Invocations Mod
Invocations Mod (invoke, v1.0.3.1-1.20.1, by cleannrooster/Forg) describes itself simply as “Invoke powerful spells, 24 Spells in one book!” It has no in-game guidebook or dedicated config of its own — it’s a single-purpose add-on that plugs into Spell Engine (spell_engine >=0.14.1) and the Wizards (RPG Series) mod (wizards >=0.9.23), the same base mod that powers the Mage archetype’s Fire/Frost/Arcane schools per Archetypes & Builds.
The mod’s one deliverable is the Invoker Spell Book (invoke:invoker_spell_book), and this pack’s own Quest Book entry for it — “Astral Magic,” in the e_spell_books.snbt chapter — spells out exactly what it does and where it sits in progression: it’s a Tier III book (the hardest tier, alongside Spellblade Next’s evolved technique books), built by combining Arcane, Fire, and Frost magic into an “Astral” hybrid. The quest text describes it as letting you “cast three different spells of each element” plus an ultimate spell that changes based on which elements were used, for “a total of 39 possible spells” — the hardest spellbook in the pack’s progression despite the mod’s own tagline advertising “24 Spells.” This lines up with Damage Types & Runes’s description of the endgame “Runic Invocations / Astral Magic” path that blends all three Elemental schools via Astral Power, and with the Knowledge of Runes and Stars Fate Talent that unlocks it.
Because Invocations Mod is scoped to exactly one item with no additional blocks, configs, or guidebook, this is close to the full extent of what’s independently discoverable about it — its real depth lives in Wizards’ and Spell Engine’s spell-tag data, not in its own jar.
Anticipated questions
What does this mod actually give me?
One item: the Invoker Spell Book (invoke:invoker_spell_book, shown in-game as “Runic Invocations”). No blocks, no config, no guidebook — it’s a single spellbook that plugs into Spell Engine and the Wizards (RPG Series) mod.
How many spells does it have — 24 or 39? Both numbers are real. The mod’s own tagline advertises “24 Spells in one book,” while this pack’s Quest Book entry (“Astral Magic”) describes casting “three different spells of each element” plus an ultimate that changes with the elements used, “for a total of 39 possible spells.”
How do I invoke a spell? You build up Invocation Power by casting element spells, then cast Runic Invocation to spend the accumulated runes and unleash a more powerful spell. The ultimate spell changes depending on which elements (Arcane/Fire/Frost) you fed in.
How do I get the book, and where does it sit in progression? It’s a Tier III book — the hardest tier — built by combining Arcane, Fire, and Frost magic into the “Astral” hybrid. Tier III books require a Cinderstone Trophy to craft. The path is gated behind the Knowledge of Runes and Stars Fate Talent (see Talent Tree & Fate Talents) and lines up with the endgame Astral Magic path in Damage Types & Runes.
Do I have to commit to a full caster build to use it? The book bundles many spells into a single item, so it’s a broad toolkit rather than a narrow one — but in this pack it’s positioned as an endgame Tier III book, and its real depth lives in Wizards’ and Spell Engine’s spell-tag data, not in this jar. See Archetypes & Builds.