Spells you have to aim, two companions worth keeping, and hand-built dungeons in the sulfur caves, guarded by statues that aren’t. New for Halloween: the Occultist, the first boss. One download, five packs that install together, because they’re built to work together.
SpellsFive elements, each as a wand, a staff or a tome.
Fire, frost and shock from day one, plus Early (healing) and End (the void), crafted from stars the hoggoyles drop. Each comes in three tiers:
- Wands snap-cast in a quarter of a second. Every cast puts all your spells on a 1.5-second cooldown, and a wand is ready again the moment that ends
- Staffs channel for 0.8 seconds, then hit hard: a 3-block splash that knocks everything off its feet, and terrain that reacts. A shock staff calls real lightning from up to 32 blocks away and chains it through six more targets
- Tomes go in your offhand: sneak to ward every player within 12 blocks for 45 seconds (fire resistance, water breathing, slow falling and swiftness, absorption, or night vision) and empower your spells
The whole ladder, every recipe and what Early and End do is in the Magic Pack guide.
Spell weavingLand a second element on a marked target and it does something new.
- Fireshock: shock something burning and lightning chains to the four nearest mobs, setting each alight
- Frostshock: shock something chilled and it flash-freezes solid for two seconds
- Frostfire: frost a burning target and the rest of the burn detonates; the longer it had left, the bigger the hit
Each one calls itself out on the action bar the moment it lands, and they work across players: one of you burns, the other shocks.
Crafting and upkeepEverything starts from a stick, and every cast costs durability.
Wands are a stick plus coal (fire), packed ice (frost) or a gold ingot (shock). A staff is its wand plus a blaze rod and the same reagent, and it consumes the wand, so you choose snap-casting or channelling. Tomes are a book and two more ingredients.
Every cast spends durability, and a spent wand says so instead of silently failing. Repair with the item’s own reagent, so running a long dungeon on staffs means bringing supplies.
Sulfur dungeonsBuy a map, follow it, and a dungeon builds itself into the cave.
The Dungeon Cartographer sells a Dungeon Map for twelve eyes of ender (place a Trader Totem and one moves in beside it). Use the map and it picks a spot 250–400 blocks away and points you to the nearest real sulfur cave there. One map, one dungeon, so you decide how many your world gets.
When you’re within about 64 blocks, it builds into the rock: up to about eighteen hand-built rooms, with at least three guard rooms, 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.
The hoggoylesStatues that wake up when you walk past. Kill the mender first.
Hoggoyles stand perfectly still, indistinguishable from the architecture, until you come within about three and a half blocks. Awake, they hunt you within 24 blocks, walls or not.
| Health | How it fights | |
|---|---|---|
| Hoggoyle | 75 | melee, 7 damage, a visible wind-up before each swing |
| Hoggoyle Mender | 48 | lightning from up to 12 blocks, and a healing aura over every hurt hoggoyle near it |
Lose them and they turn back to stone where they stand, so the next time you pass that corridor, you can’t tell which statues you’ve already woken.
The DoggoyleThe hoggoyles' guard dog. One golden apple and it's yours.
A stone hound a little bigger than a wolf, with dark spikes and red eyes, guarding the dungeon rooms. Tame one with a golden apple (not while it’s napping). A tame Doggoyle sits on command, heals with cobblestone, goes after whatever hurts you or whatever you hit, and at night, if you stay put a while, curls up asleep at your feet.
The OccultistThe first boss. A new girl in the village, and what she keeps at home.
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’s 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 inside three seconds and the ritual fails.
Magic CompanionsA snail that rides up walls and an eye in sixteen colours.
Both companions from LLS Magic Companions ride along in this pack: the snail that lives on walls and carries you up them, and the floating Wandering Eye you can dye any of sixteen colours. Their own page has the full story.

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