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[ISS LM]Legendary Mage

Legendary Mage is a magic expansion mod for Minecraft NeoForge 1.21.1 built on top of ​Iron's Spellbooks​. It features a brand-new Elemental Reaction System alongside a collection of uniquely designed spells.

Автор: LOAE_U9875,5 тыс.11обновлён 11 окт. 2026 г.
ПриключенияСнаряжениеМагия

Описание

🧙 Legendary Mage

Unleash Your Arcane Potential


📖 Overview

Legendary Mage is a NeoForge 1.21.1 magic expansion mod built upon Iron's Spells 'n Spellbooks, introducing a brand-new Elemental Reaction System and uniquely designed spells.

🎭 Translation Note: Currently using translation tools, so there may be inaccuracies. Feedback and corrections via GitHub Issues are greatly appreciated!


⚡ Core Mechanics

MechanicDescription
Elemental Mark SystemApply elemental marks to targets; accumulate to thresholds to trigger special effects
Level 2 ThresholdCan participate in elemental reactions
Level 3 ThresholdTriggers elemental debuff effects
Datapack ExtensionSupports custom elemental reactions and compatibility with third-party magic mods

🔥 Elemental Debuffs

Triggered when elemental marks reach Level 3 (unless specially noted)

1. Fire 🔥

VersionEffect
≤ V1.0.3-5% max HP per level + magic damage
≥ V1.0.4-2% max HP per level + magic damage

2. Eldritch 👁️

FeatureEffect
SpecialNo level prerequisite, takes effect immediately
Effect-10% max HP per level

3. Ice ❄️

ConditionEffect
Ice Mark Level 3Freeze target once (crowd control)

4. Lightning ⚡ V1.0.4 Added

FeatureValue
EffectElectrocution: Periodically releases chain lightning to nearby enemies
Damage Bonus+5 damage per level
Cooldown3 seconds
StackingLevels stackable

5. Poison ☠️

VersionEffect
≤ V1.0.3Poison: DoT damage, stackable
≥ V1.0.4Armor Melting: -2% armor per level, stackable

6. Ender 🖤

ConditionEffect
Ender Mark Level 350% chance to trigger Echo Strike

7. Holy ✨ V1.0.4 Added

ConditionEffectValue
Holy Mark Level 3Divine Strike20 damage, CD 5s

8. Dark 🌑 V1.0.4 Added, V1.0.5 Reworked

VersionEffect
V1.0.5Lightless Night: -5% spell resistance per level, stackable

⚗️ Elemental Reactions V1.0.4 Added

CombinationNameEffect
🔥 Fire + ❄️ IceMeltSingle damage boost
🔥 Fire + ⚡ LightningThundercallSummon lightning strike at target
🔥 Fire + ☠️ PoisonDetonationIncrease Fire Buff by 1 level
⚡ Lightning + ☠️ PoisonEMPConsume Electrocution to release EMP wave
❄️ Ice + ⚡ LightningSuperconductGain Lightning Rod Buff (-5% Ice/Lightning resistance)
🌑 Dark + ☠️ PoisonPlagueContinuous corrosion V1.0.4 added
🖤 Ender + Any ElementFinal EchoSpell power + resistance boost
👁️ Eldritch + 🌑 DarkChaosSignificant spell power boost

📦 Datapack Support

V1.0.5+ Full datapack extension support

  • ✅ Add custom elemental marks to any spell school
  • ✅ Create new elemental reactions
  • ✅ Seamless compatibility with third-party magic mods

📚 Documentation: Legendary-Mage Wiki


📥 Download & Feedback

CurseForge Modrinth GitHub

🎨 About Textures: Currently using placeholder textures. If you're interested in contributing artwork, I'd be truly grateful to hear from you!

❄️⚡ Forge your legend, master the elements ⚔️🔥

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ISS LM

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release

[ISS LM]Legendary Mage 1.1.3

1.1.3
11 окт. 2026 г.549Minecraft: 1.21.1neoforge
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<div align="center"> <h1> <span style="color: #8B5CF6; text-shadow: 0 0 30px #8B5CF6, 0 0 60px rgba(139,92,246,0.2);">🔮 Legendary Mage 🔮</span> <span style="color: #F59E0B; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.3 — The Elemental Circle Closes, The Codex Is Purified</span> </h1> <p align="center"> <img src="https://img.shields.io/badge/🔥_Elemental_Reactions-All_13_Complete-8B5CF6?style=flat-square" alt="Elemental Reactions All 13 Complete"> <img src="https://img.shields.io/badge/🩸_Lifesteal_Source-Guarded-EF4444?style=flat-square" alt="Lifesteal Source Guarded"> <img src="https://img.shields.io/badge/🛡️_Creative_Players-Protected-10B981?style=flat-square" alt="Creative Players Protected"> <img src="https://img.shields.io/badge/📦_NeoForge_1.21.1-Ready-F59E0B?style=flat-square" alt="NeoForge 1.21.1 Ready"> </p> <br> <p><i>"First, the circle closes."</i></p> <p><i>"Then, the boundaries are drawn."</i></p> <p><i>"Finally, the codex is read with clear eyes."</i></p> </div> --- <div align="center"> <h2>📖 This Update's Contents</h2> </div> --- ## 🩸 I · The Lifesteal Source, Verified > *A mark was placed. A blow was struck. And the caster healed—even when the damage was never theirs to claim.* > > *A third party—another player, a wandering monster, an unforgiving world—could strike the branded target, and the caster would drink life from a wound they never dealt.* > > *This is no longer the case.* - **Caster Faction Check** — The lifesteal reaction now verifies the damage source belongs to the caster's own faction (self, summons, or teammates). Third-party damage no longer grants free healing. - **Zero-Vector Guard** — The Void Frost knockback now skips displacement entirely when caster and target overlap, rather than zeroing velocity. Consistent with the existing Ender Warp behavior. - **Integer Overflow Fix** — The zone manager's tick counter has been widened from `int` to `long`, preventing zone expiry after roughly 3.4 years of continuous runtime. - **Zone Data Cleanup** — Zone data is now released on level unload, closing a long-running memory leak. - **Divide-by-Zero Guard** — Heal reduction now records the original amount before applying the multiplier, eliminating a divide-by-zero when configuration allows a zero value. - **Particle Architecture Unified** — Five reaction effects have been migrated from inline implementations to the shared particle layer, all respecting the particle budget. - **Comment Standards** — Missing method-level documentation filled in; refresh durations extracted into named constants. > *The mark is honest now. It only answers to the hand that drew it.* --- ## 🌫️ II · The Caster Steps Out of Their Own Cloud > *A zone was summoned. The caster walked in—and was poisoned by their own mist.* > > *Vanilla area effect clouds answer to no master. They touch friend and foe alike. So we built our own.* - **Custom Zone System** — A new zone manager replaces vanilla area effect clouds, with proper exclusion rules: the caster, their teammates, their summons, and creative/spectator players are all excluded. - **Three Zones Converted** — Frost-Poison Mist, Plague Cloud, and Holy Ice Crystal now route through the new system. - **Tick-Driven Lifetime** — Zones decay every tick, apply their effect once per second, clean up automatically on expiry, and emit a batch of persistent mist particles with each application. - **Caster Lookup Verified** — Confirmed via decompilation that the lifesteal listener's caster resolution logic is correct, including players. > *The mist knows its master now. And it will not bite the hand that called it.* --- ## ❄️ III · Elemental Reactions, Third Batch — The Circle Closes > *Thirteen combinations. Thirteen truths. With this final batch, every non-Ender pairing of the elemental system is complete.* - **Frozen Blood (Ice + Blood)** — Inflicts a healing-suppression debuff for 8 seconds. Healing received is reduced by a configurable ratio (default 50%) while active. - **Void Frost (Ice + Eldritch)** — Knocks the target away from the caster with a brief Weakness. Knockback distance is configurable. - **Holy Ice Crystal (Ice + Holy)** — Spawns a persistent slowing zone with configurable radius, duration, and slow level. - **Hellfire Brand (Fire + Eldritch)** — Brands the target. A configurable ratio (default 10%) of all damage dealt to the branded target heals the caster. - **Holy Dew Return (Holy + Poison)** — The poison is purified by holy light, and the caster recovers spell mana. - New debuff effects, icons, config entries, and localized names (Chinese and English) included. - Creative and spectator players are excluded from control effects; lifesteal and mana return do not discriminate by game mode. > *Every pairing now has a face. Every face, a purpose.* --- ## 🔥 IV · Elemental Reactions, Second Batch — Purification, Retaliation, and Mist > *The second batch of four. Where the first batch broke new mechanical ground, this one fills in the gaps the codex had left blank.* - **Holy Fire Purification (Fire + Holy)** — Strips all beneficial effects from the target, with double damage against undead. Damage scales with Fire and Holy power. - **Blood Lightning Retaliation (Lightning + Blood)** — Grants the caster a thorns-like buff for 8 seconds. Melee attackers suffer lightning retaliation; projectiles do not trigger it. Retaliation scales with the buff's stacking level, which increases on each reactivation and refreshes its duration. A one-second cooldown prevents infinite recursion. - **Frost-Poison Mist (Ice + Poison)** — Spawns a mist zone that applies stacking poison to entities inside each second. - **Plague Cloud (Eldritch + Poison)** — Spawns a cloud that continually applies Eldritch marks to entities inside, creating opportunities for chained reactions. - New blood-thorns buff with icon, four new reaction types, four new particle effects, and nine new config values. - Creative and spectator players are excluded from retaliation and reaction damage; mark application and removal remain mode-agnostic. > *Four more answers. Four more ways the elements speak to each other.* --- ## ⚡ V · Elemental Reactions, First Batch — The System Awakens > *The first four pairings. Where the design deliberately stepped outside the familiar "damage or buff" shape and asked: what else can a reaction be?* - **Boiling Blood Detonation (Fire + Blood)** — Deals execute-style burst damage scaled to the target's missing health. A finisher's tool. - **Light-Dark Annihilation (Holy + Eldritch)** — Clears every effect on the target, including elemental marks and buffs, and deals burst damage scaled to the number of effects removed. The apex of contradictory elements. - **Ender Warp (Lightning + Eldritch)** — Pulls the target toward the caster with an electromagnetic vector displacement, not a random teleport. Bosses above a health threshold are immune. Pure control, no damage. - **Smite Charge (Lightning + Holy)** — Grants the caster a charge buff for 15 seconds. The next spell hit deals double damage, then consumes the charge. A single, decisive strike. - New charge buff with icon, four new reaction types, four new particle effects, and eight new config values. - All damage passes through the elemental damage guard; both reacting marks are removed afterward. > *The elements were never only about numbers. Now they have shape.* --- ## 🛡️ VI · The Damage Guard — Creative and Spectator Protected > *A creative player walked into a fire mark and bled.* > > *Vanilla hurt immunity should have protected them—but an attribute modifier path bypassed it entirely. Maximum health was clamped, and the difference was silently deducted.* - **New Damage Guard Utility** — A shared guard now excludes creative and spectator players from all elemental damage paths, including attribute-clamp compensation when effects are applied. - **Persistent Damage Paths** — Fire, Poison, and Pyro flame effects now skip creative and spectator players entirely. - **Attack-Triggered Damage** — Holy Strike, Ender Echo Strike, and Lightning Chain now skip creative and spectator targets. - **Reaction Damage** — Ice-Fire, Lightning-Fire, Holy-Crimson, and Lightning-Poison reactions exclude creative and spectator players from damage while preserving visual effects. - **Plague Explosion** — The plague zombie's explosion no longer damages or infects creative and spectator players. - **Freeze Path** — The freeze trigger skips creative and spectator players entirely. - **Numbers Unchanged** — All damage formulas, cooldowns, probabilities, and reaction multipliers are untouched. Survival-mode player behavior is 100% identical. > *The guard stands at the threshold. Creative hands build; they do not bleed.* --- <div align="center"> <h2>📋 Update Overview</h2> </div> ```diff + 🩸 Lifesteal now validates caster faction (no more free healing from third-party hits) + 🌫️ Custom zone system replaces vanilla area effect clouds + 🌫️ Caster, teammates, summons, and creative/spectator players excluded from own zones + ❄️ Elemental reactions, third batch: Frozen Blood / Void Frost / Holy Ice Crystal / Hellfire Brand / Holy Dew Return + 🔥 Elemental reactions, second batch: Holy Fire / Blood Lightning / Frost-Poison Mist / Plague Cloud + ⚡ Elemental reactions, first batch: Boiling Blood / Annihilation / Ender Warp / Smite Charge + 🛡️ Damage guard excludes creative and spectator players from all elemental paths + 🧹 Zone data cleanup on level unload; integer overflow widened to long + 🎨 Particle architecture unified; five effects migrated to shared layer + 📖 Method-level comments added; refresh durations extracted to named constants - 🩸 Third-party lifesteal from branded targets - 🌫️ Vanilla clouds that poison their own caster - 🛡️ Attribute-clamp damage bypassing creative invulnerability - ⚠️ Divide-by-zero when heal reduction is configured to zero ``` --- <div align="center"> <p><strong>🔮 The circle is closed. The codex is read. The elements are whole. 🔮</strong></p> <blockquote> <p><em>"Every reaction was a question the system had never asked."</em><br> <em>"Every boundary was a promise to the player who stands inside it."</em><br> <em>"And now the mage turns to the next page."</em></p> </blockquote> <p> <a href="https://github.com/LOVE-U987/Legendary-Mage"> <img src="https://img.shields.io/badge/🔮_Legendary_Mage_GitHub-181717?style=flat-square&logo=github&logoColor=white" alt="GitHub"> </a> </p> <p><strong>🌙 v1.1.3 — Thirteen pairings. One circle. Cast true. 🌙</strong></p> </div>
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[ISS LM]Legendary Mage 1.1.2

1.1.2
8 авг. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
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# 🔮 Legendary Mage Changelog --- ## 🚀 v1.1.2 (2026-08-08) ### 🏗️ Dependencies: Simplified Mod Requirements - **Removed GeckoLib as a mandatory dependency** - Previously, you had to install GeckoLib, Curios, and PlayerAnimator separately — even though Iron's Spells 'n Spellbooks already bundles them. - Now these are handled automatically as **transitive dependencies** through Iron's Spells. You only need to install **Iron's Spells 'n Spellbooks** — nothing else. - **Updated `neoforge.mods.toml`** - Removed required dependency blocks for `geckolib` `[4.8.3,4.9)`, `curios`, and `playeranimator`. - Only required dependencies now: NeoForge, Minecraft, and `irons_spellbooks`. - `patchouli` remains optional (for the in-game guidebook). - Description updated to reflect the simplified "Requires" list. - **Updated `build.gradle`** - GeckoLib: downgraded from `implementation` → `compileOnly` + `localRuntime` (still available for dev builds, but not forced on players). - Curios & PlayerAnimator: downgraded to `localRuntime` only (pulled in by Iron's Spells during dev, no manual install needed). - **Cleaned up `gradle.properties`** - Removed unused variables: `playeranimator_version`, `irons_spells_version`, `irons_lib_version`. - Kept `geckolib_version` and `curios_version` as they are still referenced elsewhere. > 💡 **What this means for players:** Your mod list just got shorter. Install Iron's Spells 'n Spellbooks — GeckoLib, Curios, and PlayerAnimator come with it automatically. No extra downloads, no version conflicts.
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[ISS LM]Legendary Mage 1.1.1

1.1.1
3 авг. 2026 г.219Minecraft: 1.21.1neoforge
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<div align="center"> <h1> <span style="color: #FF6B6B; text-shadow: 0 0 25px #FF6B6B, 0 0 50px rgba(255,107,107,0.2);">🔥Legendary Mage🔥</span> <span style="color: #666; font-size: 0.5em; display: block; margin-top: 6px;">v1.1.1 — THE ELEMENTS REMEMBER</span> </h1> <br> <img src="https://img.shields.io/badge/🔥_Elemental_Rewrite-FF6B6B?style=for-the-badge&logoColor=white"> <br><br> <p><i>"The fire no longer forgets who lit it."</i></p> <p><i>"The frost remembers the hand that cast it."</i></p> <p><i>"And the holy mark... the holy mark no longer lives in the void."</i></p> <p><i>"It lives in <b>you</b>."</i></p> </div> --- <div align="center"> ## 🎬 THE ELEMENTS HAVE LEARNED TO REMEMBER </div> > *In the old code, elemental reactions were ghosts. They happened, then vanished into static voids, leaving no trace of who summoned them, no memory of when they might strike again.* > > *No longer.* --- <div align="center"> ## 🔥 WHAT'S NEW </div> --- ### ⚔️ ElementReactionManager — Completely Rewritten **The old system:** *Buffs applied blindly. Reactions triggered without context. The elements were deaf and dumb.* **The new system:** *Every flame knows its master. Every frostbite carries a signature.* <div align="center"> | Before | After | |:---|:---| | Static, stateless reactions | **Stateful reactions** tied to caster identity | | Buffs applied without tracking | **ElementMarkData** records who cast what, and when | | Client-side guesswork | **ElementMarkSyncHandler** keeps every client in perfect sync | | Reactions fading into the void | **Persistent mechanics** that respect cooldowns and continuity | </div> > 🔥 *"I cast a fireball. Three minutes later, my ally's fireball detonates on the same target — and the reaction triggers, because the system remembers I was there first."* --- ### 🧠 ElementMarkData — The Memory of Magic A new data structure that attaches to entities like a magical scar. <div align="center"> | What It Tracks | Why It Matters | |:---|:---| | **Caster Identity** | Your fire and your friend's fire are no longer the same fire | | **Cooldown Timers** | No more spamming the same reaction into infinity | | **Elemental Residue** | The target carries the mark until it expires or is consumed | </div> > 🧠 *"The mark is not a debuff. It is a memory the target cannot shake."* --- ### 🌐 ElementMarkSyncHandler — One Truth, Many Eyes Client-server sync for elemental states. No more desynced particles. No more phantom marks. > *What the server knows, the client sees. Instantly. Reliably. Every time.* --- ### ✨ HolyMarkEffect — From Static Void to Living NBT **The Problem:** *Holy marks were stored in static maps. Server restart? Gone. Dimension change? Gone. They were mayflies.* **The Solution:** *Holy marks now live in entity NBT. They persist. They travel. They survive.* <div align="center"> | Storage | Persistence | Survival | |:---:|:---:|:---:| | **Old:** Static cleanup logic | Server restart = death | Dimension hop = death | | **New:** Entity NBT | Survives restarts | Travels with entity | </div> > ✨ *"The holy light no longer flickers when you turn your back. It is written into the target's soul."* --- ### 🎵 "When You Look At Me" — A New Disc A music disc has been pressed. It can be crafted. It can be played. It can be tagged. <div align="center"> | Feature | Detail | |:---|:---| | **Item** | Music Disc — "When You Look At Me" | | **Acquisition** | Crafting recipe implemented | | **Recognition** | Added to Minecraft item tags for proper integration | </div> > 🎵 *"The jukebox now knows this disc by name. The game no longer shrugs and calls it 'unknown.'"* --- <div align="center"> ## 📝 PATCH NOTES AT A GLANCE </div> --- ```diff + ElementReactionManager fully rewritten (stateful reactions, caster tracking) + ElementMarkData introduced (caster records, cooldown management) + ElementMarkSyncHandler added (client-server elemental sync) + HolyMarkEffect migrated to entity NBT (persistent, survives restarts/dimensions) + New music disc: "When You Look At Me" (craftable, tagged) + Music disc added to Minecraft item tags - Removed static cleanup logic for HolyMarkEffect - Eliminated static void storage for elemental marks ``` --- <div align="center"> ## ⚠️ FOR MODPACK AUTHORS </div> > *If you were hooking into the old static HolyMark maps, those hooks are dead. The data now lives in entity NBT under the Legendary Mage namespace. Update your integrations.* --- <div align="center"> **🔥 THE ELEMENTS REMEMBER. DO YOU? 🔥** <br> [![GitHub](https://img.shields.io/badge/GitHub-Legendary_Mage-181717?style=for-the-badge&logo=github&logoColor=white)](https://github.com) **⚔️ CAST. MARK. REMEMBER. ⚔️** </div>
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[ISS LM]Legendary Mage 1.1.0

1.1.0
27 июн. 2026 г.894Minecraft: 1.21.1neoforge
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<div align="center"> <h2> 🚩 <span style="color: #FF6B6B; text-shadow: 0 0 20px #FF6B6B;">v1.1.0— The Rewrite</span> </h2> <img src="https://img.shields.io/badge/🔥_Major_Rewrite-FF6B6B?style=flat-square"> <img src="https://img.shields.io/badge/🛠️_Under_Construction-FF6B6B?style=flat-square"> <p><i>This version essentially rewrites the mod from the ground up.</i></p> </div> --- ## 📋 Changelog <div align="center"> | Type | Change | Details | | :----- | :------- | :-------- | | **⚡ Removed** | Spell System | *If you rely on spells, you may choose not to upgrade* | | **🔧 Fixed** | Memory leaks | Optimized resource cleanup across all subsystems | | **🔧 Fixed** | Log spam | Reduced excessive console output | | **🔧 Fixed** | Duplicate implementations | Refactored redundant code to reduce overhead | </div>
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[ISS LM]Legendary Mage 1.0.9

1.0.9
16 мая 2026 г.1,2 тыс.Minecraft: 1.21.1neoforge
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## 🚩 Legendary Mage v1.0.9 Update Log ### ✨Feature Update: - Updates made in response to community feedback: You can right-click on an ice sculpture with an empty hand to toggle between "Follow" and "Sit and Wait"
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[ISS LM]Legendary Mage 1.0.8

1.0.8
1 мая 2026 г.178Minecraft: 1.21.1neoforge
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## 🚩 Legendary Mage v1.0.8 Update Log ### 🛠️ Configurations - Rewriting the configuration interface to make it more readable and visually appealing
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[ISS LM]Legendary Mage 1.0.7

1.0.7
18 апр. 2026 г.350Minecraft: 1.21.1neoforge
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## 🚩 Legendary Mage v1.0.7 Update Log ### 🛠️ Configurations * ​**Config Refactor**​: Added independent configuration options for all Buffs and spells * ​**New Config Directory**​: Restructured config file organization for easier management and scalability * ​**Flame Buff**​: Added new fire damage-over-time effect * ​**Entity Blacklist**​: Configurable list of entities immune to the Flame Buff ### 📖 Documentation & Compatibility * ​**Patchouli Manual Text Fixes**​: Corrected text errors in the manual * ​**Elemental Reaction Compatibility**​: Elemental reactions can now be customized via commands. See [🎮 Legendary‐Mage Command Datapack Extension WIKI](https://github.com/LOVE-U987/Legendary-Mage/wiki/%F0%9F%8E%AE-Legendary%E2%80%90Mage-Command-Datapack-Extension-WIKI)for details * ​**Streamlined Workflow**​: Simplified configuration process for elemental reaction compatibility ### 🐛 Bug Fixes * **Fixed IceExplosionConeProjectile Crash** * ​**Root Cause**​: `ClassCastException` thrown when casting `(LivingEntity) entityHitResult.getEntity()` on non-living entities
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[ISS LM]Legendary Mage 1.0.6

1.0.6
12 апр. 2026 г.256Minecraft: 1.21.1neoforge
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## 🚩Legendary Mage v1.0.6 Update Log ### 🔥Buff Adjustment * Lightning Rod buff: changed to reduce 5% Ice Spell Resistance and 10% Thunder Spell Resistance, stackable * Dark Night No Light buff: changed to reduce 5% Blood Spell Resistance. * Plague buff: The survival duration of generated zombies has been changed to 3 seconds ### 🧙 Spell Addition * Element bullet element * Three-phase arrow element * Elemental prism element ### 🎉Art Updates * Modification of spell icons and scrolls of elemental schools ### 🐦‍⬛Interactive Addition * Added interactivity with the Patchouli (due to time constraints, AI assisted me in writing, and will be revised once the subsequent copywriting is complete) ### 🎇 Special Effects * Added real-time calculated trail effects for projectile spells such as "Elemental Barrage"
release

[ISS LM]Legendary Mage 1.0.5

1.0.5
3 апр. 2026 г.249Minecraft: 1.21.1neoforge
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## 🚩Legendary Mage v1.0.5 Update Log - Fixed the crash caused by using milk when there is an element tag present
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[ISS LM]Legendary Mage 1.0.4

1.0.4-hotfix
1 апр. 2026 г.86Minecraft: 1.21.1neoforge
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# 🚩Legendary Mage v1.0.4-hotfix Update Log - Remove the erroneous built-in test data packet (why are you so careless...)