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Spell Power Attributes Mod FAQ

10 questions players actually ask, answered.

How do I get started with spell power in this mod?
Spell power is driven entirely by entity attributes, so the fastest way to see it working is to give yourself an attribute with the /attribute command, for example spell_power:fire. Once you have some spell power, apply the matching status effect or use the API to read your spell damage and confirm the value changed.
What magic schools does the mod add?
The mod adds Arcane, Fire, Frost, Healing, Lightning and Soul spell power attributes, each with its own id like spell_power:fire. There is no classic four-element system here, so don't expect earth, water or air schools.
What's the difference between spell power and spell critical chance?
Spell power (per school) sets the base magnitude of your magical damage or healing, while spell_power:critical_chance determines how often a spell crits and spell_power:critical_damage determines how much extra damage that crit deals. You generally want a mix of both rather than stacking only one.
How does spell haste work?
Spell haste (spell_power:haste) is an attribute that can be used to quicken spell casting or reduce cooldowns, depending on how the spell is implemented. It doesn't change damage on its own, only how fast you can cast or reuse abilities.
Why isn't my spell power doing anything?
Spell power attributes only affect spells that actually query them through the mod's API or attribute system. If a spell or item from another mod doesn't read spell_power attributes, giving yourself the attribute won't change its damage.
Do I need the matching status effect for each school?
The mod provides a status effect for each introduced attribute, and these are the intended way to apply temporary spell power boosts in gameplay. You can stack them, but each school's effect only affects that school's attribute.
Can I use this mod with other magic mods?
Yes, but compatibility depends on whether the other mod reads the spell_power attributes or uses the provided API. Mods that don't query these attributes will ignore your spell power entirely, so results vary per mod.
How do I check an entity's spell damage with the API?
The mod's API lets you query an entity's spell damage by combining its attributes, status effects and enchantments. Use the API entry point for the school you care about, and it will return the computed damage including crit chance and multiplier.
Does spell critical damage apply to healing too?
Critical chance and critical damage are general spell attributes, so whether they apply to healing depends on how the healing spell is implemented. If the spell routes through the API's crit calculation, healing can crit just like damage.
Will adding lots of spell power attributes hurt performance?
Attribute lookups are lightweight, so normal use of a handful of spell power attributes won't noticeably affect performance. Performance issues are more likely to come from other mods or from very large numbers of entities each running spell calculations every tick.