LLS Magic Pack guide: every wand, staff and tome, spell weaving, sulfur dungeons and the Occultist

How to craft and cast all fifteen spell items in the LLS Magic Pack for Minecraft Bedrock, combine elements with spell weaving, find a sulfur dungeon with a Dungeon Map, beat the hoggoyles and meet the Occultist.

· 9 min read

A hall in a sulfur dungeon from the LLS Magic Pack, lined with hoggoyle statues

The LLS Magic Pack is spellcasting you aim yourself, plus the places to use it: hand-built dungeons in the sulfur caves, the hoggoyles that guard them, and the Occultist, the first boss. This guide covers crafting every spell item, how casting and cooldowns work, what each element does, how to find a dungeon, and what’s waiting in one.

It’s written against version 1.3.4 and needs Minecraft 26.30 or newer. The pack also contains Magic Companions, the snail and the eye, which have their own guide.

The five elements

ElementWhat it’s forReagent
FireBurning damage over time, splash damageCoal (wand), blaze rod and powder (staff, tome)
FrostSlowing, freezing, crowd controlPacked ice, prismarine shards
ShockLightning, chaining between targetsGold ingots, redstone
EarlyHealing and protecting your groupEarly Star
EndThrowing enemies away and unmaking groundEnd Star

Fire, frost and shock can be crafted on day one from vanilla materials. Early and End are the dungeon rewards: their stars only drop from hoggoyles.

Crafting

Every spell recipe is shapeless.

ItemRecipe
Fire WandStick + coal
Frost WandStick + packed ice
Shock WandStick + gold ingot
Early WandStick + Early Star
End WandStick + End Star
Any StaffIts wand + blaze rod + the wand’s reagent
Tome of FireBook + blaze rod + blaze powder
Tome of FrostBook + packed ice + prismarine shard
Tome of ShockBook + gold ingot + redstone
Tome of EarlyBook + Early Star + glowstone dust
Tome of EndBook + End Star + ender pearl

A staff uses up the wand it’s made from, so you choose between a quick wand and a heavy staff for each element. Carrying both means crafting the wand twice.

Durability and repairs

Every cast costs durability: wands have 100, staffs 180 and tomes 60. A worn-out item tells you so on the action bar rather than silently failing. Repair in a crafting grid by combining the item with its reagent:

ItemRepair with
Fire Wand / StaffCoal / blaze rod
Frost Wand / StaffPacked ice
Shock Wand / StaffGold ingot
Early and End wands and staffsTheir star
TomesFire: blaze powder. Frost: prismarine shard. Shock: redstone. Early and End: their star

Running a long dungeon on staffs means bringing reagents.

Casting

How to castSpeed
WandUse it (right-click or tap)Snap cast, a quarter of a second
StaffUse it and hold still while it channels0.8 seconds, then a heavy hit
TomeHold it in your offhand and sneak1.2-second rite

Spells fly where your crosshair points, so aim like a bow. While riding, sneaking would dismount you, so a tome held in your main hand also casts with use.

Cooldowns

  • Every cast locks every spell for 1.5 seconds. Spells are deliberately slower than swinging a sword, and that pause is the rhythm of the pack.
  • Each staff then has its own 2-second cooldown. Casting the fire staff doesn’t slow the frost staff, so switching between two staffs beats spamming one.
  • The Early staff has a 10-second cooldown (see below).
  • Tomes have 5 seconds of their own; the Tome of End has 4.

The hotbar sweep on each item shows exactly how long it has left.

What each element does

Fire

  • Wand: a fast bolt that sets the target burning.
  • Staff: a big, slow fireball you can see coming. It bursts in a 3-block splash that knocks everything over, burns longer than the wand, and cracks a couple of blocks open where it lands. Those blocks drop as items.
  • Tome: fire resistance for 45 seconds, and your fire spells hit harder.

Frost

  • Wand: a frost bolt that slows the target. Hits stack if you follow up quickly.
  • Staff: a heavy frostball that bursts into a freeze nova, chilling everything in the blast.
  • Tome: water breathing for 45 seconds, and your frost spells hit harder.

Shock

  • Wand: a straight, fast bolt that flies exactly along the crosshair and leaves the target weakened for three seconds, so it hits you less hard.
  • Staff: calls a real lightning strike on the point you aim at, up to 32 blocks away. The bolt always chains to up to six more targets nearby. Stormcall: every nearby enemy already carrying a status effect (burning, chilled, weakened, poisoned) gets a bolt of its own.
  • Tome: slow falling and swiftness for 45 seconds, and your shock spells hit harder.

Early, the healing line

  • Wand: throw a mote at an ally to heal them at once. Land it on an enemy and it drains them instead, heals you with part of it, and clears one bad effect from you and allies within 8 blocks. Against undead it smites. Swing it like a sword and it mends you a little.
  • Staff: plants a sanctuary, a glowing half-dome five blocks across that lasts 8 seconds. Anyone inside takes 40% less damage. Its 10-second cooldown leaves a gap between domes, so it’s something to time, not stand in forever.
  • Tome: absorption for 45 seconds and a quick burst of regeneration for everyone in range.

End, the void line

Read this before casting End near anything you’ve built. End magic removes blocks with no drops.

  • Wand: a mote that banishes what it hits: it takes damage, is thrown 2–5 blocks away and gets a void mark that decays it for 6 seconds. A miss that hits a block deletes that block. Swing it like a sword and it throws the target 5–8 blocks.
  • Staff: strikes down on the point you aim at: everything within 4 blocks is damaged, marked and scattered, and the ground under it is scooped out one block deep in a disc nine blocks across.
  • Tome: night vision for 45 seconds, a 5-second float, and slow falling that lasts longer than the float so nobody gets hurt coming down.

What End magic never unmakes: bedrock, obsidian, portals and their frames, barriers, spawners and trial spawners, vaults, budding amethyst, reinforced deepslate, command and structure blocks, and anything with an inventory, so a chest is never deleted with its contents. A sanctuary from the Early staff holds the ground together too: End magic can’t unmake blocks inside one, and anything caught in a dome takes an End staff strike twice as hard.

Turning erasure off. On a server, or anywhere you’d rather End magic fought but never dug, an operator can switch the block removal off for the whole world:

/scriptevent llsmagic:end_erase off

The hits, the banishing and the void mark all still work; only the blocks stay. Use on to bring it back. It needs cheats, like any /scriptevent.

Spell weaving

Hit a target that’s already marked by one element with a second one and something new happens:

WeaveHowWhat happens
FireshockShock something burningLightning leaps to everything near it and sets it all alight
FrostshockShock something chilledIt flash-freezes solid for 2 seconds and can barely fight back
FrostfireFrost something burningThe rest of its burn detonates at once. The longer it had left, the bigger the hit

Frostfire off a full staff burn is the biggest single hit in the pack. Each weave announces itself on the action bar, and weaves work across players: one of you sets things alight, the other shocks them.

Tomes and the group

Every tome blesses every player within 12 blocks, you included, for 45 seconds. A party where each player reads a different tome before a fight walks in with fire resistance, water breathing, slow falling, swiftness, absorption and night vision.

Robe set bonus: wearing all four pieces of one colourway of robes from LLS Magic Clothes makes every spell stronger: 15% for the sulfur, ice and charged robes, 25% for the Early and End robes.

Sulfur dungeons

Getting a map

  1. Craft a Trader Totem: a compass and three emeralds, shapeless.
  2. Place it. A Dungeon Cartographer moves in beside it.
  3. Trade 12 eyes of ender for a Dungeon Map.
  4. Use the map. It picks a spot 250–400 blocks away and points you to the nearest real sulfur cave there.

One map is one dungeon, so you decide how many your world gets. The Cartographer also sells reagents for emeralds: blaze rods and powder, packed ice, prismarine shards, gold and redstone.

The dungeon

When you get within about 64 blocks, the dungeon builds itself into the rock: up to about eighteen hand-built rooms, with at least three rooms of hoggoyles, decoy rooms full of statues that really are just statues, and one loot room at the far dead end. The same site always builds the same dungeon.

Hoggoyles

Hoggoyles stand perfectly still and look exactly like the dungeon’s statues, until you come within about three and a half blocks. Awake, they hunt you within 24 blocks, through walls.

HealthHow it fightsDrops
Hoggoyle75Melee, with a visible wind-up before each swingEnd Star
Hoggoyle Mender48Lightning from up to 12 blocks, and heals every hurt hoggoyle near itEarly Star

Kill the Mender first. It heals the others while you fight. Lose them and hoggoyles turn back to stone where they stand, so next time you pass that corridor you can’t tell which statues you’ve already woken.

End Stars are also currency: the Cartographer swaps one for a stack of reagents, up to 64 coal or 32 redstone.

The Doggoyle

The hoggoyles’ guard dog: a stone hound a little bigger than a wolf, with dark spikes and red eyes. Tame one with a golden apple, a plain one, not enchanted, and not while it’s asleep. A tame Doggoyle:

  • sits on command
  • heals with cobblestone
  • goes after whatever hurts you, and whatever you hit
  • curls up asleep at your feet at night if you stay put a while

The Occultist

The first boss, and she doesn’t live in a dungeon.

  1. Visit a village, then sleep.
  2. In the morning there’s a house at the edge of town that wasn’t there yesterday, and a little girl living in it.
  3. By day her door is locked, and however you break the house, it has put itself back together by the next morning. At night the door opens.

Get too close and she calls her Guardian Bear: 250 health, twelve damage a swing, nothing knocks him back, and a charge a shield won’t stop. She heals him while you fight, and if he falls she kneels to raise him again. Reach her within three seconds and the ritual fails.

Bring the Early staff for the bear’s charge, and a shock or End wand to reach her at range.

Troubleshooting

  • Spells do nothing at all: the pack needs Minecraft 26.30 or newer. On anything older it installs, then none of the magic works.
  • “Nothing happens” on a wand: check the hotbar sweep. Every cast puts every spell on a 1.5-second cooldown.
  • The tome won’t cast: it has to be in your offhand, and you cast by sneaking.
  • No dungeon at the map’s spot: it builds when you’re within about 64 blocks. Get closer.
  • Two copies of the snail and eye: don’t switch on the standalone Magic Companions in a world that has the Magic Pack. It’s already inside.

The mod

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