Description
The Emerald Spellstaff is a magical ranged weapon—right-click to fire a gravity‑free glowing spell projectile that deals 8 magic damage, applies Glowing for 5 seconds and Slowness II for 3 seconds, flies straight and predictably for long distances, and shatters on solid blocks with an Ender‑Eye sound and emerald/enchant particles. It has 250 durability and a 3‑second cooldown between casts; projectiles have a base flight time of 100 ticks and each level of the custom Range enchantment adds 35 ticks to that flight time. The staff can only keep the Range enchantment plus vanilla Unbreaking and Mending (all other enchantments are removed), Range books still generate in stronghold, end city, dungeon and bastion chests (Range I 10%, II 5%, III 1%) and can be applied to Spellstaffs, but Range cannot remain on or be used by other items.
Mod Wiki
Emerald Spellstaff
Quickstart
- Open your crafting table — the recipe is unlocked automatically when you join a world.
- Craft the Emerald Spellstaff:


- Hold the staff and right-click to fire a spell projectile.
- Watch the glowing, particle-trailing bolt fly straight toward your target. Any mob it hits takes 8 magic damage, gets highlighted with Glowing, and is slowed down.
- The staff has a 3-second cooldown after each cast — the item cooldown indicator on your hotbar shows when it's ready again.
Overview
The Emerald Spellstaff is a craftable magical ranged weapon. Unlike bows or crossbows it fires an instant, gravity-free projectile that travels in a perfectly straight line — no arc, no drop. It's well-suited for tagging targets at long range, applying debuffs, and lighting up enemies in dark environments or through walls.
What It Adds
| Content | Description |
|---|---|
| Emerald Spellstaff | Magical ranged weapon, 250 durability, fires spell projectiles |
| Spell Projectile | Gravity-free glowing bolt; deals magic damage and applies status effects |
| Range enchantment | Custom enchantment (I–III) that extends how far each projectile flies |
How To Use
- Right-click (use item) while holding the staff to fire a spell projectile.
- The projectile flies straight, at eye level, leaving a trail of happy-villager and enchantment particles so you can track it visually.
- On hitting a living entity the bolt deals 8 magic damage, applies Glowing (5 seconds) and Slowness II (3 seconds), then vanishes.
- On hitting a solid block the bolt shatters with an Ender Eye sound and bursts into emerald and enchantment particles.
- If the projectile reaches the end of its flight range without hitting anything, it simply disappears.
- Each cast consumes 1 durability. The staff breaks at 0 durability, so consider pairing it with Mending or Unbreaking.
- A 3-second cooldown (60 ticks) is enforced between casts.
Crafting And Obtaining
Craft the staff at any crafting table once you have Blaze Powder, Emeralds, and a Stick:
The recipe is automatically added to your recipe book the first time you join a world with this mod installed.
Abilities And Mechanics
Spell Projectile
- Travels in a perfectly straight line — zero gravity.
- Base flight time: 100 ticks (~5 seconds) before expiring mid-air.
- Visually surrounded by enchantment and happy-villager particles throughout its flight.
On-Hit Effects
| Effect | Duration | Level |
|---|---|---|
| Glowing | 5 seconds | I |
| Slowness | 3 seconds | II |
Magic damage bypasses armor, making the staff effective against heavily armored targets.
Range Enchantment
The Range enchantment is exclusive to the Emerald Spellstaff and extends how far each projectile can travel before it expires.
| Level | Bonus Flight Ticks | Total Flight Ticks | Approx. Extra Distance |
|---|---|---|---|
| Range I | +35 | 135 | ~6.75 s of flight |
| Range II | +70 | 170 | ~8.5 s of flight |
| Range III | +105 | 205 | ~10.25 s of flight |
Enchantment Restrictions
The Emerald Spellstaff accepts only three enchantments. Any other enchantment applied to it is automatically removed:
| Allowed Enchantment | Source |
|---|---|
| Range I–III | Enchanted books from loot chests; anvil |
| Unbreaking I–III | Standard vanilla enchanting |
| Mending | Standard vanilla enchanting / trading |
Range enchantment books cannot stay on any item other than the Emerald Spellstaff — they are stripped from anything else automatically.
Progression And Strategy
Getting Range Books
Range enchantment books generate naturally in loot chests. Hunt for them in:
| Structure | Range I | Range II | Range III |
|---|---|---|---|
| Stronghold | 10% | 5% | 1% |
| End City | 10% | 5% | 1% |
| Dungeon | 10% | 5% | 1% |
| Bastion Remnant | 10% | 5% | 1% |
Apply a found book to your staff at an anvil to extend its projectile range.
Suggested Strategy
- Early game: A base staff is already strong for kite-fighting mobs — fire, retreat, fire again during the cooldown.
- Mid game: Add Unbreaking III to dramatically stretch the 250-durability pool, or use Mending to recover durability with XP.
- Late game: A Range III staff sends bolts flying for over 10 seconds of straight travel, making it viable for sniping across large open spaces, over canyon walls, or through End City corridors. Pair with Mending for a maintenance-free weapon.
- The Glowing debuff is especially useful in caves and at night — lit-up enemies are easy to track and prioritize even through thin terrain.
How to install
This Java mod can be used on Windows and Mac PCs with the CreativeMode Launcher or any Minecraft launcher of your choice.

1. Download and install the new CreativeMode Launcher

2. Click to play on the top of the screen.

3. That's it — launches instantly. No complicated setup required.
Want to use on a different launcher? Download mod and manually install.
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This mod is licensed under the CreativeMode Mods License.


