hit, all mobs and structures in a 15 semicircle radius in front of the player to be covered in all varieties of snow and ice, or all entities and blocks in the same radius as the ice spell get burned and sprayed with ghast fireballs , living bomb( curse spell) would make any mob that this spell was used on to be able to silently and instantly explode near an other player or hostile mob( you could cast this spell on yourself and not die from the explosion , you would be teleported 44 blocks away) the mobs would walk casually up to the target and without warning, explode)

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    Also there would be legendary staffs with multiple powerful spells on them, they would not be able to be unenchanted or broken, no staffs would break, but you would have to recharge the staffs with enchanted books , ender pearls, bone meal, or health potions using a way to repair it ( anvils or the runic altar or other way to repair tools , depending on what version the mod is for. The 12 schools or spell classes would be arcane, voidic ( teleportation and void based spells) , blood magic ( would use hp for fuel), restoration ( positive effects and healing), elemental( fire, ice, lightning,etc), conjuration ( summon mobs and small structures) spirit ( necromancy, soul based magic) , primal ( force and rock based) , nature ( poison and plant based spells), atlantean( water based spells) , curses( really annoying , powerful and negative spells ) , and illusion ( invisibility, other powerful spells that are very tricky)

    Posted in: Requests / Ideas For Mods
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    posted a message on MageCraft mod

    had this idea a while back, but maybe there could be multiple classes or “schools” of magic with various spells in them. After reaching level 10 or finding a novice mage’s staff( found in dungeons, villages, or in temples) they would have at least one spell attuned to it, and a runic altar ( crafted with enchanted book of any kind , 4 emeralds, and 4 chiseled stone blocks) could either break down the staff and bind one of the spells you got from a staff or spellbook( gives 1-4 spells of the same school) to a scroll( 3 paper and one leather) holding a scroll in one of your hands would show a magic effect ( mini fireball for fire spell , a misty rotating cube that changes colors and gives off small question marks for a confusion spell, etc. ) in your hand, or floating near your hand . A magic bar would be on the side of your screen , and be blue and have levels like the experience bar, and you would not lose magic levels if you died. Each spell would cost magic, it would decrease the bar but not the levels, every time you learned a new spell it would increase and some spells would cost less, magic would regenerate slowly unless you wear mage armor ( hood , robes, trousers and shoes. Could be dyed 2 separate colors at once and sometimes have different designs depending on what school they are for, but apprentice robes , master robes, and supreme mystic robes would make all spells cost less)

    Posted in: Requests / Ideas For Mods
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    posted a message on Nether Update ideas

    Actually, no nether boat. It would get rid of any difficulty in the nether

    Posted in: Suggestions
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    posted a message on Nether Update ideas

    How about the lava boat would have a certain amount of durability before it broke, and you would have to be careful how much time you spent on the lava ocean. Also it could be crafted with nether wood, maybe some normal wood too, and a stone shovel.

    Posted in: Suggestions
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    posted a message on Nether Update ideas

    We really should ask Mojang about this, and a revamp in how nether fortresses look is beyond needed along with more content. This idea , if this stuff is added to Minecraft, it would make the gameplay more enjoyable, especially for when people go to the nether.

    Posted in: Suggestions
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    posted a message on Nether Update ideas

    The coins could possibly be found in any form of dungeon, like mineshafts to nether mazes, sound good?

    In the mazes, there could be many rooms, with loot, traps, mob spawners, dead ends, etc., and a 10.5 percent chance for there it be more than one nether dragon room.

    In the mazes, there could be many rooms, with loot, traps, mob spawners, dead ends, etc., and a 10.5 percent chance for there it be more than one nether dragon room.

    Idea, you could sell the alchemist 2 dragon scales, a glass bottle, and 30 ruby coins to get a potion that gives you both an extra row of hearts for six minutes , regen 1 for 2 minutes and resistance 1 for about 6 minutes. This potion could not be crafted and would be called “potion of dragonhide” and could be obtained from the creative mode inventory. The extra row of hearts would not be golden apple hearts, but normal hearts. Maybe the alchemist could sell you a new crafting device called the potion mixer for 50 ruby coins, a brewing stand, and a dragon heart.

    Idea, you could sell the alchemist 2 dragon scales, a glass bottle, and 30 ruby coins to get a potion that gives you both an extra row of hearts for six minutes , regen 1 for 2 minutes and resistance 1 for about 6 minutes. This potion could not be crafted and would be called “potion of dragonhide” and could be obtained from the creative mode inventory. The extra row of hearts would not be golden apple hearts, but normal hearts. Maybe the alchemist could sell you a new crafting device called the potion mixer for 50 ruby coins, a brewing stand, and a dragon heart.

    Posted in: Suggestions
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    posted a message on Nether Update ideas

    That’s also a great idea, but maybe there could be possibly multiple nether mazes with dragons in them. The dragons could drop both nether dragon scales and nether dragon hearts. The scales could be used to make nether dragon armor, which could be better than diamond and gave the wearer the ability to resist both blaze attacks and give fire resistance for 4 minutes per day with the full set. The armor would also have a kind of scale texture and be more 3D . The portal idea works, but maybe there could be towers that house the portals , and they wouldn’t reach the top of the nether, they would be tall towers with both the new wood blocks and nether bricks being implemented in the structure.



    possibly there could be more new mobs in the maze and random loot chests.

    the amount of nether mazes would be from 1 to a maximum amount of like 6 .




    The dragons could have a 100% drop rate for 1-5 scales, the dragon heart, and a small chance to drop other rare loot. And on rare chance, there would be another dragon in the maze. The dragons could spawn if a player right clicked on a kind of altar that would be on the opposite side of the entrance and you would get a message saying that a nether dragon spawned.

    Well I understand that you don’t want the nether to copy the overworld, but maybe the trees could be used for new , cool looking doors, trapdoors, fences, etc. these things would be harder to break than normal wood doors and other things made with wood in the overworld. They would also be fireproof . Maybe instead of a village, there could be a sort of fort that houses new nether npcs, that could be neutral and attack you if you hit them. There could be an alchemist villager only found in the nether that sells potions and that kind of stuff, and can trade things like a fire resistance potion for like , let’s say, coins that can be crafted only with a rare new nether ore or found in darkmagi’s nether maze structure idea.




    The wood crafted from the nether trees would be a lot better than any other wood found in the overworld, and a lot more rare. They would look like dead trees in terms of having a lot of limbs with little amount of leaves.


    The alchemist could could give you potions of blindness, nausea, mining fatigue, extra health(more hearts) levitation, and these potions couldn’t be made, only bought from the alchemist(other craftable potions would be sold as well). Also , the alchemist could have a detailed dark red robe with a hood , potion stains on the sleeves, pale skin and light blue eyes, and a belt with potion bottles and pouches. They. could live in medium sized, secluded shacks with new paintings on the walls, charred wood used for the building, a fenced nether wart farm in the back, and a cauldron and a brewing stand.

    Posted in: Suggestions
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    posted a message on Is Minecraft Dying...?

    Minecraft is my favorite game, I’ve played it since I was young, it’s a great game, and an even better creative outlet. Its still growing up, technically speaking. In really happy that they updated villages, but annoyed that they haven’t added more to the nether. More stuff means more content, that is how Minecraft stays amazing. The part I’m most annoyed at is what they did to the skins system on x box one. Basically you have no cool skins( like the gecko skin I always use) for free, except for a few boring skins and the worst part is that you have to buy all the skin packs now. Other than that, Minecraft is getting better.

    Posted in: Discussion
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