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.
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
| Element | What it’s for | Reagent |
|---|---|---|
| Fire | Burning damage over time, splash damage | Coal (wand), blaze rod and powder (staff, tome) |
| Frost | Slowing, freezing, crowd control | Packed ice, prismarine shards |
| Shock | Lightning, chaining between targets | Gold ingots, redstone |
| Early | Healing and protecting your group | Early Star |
| End | Throwing enemies away and unmaking ground | End 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.
| Item | Recipe |
|---|---|
| Fire Wand | Stick + coal |
| Frost Wand | Stick + packed ice |
| Shock Wand | Stick + gold ingot |
| Early Wand | Stick + Early Star |
| End Wand | Stick + End Star |
| Any Staff | Its wand + blaze rod + the wand’s reagent |
| Tome of Fire | Book + blaze rod + blaze powder |
| Tome of Frost | Book + packed ice + prismarine shard |
| Tome of Shock | Book + gold ingot + redstone |
| Tome of Early | Book + Early Star + glowstone dust |
| Tome of End | Book + 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:
| Item | Repair with |
|---|---|
| Fire Wand / Staff | Coal / blaze rod |
| Frost Wand / Staff | Packed ice |
| Shock Wand / Staff | Gold ingot |
| Early and End wands and staffs | Their star |
| Tomes | Fire: blaze powder. Frost: prismarine shard. Shock: redstone. Early and End: their star |
Running a long dungeon on staffs means bringing reagents.
Casting
| How to cast | Speed | |
|---|---|---|
| Wand | Use it (right-click or tap) | Snap cast, a quarter of a second |
| Staff | Use it and hold still while it channels | 0.8 seconds, then a heavy hit |
| Tome | Hold it in your offhand and sneak | 1.2-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:
| Weave | How | What happens |
|---|---|---|
| Fireshock | Shock something burning | Lightning leaps to everything near it and sets it all alight |
| Frostshock | Shock something chilled | It flash-freezes solid for 2 seconds and can barely fight back |
| Frostfire | Frost something burning | The 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
- Craft a Trader Totem: a compass and three emeralds, shapeless.
- Place it. A Dungeon Cartographer moves in beside it.
- Trade 12 eyes of ender for a Dungeon Map.
- 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.
| Health | How it fights | Drops | |
|---|---|---|---|
| Hoggoyle | 75 | Melee, with a visible wind-up before each swing | End Star |
| Hoggoyle Mender | 48 | Lightning from up to 12 blocks, and heals every hurt hoggoyle near it | Early 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.
- Visit a village, then sleep.
- In the morning there’s a house at the edge of town that wasn’t there yesterday, and a little girl living in it.
- 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
More guides
- How to install Minecraft Bedrock add-ons (.mcaddon and .mcpack) on Windows, Android and iOS Step by step: import a .mcaddon or .mcpack file on PC, phone or iPad, switch it on in a world, add it to a Realm or server, and update it later without breaking your world.
- Bedrock add-on not working? Fixing update and version problems Import failed, invisible or purple mobs, a pack that does nothing after a Minecraft update, or two add-ons fighting. What each one means and how to fix it, including how to read the Content Log.
- LLS Missing Blocks guide: barn doors, double gates, slabs, the wooden bucket and every recipe Every block in LLS Missing Blocks 1.2.0 for Minecraft Bedrock: how to craft and place barn doors, lab doors and double-wide gates, garden and tall fences, path and grass slabs, lamps, the wooden bucket and the stool, with the full recipe list.