Iron’s Spells ‘n Spellbooks is a magic-focused mod for Minecraft that introduces the classic RPG spellcasting experience to the game. It introduces new spells, magical items, structures, and intermediate spell books, which can be crafted using nether resources like Apprentice’s Spell Book. The mod emphasizes progression and power-building through fighting. The written book must be translated by a captive wandering trader from the Evoker Fort first. When equipped as a Spell Book, it provides +8 Holy Spell Power +8 Cast Time Reduction.
The best Minecraft enchantments instill diamond gear with block magic and help defend against enemies with ease. To cast a spell, a lectern with a book on top and planks in the middle and bottom is needed, along with a spell staff. A tutorial has been created on creating unique spells in Minecraft, such as snowball spells, which require a Ghast to shoot a fireball and save it with a structure block or the structure command. Ink paper and materials found in the hot bar are classified as spell “focus”.
All spells are composed of shapes, components, and modifiers, with certain orders and restrictions in their parts. Enchantments can be applied to various items in the game, and the best Minecraft enchantments will instill diamond gear with block magic and help defend against enemies.
📹 ✨Magic Spells✨ (For Every Item)
AKA, devlog 5! I start on a new minigame where every item is a spell, and I steal Noita’s wand crafting mechanics WITHOUT so …
How many spells are in Minecraft?
The number of spell tiers for each of the two magic types is as follows: white magic has nine tiers, while black magic has eight. Each tier contains five spells. All spells are subject to the same daily usage limitations, which increase in accordance with the player’s advancement. It is necessary to allow for periods of rest in order to replenish these resources. A total of ten distinct spellcasting classes are identified. The available spellcasting classes are as follows: Cleric, Magic-User, Elf, Paladin, Dark Knight, Scholar, Druid, Jack, Geomancer, and Summoner.
How do you get master spells?
In Skyrim, spells can be purchased from the College of Winterhold, but Master Spells require completion of quests. Once Level 90 in each Magic Skill, you can start a Quest for Master Magic Spell from each college of Magic. To acquire master-level spells, talk to Tolfdir at the College of Winterhold when near Mastering the Alteration Skill (around Level 100) and Phinis Gestor at the College of Winterhold when near Mastering Conjuration. They will provide you with the Conjuration Ritual Spell Quest if there’s more to learn.
How to get magic in Minecraft?
To prove your worth of magic, you must complete three challenges: creating a golem, enchanting an item with an Enchanting Table, and brewing a potion in a Brewing Stand. A Phoenix will appear near you, and a Basic Arcana will appear in your inventory. However, if your inventory is full, the book will disappear, and you must redo all three challenges to get a new Basic Arcana. To get a wand, follow the Basic Arcana’s recipe: a stick, a gold ingot, and a diamond in the top right corner. This will guide you through the basics of the magic system of the mod, from mana to spellcasting.
How to make spell books in Minecraft?
In order to create an Enchanted Book in Minecraft, it is first necessary to construct a Crafting Table, then to create books, craft an Enchantment Table, collect Lapis Lazuli, and finally interact with the table in order to open it. The initial step is to place a book in the first slot and a lapis lazuli in the second. The utilization of an anvil is requisite for the addition of enchantments to items in conjunction with enchanted books. These instructions are applicable to all platforms.
How do I make spells in Minecraft?
To cast a spell, you need a lectern and a spell staff. Power a spell staff by right-clicking on a lectern and opening the spelling interface. Place a spell staff in the left slot and a spell ingredient in the middle slot. Remove the powered spell staff from the right slot. To cast a spell, right-click on a block while holding a powered spell staff. Blocks can emit particles to indicate they are under a spell. Spell staffs can only be used once.
There are two types of spells: block spells, which affect blocks, and regional spells, which affect a region. Block spells continue to affect the same blocks regardless of their location. Some blocks are immune to certain spells, like Redstone blocks, which are immune to gravity spells.
How to become a witch in Minecraft?
This Minecraft tutorial demonstrates how to transform a villager into a witch by building a fence around them, striking them with lightning, and then transforming them into a witch. The process involves finding a villager, building a fence, and striking them with lightning. The tutorial provides screenshots and step-by-step instructions for achieving this transformation. With a few simple steps, anyone can transform into a witch in Minecraft.
What are the 3 curses in Minecraft?
The Curse of Vanishing is a rare enchantment that causes the items in question, namely tools, weapons, and armor, to disappear upon the subject’s death. The “Bad Omen” enchantment triggers a raid when a player enters a village, while the “Bad Luck” enchantment decreases the value of loot obtained from chests.
What is the blood magic spell in Minecraft?
Blood Magic has two spell systems: Spell Table and Unbound Crystal, and more advanced spells using multiple blocks connected together. These spells can perform various actions like putting out fires, causing rain and lightning, or freezing water. Thaumcraft 4 is integrated into this mod, requiring installation. The Sanguine Helmet, an item with enhanced properties from blood and thaumaturgy, is included.
By binding an entity to the Goggles of Revealing and using the Ritual of Binding, the helmet can give a stronger magical force. It also allows seeing Aura Nodes and gleaning magical properties of objects. Additionally, it raises the goggle’s discount in Vis from 5 to 6.
Do villagers become witches?
Witches can spawn during raids in Bedrock Edition and Java Edition, depending on the difficulty level. Villagers can transform into witches when lightning strikes within four blocks, but they cannot be reborn. Witches can attack players with potions, even if they have traded with them before. The spawning zone matches the roof and porch of a swamp hut, and the side of the hut displays its scale and proper height.
How do you make a fireball spell in Minecraft?
In order to achieve level two, five lapis and two blaze powders are necessary, with a minimum of one of the fire aspects or flame, and a level one fireball spell.
How many level 1 spells can you have?
The Wizard table displays the number of spell slots available for casting 1st level and higher spells. To cast a spell, expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. To prepare a list of available spells, choose a number equal to your Intelligence modifier and your wizard level, with a minimum of one spell. For instance, a 3rd-level wizard with an Intelligence of 16 can have six 1st or 2nd-level spells in any combination from their spellbook. Casting a 1st-level spell doesn’t remove it from the list of prepared spells.
📹 The Ultimate Minecraft 1.20 Potion Brewing Guide | How to make all Potions, Auto Brewer and More!
The Ultimate Minecraft 1.20 Potion Brewing Guide Twitter: https://twitter.com/eyecraft_mc Discord: …
Having a repeater in your spell gives a delay for the next item for example if you have repeater + tnt if you cast the spell and run the explosion would be whare you cast it instead of where you are, another is if you did cornflower repeater cornflour it will have a delay before it bounces. This could be very useful.
Noita doesn’t have any structure building spells, something like pact ice could throw up a large wall(or other shape depending on a shape modifier) where it lands with a large cooldown) Perhaps dye’s are different shapes, something like cornflower > pact ice > lapis could be a wall of ice, where cornflower > pact ice > rose red is a hollow sphere, and cornflower > pact ice > bonemeal is a solid sphere, etc
Spell: Change hit entities into other types, but not just like, Red Mooshroom into a Brown one, we need to split all entities into a few tables based on size, like: Larger animals: All cow types, all horse types, polar bears, pandas, all sheep colors, pigs, spiders, hoglins, squid, dolphins. Smaller animals: chicken, silverfish, that one purple silverfish, rabbits, cats, ocelots, fish, axolotls, bats, parrots, cave spiders(yikes). Humanoids: all skeleton and zombie types, piglins and brutes, villagers and wandering traders, illagers, witches and whoever lives in a mansion, I haven’t been there forever also blazes and creepers?? Large constructs(?): Elder guardian, Iron golem, Ravager(yeah i know), Wither??? Or maybe just an option to turn everything into a chicken, but you probably already made it. Maybe it would require a websiteing trident or a Lightning rod, since those usually change the mob types, but maybe something else
Spell Idea: A compass would change the direction of a projectile to whichever way the player is looking when activated. For example, in the spell (Cornflower -> Compass -> Cornflower) would shoot a projectile, and once it hits a block or smth, it would change direction to wherever the player is looking rather than just bouncing off something.
some spell ideas Poisonous Potato: Nullifies all the damage for spell, but poisons for (insert damage here) seconds. Any music disc except 5 and 11: Creates a big explosion that deals lots of damage, but doesn’t destroy blocks. Has a 20 second cooldown. Disc Fragment: Creates something like sonic boom (projectile, that goes through walls), but it doesn’t deal damage, only blinds player. Music Disc: Creates sonic boom. Has a 40 second cooldown. Music Disc: Creates a big explosion that deals lots of damage and blinds player, but doesn’t destroy blocks. Has a 25 second cooldown. Any banner pattern: Summons random friendly mob. Scute: Gives water breathing effect to user. Can be used only once.
ngl, I’m 99% sure Mineplex had a similar game called Wizards. It might long gone now, but it was the same concept of grabbing wands to put spells inside of them. If you could somehow find the list of spells inside of that minigame, that’d be pretty neat to add to this thing. As for what I can remember off the top of my head, there’s a rainbow bridge spell which just makes a bridge out of stained glass that disappears after a while. An ice trap spell that shoots a projectile and forms a sphere of ice around where it lands. Some sort of teleporting bolt that just teleports you a number of blocks in the direction you face. And a very notorious spell called Napalm which sends out a slow-moving missle of fire that gradually gets larger as it travels farther. I really reccomend trying to find this old game since I can guarantee you could get some pretty neat spell ideas from it. + It used to be one of my all time favorite mini-games which sadly got taken down by Mineplex, and seeing this article reminded me of it. I hope this gets at least some attention drawn to it, but either way great article!
a crossbow is a trigger, shooting 2 of the affected spell a sword would fire a sword in a straight line, dealing the same damage the sword would have done if you were to hit with it normally ender crystals place down a crystal that heals you when near it (let’s say 10 block radius), much like it does the Ender Dragon Flint & Steel and fire charges are self explanatory; They set off fires when they hit things, including mobs and player Magma Cream applies fire resistance to the user if just used on its own. If shot out using a trigger spell, it creates lava when it lands
Bucket of puffer fish; AoE Nausea, Poison, Hunger, and Explodes. Apple; explodes and replaces nearby air with orange colored blocks. Totem of undying; shoots a line of 4 evoker fangs per totem in the wand. Evoker spikes that successfully deal damage, it triggers an other spell effects in the wand that’s not the totem.
Spell ideas: A sponge will create a sphere of defense. A suspicious stew will cause you to get speed and jump boost. A enchanting book will absorb mobs and some blocks like a black hole. And a eye of ender will cause the spell to be cast 8 blocks in front of where your looking, if paired with a scatter cornflower it will shoot towards the nearest entity but be slightly off, if there isn’t a entity the spell will have no effect. A wither head spawns a 3 normal skeltons with swords and leather chest plate. All other heads would have similar effects, with the player head spawning wolfs. And crimson vines will slow you down, vines will stop you moving for a very short time, and warped will teleport you randomly. These will all apply to yourself unless you use a supporting item to change how it effects. Another idea would be to have a Skelton, zombie, or pillager spawn with custom amour and a generic spell. They can be found in a custom gen dungeon.
Redstone dust could boost redstone based items. The blocks that infect/grow like moss and sculk could deal small dmg then a bit of poison. Echo shard (if someone could actually get one) would repeat the last spell casted. You could also have a recovery compass be a one time use to come back to life, but only if it’s in the wand giving them one less slot for magic. Tools could break blocks they are efficient at like a shovel breaks grass, the level of tool will choose how many blocks it breaks, and mayyybbee you could damage the tool inside the wand when it breaks stuff. A note block would just play music. You could have a juke box which acts like any other block by itself but if you have a disc next to it, it gains a boost based off that disc. A beacon could be like an airstrike for where people land. So if you put stuff like arrows or tnt it will do a row of that in a 5×5 area. Maybe if you had more beacons stacked you can add more rows. Potions would be spells that are used on you (having some sort of limit) and splash and lingering would be thrown at others. Compass could be a homing missile. A clock could do an effect based on the time, like day would be fire, and rain would have thunder strike. A shield could give you larger defense but slow you. This would be cleared after the spell is done. mob heads or spawn eggs would summon a amount of mobs depending on what mob it is (ex: zombie might summon 3 while skeleton might summon 2) a copper rod would have a 1/10 chance to summon a lighting bolt, more so if it’s raining.
Maybe slime balls could make spells “divide” like a slime does? i.e. If you do (cornflower + slimeball) then you’d get a sort of split-shot with two beams being sent in slightly different directions. Add enough slimeballs and you get a shotgun 😀 . Then, if you do (cornflower + slimeball * 10 + grass block), then each and every beam will shoot grass blocks on impact. Or, lets say you do (cornflower + grass block + slimeball * 10) instead, then when the beam hits the grass block is divided into 10, and they all go flying in the air in a sort of pseudo-explosion. Another idea: to work with limited space in the wands, you should make the spell slots stackable (like 10 TNT in 1 slot >:D). I understand if you’d rather not, though, as that could be overpowered (but hella FUN).
You know how a comparator takes the power of one object and spits out the same power I’m thinking if you put the comparator in the wand between 2 spells it will combine them and play them both at once, for example if you do cornflour comparator cornflour when you activate the spell it would shoot 2 projectiles at once, if you do cornflour cornflour comparator tnt comparator birch log, then you would shoot a projectile and when it lands it would make an explosion a sheep and it will shoot another projectile all at the same time.
I love this article. There was a mod back in the old days called “Ars Magica” that also allowed players to make infinite combinations of spells. Such a good and polished mod. I’ve remade it in Unity and published it as a standalone game on Steam and it is soooo fuuuunnn. I have only worked on bedrock behavior packs so I don’t know how hard/easy it would be to implement some of the things in java/kotlin. Some of my favorite spells include: chaining dmg on mobs, attract (“get over here”), entangled and reflect attacks. I am in uni and I would love to help you with this project even more if you let me
Idea: Blessings/Curses. The various ores, when in raw form (or block form for ones like diamond), cast a ‘curse’ on the entity it hits, with the intensity relating to rarity and curse relating to the item itself (raw iron might give mining fatigue for a short amount of time, gold weakness). When smelted, however, (or, like for diamond, in its normal item form) they instead cast a ‘blessing’, essentially the opposite of the curse. (haste for iron, strength for gold) I figure the blessing system could be good if the minigame has built-in teams, or just for when players decide to team up – or, of course, casting it on yourself.
It would be cool if hoes acted like a scythe/spin attack, with better hoes dealing more damage, at the player’s position instead of where the spell is. Another idea is spell where 2 projectiles move forward whilst oscillating in different directions and getting by both grants either great bonus damage or something else Thirdly, pearls could warp you to the current position of the spell.
for a article if you are interested in it, you should make a article explain and showing stuff about Custom model data resource packs I know some stuff about them lmk if you want any explanation but it’s mostly just a resource pack that allows for multiple textures for the same item in 100% Vanilla Minecraft.
a duplicator trigger? like if your spell list goes “piston,tnt” it hits a block, bounces and explodes, and then hits another block and explodes, whereas if its “piston,piston,piston” it bounces 3 times (exploding each time) and then explodes again when it hits? or it could just summon as many tnt as you had pistons when it hits the first time, then stops?
Ok make it so redstone stuff are logic stuff maybe if you add redstone to normal spells it turns to trigger also maybe make it so less commen stuff cost more to ehnchant(or modify) maybe add stuff like moss plus bonemeal makes a AOE atack also dragon breath. Also add heat seeking spell modifier also add spell modifires that add efects or change the type of damege from maybe physics to wither or poison
Spell idea: Feather When you cast the spell with a feather, you would be launched super high up into the air, and be given slow falling. Another idea, potions. If the potion gives a positive effect, you will get a random positive effect. However if the potion has a negative effect, a random potion with a negative effect will be launched as a splash potion. To make this more interesting, there could be a chance that a negative potion effect could be applied when you use a positive potion, and a positive potion will be launched when you use a negative potion.
A spell that lets you control animals? A spell that trades your hungerbars for health or vice versa? A telekinesis spell that lets you pick up mobs and blocks? Photosynthesis spell: heals you when in sunlight? Echo spell: lets you see caves and entities through walls? (Also do you know Finnish since the Finnish pronounciation was pretty good?)
if you could make some endgame spells similar to spells like the End of Everything, Omega Black Hole, Projectiles to Sawblades, Projectiles to Nukes, or any of the Greek Letter spells that would be amazing! Noita and Minecraft are both of my favorite games ever so its awesome to see both combined into one! Awesome stuff!
Spells that imbue effects to whatever entity they hit (or whatever entity the following spell summons). So a spell that gives blindness for a random duration, or jumpboost with a random strength, and so on. Heck, a spell that just does a random effect with a random duration and strength. Or perhaps you could add effects of your own making. Essentially, tipped arrows, but as spells.
I’m also inspired by Noita to code in MC! Working on a datapack for a custom projectile system currently. In the past I have tried to make blocks have physics like in noita (to very limited success) and also turned crouching into levitating (which caused problems when you hit a ceiling and can’t un-crouch). Glad to see someone else who appreciates the depth of the game’s systems.
Skulk casts the next spell if it kills something, moss grows wherever it lands, sponges clear water, potions give their effect to whoever it hits, gunpowder makes single target spells into aoes, glowstone dust makes the spell glow, grass spawns a random passive mob, pickaxes let the spell mine blocks, clocks/repeaters give the spell delay, compasses make the spell have a slight random change in direction, saplings grow walls of wood but you can put in other blocks to change what material it is, gravel/sand make all blocks around the spell affected by gravity, beacons shoot a big laser, recovery compass sets a location and then returns you to it when next cast
maybe a firework / a firework charge makes spells accelerate faster when they’re shot? but this is only horizontal, so heavier blocks will still have the downside of less vertical momentum also, i know slime balls are always used for sticky stuff when crafting, but slimes also do split in half – using a slime ball could maybe fire two smaller projectiles instead of one – combining this with a cornflower would cause your spell to split on impact my last idea is putting a note block / jukebox / music disc in would make it play a funny noise when you hit something
I had an idea of a spell that moves blocks and entities up using a pattern of something like “Cornflour > TNT > Levitation or jump boost potion > A block you want to lift or a bookshelf signifying all blocks in tnt blast radius to be lifted”. Then a block explosion where instead of dropping items, a TNT would launch every block it hits into the air and around it would be “Cornflour > TNT > Rabbit’s foot” or something similar to that. I guess that spells work so that order, amount and which items would affect, amount being the impact, items being the effects and order being order of actions and their modifiers depending on which items there are, yet order could be considered modifiers to some extent
gravel/sand: make nearby blocks effected by gravity anvil: places anvil 20 blocks above impact obsidian: teleports nearby entities to nether (broken) pumpkin: 90% chance of summon snow golem, 10% chance of summon iron golem fishing rod: summons random fish mob bone: 90% chance summon skeleton, 10% chance summon wither skeleton slimeball: bounces nearby entities up ender pearl: teleport caster eye of ender: infest nearby blocks magma: floor becomes lava glass: makes nearby blocks glass temporarily note block: plays jingle iron sword: summon vex (with short lifespan) milk: milk bone meal: grow sapling: tree firework: firework explosion (random colors?) cobweb: cobweb ladder: create ladder on wall (goes as tall as possible) emerald: profit minecart: puts something in a minecart glowstone: makes things glow redstone: powers nearby blocks dead bush: kills pickaxe: mines stone-type blocks area around impact, size changes with pickaxe quality shovel: same thing but dirt-type sword: sword swipe, damage by quality of sword nether wart: random lingering potion effect prismarine shard: guardian laser feather: nearby player gets elytra for short time raw chicken: salmonella in real life arrow: arrow projectile spider eye: homing projectile blaze rod: 3 blaze fireball projectiles target nearest entity wither skull: shoots witherskull projectile toward nearest entity ghast tear: create idle ghast fireball. can be hit in a direction.
Modifiers that sacrifice damage for range and vice versa. Maybe adding heavy vs light blocks. Stalagmite Trap : Sets a trap that unfolds on nearby players, indicated by a small stalagmite. (Current trap is removed if a new one is placed). Goes well with a knockback spell. Damage modifier: Tall 1×1 spike, heavy damage. Range modifier: 5×5 area of spikes, low damage. (Maybe combo’able with potions) Stalactite Rain : Shoot into the sky, and after the beam has traveled f.x. 10 blocks, it rains down various shapes of stalactites. Normal: A forwards line gradually spawning one by one Damage: Tall 3×3, heavy damage (Bigger ‘cus you have time to dodge) Range: 7×7 area of spikes, low damage. Anvil Asteroid : Spawns a falling anvil that through its weight, gives a short slowness and weakness debuff upon landing. Maybe knocks people away, or just up. Great starter.
Name: Drunk Item: Red Mushroom Effect: Drunk will Stun another Player for 5 Seconds or invert They’re Control’s for 10 Seconds Name: Icy Compainion Item: Snowball Effect: Spawn’s a Snow Golem Wich Will Slow Other Players on Hit Name: Fake Thor Item: Lighting Rod Effect: Spawn’s Lighting Where the Projectile Hit’s Name: Spell of Mass Doom Item: Stick Effect: Throw a Stick at you’re Enemie’s Head
Idea board (might update) SPELLS FOR RARE ITEMS Spell that revives any creature it hits, if it dies within a short timer of getting hit (trigger spell + totem of undying) Spell that revives any entity it hits once, regardless of when it dies (trigger spell/totem of undying/golden apple) Spell that revives any entity it hits (trigger spell/totem of undying/ notch apple) Spell that changes blue sheep to red sheep, and vice-versa (blue dye/totem of undying/red dye (The other way around works too (maybe even any pair of colors))) Spell that inflicts the wither effect (wither rose/wither skull/wither skull/wither skull) Summon dragon breath (trigger spell + dragon egg) Spell that makes any mob rainbow like jeb_ for ten seconds (poisonous potato/banner pattern “thing”/ any color wool) SUMMONING FOR LOG TYPES (none of the mobs fight for you, none are hostile) Dark oak summons cows Oak summons pigs Spruce summons foxes Acacia summons llamas Jungle summons parrots Mangrove summons frogs Crimson summons zombie piglins (or hoglins) Warped summons striders (or endermen) Dark oak + any mushroom cap summons matching mooshroom
Make observer be a spell that makes you see from the pov of the place you put the spell. Make the things that gives fireworks collor make the spell have a collor(ALOT OF COLLOR SO YOU BLIND THE PERSON YOU ATTACKED IRL). Make the sculk shiriekrr spawn wardens. Make the target block spawn a lot of arrows on the place it hit. Make the daylight sensor skip time. Make the crossbow with a projectile shoot instantly. Make a bell turn the player you attacked deaf. Make the axe atack slower but faster. Make the golden apple heal you. Im going to keep doing this, remember me to do it at least one time a day
You should make the Evoker spells into spells! Ideas: Trail of Evoker Particles (Falling, damage less particles that summon Evoker Fangs when they hit a block. Emulates the attack where he summons a line of fangs) Summon Vex (exactly what it sounds like) You could also do some cool stuff with beacons and such: Beacons could be turned into a death Ray, or maybe some sort of buff ray. Conduits could summon massive quantities of water, that’d be really funny Wither rose could shoot Wither Skulls with Trigger, considering I’d imagine wither skeleton skulls shoot regular wither skulls.
Idea: Make the block attack style spells spawn 0.5-1.5 blocks in front of you to prevent: A: Visually repulsive sudden screen change (might legitimately give someone an epileptic sizeure) B: A system in which melee attacks are worthless (with a ranged spawn offset, melee attacks might be viable if you can stay inside the block range)
Tropical fish bucket: throws a random tropical fish, the rarer, the more damgae it does, but if it’s a clownfish, it plays the circus music. Random damage, medium speed. (Fun fact: the circus music was originally made for gladiators.) Salmon bucket: throws salmon. High damage, slow speed. Cod bucket: take a guess. Medium damage, high speed. Pufferfish bucket: you won’t believe it. Medium damage + poison, slow speed. The raw fish equivalent of each of the fish just drops the fish and doesn’t throw it. The cooked fish throws the fish into the air to drop. Brown mushroom block: plants a brown mushroom under you that elevates throwing you in the air. Red mushroom block: plants a red mushroom around you acting as protection. Mushroom stem: plants a random mushroom. Copper rod: summons lightning. Spyglass: makes your enemies get the glowing effect. Sculk sensor: informs you if there’s any players nearby. Sculk shrieker: use 4 times to use the warden’s sonic boom attack. Echo shard: does the same as the sculk shrieker but only needed 1 time. Sunflower: summons the sun. Cake: puts a cake block on the ground. Armour: if there is teams, then the armour applies to the whoever you point to on your team. Suggestions: Curses, instead of every having a positive effect, some would have a negative effect and you have to apply the curse to someone to get affected by them. Having multiple wands, so a player can choose if the wand is offensive or defensive. Maybe more wands come with a price. Unrelated note: Congrats on the 50k subscribers!
amythyse turns everything into amythyse that could be blown up by tnt so if you blew up tnt every block that would of bean broken would become amythyse and any entity will be frozen and take the same amout of dmg that tnt would have done but over a 3 second period in wich you r frozen in place and can still take dmg its just 50 percent less
Moose i can write u spells for every item but please upload more man. So here are some ideas: Seeds: Are a generic projectile Fire charge: A fire projectile Iron nugget: A stronger generic projectile Ice blocks: Apply slowness stacking in level with how many there are in the wand ex 3 mean slowness lv3 and the duration scales with type of ice block Redstone: Works like a right click Repeater: recasts the previous effect Gold Ingot: turns pigs imto piglins but damages other entities Wool: spawns a wool block below the entity. Totem: Resurrects Copper: Summojs lightning Water related items: Summon water blocks Ender pearls: Teleport Ender eyes: Spawn an ender eye above the entity or block hit if it was an entity applies glowing. Poppy: Nausea slowness mining fatigue and absorption cause opium Lapis: Amplifies potion effects (cause it is used for enchantments Leaves: Spawn leaves trapping entities
potions will apply their effect upon what is shot: Examples: Strength: more damage swiftness: faster shooting speed Jump boost: farther range Poison: inflicts poison Slow falling: low gravity for the projectile (falls slower) Some other random ideas: tnt would cause other things to explode, for example, if you have a lava bucket, that would place lava, when paired with the TNT it would explode and shoot lava everywhere. good luck, this sounds like a really cool idea and would like to see progress updates on it.
Spell That Shoots lightning. Spell That Sucks Stuff up to area you choose. Spell That Shoots (your choice) lasers in random directions, then explodes(the area you chose). Spell That Teleports you like terraria rod of discord. Spell That Creates Giant Ice Spike Pillar things. Spell That Creates a Shield at chosen area. Spell That is like a bullet hell(ex: Shoots lasers etc from area you choose) Spell That Creates arrows that go where you are looking Spell That Creates Giant Rainbow Laser Spell That Shoots a sniper shot(Ex: Zoom in, fast bullet maybe homing) Spell That Shoots a meteor Spell That Creates a cloud that you can ride on Spell that creates those infinite room things at your target
Slime block: bounces around\t+ every time it lands it triggers another spell. Honey block: triggers every spell at once when it lands. Gunpowder: doesnt work on its own but changes the next spell slot, gives a small explosion every time it bounces. Any kind of pickaxe: drill spell, like the drill spell in noita (wood isnt as fast and has as much reach as diamond, if its too good you can valance it by making the pickaxe loose durability.) Skulk sensor, it doesnt trigger from landing and the spell stays at the position it landed, but once it hears vibration the next spell will be triggered(spell works as a support spell, same as gunpowder) Soul sand: support spell give slowness) Sword: support spell, extra damage Mob drops: throws the mob, next spell is triggered every time mob attacks someone Piston: doesnt do damage, but pushes enemies away (sticky piston pulls them) Repeater: once the slot with the repeater is triggered it repeates everything from the beginning once
I’ve got some other ideas, but I think the best one is making enchanted books apply their enchantments to tools after them. For example, put a sword in for damage. Put a sharpness book in first for more damage. Multishot could, well, do multishot! Be careful with implementing multishot though, as chaining multishot books together could be totally overpowered and super laggy. This is a really genius idea for a mod. It would be so fun to play around with.
Free Spell Ideas: – Turns everything within the target area upside-down – Teleports struck mobs to the user – Turns everything the user touches into gold – Makes a duplicate of the target mob and stacks it on the original – Causes struck blocks to emit light – Drops flames along the projectile’s path that ignite everything they fall on – Reverses gravity for struck mobs – Turns target blocks into infested blocks – Summons a swarm of angry bees around the target – Smelts target blocks and cooks target mobs – Causes target mobs to become invincible for 5 s – Causes two target mobs to be magnetically attracted to each other with great force I know it’s a lot, but no worries if some of these are impractical. If even one of these is doable, I’ll count that as a win.
Spell ideas (first 3 stolen from the psi mod): 1: a looping trigger; when you right click it keeps doing the spells every time the cooldown for the wand ends and it only stops when you deselect the wand(could be used for constant healing) 2: a pair of spells, one summons a projectile every time it’s used that bounces around and is bound to the player who cast the spell, and the other causes all of those projectiles to instantly do the spells behind the item 3: a tripmine trigger which when used throws a gravity projectile. once it lands it waits 30 seconds and then becomes really hard to spot and stays there 10 minutes before despawning(disappears when the block is mined) 4(not stolen from the psi mod): a spell which summons a beacon and one which brings you back to it(maybe make it so when you’re within 10 block it /tp you and when you’re further away you get moved really fast) 5(also not from psi): a switch spell; when it activates it switches the user of the wand with the nearest mob/player in a 25 block radius
YOOOO!! i love noita and this is an incredible idea (and just the idea feels like noita), i have been perusal your website for a while, but it was mostly the tutorial vids so i have commented much, but this content is great. oh right, i forgor, spell ideas spell idea (difficult and probably very glitchy) : summon magic wand; using a debug stick (or something similar), you summon (either a floating wand or a sheep holding a wand) a wand with randomized spells that will attack enemies (or you if provoked). (based on the actual spell in noita)
Wither skeleton skull could be shooting a wither skull, a spyglass would put your vision on the nearest entity (sphere, 75 block range) for 5 seconds, chorus fruit would teleport you to the nearest entity (sphere, 25 block range), flint and steel fires a bolt that lights the target on fire, lava bucket would act the same as flint and steel but longer fire duration, fire charge would shoot a damaging laser that lights targets on fire, obsidian would give you resistance 2 for 3 seconds, lightning rod would fire a lightning bolt, a trident with websiteing would fire a lightning bolt for 3 seconds, water bottle would launch a bolt that extinguishes the target and damage blazes, striders, and endermen, feather would launch you 7 blocks forward and 3 blocks up, phantom membrane gives you slow falling for 7 seconds.
I don’t have too many ideas but you better give us a way to blast jump. Make fireworks or gunpowder or a firework star or just something like that do a harmless explosion with a bunch a knockback so you can rocket jump. Also make pressure plates create landmines. Maybe the rarity of the plate determines the mine’s power, so wood would be weakest, then stone, iron, and finally gold. Also sorry to keep going but maybe a beacon could create a sphere of influence for a spell.
charged fireball is a normal bullet but it explodes, but it can be modified to be a non gravity projectile example: fireball, block will make the block fly. another idea is timed things to make an action happen after a certain amount of time example: poppy, tnt, repeater {set to 4 seconds}, tnt. it would make an explosion happen after the first. another idea is an amplifier it could be done from coal to diamond in a ramping order, coal will dampen spells instead example: poppy, diamond, tnt, repeater {set to 1 second}, fireball, tnt. there could also be an auto aiming modifier with something like the compass example: fireball, compass, tnt in order to make it home you would have to add a diamond example: poppy, tnt, repeater {set to 1 second}, compass, diamond, fireball, tnt a multishot modifier could also be added, you need a crossbow in order to do it with the diamond idea to increase the bullet amount example: fireball, diamond, compass, diamond, crossbow {set to 5 bullets}, coal, tnt also just look at the mod ars nouveau
Spell ideas: Adding a piston to the spell makes it to where any block it hits will move in the direction of the spell as long as there isn’t anything in the way. Adding a torch to the spell will make the spell act as a light, great for big dark pits in those caves! Adding a fire charge will set anything it hits on fire (works with flint & steel as well but it needs to hit iron first). Adding a redstone block will make it power whatever it hits, allowing for some sneaky redstone contraptions! Adding a hoe will turn any grass it hits into farmland, if combined with TNT it will make a 5×5 area of farmland. Adding more TNT in the spell will create a bigger explosion radius, just make sure you don’t accidentally destroy you friend’s castle that they put hours into! Adding glowstone will leave a trail if light behind the spell, kinda like a better torch. Adding a ender pearl will make the spell teleport you like a normal ender pearl, but you take double the damage. And finally, adding a telescope will allow you to redirect the bounce to wherever you’re looking at.
A few ideas: have it so if you throw a sponge it will suck up any liquid where it lands Have poisonous potato take some of your health Have it so if you put a spell behind a totem of undying, it anticipates when you die e.g tnt exploding after death Daylight sensors could make you more powerful during certain times of day When you throw netherrack, all 8 block around where it landed get set on fire
skulk sensor(trigger) places a mine, if it detects a mob in a radius, active the spell on their direction i dont know how you will place without activating it Suspicious stew(effect) gives you a positive effect and a negative one also, what about running all spells in a wand, but with a little delay between each of them, like shoting various blocks shotgun style or a lazer (lots of popies)
some ideas: moss should effect the area it hits the way bonemealing a moss block does. could also do this for skulk catalyst. bonemeal should make things grow on hit slime blocks should cause that bounce like in the article powdered snow bucket should build a wall (someone mentioned packed ice doing that, but powdered snow makes more sense to me) packed ice should build a temporary road (so you can slide around like Frozone from the Incredibles) target block attracts all projectiles to impact zone for a small time
make it so that whatever item/spell is after tnt or perhaps firecharge will create an explosive version of the spell that has more affecting radius (kinda like a splash potion) for example: a healing spell after it will heal anyone in 3-4 blocks radius and also make it so that u have to refill your wand everytime u cast a spell cuz spamming tnt is a little too overpowered instead u have to charge your wand with 64 spells to cast that spell 64 times
A spell that just makes you drop whatever you are holding. A spell that crafts all the items in your inventory into random items A spell that digs a hole straight down A spell that launches you into the air A redstone repeater should act as a timer that waits before the next part of the spell is cast A piston should push a block in a random direction I can probably think of more but it’s three am so I’m going to bed
A shulker box could let you put a lot of similar items in it, and then you could have whatever is inside it be triggered at a higher scale (if you fill it with tnt, it acts like you put a slightly stronger piece of tnt in it instead) Alternatively, have it trigger every single item in the shulker box at once, but every it m has significantly reduced effect (increase the amount of items in the wand, but decrease the effectiveness of the items greatly)
Man this is so cool! I tried to make a magic datapack a while ago because your articles gave me some really fun ideas and motivation but honestly I think I don’t care enough to mess with it anymore cuz I don’t have anyone to appreciate it. I am on vacation right now and have covid so I’m not near my desktop but if you’d like when I get back home I could send over some of my ideas I never implemented and the better ideas that I did manage to implement, and even send over the datapack if you wanted to integrate some of it into this
Here’s some ideas: Turn water to lava and vice versa Summon a random splash potion entity Summon an enraged wolf Turn blocks into their nether variant Summon a ghast fireball Start rain Cancel other cast spells in an area Summon a tower of blocks Summon 10 Ender Crystals on top of each other Spawn a skeleton trap Spawn lighting in the place of the caster when the spell was first cast Summon a giant slime Spawn a structure Summon a skeleton ridning a phantom give all mobs armor Replace the wand with another random wand Drain all hunger Give a random effect Turn the player into a bat turns mobs where the spell hits to creepers.
The dragon egg should give you a pet dragon that you can ride and will attack mobs around the caster Their also should be a few multiplier items that will make the spells activate more then once, perhaps a enchantment for all items that each level will make it so the spell will be multiplied one more time
1. A wall of fire, that will knock entities back and make them burn, when they try to get trough. 2. A wall of ice, that will be made of blocks of ice and will return the projectiles back to sender. You can also fit the freezing effect somewhere if it’s 1.19. 3. You can add some basic spells from existing potions (poison, regeneration, strength etc.), but give them cool animated alchemical circles from your particle article that will appear whenever you cast a spell. You can use big circles for area spells and small ones for self spells. Or add circles to projectile spells, like fireball or healing beam or whatever
what if there was a spell that can raise a pillar from the ground, and launch entities beneath it’s range including you. what if the golden carrot could turn you, or other entities and blocks invisible. magma cream and lava bucket could turn water into obsidian, and vice versa. fish in a bucket can be a MaGiCaL fish familiar, like a summon. suspicious stew could give you a random spell from the entire catalogue of spells. campfires could be a little flame dagger you can wave around and cook animals with, but gets longer when there is an animal or mob within it’s AOE. Leads can leash entities to you like a lasso. slime could slow others down while increasing their jump height. what if redstone items like hoppers, droppers and dispensers could change the way spells were casted: dispensers could cast spells farther, droppers would do the opposite but increase their damage, and hoppers could catch spells directed towards you (if activated at the right time) and overwrite the next spell you cast as a temporary spell for one time only. ghast tear gives, whoever is directly hit with it, regen chains can create a string of chain to withhold something cobweb could be thrown and placed down when it lands against a surface sculk blocks could give a withering effect if something is hit with it, or spread if it hits a surface beacons can give passive effects to you while in the wand same with conduits, only with waterbreathing yea that’s all the ideas i have for now
Alright, let’s do this To make things easier, items should be separated into three categories. The two categories you had in the article, those being “Chain Items”, Items that can bring the next spell with it, and “Effect Items” Items that cannot bring the next spell with them and often have a special effect. I propose a third category, that being the “Modifier Item” Items placed after and Effect Item to give the spell a special attribute Example: Cornflower>TnT shoots a magic missile that causes an explosion, very cool Cornflower>TnT>Blaze powder shoots a magic missile that explodes and has a fire aspect Modifiers can’t be used on their own, and rely on other spells being used. Blaze powder adds a fire aspect to it, Enderpearls could switch the user with whoever was damaged, swords could increase attack speed, increasing based on the material of the sword. Eyes of Ender could cause the user to become invisible for 10 sec, nether wart could cause a random negative effect to be on the opponent, milk could clear the opponent of any effect, gunpowder could cause a small, non terrain damaging explosion The idea is to make everything a little less overwhelming. If everything is a spell, that could cause some confusion, but if you plan on making this into a UHC, you could add into the description of the item what category the item falls under, and I think, could help player understand things a little better. If you don’t think modifiers are a good idea, you can just make all the modifiers normal attacks and keep their effect.
This has so great potential 🤩 Can you add that creativ item like command blocks etc have creativ like abilities? Also can you make so you can just shift click an item into the inventory and just one is placed inside it, I am lazy and don’t want to use my mous so much. Btw in inv name is soll chest and not the wants name. <3
idea: you know how lava goes faster in the nether and slower in the overworld? water bucket(or dried kelp block) and lava bucket(or magma block) would be similar to what cornflower does, but water bucket faster in cold biomes(slower in hot ones) and lava bucket faster in hot biomes(slower in cold ones)
Poison dart for rotten flesh, Mega wave that knocks back and upwards in the shape of a iperbole (sorry i just finished math) for the heart of the sea, Fireworks for the rocket stars ofc, Fire dust-devil-minions for the blaze rod, And finally either a random teleport spell or a ender golem for the ender eye
hmm nice concept… here are some spell ideas: redstone dust makes projectiles go faster or makes the cooldown shorter gunpowder adds an extra projectile like a shotgun gold/iron nugget adds a piercing projectile glowstone gives glowing to the target for 10 seconds diamond turns your projectile into a blue laser which sets the target on fire emerald turns your projectile into a green laser which inflicts blindness for 10 seconds amethyst turns your projectile into a purple laser which looks cool but does nothing fishing rod makes the projectile pull the target firework turns the projectile into a rocket which flies without any drop and explodes like the rocket you put in the wand alright these sound good… bUt WhAt iF YoU CoMbINe tHeM: firework + amethyst turns the projectile into a laser guided rocket which turns towards the cursor, but if the target was hit by a glowstone projectile it will turn automagicually towards it firework + fishing rod shoots out a rocket which pulls you in towards it gunpowder + gold/iron nugget shoots out a single fast projectile which can penetrate armor causing high damage to the target and to the armor itself Well these are it for now. If i had any idea what would be obtainable in the uhc i would suggest more. 🙂
Before I’m going to scare you all away with a big list of spell ideas: Am I the only person interested in seeing what Legitimoose is capable of doing with his wand in Noita? Yes, phrasing is intended like that :^ ) I’d be in for some gameplay^^ It appears youtube couldn’t handle the size of the list? Anyhow it is found in the replies. Have a wonderful time 🙂
Spell Ideas: Dragon’s breath: Shots leave a lingering trail of fire that hurts enemies that touch it. Gunpowder: Much like tnt, but it doesn’t destroy blocks. Good if you don’t want to cause mass destruction to terrain, but still want to do it to your opponents. Honey Block: The bolt stays in place for a little while when it hits something before bouncing/disappearing or whatever. The effect is weaker with a honey bottle. Idk what it could be useful for, but it seems like a pretty fun idea. Blaze powder: Ignites enemies that get hit. Can provide a decent damage increase, but is essentially useless on water. Magma cream: Leaves flowing lava on the surfaces it hits. Incredibly good for opponents that are staying still. Minerals/Metals (Gold, diamonds, iron, etc): Depending on the type, it can increase/decrease damage, while slowing/speeding projectile speed. For example, diamonds could increase damage greatly, but cut projectile speed by 75%, and coal could decrease damage by a lot, but essentially make the wand point and click. Any metal blocks: Increases the damage of the wand, but makes it affected by gravity. The heavier the metal block, the more the damage increase but the more it is also affected by gravity. It makes it excel on closer distances, but limits it’s capability to strike on farther distances. Paper: Greatly increases armor penetration and projectile speed, but makes the bolt only able to travel a few blocks up/down every second. Making it good for flat areas, but not for jagged ones.
Idea: iron, gold, diamond, emerald, and netherite could change the spell in ways like diamond makes the attacks shoot faster, emerald reduces the cooldown, gold makes each spell happen more then once (or shoots multiple bullets), and netherite increases the effectiveness of spells. Other ideas: Dragons breath could shoot a fireball, Wither skeleton skulls could shoot a wither skull, torches or flint and steel could shoot fire.
Shulker Shell: moves like the shulker bullet Glass: invisible projectile Boat: traps nearby entities in a boat Sword: damages armor Paper: makes a random title appear on the player hit Milk Bucket: removes duration from the hit player’s effects Hopper: steals items from hit entity and gives it to the owner
Really good guides so far, I’m always surprised to see how little attention some of your articles get. Definitely an underrated website. Would love to see an enchanting guide, especially one with an emphasis on how you best start the process in survival. I have issues with starting new worlds and feeling lost when it comes time to get enchanted gear, so a guide like that would be extremely helpful. Most of the good enchanted gear I’ve had on SMPs was obtained through trading with other players, or using another player’s villager trading hall so I would love to learn how to do it myself.
20:24 a few years back I saw a tutorial of a fully 100% automatic potion brewing sytem where you just pressed a button for every potion there is and the redstone whould automatically make it. Also it had a feature where you could make a single batch or just make it nonstop… I made it and it took me 4 hours to build but in some update the design no longer works. It was my favorite redstone build I ever made and it was really really complex and big but it worked 100% because it had fail machenics and stuff and if you had everything in stock nothing could go wrong.
Really like th idea of the automatic potion brewing, do the blocks have to be made out of iron for the buttons or no? Maybe another article of building it broken down a bit more. I like the idea being to be tailored to just certain potions you may want and not all of them but just certain one you want to mass produce great article as always.
My friend came up with the idea to get everything in the game so while we wait I decided to get right into learning how to make each Potion! Figure it would be best now considering they’re the Potion maker and we’re currently 17,000 blocks away from base. Great guide and I’m thinking about trying out that automatic Potion maker!🧐👍
One thing that’s useful to keep around your brewing stand is a book and quill where you jot down the effects of potion ingredients so you don’t have to tab out every time. I have a little vanilla-style Mushroom village build where I built the temple and the library next to each other for that reason.
As a veteran player i was late to the potion brewing scene. First time i mass-produced potions was back when i made an underwater base on a server with friends. So chill just to fish for ingredients, enchanted books etc and then adding kelp outside the the windows really brought me back to the Bioshock 2 days. But anyways thanks for the potion guide!.
I was in need of some weakness potions because my villagers somehow turned into zombies when I was building my trading hall so I went to the nether and died several times trying to locate a fortress and a couple more times in the actual fortress and on my way to it. since I was dying too much to fire and lava I didn’t bother bringing expensive equipment so it was kinda hard to fight off the mobs. after too many tries I finally managed to get back home with 2 blaze rods and I was pissed because I realized I’d need to return for nether wart. upon perusal this article I learned I don’t need nether wart for this potion. saved me big time!
I think poison is heavily slept on. I mean, if you’re fighting mobs / noobs at pvp that don’t have milk buckets, you basically can do a bunch of extra damage to then. Although it would take a while, you can take down mobs with just a few tipped arrows of poison, and a few tipped arrows of instant damage.
TBH, I find it easier to just have 5 brewing stands lined up with like 20+ blaze powder in them each, and have them across from my 3 potion chests (one for ingredients, other for bottles/water bottles, and other for made potions), I use a controller set through steam, so I’m able to quickly get it all done. Plus by the time I’m done and putting stuff away, the last set of potions is usually finishing. I find it super useful for night vision potions specifically, I f*cking love night vision potions yo.
They should add a feature whare if you ferment a feather falling potion you get a levitation potion Fermenting a fire resistance potion gives you resistance Fermenting a turtle master potion should make a new potion rabbit master which gives you speed 2 and jump boost but gives a new effect unresistance or something like that Fermenting a night vision potion should instead make blindness A new potion the glowing potion uses the glow effect and fermenting it will make invisibility Glowstoneing a poison should change it into a fatal poison potion a effect used in bedrock
Every item is more or less easy to acquire, except Ghast tears. I find those very difficult to farm. For one thing, most of the time when you kill them, they’re floating over the lake of fire in the Nether, meaning that even if they do drop one, it won’t be retrievable as it is instantly destroyed in the lava. Perhaps there’s a way to make a Ghast Farm, and kill them with a sword with Looting III? Is there any way to draw them in for the kill? Or is it only possible to get them from happenstance?
Already subscribed, but dude this is crazy useful information! Like, why is this stuff not taught in school? I’ll never remember when Ponce De Leon sailed the ocean blue and found the northwest passage underneath the canterbury’s tail, but you make me WANT to take notes! Excellent article! (seriously though, I took notes)
This article is SO helpful, i knew nothing about potions before, and tried lots of different guides, but none of them were so easy to understand. I really like how he explains how to make each potion so thoroughly, and shows how they each work. Again, this article is super helpful and would love to see more content like this!
just a thing worth mentioning about obtaining nether wart at 4:10, for most minecraft versions nether fortresses were the only place you could obtain nether wart, but with any version after 1.16 (the nether update) you can also get nether wart in Housing bastions (and also, any version post 1.6.1 you have a chance to obtain nether wart in fortress chests) bastions can be difficult to distinguish, but a way to determine if it’s housing or not is to simply rule out that it can’t be any one of the other bastions. Of the 4 types, three are divided into upper and lower ramparts (areas of interest), and Bridge bastions instead of having a rampart, have a bridge that runs through a tunnel in the middle rampart, and has a chalice of many gold blocks at one end with some smooth quartz halfslabs to make it look like a statue of a hoglin. The lower rampart of Treasure bastions is a massive cube, with smooth walls and a smooth ceiling. Housing and Stables bastions by contrast have lower ramparts that look ruined – very broken up, with lots of blocks missing, and lots of blocks jutting out to form decayed-looking rooms and walkways. Stables bastions are 3 ramparts wide, and have many many hoglins roaming around, while Housing bastions are 2 ramparts wide, and in the middle of the lower ramparts there’s a little island on the floor with a chest and with netherwart growing (if you open/break chests/gold, piglins will get angry at you, likewise if you don’t wear gold armour/hit a piglin so be careful!
Water Bottle Uninteresting Potion Bland Potion Clear Potion Milky Potion Diffuse Potion Artless Potion Thin Potion Awkward Potion Flat Potion Bulky Potion Bungling Potion Buttered Potion Smooth Potion Suave Potion Debonair Potion Thick Potion Elegant Potion Fancy Potion Charming Potion Dashing Potion Refined Potion Cordial Potion Sparking Potion Potent Potion Foul Potion Odorless Potion Rank Potion Harsh Potion Acrid Potion Gross Potion Stinky Potion Mundane Potion
I’ve been playing Minecraft far too long to have never engaged with the potion mechanics. All of your guides are helping me stay invested in my current playthrough, and it looks like I might actually get somewhere this time around, thanks to you. Whether about potions, or what to do when starting a new world, or important biome and mob tips; you deserve wayyyyyy more engagement. Love the presentation and the organization and the amount of sheer work that must go into these vids. Much love always
Redstone = longer duration (3:00 – 8:00) Glowstone = doubles stats (half time) Gunpowder = splash potion (add dragons breath to turn to lingering potion) Swiftness: Nether wart for activator sugar for main ingredient Slowness: Nether wart for activator sugar for main ingredient then fermented spider eye to corrupt the potion Leaping: Nether wart for activator rabbits foot for main ingredient Strength: Nether wart for activator blaze powder for main ingredient Healing: Nether wart for activator glistering melon for main ingredient Harming: Nether wart for activator glistering melon for main ingredient then fermented spider eye to corrupt the potion Poison: Nether wart for activator spider eye for main ingredient Regeneration: Nether wart for activator ghast tear for main ingredient Fire Resistance: Nether wart for activator magma cream for main ingredient Water Breathing: Nether wart for activator pufferfish for main ingredient Night Vision: Nether wart for activator golden carrot for main ingredient Invisibility: Nether wart for activator golden carrot for main ingredient then fermented spider eye to corrupt the potion Slow Falling: Nether wart for activator phantom membrane for main ingredient Weakness: Fermented spider eye (that’s it)
stopped playing when i was 14 because i thought i was too cool for the game. Im 21 now and i been playing and realizing the depth and everything new !! Homie Eyecraft been teaching me a lot on my free time, been relearning basics and learning a ton of new things as well. Advice from me, get smart and do some cool @** stuff in this game, yall be surprised what people build on hardcore!!!!
yeah there needs to be a potions update. there is just so much new stuff that can be used for potions now. it just needs to be flushed out more and maybe add potions being able to stack. to like 16 or something. having more potions to play with will be so nice. adding new and different effects or even mixing potions. the stuff you can do with potions are pretty endless with some creativity. they just need some more love put into them. update for potions mojang please lol
Loved the article @EyecraftMC! Can’t wait for the next article man! Came back to see if you had a article on the Different Potions in Minecraft as well as the Tipped Arrows and I’m glad to say that I’m not Disappointed, in fact I’m glad that you do have a article for each. You might be wondering why I’m looking into the Potions and Tipped Arrows. As of Typing this (2:51 a.m. on March 1st, 2024), I gave Horror Minecraft Community Content Creator @Swayle an idea on how to potentially deal with most of the Various Dwellers and other Horror Mods out there. By Using Splash Potions for Close Range and Arrows from Bows or Crossbows for several Blocks away (like entire chunks away), players who have these Mods in their worlds should have a Slightly Better Chance than just using Their Witts and an Axe or a Sword. The Main Potions for Brewing up are as follows….. • Slowness/Slowness II as the Dwellers move really Fast one you break Eye Contact with them. • Blindness/Blindness II and Nausea/Nausea II as it’s yet to be Determined how they Follow the Player. • Harming/Harming II or Healing/Healing II as it’s yet to be Determined whether or not they are Undead Mobs. Also, could you also make the Automatic Brewing Machine out of Stone instead of Iron Blocks, just so that you can have it around the Mid to Late Game stage?
Hello, Potion Seller, I am going into battle and I want your strongest potions.” “My potions are too strong for you, traveler.” “Potion Seller, I tell you I am going into battle, and I want only your strongest potions.” “You can’t handle my potions. They’re too strong for you.” “Potion Seller, listen to me; I want only your strongest potions.” “My potions would kill you, traveler. You cannot handle my potions.” “Potion Seller, enough of these games. I’m going into battle and I need your strongest potions.” “My strongest potions would kill you, traveler. You can’t handle my strongest potions. You’d better go to a seller that sells weaker potions.” “Potion Seller, I’m telling you right now; I’m going into battle and I need only your strongest potions.” “You don’t know what you ask, traveler. My strongest potions will kill a dragon let alone a man. You need a seller that sells weaker potions, because my potions are too strong.” “Potion Seller, I’m telling you I need your strongest potions. I’m going into battle! I’m going to battle and I need your strongest potions!” “You can’t handle my strongest potions! No one can! My strongest potions are fit for a beast let alone a man.” “Potion Seller, what do I have to tell you to get your potions? Why won’t you trust me with your strongest potions, Potion Seller? I need them if I’m to be successful in the battle!” “I can’t give you my strongest potions because my strongest potions are only for the strongest beings and you are of the weakest.
What if there was a potion for silent step for ancient cities which requires a goats horn. I want this update so bad for the memes, cuz as he said for spidereyes. “Play the forbidden note!!! Corrupt it’s sacred message!!! uses spider eye And if you use spider eye, it turns into a potion of crying, which makes you steps sound louder for Warden hunting.
So I’m playing on a hardcore survival world with health regen turned off. Has Mojang ever tried to make a health potion with the settings like this or is this just? I mean wth. It makes more sense to just die when my health gets low than go on a death-wish mission into a nether fortress for health potions with goofy ingredients when I need the health potions to clear the fortress lol