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IronSable

Ever cast a spell next to an airship and nothing happened? Ironsable connects Iron's Spells 'n Spellbooks with Sable so your magic pushes, pulls, and interacts with real physics.

Modrinth adventure game-mechanics magic

Описание

![Telekinesis](https://cdn.modrinth.com/data/cached_images/03978ccbc687427c44fa426b9be08524a4070068.png) # Ironsable — Physics for Spells Ever cast a spell next to an airship and nothing happened? Ironsable connects Iron's Spells 'n Spellbooks with Sable so your magic pushes, pulls, and interacts with real physics. **7 new spells, and 10 spells you already have now move ships too.** ## New Spells **Maelstrom:** Pulls nearby mobs and airships toward you. **Tempest's Grasp:** Summons a tornado that drags and spins targeted ships to you. **Gyroscopic Spin:** Turns a ship on the spot without moving it an inch. Hold longer, it spins faster — aim left or right of the centre to pick the direction. **Downburst:** Charges up, marks the ground, then slams every ship above that spot straight down. Works on ships hovering way out of reach. Your own ship isn't spared. **Stasis Lock:** Freezes a ship dead still in mid-air, gravity included, for as long as you channel. Let go and it drifts free — but it restarts from a dead stop. **Kinetic Barrier:** Raises a force sphere around the ship you're standing on and shoves away anything that drifts too close. Only works while you're aboard. **Elastic Tether:** Arcane glue, in 3 casts. Mark one spot, mark another, and the two get hauled together until they touch. Terrain never moves — so glue a ship to the ground and it's locked there. Cast again to snap it. All of them drop from the same loot as Iron's Spells, can be made at a Scroll Forge, and there's an Ironsable creative tab with every scroll at every level. ## Physicalized Spells Existing spells now affect Sable ships: **Telekinesis:** Carries a whole ship in front of you, like a creative physics staff. Its level decides what you can lift, not just how fast — a small contraption at level 1, a thousand-block ship at level 4. Anything heavier still moves, just slowly. Aim at a creature and it works exactly as it always did. **Gust:** Pushes airships away and rotates them on hit. **Sonic Boom:** Blasts ships straight back at long range. **Shockwave:** Knocks back all ships around you in a radius. **Black Hole:** Pulls ships into a swirling center and holds them there. **Gravity Fissure:** Same thing — it's the same black hole underneath. **Stomp:** Lifts and launches ship hulls into the air. **Blizzard:** Traps ships in an orbit around the storm. **Earthquake:** Makes landed ships shake and bounce. **Raise Hell:** Propels ships upward. Their damage, mana and cooldowns are untouched. They just grab hulls now. ## Optional **Create Aeronautics:** **Raise Hell** also inflates nearby hot air balloons, so they climb while the eruption burns. Without it, Raise Hell still lifts ships — nothing breaks, nothing to configure. ## Requirements Required: **Iron's Spells 'n Spellbooks** ; **Sable**. If u have any idea for a spell or smting tell me here or in the comment!