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Magic Spells

Chuck Werner edited this page Aug 22, 2021 · 25 revisions

The Magic Spells

Magic Spells are invoked by having a Reagent in your off hand while waving (left-click, or whatever key you've set to Attack/Destroy) a Magic Wand in your main hand. Then, the spell will be let loose!

Most spells cost some amount of Wizard Power, and that amount is subject to change while the plugin is under development. Any values listed below may not be accurate to the latest version.

Alf's Action Arrow

[Added in version 1.1.0] A Wizard has no need of bows! By holding Arrows in your off hand while swinging a Magic Wand, you can invoke Alf's Action Arrow. This will launch an arrow from your off hand into the air in front of you, harming any creatures before you. But what if you're down to your last arrow? In that case, the spell will expend some Wizard Power to conjure an arrow for your use!

Alf's Action Arrow is not generally as powerful as a bow. It works against all creatures, but is much more effective against Monsters.

Charm Villager

By holding Emeralds in your off hand while swinging a Magic Wand, you can invoke Charm Villager, which will persuade nearby Villagers to re-open their trades. This spell is cast onto the ground, creating an area of effect (at about a 2-block radius), and any Villager caught in that area will be affected. If that Villager has any trades that are not available (where the max trades has been reached), this spell will make that trade newly available!

Two important notes: First, this spell expends 2 Emeralds from your off hand for each Villager charmed in this way, so be sure you've got a lot of green in your hands! Second, this spell should be used on the ground or another block - if you swing your wand directly at a Villager, you might hit them, and that could make some Iron Golems extremely angry!

Cloud Rider

By holding a Feather in your off hand while swinging a Magic Wand, you can invoke Cloud Rider, which will launch you into the air. Swing your Magic Wand again in midair to receive a boost of speed and begin gliding! Prepare yourself, because the wind at your back will launch you quite a great distance. This function of Cloud Rider works when the Wizard is on the ground, or swimming with their head above water.

Note: Due to the dangers of flying (and server lag), Cloud Rider offers some protection from collision damage to the user.

Cloud Rider for slow falling

In addition, when falling, if you swing your Magic Wand while holding a Feather in your off-hand, you will gain the Slow Fall effect for 10 seconds. (By swinging again, you refresh the effect!)

Wave Rider

When you're in a boat, holding a Feather will invoke Wave Rider, which propels the boat forward constantly at high speed! Swinging your wand again causes the boat to jump into the air! To end Wave Rider, simply take the Magic Wand out of your hand (or switch to another item). Exiting the boat will also end the spell.

Freeze Over

By holding Snow Balls in your off hand while swinging a Magic Wand, you can invoke Freeze Over, which will freeze the surface of water (assuming you're pointing your wand at the surface of water).

Grass Cutter

By holding Wheat Seeds in your off hand while swinging a Magic Wand, you can invoke Grass Cutter, which will cut all the grass near your feet... just like a wizard does it!

Grass Cutter costs no Wizard Power to use!

Holy Diver

By holding one or more Tropical Fish in your off hand and swinging a Magic Wand, you can invoke Holy Diver, which only works if your head is underwater. When invoked, Holy Diver propels you forward in the water and gives you a temporary effect of Dolphin's Grace! Plus, if you have enough Wizard Power, the spell will refill your breath.

Hunger for Power

By holding either Rotten Flesh or Bone in your off hand and swinging a Magic Wand, you can invoke Hunger for Power, regaining Wizard Power at personal cost!

Bone invokes a version of Hunger for Power that drains Experience Points in exchange for Wizard Power. Rotten Flesh invokes a version of Hunger for Power that drains Health in exchange for Wizard Power.

Incinerate

By holding one or more Firework Stars in your off hand and swinging a Magic Wand, you will fling a fiery ball. If the ball makes contact with a living being, it will do considerable damage and set the being on fire.

Lamplighter

By holding Torches in your off hand, standing on a Torch placed on the ground, and swinging a Magic Wand, you will light the darkness! This spell finds the nearest spot dark enough to allow monsters to spawn and places a torch from your off hand onto that spot! It's not an efficient way to place torches, but it's a great way to find those sneaky dark spots that keep spawning creepers!

Layer Layer

By holding any Slabs or any Walls in your off hand and swinging a Magic Wand, you'll invoke Layer Layer, which allows you to magically build floors and walls! The spell uses whatever item is to the right of your Magic Wand in your item bar, as long as it's solid. It will take items from out of that stack and place them based on the item in your off hand.

If the stack to the right of your Magic Wand is emptied by usage of Layer Layer, the spell will look through your hot bar (starting at your Magic Wand and moving right) for more of the same Material, and it will then move that stack of items into the slot to the right of your Magic Wand and continue laying blocks from that stack!

Slabs (except the Stone Slab) cause the spell to place a layer of blocks (1 block high) in front of the block you've clicked. If you have a single slab in your off hand, then this layer will be 3 blocks long and 1 block wide. If you have multiple slabs, the layer will be 3 blocks long and 3 blocks wide. These places blocks will replace any blocks currently in that space, breaking the existing blocks. Your facing and the block you click are key to using this spell properly.

Sandstone Slabs cause the spell to work much the same as other Slabs, but rather than replacing the blocks in that space, they will only replace empty (air or void) blocks.

Stone Slabs cause the spell to replace the single block you click with the item to the right of your Magic Wand. Unlike the other slabs, this breaks the block much like a Silk Touch pick, dropping the block itself in many cases, rather than breaking it. This is useful for easily replacing a single block at a time, such as adding windows to a wall.

Walls cause the spell to build a vertical layer (sometimes called a "wall"). If you hold a single Wall, then it will build a wall that is 1 block wide by 3 blocks high by 1 block deep. Multiple Walls will cause the spell to build a 3 blocks wide by 3 blocks high by 1 block deep. The wall will be built based on the direction you're facing. If you click the top of a block, the wall will be stacked on top of that block. If you click the side of a block, the wall's bottom layer will replace that block (and those next to it). Note that this mode of LayerLayer always breaks and replaces all blocks in its area of effect.

SandStone Walls work the same as other Walls, except that it will only replace empty (air or void) blocks.

Special note on placing slabs: When placing slab, Layer Layer will default to placing them in the upper (top) half of the space. However, using any slab with Smooth in the name (Smooth Stone Slab, Smooth Sandstone Slab, etc) as the reagent for this spell will cause Layer Layer to place the slabs in the lower (bottom) half of the space.

Mighty Leap

By holding one or more Slime Balls in your off hand and swinging a Magic Wand, you'll invoke Mighty Leap, which will let you perform a big jump! If you hold only a single Slime Ball, you'll make jump that's bigger than a normal jump. The more Slime Balls you hold, the mightier the leap! If you hold a full stack of 64 Slime Balls... well, try it out!

Lucky for you, Mighty Leap comes with protection. When you would take damage from the fall, the spell prevents the damage and drains your Wizard Power. If you don't have enough Wizard Power, though... well, just make sure that doesn't happen!

Mighty Leap will throw you in the direction you're facing. If you look up, you'll go up. If you look straight... well, you'll still go up, but less so. If you look down a little bit, you'll still go up quite a bit. But if you really look down - like, at your feet, or nearly at your feet - then the spell will just throw you forward a little bit, which is very useful for safely jumping down from great heights!

Mighty Leap costs Wizard Power to use, and the protection from falling damage costs Wizard Power when it occurs. The more damage the fall would cause, the more Wizard Power it costs to protect you!

Road to Nowhere

By holding a Shovel in your off hand and swinging a Magic Wand, you'll invoke Road to Nowhere. If you targeted dirt or a grass block, it'll turn into a path! If you target a path, it'll turn into a grass block!

Rusalka's Touch

By holding a Bucket or Water Bucket in your off hand and swinging a Magic Wand, you'll invoke Rusalka's Touch. If you hold an empty Bucket and are targeting water, that water block and several water blocks beyond it will be sucked into oblivion! Of course, given that water flows, they may fill right back in. If you hold a Water Bucket and are targeting water (even flowing water), the water will attempt to fill out nearby spaces and even out any flowing water. It may take several uses to make an area of water appear still.

Terracotta Turner

By holding Terracotta in your off hand and swinging a Magic Wand, you'll invoke Terracotta Turner, which will rotate any glazed terracotta you're pointing at! Decorating has never been so easy!

Thunderhorse

By holding a Saddle in your off hand and swinging a Magic Wand, you'll invoke Thunderhorse, summoning forth the legendary Thunderhorse and placing yourself on her saddle! You can then ride Thunderhorse as long as you wish. Once you dismount, however, Thunderhorse disappears back from whence she came!

Toll of Madness

By holding a Phantom Membrane in your off hand and swinging a Magic Wand, you'll invoke Toll of Madness, which will cause a monster you're pointing at to attack another nearby monster! What fun!

Xomir's Quiver

[Added in version 1.1.0] A Wizard's quiver is never empty! By holding a bow or crossbow in your off hand and swinging a Magic Wand, you'll invoke Xomir's Quiver, which will conjure a bundle of arrows at your location! Never run out of arrows again... unless you run out of Wizard Power, that is...