tModLoader

tModLoader

Spellwright
58 Comments
wizard2890 18 Feb @ 5:05pm 
same for my friend
wizard2890 18 Feb @ 4:58pm 
Spark Caster is locked for me and has no unlock cost. Same as mend, and some don't even have an unlock cost. Pls help.
Antyrox  [author] 17 Sep, 2024 @ 1:38am 
Did you used the Spellwright Teachings item? Guidebook will not be available otherwise. Also check your keybinds for the guidebook in the game settings.
MrCreature 13 Sep, 2024 @ 8:58pm 
I can not open the guidebook
Antyrox  [author] 29 Jun, 2024 @ 7:54am 
Spellwright NPC needs an empty valid house and at least 1 player in the world with at least 100 mana. There are no other requirements. Exact time when he comes is determined by the standard Terraria NPC rules. I tested it and his spawn works correctly.
Borbbo 27 Jun, 2024 @ 6:08pm 
the dude won't move in for me i waited like 3 ingame days with 120 mana
Antyrox  [author] 25 Apr, 2024 @ 8:22pm 
Did you unlock all those spells or you just learned them? After learning the spell you have to unlock it. To do so just cast the spell with the prefix Unlock. Keep in mind though that this is not free and it requires spell specific items to unlock the spell. You can check in the guidebook chapter "All spells" which spell requires what to unlock it. Read guidebook chapter "Spell acquisition" for more details about getting new spells.
Saint Mc. V potoke 23 Apr, 2024 @ 6:05am 
How to unlock all spells? Im got max lvl and used all books but i dont have them
Antyrox  [author] 12 Apr, 2024 @ 11:40pm 
Fixed fireball spell. It will affect critters now. Also fixed spell Will of Torch God. This spell now can consume torches from vacuum bags. This spell will also no longer consume unlimited torch items.
Antyrox  [author] 12 Apr, 2024 @ 11:39pm 
Spell Ascend should increase your level when casted. However each level up requires some specific items. If you are missing any items required for level up, then the orange colored warning will appear. The error message will tell you which items you are missing. Are there any messages when you use it? Also, level cannot be increased beyond 10.
4k1n0m 11 Apr, 2024 @ 1:28pm 
also fireball can't kill critters
4k1n0m 11 Apr, 2024 @ 1:26pm 
the effect of Will of Torch God doesn't detect torches in the vacuum bags (same mod as before) slayer's sack and the unlimited torches from LuiAFK Reborn get consumed when placing a torch from that spell's effect
Nightshade 9 Apr, 2024 @ 2:41am 
i used the cantation Ascend but my level didnt increase. is this a bug?
Gaia Bladeo 1 Apr, 2024 @ 3:37am 
Yeah, the textbox for incantation appears alright, no problem here. There must be a conflict somewhere. I'll check it out when I have time. Thanks for answering o/
Antyrox  [author] 30 Mar, 2024 @ 10:28pm 
In version 0.8.3.1 i added 3 more colored versions of Spell Resonator. They behave exactly like the original spell resonator, but have different color so that you can tell them apart from each other more easily in your inventory. You can buy them from Spellwright NPC.

To figure out which spell is currently bound to a specific Spell Resonator you can look at the resonator name or tooltip, current spell will be shown there.

In version 0.8.3.2 i added ability for spells to consume anything they need from ammo bag, not just spell reagents.

I am not gonna make all of the spells auto reusable. Some of them consume player health on use, and can easily kill player with auto reuse. Some shoot explosives or spawn lava or just limited for balance reasons. If there are any specific spells that you think should be auto reusable then you can write which one and why you think it should be auto reusable.
4k1n0m 29 Mar, 2024 @ 10:15pm 
may you make it so the incantations can also take from the ammo bag plz. also may you make like mini icons for the spell resonator when it has a spell bound to it to help sorting through a lot of them with different spells bound to each one (or can change the color of the resonator depending on the spell bound) and make it so they can be auto reused plz
Antyrox  [author] 28 Mar, 2024 @ 7:18pm 
No, this is not normal. While you are typing incantation all other keybinds should be blocked. Does incantation input even appears? (Text box like on very first screenshot) Try to disable other mods and check if it works properly without them.
Gaia Bladeo 28 Mar, 2024 @ 4:58am 
Is it normal that typing an incantation also open keybinded menus while typing? (map, inventory, ect ...?)
Antyrox  [author] 20 Mar, 2024 @ 7:42am 
I added integration with AndroLib in version 0.8.3.0. Spells now can consume reagents from any vacuum bags in your inventory, including Ammo Pouch.
AxeCrazyOrc 18 Mar, 2024 @ 8:09am 
I mean to say your game settings, not mod config, if that wasn’t clear
AxeCrazyOrc 18 Mar, 2024 @ 8:07am 
@Antyrox thanks so much, I’ll get that new update installed today!

@4k1n0m using that book doesn’t actually open the guide book, just allows you to do it. The controls for that can be found in the controls section of your config menu. Default is shift+x. If that doesn’t work check your config options; seems like sometimes tmodloader doesn’t properly set up default controls for mods so you may have to just set it up yourself.
4k1n0m 17 Mar, 2024 @ 10:25pm 
love the mod but for some reason when i tried to start an incantation before and after i used the teachings book it never opend the guidebook and had no clue about how to open it, this was with a world and char made before adding this mod. also may you make the spells able to take the reagents from the ammo bag from this mod
Antyrox  [author] 17 Mar, 2024 @ 12:09am 
Mirrors not stacking beyond 30 in inventory is not really a bug, they just had a max stack size of 30. Bumped it up to 99 in new version.

All items in reagent void are displayed grouped by item type in the guidebook. So, if you had two stacks of mirrors in the void with 30 and 4 items. In the guidebook they will be displayed as 34, but they will still take 2 item slots, cause max stack count is 30. This is not a bug, but just an unituitive behavior of the spell. In new version i added ability to toggle on and off item grouping by type. That way it is possible to see individual stacks in void storage. Click "Items are not grouped" or "Items are grouped by type" on void storage page to toggle type grouping.

Reagent void not merging two partial stacks was caused by a bug. Due to this bug the spell would only merge items if the void storage still had any free slots. Fixed in version 0.8.2.9.

Heart Thrower not consuming any mana is a bug. Also fixed in latest version.
AxeCrazyOrc 16 Mar, 2024 @ 10:32am 
I’ve also confirmed that those bugs still exist as of the new update, and that Heart Thrower doesn’t consume any mana despite the description
AxeCrazyOrc 16 Mar, 2024 @ 9:12am 
I can also replicate my earlier issue: if I have reagents in the void but not a full stack, the spell only takes 10 at a time if I’m trying to add more. But it DOES take them, just not all at once. If I pop the void, stack them in my inventory manually, and then cast, it takes all of them. It also doesn’t behave right if the same reagent exists in 2 stacks even if they aren’t full: if I have one partial stack of 500 and one of 200, it takes all the larger stack but only part of the smaller one regardless of where they are iin my inventory. The same goes for rare reagents but not mirrors; it takes all of them no matter how many ways they’re split. If I stack my reagents in a single space in my inventory it takes all of them as expected. And I’ve since ascended to level 4 so I know that isn’t the problem. Very strange, but at least I have a work around; just have to pop the void before I restock.
AxeCrazyOrc 16 Mar, 2024 @ 9:12am 
COLON! Of course, I don’t know why I didn’t try that myself. Works a charm, and this time when I did the base incantation it took all my reagents as expected; I only had a couple hundred common reagents in storage along with some rare reagents and mirrors, so I don’t think it was hitting the stack limit. Also, just noticed a strange issue with silver mirrors. I noticed I was low so I bought some more from the spellwright and they aren’t stacking in my inventory. In the void they stack fine; just reads as 34. But upon popping they now appear as a stack of 30 and a stack of 4. Can’t get them to collapse into a single stack. Even selling them and buying them back, they’re treated as different items.
Antyrox  [author] 16 Mar, 2024 @ 7:02am 
Reagent void storage size is equal to your current spell level. So, at level 3 it can hold only 3 stacks. Most likely you just filled all 3 available slots on your first cast. You can see contents of your reagent void in guidebook. Press Shift+X to open your guidebook and click on text "Reagent void storage", it will show you the list of your stored reagents.

Pop argument for reagent void is also should be separated with a colon (:). For example "Reagent void: pop", also without quotes.
Antyrox  [author] 16 Mar, 2024 @ 7:02am 
Glad that you are enjoying this mod.

Eternal modifier does not increase the spell level requirement. You cannot use this modifier at all before reaching level 4. You only will be able to use it once you reach level 4. This modifier, however, does increase the reagent cost. It used to increase cost by 25 times, but i reduced it to 6 times in version 0.8.2.4. I also added information about level 4 requirement and cost increase to the modifiers section in guidebook.

Looks like i misspelled "column" in warp mirror description. It is supposed to be a "colon". Symbol with two vertical dots (:). For example "Warp mirror: Home base", without quotes. I also fixed that description in latest update.
AxeCrazyOrc 14 Mar, 2024 @ 10:23am 
I’m having trouble with a few spells, mostly the extra arguments. Adding “Eternal” to a spell increases the level beyond what I can cast; how much does it increase exactly?

I can’t get the labeling system to work for Warp Mirror: it says to add a column, I assumed that means this symbol | but that returns an improper spell syntax.

And I’m experiencing an issue with Reagent Void where the spell only takes 10 reagent at a time into storage whereas just the other day it took all the reagents I had as expected, and the pop argument isn’t working at all just like labels for Warp Mirror. Do extra arguments need to be in parenthesis or quotes or something?

Overall a fantastic mod and the issues I’m facing are pretty minor, with the Reagent Void problem being the most annoying one. Excited to see what the higher level spells bring to the table; I’m taking my time with this play through so I haven’t dipped into the underworld for hellstone yet so I’m only level 3.
Antyrox  [author] 21 Jan, 2024 @ 12:24am 
To open list of all spells you need to press "Shift + X" to open a guidebook. In the guidebook click on "All spells".
Antyrox  [author] 21 Jan, 2024 @ 12:24am 
Spellwright NPC needs an empty valid house and at least 1 player in the world with at least 100 mana. There are no other requirements. Exact time when he comes is determined by the standard Terraria NPC rules.
In the incident 19 Jan, 2024 @ 6:51pm 
Hi! I need to open menu after all spells already learnd (like on screenshot 3-4). What buttons I need to push to open it?
Thx for answer
MelonTheAnimator 17 Jan, 2024 @ 2:51am 
if i may ask when exacly does the new npc move in?
Antyrox  [author] 4 Nov, 2023 @ 3:28am 
Not all spells have eternal version, but premonition and night eye are actually supposed to have an eternal version. Eternal versions of those 2 spells did not work because of a bug. They are now fixed in latest version of a mod.
Midnight 29 Oct, 2023 @ 12:57pm 
Some eternal spells don't appear to work which you did say in the guide. Like premonition and night eye. But otherwise great mod.
Antyrox  [author] 27 Oct, 2023 @ 11:50pm 
Yeah, this mod has very few attack spells, and you are not supposed to rely on this mod for damage. This mod is primarily designed for utility. The primary advantage of a spell over an item is the fact that they do not take any inventory space. A bunch of utility spells that can teleport, buff, heal and do other stuff while not taking any inventory space is an awesome alternative to an inventory cluttered with utility items.
A bunch of attack spells is equivalent to carrying like 20 weapons all at once. No matter how many you have, you will pretty much always use only one, the strongest one. Might as well just use regular weapon items instead of spells for that.
The Real Donté Panlin 27 Oct, 2023 @ 7:51am 
i feel like there's not enough attacking spells. you get fireball early on and that has to carry you all the way to WoF since blood arrow is absolute trash. then, you have to defeat one of the 3 mechs with glass cannon, which is okay but it just isn't good enough since you need to hit every single shot exactly on point or you basically die instantly. and you don't get ANY other attacking spells until after you defeat all 3 which is REALLY fucking hard with the trash 3 spells that you have.
Antyrox  [author] 25 Oct, 2023 @ 8:17am 
It's fine, you can add this mod to already existing world. It adds some modded items to chests on worldgen, but you can ignore it. You can buy all those modded items from Spellwright NPC anyway.
Midnight 25 Oct, 2023 @ 8:08am 
Does the mod require a new world if there's any affect on worldgen or is it fine?
Midnight 25 Oct, 2023 @ 8:07am 
Pog
Antyrox  [author] 25 Oct, 2023 @ 8:05am 
The mod is now ported to TModLoader 1.4.4. There are no plans for new content at the moment, though it may change later.
Midnight 23 Oct, 2023 @ 11:12am 
Update?
SOUP CAN 4 Oct, 2023 @ 9:38am 
when is it porting to 1.4.4? is there gonna be more content if it IS ported to 1.4.4?
Antyrox  [author] 22 Oct, 2022 @ 3:31am 
Check your keybinds, maybe your Auto Select is not bound to shift. It could be bound to another button. You can check keybinds in pause menu: Settings->Controls.
Zzblast 21 Oct, 2022 @ 1:58pm 
The guidebook won't open after I ate the fruit. I tried both Smart Cursor + Incantation button.
And Auto Select + Incantation button. So now I've got no idea what to do next.
SemiBlind 18 Oct, 2022 @ 5:26pm 
Aight, bro, it works now, thank you.
Antyrox  [author] 18 Oct, 2022 @ 9:13am 
My bad, i messed up keybind name in mod description and guidebook. The defaults in description were correct (shift + x), but i mixed up the name of the shift key with another. The keys that you have to press is not Smart Cursor + Incantation button, the actual combination is Auto Select + Incantation button. Until you eat a fruit you can open guidebook with just Incantation button alone, that's why you could open it while pressing wrong key before you ate a fruit. I fixed description and guidebook in version 0.8.1.5.
SemiBlind 17 Oct, 2022 @ 1:02pm 
I don't know if this is suppose to happen but after i ate the fruit i lost the ability to open the guidebook by pressing the smart cursor button and incantation button.
Antyrox  [author] 15 Oct, 2022 @ 10:52pm 
I cannot reproduce any errors with item void. Create an issue on github, and explain in as much detail as possible how are you using this spell and what is happening when you do.
Tonybito 14 Oct, 2022 @ 6:55pm 
in the sense that, i cannot pop it.