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How to Give Yourself Spell Power Attributes (Commands & Attribute Syntax)

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Contents (3)
  1. Find the exact attribute ID first
  2. Apply the attribute with a command
  3. Check what you have

Find the exact attribute ID first

Every magic school has its own attribute, namespaced under the mod. The pattern is spell_power:<school>, so you will use IDs like spell_power:fire, spell_power:frost, spell_power:arcane, spell_power:healing, spell_power:lightning, and spell_power:soul. The shared stats are spell_power:critical_chance, spell_power:critical_damage, and spell_power:haste.

Apply the attribute with a command

Use the vanilla attribute command and target yourself:

`

/attribute @s spell_power:fire modifier add guide:fire_bonus 10 add

`

Swap spell_power:fire for whichever school you want, and 10 for the amount. The add operation stacks a flat value on top of the base. Use multiply_base or multiply_total if you want a percentage-style boost instead. Give the modifier a unique name (here guide:fire_bonus) so you can remove it later with modifier remove.

Check what you have

Run /attribute @s spell_power:fire get to read the current total, and repeat for each school. If a spell still does nothing, the caster likely has no value in that school's attribute — the mod does not grant power automatically, something has to add it (gear, effects, or commands).

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