Writing spells is no easy task. As a Pupil, 30 levels of experience (consumes 10) are needed in order to write a spell. A book and quill are required and a respective ingredient for each spell book.
As a Teacher, 15 levels are consumed in order to write a spell.
As a Master, 20 levels are consumed to write a spell.
In order to cast any spells, you need a wand. There are three levels of wands. Pupil, Teacher, and Master. With each higher level wand, the previous level of spells will become stronger when casted and higher level spells will be available.
In order to cast any spells, mana is also needed. Mana can be produced from various life-containing ingredients. You could also use a mana generator which produces an endless supply of mana.
The fire spell shoots a fiery projectile that ignites whatever target it hits. When casted from any higher level wand, 3 projectiles will be shot instead of just 1.
When casted, the lightning spell shoots a projectile that strikes lightning wherever it lands. If casted from higher level wands, 2 more projectiles will be shot consecutively.
The Ice spell shoots an icy projectile that stuns whatever target is hit.
When an entity is hit by the wind spell, the entity is launched up into the air to soon take fall damage. When shift-clicked on a dispenser, spawns a Spyewt.
The bewitchment spell casts a projectile that causes the target to move in whatever direction the caster is looking in. The bewitchment spell can only move targets side to side and not up or down.
Sends a cloud of poison that affects anything in a small radius.
When the remedy spell is casted, any potion effects that the caster had will be removed.
The teleportation spell shoots a projectile that teleports the nearest player within a certain radius to wherever it lands.
The propulsion spell launches the caster in whatever direction they are looking.
When the caster casts the focus spell, they gain an effect that focuses their attention to the nearest threat within a small radius.
The Night Vision spell gives the caster night vision for 60 seconds which means you can continually have night vision if you cast it repeatedly.
Extinguishes the player from any fire when casted.
Shoots a slow moving projectile that explodes on impact.
Shoots a projectile that causes whatever was hit to levitate.
Heals the caster by a significant amount when casted.
Removes cooldowns for all items for a short period of time with the cost of some damage and movement speed.
The penetration spell shoots a heavily damaging projectile that pierces through multiple targets.
Spawns a wave of projectiles that turn into ghost entities or "ancestors" that track down the nearest entity and damage it repeatedly. When shift clicked on a sea lantern, an "ancestor's statue" is placed. (more on that in items and weapons)
Once you get your hands on a book of necronomics, shift click to switch between spells. There are planned to be three different levels of these books in the future but there are only two as of now. If you have a book of necronomics, be careful because some creatures might not take too kindly to you.
Shoots an explosive wither skull in whatever direction you are facing.
Spawns friendly zombies that follow you and fight for you.
Spawns friendly skeletons that follow you and fight for you.
Feeds the caster significantly when casted.
Gives the caster a strong Necromancer's Scythe that automatically has Sweeping edge 5, Smite 7, Sharpness 3, and Looting 3. The scythe has 2000 durability and drains every tick.
When a broomstick (item) is right clicked, a broomstick of its respective level will spawn.
The Pupil’s broomstick will move in a very unpredictable manner. It will be slow to go in the direction you are looking and is not very responsive.
The Teacher’s broomstick is much better, but still has some issues.
The Master’s Broomstick is fully controllable and has no issues.
An item rarely dropped by a Necromancer. This item disables the tick damage of the Necromancer's scythe's durability. It also deals 50 damage to any skeleton or zombie in a radius and turns them into a summoned zombie or skeleton.
Dropped occasionally by a Necromancer and does 6 damage. When it has the smite 5 enchantment and a Necromancer's Pendant is in the player's inventory, the Necromancer's blade will give the holder strength 2 when in the main hand.
Is only obtainable from a master level Wizarding Dealer. Right click with a crossbow in the offhand to apply quick charge 5 onto it.
Only obtainable from a master level Wizarding Dealer. Right click with a bow or crossbow in the offhand to apply either infinity or crossbow infinity.
Only obtainable from a master level Wizarding Dealer. When eaten, gives 10 hunger points (5 icons) and can be eaten again after a long cooldown. Never runs out.
The enchantment known as “Attack speed” adds a level of haste when you are holding whatever weapon has the enchantment. There are two levels of the enchantment, Attack Speed I gives Haste I and Attack Speed II gives Haste II.
Tool Attack Speed is the same as Attack Speed but applies to tools.
Crossbow Infinity gives the player an arrow whenever a crossbow with the enchantment is used.
Refreshing has a chance to reset the cooldown of the wand that has the enchantment. Levels I, II, and III have increasingly higher chances.
Simply a villager profession that sells magic-related items.
A neutral entity that only attacks the player if they have a book of necronomics in their inventory. The only way to kill it is to use the book of light against it.
An aggressive version of a despair that attacks the player regardless. Has more health and if a player is around one for too long, you start taking massive damage. Only start spawning after at least one master-level spell is casted. Can only be hurt by the book of light and ancestor's statue.
A Spyewt is a creature that is stationary but can be moved when being ridden. Occasionally shoots wind spell projectiles. Summoned when a wind spell is used on a dispenser. Can also be found naturally in a Wizard's Tower.
Spawns a large amount of armed zombies and skeletons every few seconds when a player is near. Randomly throws around players in whatever direction the Necromancer is looking. Drops the Necromancer's Pendant and Necromancer's Blade occasionally.
The Unknown Sorcerer is a boss that you can fight when having enough equipment after clicking on the Unknown Sorcerer NPC entity. The equipment required is a master wand and the combustion, adrenaline, and healing books.
The monoment biome (spelled that way intentionally) is a biome that generates large trees made out of Tower Bricks and a tower made of the same block. There are entities such as the Tower Guardian that spawn often and are very strong. Each one has 200 health and does large amounts of knockback. There is a special block that has a chance of replacing Tower Bricks which drop tons of loot, called Tower Loot Stashes, when broken. They can drop items from gold, mana, emeralds, to even totems, golden apples, and enchanted golden apples. The biome also has a little tune that plays once and a while. Tower Guardians can drop similar loot to the Loot Stashes, but with more limited items.
There may be content that is still buggy or broken and there might still be things I forgot to add to the changelog or description because of how much stuff I have added and not written down since the last release.