3 downloads



Description:
Reaper’s Scythe is a one‑handed weapon: left‑click to melee (about 5 total damage) and right‑click to fire a long Witchfire Beam. The beam reaches 32 blocks, deals 20 damage, applies Burning (~4s) and Wither I (5s) on hit, costs 1 energy and triggers a 5s cooldown, and now shows denser ghastly green particles and a larger impact burst; a beam kill on a hostile instantly refills all energy and clears the cooldown with a faint green aura and pulse sound (fire‑immune mobs won’t burn but still take damage and Wither). While held your vertical energy meter appears on the right side of the screen, and melee still has a slightly extended late‑swing reach (~4.5 blocks) that produces a green wisp trail and deeper impact sound when those long hits connect.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Witchfire Hollow" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Witchfire Hollow" for Minecraft Java 1.20.1. The original mod will remain unchanged.
3
Oct 21, 2025, 05:36 AM
User request: Witch’s Hollow Mod Type: Gameplay / Magic / Creatures / Abilities Mod Description: Adds a new biome — the Witch’s Hollow, a cursed swamp teeming with black magic, strange flora, and wandering covens. Craft potions, summon familiars, and delve into forbidden rituals. Features / Changes: Adds Witch’s Hollow Biome: thick green fog, glowing fungi, cursed cauldrons, and hexed animals. New hostile mobs: Coven Witch — uses dark spells and summons spectral bats. Hexed Raven — blinds players for 3 seconds on attack. Living Cauldron — spews acid and poisons players. Adds Hexcrafting, a new crafting table for potion fusions and curses. Introduces Familiar Summoning (R key): summon an animal spirit with unique buffs. Behavior / Functionality: Biome generates rarely in swamp or dark forest regions. Standing near cauldrons grants minor corruption (screen distortion, random whispers). Familiar types depend on chosen essence (cat, raven, toad). Coven Witches fight each other on blood moons, leaving behind Witchfire Embers used for crafting. Visual / UI Elements (optional): Thick swamp fog with dim green lighting. Glowing runes appear beneath players when casting spells. Witchfire particle effects on enchanted weapons and familiars. Special Notes (optional): Compatible with existing potion and magic systems. Optional “Curse Mode” setting increases biome corruption over time, affecting nearby overworld regions. Edit v2: make item actually look like a staff and fire beams of green flame. Edit v3: make the item look more like a reapers scythe Edit v4: crafting recipe does not make sense, should look closer to a hoes with blaze rods instead of sticks. The "beam of fire" does not do damage or look like a beam of fire, Fix it Edit v5: flames should be bigger and green, The cooldown should be 5 seconds and use energy from a meter that sits on the right side of the screen and fills whenever a mob is killed with the staff which does 5 damage per hit but 50 with flames. Edit v6: Witch’s Hollow — Functionality Revision Mod Type: Gameplay / Items / Abilities Mod Description: This update improves the Witch’s Hollow mod’s balance and combat flow by fixing the Witchfire Beam’s recharge trigger, adjusting the Scythe’s base combat stats, and refining player interaction distance for smoother, more dynamic gameplay. Features / Changes: Fixes the Witchfire Beam so that enemy kills correctly recharge its cooldown or charge cycle. Restores proper Scythe base damage to 6, ensuring it functions as a balanced melee weapon. Increases the Scythe’s hit range by one block to match its weapon size and animation arc. Adds subtle player feedback (visual glow and sound pulse) when the Witchfire Beam successfully recharges after a kill. Preserves all UI elements, visual effects, and beam animations — they are part of the Do Not Touch List. No new mobs, crafting materials, or items are introduced. Behavior / Functionality: Witchfire Beam Recharge Logic: When a hostile mob is killed by the beam, the recharge timer now resets immediately. Beam energy automatically replenishes by 100% of its charge capacity on kill. A short particle pulse effect triggers to confirm recharge. Cooldown duration remains the same between uses to maintain balance. Scythe Combat Adjustments: Base Damage: 6, consistent with mid-tier melee weapon strength. Effective Range: +1 block over the standard melee reach (approx. 4.5 blocks). Swing animation extended slightly (by 0.1s) to match hitbox size. Attack sound slightly deepened for impact emphasis. Player Feedback: Recharge event triggers a faint green aura flash around the player for 0.5 seconds. When beam cooldown resets, a soft pulse sound effect plays (same tone as Witchfire ambient hum). Scythe attacks emit a short trailing wisp effect when connecting at max reach distance. Visual / UI Elements (optional): Witchfire Beam UI and HUD remain unchanged — visuals are locked and fully functional. Recharge pulse: quick flash of green light around the player’s torso when the beam refills. Scythe swing particle: faint green arc extending to new hit range. No changes to beam color, textures, or mana bar interface. Special Notes (optional): Do Not Touch List: Witchfire UI, HUD overlays, Beam texture, Fire Beam animation, and all visual glow effects. Only gameplay logic (damage, recharge, and reach) may be modified. No new entities, models, or crafting items are added. No vanilla game mechanics, item tags, or existing block behaviors are altered. The recharge and combat systems should remain fully compatible with vanilla Minecraft’s combat engine and event triggers. Edit v8: flame beam should be ghastly green and look cooler, scythe should do 5 melee damage and have +1 extra reach. Beam should do 20 dmg and give mob burning + withering affect
1
Oct 21, 2025, 05:09 AM
User request: Witch’s Hollow Mod Type: Gameplay / Magic / Creatures / Abilities Mod Description: Adds a new biome — the Witch’s Hollow, a cursed swamp teeming with black magic, strange flora, and wandering covens. Craft potions, summon familiars, and delve into forbidden rituals. Features / Changes: Adds Witch’s Hollow Biome: thick green fog, glowing fungi, cursed cauldrons, and hexed animals. New hostile mobs: Coven Witch — uses dark spells and summons spectral bats. Hexed Raven — blinds players for 3 seconds on attack. Living Cauldron — spews acid and poisons players. Adds Hexcrafting, a new crafting table for potion fusions and curses. Introduces Familiar Summoning (R key): summon an animal spirit with unique buffs. Behavior / Functionality: Biome generates rarely in swamp or dark forest regions. Standing near cauldrons grants minor corruption (screen distortion, random whispers). Familiar types depend on chosen essence (cat, raven, toad). Coven Witches fight each other on blood moons, leaving behind Witchfire Embers used for crafting. Visual / UI Elements (optional): Thick swamp fog with dim green lighting. Glowing runes appear beneath players when casting spells. Witchfire particle effects on enchanted weapons and familiars. Special Notes (optional): Compatible with existing potion and magic systems. Optional “Curse Mode” setting increases biome corruption over time, affecting nearby overworld regions. Edit v2: make item actually look like a staff and fire beams of green flame. Edit v3: make the item look more like a reapers scythe Edit v4: crafting recipe does not make sense, should look closer to a hoes with blaze rods instead of sticks. The "beam of fire" does not do damage or look like a beam of fire, Fix it Edit v5: flames should be bigger and green, The cooldown should be 5 seconds and use energy from a meter that sits on the right side of the screen and fills whenever a mob is killed with the staff which does 5 damage per hit but 50 with flames. Edit v6: Witch’s Hollow — Functionality Revision Mod Type: Gameplay / Items / Abilities Mod Description: This update improves the Witch’s Hollow mod’s balance and combat flow by fixing the Witchfire Beam’s recharge trigger, adjusting the Scythe’s base combat stats, and refining player interaction distance for smoother, more dynamic gameplay. Features / Changes: Fixes the Witchfire Beam so that enemy kills correctly recharge its cooldown or charge cycle. Restores proper Scythe base damage to 6, ensuring it functions as a balanced melee weapon. Increases the Scythe’s hit range by one block to match its weapon size and animation arc. Adds subtle player feedback (visual glow and sound pulse) when the Witchfire Beam successfully recharges after a kill. Preserves all UI elements, visual effects, and beam animations — they are part of the Do Not Touch List. No new mobs, crafting materials, or items are introduced. Behavior / Functionality: Witchfire Beam Recharge Logic: When a hostile mob is killed by the beam, the recharge timer now resets immediately. Beam energy automatically replenishes by 100% of its charge capacity on kill. A short particle pulse effect triggers to confirm recharge. Cooldown duration remains the same between uses to maintain balance. Scythe Combat Adjustments: Base Damage: 6, consistent with mid-tier melee weapon strength. Effective Range: +1 block over the standard melee reach (approx. 4.5 blocks). Swing animation extended slightly (by 0.1s) to match hitbox size. Attack sound slightly deepened for impact emphasis. Player Feedback: Recharge event triggers a faint green aura flash around the player for 0.5 seconds. When beam cooldown resets, a soft pulse sound effect plays (same tone as Witchfire ambient hum). Scythe attacks emit a short trailing wisp effect when connecting at max reach distance. Visual / UI Elements (optional): Witchfire Beam UI and HUD remain unchanged — visuals are locked and fully functional. Recharge pulse: quick flash of green light around the player’s torso when the beam refills. Scythe swing particle: faint green arc extending to new hit range. No changes to beam color, textures, or mana bar interface. Special Notes (optional): Do Not Touch List: Witchfire UI, HUD overlays, Beam texture, Fire Beam animation, and all visual glow effects. Only gameplay logic (damage, recharge, and reach) may be modified. No new entities, models, or crafting items are added. No vanilla game mechanics, item tags, or existing block behaviors are altered. The recharge and combat systems should remain fully compatible with vanilla Minecraft’s combat engine and event triggers.
1
Oct 21, 2025, 12:44 AM
User request: Witch’s Hollow Mod Type: Gameplay / Magic / Creatures / Abilities Mod Description: Adds a new biome — the Witch’s Hollow, a cursed swamp teeming with black magic, strange flora, and wandering covens. Craft potions, summon familiars, and delve into forbidden rituals. Features / Changes: Adds Witch’s Hollow Biome: thick green fog, glowing fungi, cursed cauldrons, and hexed animals. New hostile mobs: Coven Witch — uses dark spells and summons spectral bats. Hexed Raven — blinds players for 3 seconds on attack. Living Cauldron — spews acid and poisons players. Adds Hexcrafting, a new crafting table for potion fusions and curses. Introduces Familiar Summoning (R key): summon an animal spirit with unique buffs. Behavior / Functionality: Biome generates rarely in swamp or dark forest regions. Standing near cauldrons grants minor corruption (screen distortion, random whispers). Familiar types depend on chosen essence (cat, raven, toad). Coven Witches fight each other on blood moons, leaving behind Witchfire Embers used for crafting. Visual / UI Elements (optional): Thick swamp fog with dim green lighting. Glowing runes appear beneath players when casting spells. Witchfire particle effects on enchanted weapons and familiars. Special Notes (optional): Compatible with existing potion and magic systems. Optional “Curse Mode” setting increases biome corruption over time, affecting nearby overworld regions. Edit v2: make item actually look like a staff and fire beams of green flame. Edit v3: make the item look more like a reapers scythe Edit v4: crafting recipe does not make sense, should look closer to a hoes with blaze rods instead of sticks. The "beam of fire" does not do damage or look like a beam of fire, Fix it Edit v5: flames should be bigger and green, The cooldown should be 5 seconds and use energy from a meter that sits on the right side of the screen and fills whenever a mob is killed with the staff which does 5 damage per hit but 50 with flames.
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.