Magical Spells

The Magical Spells addon adds magic XP, levels, and mana systems to the game. As well as spells that require magic levels and mana to use, and finally, bosses to fight using these spells.
v1.0.1 Update Showcase
Full Showcase (v1.0.0)
Magic Leveling
All spells require a certain level to be unlocked. You can level up your magic either by collecting Magic XP Orbs, found inside dungeons or in barrels hidden in trees. Or, you can level up by simply, using spells. Each spell use will give 1 XP. 300 XP is required to level up.
Magic XP Orbs
Green: +3 levels
Orange: +2 levels
Red: +1 levels
ALL LEVEL/MANA REQUIREMENTS ARE LISTED ON THE SPELL/ITEM
Dungeon Images
Outside:
Inside:
Upstairs:
Mana
Your mana does not actively regenerate (by default, see settings for more info), refill your mana using a mana potion (crafted in the spell crafter). You can also increase your maximum mana to up to 500 by using a Customized Mana Potion (crafted in the spell crafter). You start with 100 maximum mana.
Spells
All spells are crafted in the spell crafter, you will need to craft a spell crafter to start your magic journey. Once you have crafted a spell crafter, craft a spell parchment inside it, this item is needed to craft every spell. Remember, do not craft spells you aren't high enough level for, you won't be able to use it and you would have wasted your materials
Shooter Spell: shoots projectiles that do 10 damage
Time Stop Spell: stops time for 600 ticks (30 seconds), nothing can move (except players), or attack. Projectiles, such as ender pearls, or arrows will float mid-air. All player animations will be disabled.
Water Magic: Drowning Spell: shoots a projectile that does 12 damage and will spawn water on impact
Fire Magic: Fire Spell: shoots a projectile that does 12 damage and lights the entity on fire for 2 minutes
Fire Magic: Fireball Spell: shoots a projectile that explodes on impact
Fire Magic: Firestorm Spell: shoots a projectile that will spawn fire on every mob within a 10 block radius of the projectile
Lightning Magic: Lightning Spell: shoots a projectile that does 12 damage and spawns lightning on impact
Lightning Magic: Thunderstorm Spell: shoots a projectile that will spawn lightning on every mob within a 10 block radius of the projectile
Wind Magic: Wind Blast Spell: knocks all mobs around you away from you (they can be knocked through walls, so still useful if your in an enclosed space)
Manipulation Magic: Mind Control Spell: allows you to morph into the nearest mob to you for 1,200 ticks (1 minute). Most mobs will not attack you while you are in mind control
Manipulation Magic: Bounty Spell: allows you to place a bounty on any entity except players, every other entity within 50 blocks of where the spell was cast will attack the bounty, lasts 40 seconds or until the bounty dies
Life Magic: Mana Spell: refills 350 mana on use
Life Magic: Healing Spell: gives regeneration 4 for 10 seconds
Life Magic: Ring of Life Spell: spawns a 5 block radius ring that will give regeneration 4 to anything that enters it, lasts 20 seconds
Conjuration Magic: Golem Spell: spawns iron golems that are passive towards you, uses 125 mana to spawn 1 golem, the maximum golems that can be spawned on one use is 4
Conjuration Magic: Armor Spell: spawns better than netherite armor with low durability, uses 125 mana per armor piece
Death Magic: Rain of Terror Spell: spawns red rain particles over a 30 block radius that will give slowness and wither to everything that enters it except players, lasts 20 seconds
Death Magic: Ring of Death Spell: spawns a 5 block radius ring that will insta-kill anything that enters it except players, lasts 20 seconds
Settings
/function ms_settings/always_display_mana: always display mana
/function ms_settings/display_mana_when_using_spells: (DEFAULT) display mana when using spells
/function ms_settings/recharge_mana_passively: recharges mana by 1 every 40 ticks
/function ms_settings/recharge_mana_with_potions: (DEFAULT) recharge mana with potions
Bosses
These bosses are meant to be fought in a specific order. Unless you are in creative mode, you will not be able to obtain the spawn egg for the next boss without killing the previous (this list is in that order)
Fire Guardian
The Fire Guardian can only be damaged by water spells, and will shoot fireballs at you, as well as summon blazes and ghasts Health: 600 Movement Speed: 0.40 Movement Type: Walking
Wind Guardian
The Wind Guardian can only be damaged by fire spells (make sure the spell actually does damage. For example, the firestorm spell does not do direct damage). The Wind Guardian will spawn shulkers and shoot tridents at you Health: 600 Movement Type: Flight
Water Guardian
The Water Guardian can only be damaged by lightning spells (make sure the spell actually does damage. For example, the thunderstorm spell does not do direct damage). The Water Guardian can only be spawned in deep ocean biomes (any type), and will spawn attack dolphins that have buffed health, speed, and damage Health: 600 Movement Speed: 0.40 Movement Type: Swimming, and walking if necessary
Lightning Guardian
The Lightning Guardian is the final boss, it can be attacked with anything, but only while time is stopped. The Lightning Guardian can summon charged creepers and throw lightning bolts. On death, it will float upwards, and its body parts will fall on the ground Health: 100 Movement Speed: 0.40 Movement Type: Walking
IMPORTANT
Turn on "Holiday Creator Features", "Additional Modding Capabilities", and "Creation of Custom Biomes" In the world settings or the addon will not work!
This addon does NOT use player.json. It is compatible with any other addon!