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Fun Mode (1.20.6) - Vanilla fun system overhaul

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Mod version:1
Game version:1.20.6
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About This Mod

Fascinating mod (1.20.6) is a mod for Minecraft, which completely redesigned the vanilla fascinating system along with some other related mechanics. The spell now adds 29 unique and fun spells to the game.

Features:

Helmet Magic:


Learning: Food is eaten automatically when it is not wasted. Having food on hand controls only that food. Food and drink are consumed 50% faster.

Perception: Increases visibility in the dark, allowing objects to be seen through walls within 16 blocks.

Camerdiner: To find you, enemy objects must be four times closer to each other. Your name can't be seen from the wall.

Bib Magic:


Amphibian: increases the speed of movement and mining in the water, prolongs breathing in the water, reduces the time spent on fire by half.

Strafe: Press the sprint key twice to change direction. It also improves air mobility.

Wardenspine: Rear damage is reduced by 80%, dealing damage to an attacker.

Leggings magic:


Line: Getting into the air, you will move in the direction you want. Jumping right after the line will give you a big horizontal boost.

Slide: always swipe, not sprint. If you jump during the slide, it will start horizontally. When it seeps into the air, it hits the ground, knocking the creature back and neutralizing the damage done.

Bot magic:


Float: you can walk through the liquid and quietly go down it. If you jump into the water, it will quickly push you up. Prevents swimming.

Jump: Landing, while not sneaking up, will set you back at a speed proportional to the speed of your fall. You can charge the jump when you surreptitiously jump. It also turns off crash damage.

You can jump in the air 2 more times.

Sword Magic:


Berserk: Deals 50% or more damage for 0.5 damage per missing heart.

Freeze: Slow affected objects and freeze them to death. Frozen objects can be moved or crushed to open pieces of ice that can damage other objects and freeze.

Claw the onion:


Chaos: Normal arrows get a random negative potion effect or a positive if you make your way inside.

Delay: The arrow will not start until 15 seconds later or until you hit the bow. The Arrow deals 2.5 times the damage in the first 5 seconds of delay.

Step by step: The arrow has no gravity, step by step it passes through 3 blocks and restores gravity on them.

Crossbow magic:


Sera: Ignore your armor, the longer the crossbow is charged and the farther the target, the more damage the penetrating laser takes. Use hearts instead of arrows.

Scattered: Remains of amethyst can be loaded into the crossbow manually. The debris turns into explosions of projectiles at launch.

Torch: The torch can be quickly recharged into the crossbow with the arm off, and it will ignite the affected creature within 2 seconds. If they shoot stealthily, the firing torches are placed on the ground.

Trident Magic:


Access: Heal half your heart with melee attacks, hold entities for 6 seconds with ranged attacks, deal damage to them, and heal half your heart every second.

Warp: If the trident does not hit the object, the trident teleports to its position.

Spear spell:


Extract: Remove material from the bound ore and leave the stone behind. Turn it off when you sneak in.

Melting: melting of all extracted blocks. Turn it off when you sneak in.

Ax Magic:


Decapitation: A killed creature has the ability to drop its head.

Lumberjack: Tied logs are also thrown away. Turn it off when you sneak in.

Oar Magic:


Burial: If the block below is soft enough, bury it in the ground when it interacts with the creature.

Scoop: Shovel deals 1 additional heart damage and causes the crowd to shed more loot when killing.

Rod Magic:


Disarm: Steals or disables the hold elements of a locked object.

Clamp: the fishing hook can be fixed on the block. When you let him go, you'll be thrown right into this block. As you pull out the shape, greater speed will be applied. Of the major changes, this mode looks like this:


Rework exciting tables with a new user interface and remove RNGs from exciting tables.

Forces the item to allow only 1 spell.

That is, the maximum level of all spells is 1. A spell up to this level will act as its original maximum-level equivalent, and the Riptide I instance will act in the same way as the Riptide III spell.

This eliminates endurance in most aspects of the game. Some items have tags that allow them to remain durable.

Remove vanilla magic from the game. Enchancing attempts to make your spell more entertaining and fascinating by substituting many tedious, situation-changing spells that grant players unique abilities.

Charm also makes some changes to the quality of life:


Eternity is now allowed in the crossbow.

All three Spears have established loyalty as local influence.

The air ducts will now work in any weather, not just during thunderstorms. Channeling also fires the creature for 3 seconds in melee attack, creating a lightning bolt that does not create fire or destroy objects.

If you sneak, the edges of the campfire are now accessible from flint and steel.

Magical books can be freely combined with objects inside the anvil.

Sea luck acts as if the object also has charm.

Ender Pearl doesn't hurt landing anymore.

If he is thrown there, the Spear will bounce back from the emptiness.

Select some potions a little weaker to consider removing some spells.

Decrease the saturation and reproduction level that the golden apple gives.

Weapon spells, such as the direction of fire and the bite of Frost, fail unless the player has an attack timeout> = 70%.



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Game Version *

1.20.6 (Enchancement-Mod-Fabric-Quilt-1.20.6.jar)