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Invocations

Invocations

by cleannrooster • Downloads: 0 • Followers: 0
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IF YOU'RE HAVING TROUBLE WITH SPELLBLADES AND THIS MOD, UPDATE THIS MOD TO AT LEAST VERSION 0.0.7

Invocations is a mod all about combining three basic spells that don't do anything on their own in order to invoke powerful spells that make the long and intricate casting worth it.

Basically, you have three basic spells that exists simply to act as a "code" for the actual spell you're casting, each basic spell increases the power by a certain amount and the spell you cast depends on the value.

This mod requires Wizards, which requires its own set of dependencies. Fabric only.

List of currently available invocations in the images!

Unbound Invocations is a special book that allows you to shuffle through the list of invocations randomly and then select the one the one that you want as you shuffle. This way, you can adopt a semi-random playstyle where you don't know what spell you're gonna cast next!

Fire Invocations:

I. Rising Flame

II. Flame Ray

III. Scorching Wind

IV: Trailblaze

V. Greater Fireball

VI. Supernova

VII. Meteorite Buckshot

VIII. Volatile Meteorite Fragment

IX. Ragnarok

Arcane Invocations:

I. Arcane Shillelagh

II: Blink

III: Amethyst Burst

IV: Ender's Gaze

V: Magic Missile

VI: Sonic Boom

VII: Hijack

VIII: Draining Contagion

IX: Agonizing Blast

Frost Invocations:

I: Glacial Hammer

II: Ice Barage

III: Shared Suffering

IV: Glacial Upheaval

V: Glacial Cascade

VI: Frozen Resonance

VII: Icestorm

VIII: Frozen Aura

IX: Deathchill

All Versions

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Name Game version Platforms Published Downloads Actions
1.20.1
Fabric
11h ago 1
1.21.1
Fabric
11h ago 1
1.21.x
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
1.20.1
Fabric
11h ago 1
GUI Changes and Glacial Hammer replaced with Frozen Miasma
GUI Chamges
1.0.3.0
Updated for Spell Engine 1.4.0+

Magic missile reworked to no longer be channeled

Fire spells have added crit chance against freeze immune entities

Frost spells have lower damage against freeze immune entities and higher damage against enemies weak to freezing

1.0.2.0
Made spell animations more varied

1.0.1.0
Basic Invocation Spells had their cast times doubled and their damaged roughly halved

Magic Missile can now queue for twice as long and does more 33% more damage

Power Word: Kill damage reduced by 20%

Update to make rune gui elements more simple and less visually jarring

Parity with 1.21.1
[0.2.4] Invocations 0.2.4 by cleannrooster on Oct 14, 2026
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Greater fireball now explodes on block contact Added frost invocation textures (finally)

[0.2.3] Invocations 0.2.3 by cleannrooster on Oct 14, 2026
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Update Spell Engine Version
[0.2.2.1] Invocations 0.2.2.1 by cleannrooster on Oct 14, 2026
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Removed some log spam
[0.2.2] Invocations 0.2.2 by cleannrooster on Oct 14, 2026
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Update Dependencies for Spell Engine
[0.2.1] Invocations 0.2.1 by cleannrooster on Oct 14, 2026
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Frost Resonance invocation rebalanced and reworked

  • Glaciers now have a cooldown of 12 ticks per glacier between pulses

  • Each activation of Frost Resonance only targets one glacier with a pulse, in addition to the player's own pulse

  • Glaciers that are off cooldown are chosen at random

  • Damage of each individual pulse doubled to compensate

  • Slight wording change to reflect the change in the tooltip

  • Duration increased to 3 seconds

Frost Upheaval duration increased to 3 seconds.

Runic Invocation spell cooldown lowered from 6 seconds to 4 seconds, but is no longer affected by Spell Haste

All invocations similarly had their cooldowns lowered from 6 seconds to much lower, most of them around 2 seconds or even 1 second. Note that you still need the Runic Invocation spell to be off cooldown in order to be able to cast these invocations in the first place.

When you have runes, the corresponding invocation will now show up in your spellbook along with its tooltip and damage instead of the normal Runic Invocation spell. DPS warriors rejoice!

[0.2.0] Invocations 0.2.0 by cleannrooster on Oct 14, 2026
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Invocation system simplified so that it doesn't take more than 3 runes to cast a spell. There are also no more repeats of spells. It should be much easier to cast more complicated invocations.

Runes are no longer based off of mob effects, but a separate counter that is represented visually by up to three cycling runes around the crosshair.

Spells no longer need to hit a mob to grant a rune of their respective element. Note that spells that need targets in order to finish casting still need to finish casting in order to grant a rune.

Granting of runes is now tied as a passive to the Runic Invocation spell, rather than to the basic invocation spells. This means that if you were to gain an item with the Runic Invocation spell (such as via commands), you would be able to gain runes by casting any spell via spellbook. I plan on doing something with this in the future.

Rah basic spell damage nerfed, 0.9x -> 0.75x Fire.



[0.1.4] Invocations 0.1.4 by cleannrooster on Oct 14, 2026
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The indicator for invocations has changed. No longer does it send a message to you: instead, the icon for Runic Invocation changes to match whatever invocation you are casting. DPS warriors rejoice!

Default spell for Runic Invocation is now nothing, rather than defaulting to Sonic Boom.

Particles for Agonizing Blast reduced.

[0.1.3] Invocations 0.1.3 by cleannrooster on Oct 14, 2026
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Fixed clientside casting of channeled invocations
[0.1.2] Invocations 0.1.2 by cleannrooster on Oct 14, 2026
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