Latin Spell Power
Spells are cool effects you can use in PvP and PvE to your own benefit. They are cast either by commands, or using wand items. They all generally have their own reagent cost, and cooldown timer, and are always subject to change.
Spells can be cast either by using the /cast command or by using a wand item with /cast bind SPELLNAME. To cast a spell, a player must first know the spell. You can learn spells from Spell Tomes sold in Dust Town, Valeria Bay, and Cloud Top.
Here is an example of a spell’s usage:
Lets say Bob buys the Blink Tome. He holds it out, then right clicks. Bob can now use the blink spell. He can either cast it by command, by typing /cast blink, or he can cast it with a wand item. To select the spell, he holds the wand in his hand and right clicks. Right clicking will cycle through any spells assigned to the item he is holding. When he has the one he wants, he left clicks to cast.
If Bob does not have the required reagents for the spell, or if he has cast it recently and it is still on cooldown, he will not be able to cast the spell and will instead receive an error message.
These spells are command-based spells that affect the plugin itself. You’ll probably want to always have these available, otherwise players won’t be able to use the plugin properly.
Knowledge of the arcane arts of magic lies unseen within the tomes, waiting on a reader to absorb the hidden knowledge within. Spells for enhancing combat, farming crops, discovering hidden diamond ores, and more are available if you think you are up to the challenge of mastering them.
Spells take more than just a command to cast them, you need reagents in your inventory as well. All spells have cooldowns but the time varies depending on the spell.
Upon joining Vox, you get eight spells: List, Help, Bind, Fireball, Heal, Scroll, Unbind, and Forget. List, Bind, Help, Unbind, and Forget are meta spells. They don’t cost anything, and are used to assist with other spells. To cast a spell type /cast <spellname> but replace spellname with the actual name of the spell. You also can do /c <spellname> for a shortcut. It does the same thing, just less typing.
Bind is a very handy spell. It allows you to bind a spell to an object so that you can cast it by clicking the item in your hand and not having to type /cast spellname all of the time. Do /c bind <spellname> while holding an item to bind the spell to that item. One of the best items to bind it to is a wand, which you get in your starter kit when you join the server. You can bind it to other items instead if you’d like, like your favorite sword, for example. You can bind more than one spell to an object. To cycle through the spells right click the item they are bound to. To use spells that are bound just click the item in the direction of the place you want the spell cast. Some spells need targets, others do not.
Spells are also affected by special conditions. For instance, wearing Gold Armor will increase your spell’s potency by a certain amount per piece that you wear.
Moreover, a lot of spells cannot be cast in towns run by the plug in Towny. This is to prevent pvping in the non-pvp areas.
If you’d like to see what spells you own, the spell /cast list will give you a list in chat of all of the spells you know.
If you would like to learn more spells there are a few different ways to obtain them. First of all, the Magetower has the biggest selection of spells for sale. /warp magetower will take you there. When you buy a spell tome, which is the book that contains the spell, all you have to do is read it and you will take in the knowledge within permanently.
In addition, you can earn spells by trading in certain rare artifacts at the archeology guild. Check out voxmc.com/archeology for more information on that.
On a side note, some holiday events give you the ability to purchase seasonal spells.
If you want to learn more about a spell do /cast help <spellname> and it will tell you some information. Make sure you replace spellname with the actual name of the spell.
If you have any more questions about spells, feel free to ask other players or staff members and they will do the best they can to assist you.
Spells are cool effects you can use in PvP and PvE to your own benefit. They are cast either by commands, or using wand items.
The Major Elements of Magic are comprised of Shadow, Holy, Water, Fire, and Ice. These are the main types of Mages, and depending on the element, one’s playstyle can be enormously varied. These spells are far more powerful than spells from the Minor Elements, but are also more costly to cast. Choose your element wisely, because casting a spell from one Major Element will lock you out of casting spells from any other element for a very long time.
Dark and powerful, Shadow magic is used by tanks to heal themselves in dungeons, as well as by mages to deal enormous damage-over-time in PVP arenas. Very different from any other magic, Shadow magic does not consume redstone on cast, instead draining it’s user’s life force to fuel its spells.
- Agony – Afflicts your target with agonizing pain, dealing heavy damage over a few seconds.
- Corrupt – Corrupts a target with a damaging plague which will spread to nearby targets, healing you based on the damage it deals.
- Curse – Curses a target with enormous weakness and hunger.
- Drainlife – Drains the life of a single target, healing you.
- Hex – Corrupts a target with evil, preventing them from casting Holy magic for a short duration.
- Minion – Summons a powerful undead minion to do your bidding.
- Raise Undead – Summons a horde of undead to fight for you for a short time.
- Sacrifice – Sacrifice your health for dark magic, reducing the cooldowns of all your spells by 35% while the effect is active.
- ShadowNova – Applies a light damage-over-time effect to all nearby enemies, and causes all Shadow spells to deal increased damage for a short time.
- Witherbolt – Fires a witherbolt, stunning whoever it hits and afflicting them with wither.
Bright and Radiant, Holy magic is based around healing, buffing and protecting your allies, as well as debuffing enemies. Holy mages generally wear Gold, and rely on a tank to absorb aggro while healing from afar. Holy mages consume redstone to cast their spells, ans are rewarded by being healed for a portion of what they heal others for.
- Absorb – Absorbs all incoming Physical damage for a short duration.
- Blessing – Blesses a target with increased Health, as well as protection against physical damage for a short duration.
- Cleanse – Cleanses a target of all negative effects.
- Divinity – Unleashes your righteous divinity, empowering your next three spells.
- Evangelize – Blesses all targets nearby with extra health, and protection from fire. Requires learning the Blessing spell.
- Heal – Heals a single ally for a small amount. All players know this spell.
- Holyblade – Bless your weapon with Holy power, causing you to cast beneficial spells on yourself and your allies whenever you attack.
- Holyblast – Unleash a blast of holy energy, dealing massive damage to a single target.
- Holy Nova – Heals all nearby allies, while damaging and knocking back all nearby enemies.
- Hymn – Heals all nearby allies for a small amount.
- Intervention – Massively heals all nearby allies, and applies a powerful regen effect. A dangerous spell to cast, as it uses an immense amount of the caster’s health.
- Lightwave – Unleash a wave of healing light in the direction you are facing, healing all allies it comes into contact with.
- Prayer – Heals yourself for a small amount.
Water spells are for a diverse mage, one who wants to be able to adapt to any situation they are given. Combining the abilities to heal, cleanse, knock enemies away, and output credible damage as well, water mages are probably the most diverse of any mage type. Spells are redstone fueled, and fairly spammable, so pack lots with you.
- Ebb and Flow – Sends out a torrent of healing water, bouncing between nearby allies and healing them.
- Riptide – Infuse yourself with the power of the riptide, drastically reducing the cooldown of water spells you cast, but preventing you from casting any other spells for a short time.
- Rain – Summon a light rainfall, healing all allies that stand under it over time.
- Fountain – Summons a fountain of replenishment, healing and cleansing all allies that stand near it.
- Drizzle – Enchant an ally with a drizzle of water, healing them over time and protecting them from all fire-based damage.
- Monsoon – Blast back all nearby enemies with a powerful monsoon.
- Geyser – Create a geyser of water at an enemy’s feet, launching them into the air.
- Gills – Form gills on your neck, allowing you to breathe underwater for a short duration.
- Water Nova – Deals damage to all nearby enemies, has a very low cooldown.
Violent and explosive, Fire Mages rely on lighting their enemies on fire, and burning them to death. With a full repertoire of spells that deal AOE damage and light enemies on fire, using stealth tactics is very hard against a Mage of this type. You have to be careful with Fire Magic however, or you risk lighting yourself ablaze.
- Fireball – Launches a tiny fireball that lights enemies on fire. All players have this spell.
- Frostfire – Instantly clears any Heat/Cold and switches your element between Fire and Ice, depending on what you are currently casting.
- Meteor – Throws a fiery ball of destruction that explodes and ignites fires.
- FlameArmor – Envelops the caster in a curtain of flame that burns all nearby enemies. Will also knock enemies out of stealth.
- Combust – Ignites existing flames on the target, causing them to explode, dealing massive damage.
- Erupt – Causes an eruption of Lava at an enemy’s feet, launching them into the air and dealing damage.
- Cauterize – Cauterize your wounds, dealing a small amount of damage to yourself to cleanse all negative effects and give yourself a brief spike of health regen.
- Blaze – Summon a Blaze to fight for you.
- Fire Nova – Lights all nearby enemies on fire.
Cool and calculating, Ice Mages specialize in Zone control. Every spell they cast is able to impair their enemy’s mobility, and they can deal significant damage as well. What they lack in healing and range, they certainly make up for in Crowd Control. However, if an Ice Mage casts too quickly, they will freeze themselves solid, so they must be wise with their spells.
- Icicle – Shoot a quick and sharp icicle that pierces targets, and deals bonus damage to slowed enemies.
- Coldsnap – Immediately resets all cooldowns on your Ice spells, as well as cleansing any slowness effects.
- Snowblast – Throws a slow flying snowball that slows, silences, and deals heavy damage to all targets struck. Spell power makes the projectile fly farther.
- Freeze – Send out a wave of ice, slowing all enemies hit to great effect.
- Wall – Creates a temporary wall to block your enemies.
- Icetomb – Encase yourself in a block of ice, protecting yourself from all attacks and spells and slowly regenerating health, but preventing movement, attacks, and spellcasting for 10 seconds.
- Shatter – Shatter a slown target, stunning them and dealing heavy damage.
- Blizzard – Summon a violent blizzard that roots and slows all nearby enemies.
- Ice Nova – Lightly damages and slows all nearby enemies.
The Minor Elements consist of Mystic, Wind, and Earth. They exist not to make a mage powerful, but to support the Major Elements. Try different combinations of Major and Minor elements, and find which suits you best.
Mystic Spells are the most commonly used spells by Mages. Though they lack real offensive power, Mystic spells have the most variety of uses of any spell type. No matter your play style, the Mystic element has something to fit your needs.
- Blink – Teleport forward a short distance. This spell has a much shorter cooldown when wearing a full set of Gold armor.
- Food – Conjures a few tasteless, but effective Magic Biscuits. Shares a cooldown with the Conjure spell.
- Conjure – Conjures a handful of magical reagents. Shares a cooldown with the Food spell.
- Magearmor – Shield yourself in magical energy that reduces incoming damage substantially. Shares a cooldown with the Flamearmor and Blazeskin spells.
- Spellblade – Enchant your weapon with mystic energy, causing you to cast a plethora of spells when attacking with Gold weapons.
- Missiles – Fires a volley of magic missiles that home in on your target, dealing direct damage.
Calm and tranquil, Wind Mages lack any offensive ability whatsoever. But, what they lack in attack, they make up for in their ability to send mobs flying to protect important allies, as well as give brief but powerful buffs to a full team of allies. May the wind guide you on your way.
- Tornado – Summon a raging tornado that launches anyone or anything in its path.
- Gale – Blow back all enemies with a gale wind.
- Zephyr – Blow an enemy into the air with a zephyr wind.
- Hover – Hover in the air a short distance off the ground.
- Swiftwind – Place the power of the wind at the backs of you and your allies, increasing speed.
Gruff and strong, Earth Mages are skilled Miners, Diggers, and Warriors. Earth magic allows them to mine and dig efficiently, and empowers them to not only be able to take a lot of damage, but dish it out as well. Grab a sword, a pick, and a shovel, and let the power of the Earth guide you to victory.
- Earthenpower – Call upon the power of the Earth, giving yourself a powerful defensive shield, as well as causing attacks with a shovel or fists to deal bonus Earth-based damage.
- Fissure – Create an earthen fissure in front of you, dealing damage and knocking around enemies in its path. Consecutive casts cause you to rupture the ground, dealing bonus damage
- Earthquake – Cause a violent earthquake at target location, dealing damage to all enemies who stand in it.
- Golem – Instantly craft an Iron Golem to fight for you.
- Stonevision – Allows you to see through several layers of stone.