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Spellbound Enchantments

Spellbound Enchantments

by TigerOfTroy • Downloads: 0 • Followers: 0
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Empower and expand your arsenal with 32 new enchantments. 8 for weapons, 9 for armor, 6 for tools, and 9 for your entire kit.

Weapon Enchantments

Cave-In causes blocks struck by the item's projectiles to obey gravity and fall to the ground. Higher levels increase the size of the affected area. Does not effect block entities or blast-proof blocks. Appears on ranged weapons and tridents.

Impersonal teleports the user behind the enemy, allowing you to overwhelm foes without breaking stride. Appears on melee and projectile weapons.

Jousting is a damage enchantment that makes weapon damage dependent on your velocity relative to your target's. Run down the enemy, or impale them from above! Appears on tridents, compatible with swords, axes, and shovels, incompatible with other damage enchantments.

Launching flings the target skywards, turning their own momentum against them. Appears on melee and projectile weapons, compatible with most weapons and tools.

Priming inflicts Primed for 3 seconds, resetting the duration and increasing severity with every hit to a maximum severity equal to the enchantment's level. Watch your spacing! Appears on melee and projectile weapons.

Rampage is a damage enchantment that gives the user Green Sparkles for a few seconds whenever you kill a target. Keep moving, kill them all. Appears on melee and projectile weapons, incompatible with other damage enchantments.

Tethering binds the target to your weapon by inflicting Tethered, pinning them in place or dragging them to you. Great fun, and great utility. Appears on tridents, compatible with swords and axes.

Trophy Collector is a damage enchantment that draws power from every kill it makes. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on melee and projectile weapons, incompatible with other damage enchantments and with power.

Armor Enchantments

Attractive is a utility enchantment that draws nearby entities closer to the wearer, perfect for keeping flighty foes from escaping and for magnetizing drops. Appears on chest armor, incompatible with other utility enchantments.

Flesh Wound is a protection enchantment that allows the user to keep fighting despite grievous injury, granting them absorption hearts whenever they suffer red heart damage. Appears on armor, compatible with shields, incompatible with other protection enchantments.

Hearty is a protection enchantment that greatly increases the users maximum health. Appears on armor, compatible with shields, incompatible with other protection enchantments. 

Outburst is a retaliation enchantment that allows you to break free of the corner, unleashing an explosive shockwave when the user takes hits in rapid succession. Appears on chest armor, compatible with all armor, incompatible with Thorns and other retaliation enchantments.

Phase Leap is a utility enchantment that lets the user warp forward small distances with every jump unless they crouch, enhancing travel speed and maneuverability. Appears on leg armor, incompatible with other utility enchantments.

Phase Strafe is a utility enchantment that lets the user warp small distances in whatever direction they are moving with every jump unless they crouch, enhancing travel speed and maneuverability. Appears on leg armor, incompatible with other utility enchantments.

Spikes is a retaliation enchantment that hurts people for getting close to you, useful for hoisting a shield and bull rushing your foes. Appears on chest armor, compatible with all armor, incompatible with Thorns and other retaliation enchantments.

Red Alert is a protection enchantment that grants the user a shield every several seconds, which will negate the next source of damage. The user's maximum number of shields and generation speed vary with the number of enchanted items and their total Red Alert level. Appears on armor, compatible with shields, incompatible with other protection enchantments.

Repulsive is a utility enchantment that pushes nearby entities away from the wearer, perfect for keeping aggressive foes at bay and turning aside some projectiles. Appears on chest armor.

Tool Enchantments

Demolition is an efficiency enchantment that causes explosions upon mining a block. It does not trigger if the block is mined instantly, and will always take at least a second to mine a block. The explosions always return item drops and do not destroy item drops or the user. Appears on any digging tool. Incompatible with efficiency and other efficiency enchantments.

Accelerating is an efficiency enchantment that gains strength from continuous use. With every block broken the tool grows faster and faster, returning to its base state only once you stop using it for several seconds. Appears on any digging tool. Incompatible with efficiency and other efficiency enchantments.

Dullness is a damage enchantment, the opposite of Sharpness. Perfect for those who are worried about hurting their pets while mining. Appears on any digging tool, incompatible with other damage enchantments. 

Fisher of Men is a lure enchantment. It causes hooked targets to take damage when pulled in, and produces fishing loot should this damage be lethal. Appears on fishing rods. 

Prospector is a fortune enchantment that that extracts trace minerals from the earth. It will cause most blocks to drop pebbles and shards that can be combined into raw material, with much greater rates while breaking blocks near matching ore. Rates and bonus ores are defined via datapack. Appears on any digging tool. Incompatible with efficiency and other efficiency enchantments.

Rock Collector is an efficiency enchantment that draws power from the ground it breaks. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on any digging tool. Incompatible with efficiency and other efficiency enchantments.

Universal Enchantments

Buffered is a unbreaking enchantment which provides your tool a regenerating durability buffer that must be depleted before the tool is damaged. Appears on all breakables, incompatible with Unbreaking and similar enchantments.

Legacy is a repair enchantment that ensures that your equipment will live on, if only in spirit. If a item with Legacy breaks, it will leave behind a book with all of its enchantments. Appears on all breakables, incompatible with Mending and other repair enchantments.

Metabolising is a repair enchantment that aggressively feeds upon your stamina to restore itself. If you have the energy to heal, it will take as much as it needs to return to top form. Appears on all breakables, incompatible with Mending and other repair enchantments.

Monogamous items form a powerful bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user be a faithless harlot bond with multiple such items, the bond will be severely detrimental. Appears on most weapons, tools, and armor.

Photosynthetic is a repair enchantment that draws upon the power of the light to restore itself over time. Appears on all breakables, incompatible with Mending and other repair enchantments.

Polygamous items form a bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user be a stick in the mud only have one such bond, the bond will be detrimental. Appears on most weapons, tools, and armor.

Saturated is a unbreaking enchantment which draws upon your vigor to weather all harm. So long as you are fully saturated, it will take no damage from use, instead drawing an amount of your stamina based on its level. Appears on all breakables, incompatible with Unbreaking and similar enchantments.

Selfish items refuse to remain damaged. If they are missing any durability, they will take it from other items you have equipped. They will not break other items nor take from other selfish items. Appears on all breakables, incompatible with Unbreaking, Mending, and any enchantments related to them.

Skotosynthetic is a repair enchantment that draws upon the power of the night to restore itself over time. Appears on all breakables, incompatible with Mending and other repair enchantments.

Status Effects

Primed will cause the victim to explode when the duration runs out, with blast strength growing with magnitude. This will not break blocks.

Green Sparkles greatly increase the damage dealt by Rampaging weapons. One-hit kills are common, especially at higher magnitude.

Tethered draws the target towards the debuff's 'anchor', typically either a thrown trident or an attacking entity.

Shielded protects you from harm, sacrificing one level whenever you would be harmed to negate the damage. Causes Shields Down if only one level remains.

Shields Down will grant the target Shielded when its duration runs out.

Monogamy and Polygamy determine the target's standing with bonded equipment, and do nothing on their own.

Requirements

Requires Minecraft 1.16.x or greater, Cloth Config, and Fabric API

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.1
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.20.1
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.16.x
Fabric
last yr. 1
1.16.x
Fabric
last yr. 1
1.16.x
Fabric
last yr. 1
1.16.x
Fabric
last yr. 1
1.16.x
Fabric
last yr. 1
Bugfix:

Corrects rare crash with on-damaged effects.
Changes:

  • Improved presentation of Last Gasp
Another oversight in tags
Bugfix:

  • Goldskin scaled off of flesh wound instead of goldskin ranks
adds missing enchantment category tag entry for goldskin
Additions:

  • Goldskin Enchantment functions as the Flesh Wound rework from 1.19.1.

Changes:

  • Flesh Wound reworked again, it now adds breakpoints to the user's healthbar that provide substantial amounts of absorption when breeched.
Changes:

  • Priming now triggers on Sweeps, and can trigger more than once per tick.

  • Flesh Wound has been reworked to give the underwhelming enchantment a new niche. Now instead of returning a portion of red health damage taken as absorption, it provides a constant layer of absorption that refills after a couple seconds without injury.

  • Vengeful's memory now lasts much longer, and no longer scales with rank.

  • Vengeful now scales minimum incoming damage to trigger with rank, and its outgoing damage formula has been adjusted.
Additions:

  • Adds Vengeful, a retaliation enchantment that remembers slights and dishes them back out given a chance.
Changes:
  • Shielded entities now have a visible aura indicating they are protected

Bugfixes:
  • Fisher of Men can no longer damage and 'kill' non-living entities.
Additions:

  • Adds Pinata Enchantment, a looting enchantment that gives infrequent but regularly spaced and large payouts.

Bugfixes:

  • Ensures that Pestilence won't kill its user. Something of a rough patch, a better fix will come.
sunken treasure bugfix
Backport of bugfix for rare but world-breaking crash caused by TetheredInstance
  • Spellbound Enchantments 1.17.0 is out!**

Additions:

  • Adds **Universal** enchantment, a utility for tools that makes them suitable for any block, at half speed. Note that this does not mean they necessarily count as high enough tier for any block, so a Universal stone shovel will still fail to mine diamond ore.

  • Adds **Chilled** enchantment, a utility for tools that freezes adjacent fluids when a block is broken. This makes digging into pockets of water or lava much less disruptive. Chillable blocks and their products can be defined via datapack.

Changes:

  • To prevent certain enchantments from having variable effects based on enchantment order, they now can have Priority. Enchantments with high Priority are resolved before enchantments with low priority.

  • Fisher of Men is now a Priority 1 enchantment.

  • Universal is now a Priority 1 enchantment.

  • Storied can roll enchantments that only have 1 level. Configurable.

  • Storied can roll treasure enchantments. Configurable.

  • Primed detonates upon entity death as well as upon timing out.

  • Primed instances now track their owner, and do not harm the owner. Configurable.

Bugfixes:

  • Airline users would sometimes miss their flight.
Additions:
  • Adds Sunken Treasure, a Luck enchantment for fishing rods that lets users find crates while fishing.
  • Adds Crates, place-able blocks that generate chest loot when broken based on their quality and dimension of origin.
  • produces vanilla contents of the overworld, nether, and end, with a few custom loot tables to fill out the selection of the later two. Loot tables and dimensions from other mods can be added via datapack, and by default crates from foreign worlds will produce overworld content.

Changes:
  • Fisher of Men now makes hooking entities a 'proper' use of the tool, only consuming one durability instead of five.
  • Pestilence now only produces stink clouds when hit instead of all the time

Bugfixes:
  • Fixed crash related to Tethered effect
  • Cleaned up Pestilence code somewhat
  • Running Spellbound without Cloth Config should produce a more useful error now
Additions:
  • Adds Widened, an efficiency enchantment that allows a tool to harvest multiple contiguous, uncovered, matching blocks in an area ranging from a plus shape at level 1 to a 5x5 square at level 5, at cost of a minor mining speed penalty. In addition, It will apply a tool's on-use effects such as tilling or bark stripping to the enchantment's area of effect. Appears on any digging tool.

Widened is a complex enchantment, and has several configurations to allow players and servers to customize it's function.
  • REQUIRE_EXACT_MATCHING_BLOCK determines if blocks in the area will only be effected if they match the origin block. If false, blocks of other kinds will be effected if they are within the allowed range of hardness and meet all other conditions. It defaults to 'true'.
  • ALLOW_UNSUITABLE_TOOL determines if the enchantment can interact with blocks that the current tool is not suited for, such as dirt for a pickaxe. It defaults to 'false'.
  • REQUIRE_UNCOVERED_BLOCK determines if the enchantment can effect blocks that are covered on the face that the target block was broken on. This defaults to 'true'.
  • REQUIRE_CONTIGUOUS_BREAK determines if the enchantment can break blocks that are not connected to the target block by some path of blocks that will themselves be broken. If it is false, blocks isolated from the target block will be left intact. This defaults to 'true'.
  • IS_DIAGONAL_CONTIGUOUS only matters if REQUIRE_CONTIGUOUS_BREAK is true. It determines if diagonal contact is sufficient, or if cardinal adjacency is required. This defaults to 'true'.
  • MAXIMUM_HARDNESS_GAIN only matters if REQUIRE_EXACT_MATCHING_BLOCK is false. It is the limit of how much harder a block can be than the target and still be broken. This defaults to '0'.
  • MAXIMUM_HARDNESS_LOSS only matters if REQUIRE_EXACT_MATCHING_BLOCK is false. It is the limit of how much softer a block can be than the target and still be broken. This defaults to '0'.
  • MINING_SPEED_FACTOR is applied to the tool's mining speed multiplicatively. This defaults to '.7'.
Hotfix

  • Protection enchantment tag had a typo, as a result protection incompatibility did not function. Recommend updating immediately for the sake of balance.
Update to 1.20.1

Bugfixes:
  • Visual elements of the Shielded and Dying status effects could become opaque
  • Attractive and Repulsive slowed nearby players
  • Attractive could make pig riders fly
  • Attractive and Repulsive didn't work on players on servers
  • /killing a user with Flesh Wound would give them infinite absorption hearts if they survived, such as with Last Gasp or a Totem
  • Rare crash on server when Jousting
  • Last Gasp no longer prevents Totems of Undying from triggering
  • Crash when non-players used Scalping weapons in beta
  • Damage enchantment mixin broke in beta

Changes:
  • Last Gasp users now suffer an upfront loss of 50% to 0% of their maximum health when taking a Last Gasp. This makes small amounts of Last Gasp less effective, but far from useless, without sacrificing effectiveness on full sets.
  • Last Gasp now better supports epic level enchanting; having more than 16 enchantment ranks will increase the user's maximum health during a Last Gasp, allowing them to outlast the Dying status with a small amount of max health remaining.
  • Attractive and Repulsive no longer target the user's mount (or mount's mount), nor any mounted target.
  • Spikes no longer target the user's mount nor rider (or mount's mount or rider's rider).
  • Shielded Hearts now overlap with each other gracefully.

Happy Halloween!


Additions:

  • Adds Pestilence, a retaliation enchantment that spreads your status ailments to other entities and does damage based on how many they are thus suffering.

  • Adds Despoiling, a looting enchantment that triggers Green Sparkles, and loots extra effectively while they are active.

  • Adds Last Gasp, a protection enchantment that puts users in a dying state upon lethal damage. If they get a kill before they bleed out, they get back up.


Changes:

  • Green Sparkles now last longer

  • Rampage now does a bit less damage. Still enough to one-shot unarmored targets, but not quite so much overkill

  • Acceleration now has a cap to how much mining speed it can stack, by default 5x the speed of equivalent Efficiency
Additions:
  • Adds Warlike, a utility enchantment that raises the local difficulty and clamped local difficulty. Appears on chest armor, compatible with all armor.

Changes:
  • The highest level of any spellbound enchantment has no upper limit to maximum enchanting power, and so can appear in excessively powerful enchanting operations.
  • Users of Outburst emit anger particles when struck, increasing in quantity as rage builds.

Bugfixes:
  • On-break effects such as Legacy or Resurfacing can no longer trigger multiple times.
Additions:

  • CAN_SHIELD_HAVE_ARMOR_ENCHANTMENTS configuration determines if protection enchantments can be applied to shields. Defaults to 'false'


Changelog:

  • Reworked how enchantment targets are handled on the backend. It should interact much more nicely with mods that change how enchanting works.

  • Includes ASM as a jar-in-jar dependency in order to modify minecraft's enchantment target enum. No changes are required from or should be noticed by users, this is wholly internal.

  • Dullness is incompatible with Fisher of Men.



Bugfix:
  • IS_TREASURE and IS_FOR_SALE configs were not working for several enchantments

  • Priming was triggering twice with each hit

  • 'Extra Bubbly' and 'Very Bubbly' Flavors could exist on the same Lava Java

  • Dullness could appear on armor
Additions:
  • Introduces **Scalping**, a 3-rank Looting enchantment that cuts away drops from victims before they even finish dying, and cuts away even more with overkill. It is found on axes and compatible with swords.
  • Introduces **Storied**, a Meta enchantment that levels up and adds more enchantments to an item as its legend grows. Storied can appear on any tool or weapon, but cannot be found via enchanting table nor by shopping and so must be found in other ways.
  • Introduces **Resurfacing**, a Repair enchantment that ensures your tool is never gone forever. Should the item be broken, abandoned, destroyed or even thrown into the very void it will turn up again in some place you have not yet explored. Only by destroying the enchantment first can a Resurfacing tool be lost forever.

Changes:
  • Personality enchantment category has been replaced with the Meta enchantment category.
  • Fortune and Looting are now separate enchantment categories.
  • Configuration file overhauled.
  • Legacy now triggers when enchanted items are destroyed as item entities.

Bugfix:
  • Prospector abuse detector did not distinguish between dimensions
  • Spellbound Enchantments 1.10.0 is out!**

Additions:
  • Introduces Buffered, a 3-rank Unbreaking enchantment that builds up an overshield of durability
  • Introduces Demolition, a 5-rank efficiency alternative that causes explosions upon mining a block. It does not trigger if the block is mined instantly, and will always take at least a second to mine a block. The explosions always return item drops and do not destroy item drops or the user. Appears on picks, shovels, axes, and hoes.
  • Introduces Prospector, a 3-rank fortune alternative that extracts trace minerals from the earth. It will cause most blocks to drop pebbles and shards that can be combined into raw material, with much greater rates while breaking blocks near matching ore. Rates and bonus ores are defined via datapack.
  • Add the Bag of Rocks and Bag of Trophies items, which on right click will add their contents to any rock or trophy collecting tool in your other hand.

Changes:
  • Photosynthetic and Skotosynthetic don't interrupting mining with repairs, and function anywhere in your inventory.
  • Legacy produces a Bag of Rocks and/or Bag of Trophies when a tool with it and a corresponding enchantment breaks.
  • Shielded adds Shielded Hearts to the HUD, letting users know how shielded they are at a glance.
  • Phase Leap and Strafe are midair jumps, greatly improving user control and eliminating interference in day to day life.
  • Attractive and Repulsive only effect Living and Item Entities.
  • Polygamous and Monogamous add armor instead of protection.
  • Enchantment descriptions include the enchantment's category to make enchantment compatibility more clear.
  • All enchantments support configurable soft and hard level caps. The soft level cap is the highest that can users can reasonably get via enchanting, while the hard cap is the highest level the enchantment can attain via treasure or anvil work.
  • All enchantments support configurable enchanting power, allowing users to define the enchanting range in which they appear.
[v1.2.1] v1.2.1 by TigerOfTroy on Mar 17, 2021
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Changelog:
  • Reworked Launching
  • Launching now only converts downward momentum to upward momentum instead of all momentum to upward momentum
  • Launching now adds a level-dependent amount of upward momentum in addition to the above
  • Launching now has two levels
  • Launching is now rare instead of uncommon
  • Priming now does greatly reduced damage to the exploding entity and only goes up to level 5
  • Red Alert's shields no longer produce status effect particles
  • Selfish is now rare instead of uncommon
  • Trophy Collecting now considers any entity that is either non-passive or angerable to be a worthy opponent
Bugfix:
  • Trophy Collecting no longer collects trophies despite determining that they were not a worthy opponent
  • Monogamous and Polygamous are now incompatible
  • Projectiles now know what item produced them, and so should not apply other item's enchantments anymore.
[v1.2.0] v1.2.0 by TigerOfTroy on Feb 17, 2021
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Additions:
  • Support for Enchanted Tooltips, note that the 'applicable to' line is often inaccurate.
Changes:
  • Impersonal and Launching now require a full charge
Bugfixes:
  • Mod was broken on servers
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