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Spell Engine โ€” Full Mechanics

Source: config/spell_engine/server.json5, config/spell_power/attributes.json, config/spell_power/enchantments.json

Server flagsโ€‹

{
"bypass_iframes": true,
"add_spell_casting_to_swords": true,
"haste_affects_cooldown": true,
"spell_book_cooldown_lock": true,
"spell_book_creation_enabled": true,
"projectiles_pass_thru_irrelevant_targets": true,
"spell_cost_exhaust_multiplier": 1.0,
"spell_binding_level_cost_multiplier": 1,
"spell_binding_lapis_cost_multiplier": 1
}

bypass_iframes: trueโ€‹

Most damage in Minecraft applies "invulnerability frames" โ€” after taking a hit, the entity can't be damaged again for ~10 ticks. This flag makes spells skip iframes entirely.

Practical effect: a spell that hits 5 times per second deals damage all 5 times to a boss. Melee can't replicate this.

add_spell_casting_to_swords: trueโ€‹

Any sword can cast spells if bound to a spellbook. Spellblade by default.

haste_affects_cooldown: trueโ€‹

Haste (a melee/spell stat) reduces spell cooldowns. Stack haste โ†’ cast more spells per minute.

projectiles_pass_thru_irrelevant_targets: trueโ€‹

Spell projectiles ignore allies/non-target mobs โ†’ no friendly fire, no projectile blocking by random skeletons.

Spell Power scalingโ€‹

config/spell_power/attributes.json:

{
"use_vanilla_magic_damage_type": true,
"base_spell_critical_chance_percentage": 5.0,
"base_spell_critical_damage_percentage": 50.0,
"spell_power_effect": { "bonus_per_stack": 0.1 },
"secondary_effects": {
"critical_damage": { "bonus_per_stack": 0.1 },
"haste": { "bonus_per_stack": 0.05 },
"critical_chance": { "bonus_per_stack": 0.05 }
},
"resistance_reduction_cap": 0.75
}
  • Base crit: 5% chance, +50% damage
  • Each spell power point: +10% damage
  • Each crit damage point: +10% multiplicative
  • Crits cap at... actually no cap on the damage itself, only on resistance reduction (75%)

Spell Power Enchantmentsโ€‹

config/spell_power/enchantments.json:

{
"spell_power": { "max_level": 5, "bonus_per_level": 0.05 },
"soulfrost": { "max_level": 5, "bonus_per_level": 0.03 },
"sunfire": { "max_level": 5, "bonus_per_level": 0.03 },
"energize": { "max_level": 5, "bonus_per_level": 0.03 },
"critical_chance": { "max_level": 5, "bonus_per_level": 0.02 },
"critical_damage": { "max_level": 5, "bonus_per_level": 0.05 },
"haste": { "max_level": 5, "bonus_per_level": 0.04 },
"magic_protection": { "max_level": 4, "bonus_per_level": 2.0 }
}

Spell Power V = +25% generic spell damage. Apply to staff via emi_enchanting. Critical Damage V = +25% crit dmg, multiplicative. Haste V = +20% cast speed.

These ALL stack with the multiplicative Tiered staff affix + jewelry + talents.

The spell_enchants_for_all datapacksโ€‹

paxi/datapacks/spell_enchants_for_all_armor_edition_1.20.1-1.2.0.zip extends spell enchants to:

  • #spellbladenext:herald_armor
  • #paladins:paladin_armors
  • #paladins:priest_robes

Translation: spell power enchants can go on these armor sets, not just staves. Stacks the spell power further.

Spellbook pools (HighLevelSpellbooks)โ€‹

From paxi/datapacks/HighLevelSpellbooks.zip:

PoolSpells
spellbladenext:arcane_battlemagearcaneoverdrive, frostblink, finalstrike, amethystslash
spellbladenext:fire_battlemagefireoverdrive, frostvert, flicker_strike, flameslash
spellbladenext:phoenix(4 spells, phoenix-themed)
spellbladenext:defiance(4 spells)
spellbladenext:deathchill(4 spells, frost+unholy)
paladins:paladinflash_heal, judgement, divine_protection, battle_banner

Each pool is a 4-spell preset for the relevant class.