Skip to content

Spell Looks Spell Engine

Drehverschluss edited this page Nov 2, 2026 · 1 revision

Spell looks (Spell Engine)

With Spell Engine installed, the renegades' abilities can use the look of a Spell Engine spell: its projectile model, travel/release/impact particles and sounds. Nothing from Spell Engine is bundled.

What changes and what does not

Changes Stays exactly the same
Projectile model Damage and healing
Travel, release and impact particles Targets, flight paths, homing
Casting, release and impact sounds Areas, shield blocking, cooldowns

Without Spell Engine (or without an assigned spell) the built-in look is used. The telegraph ring before an area spell is always shown, with every look.

Option

Option (section [visuals]) Default Effect
casterVisuals "auto" "auto": spell looks where a spell is assigned and exists, otherwise the built-in look. "builtin": always the built-in look (only for the six original classes; classes of other mods such as the Elemental Wizard always use the spell look). Applies to new spells right away.

The Elemental Wizard, Berserker, Bard and Forcemaster always use the spell look, also with casterVisuals = "builtin": their mods need Spell Engine, and they have no built-in look of their own.

caster_visuals files

Which spell's look an ability uses comes from data/<namespace>/renegades/caster_visuals/<name>.json. Files for the same entity are merged per ability; a file with the same path in a later datapack replaces it. neoforge:conditions are supported. A spell id that does not exist falls back to the built-in look (one warning in the log).

{
  "neoforge:conditions": [
    {"type": "neoforge:mod_loaded", "modid": "spell_engine"},
    {"type": "neoforge:mod_loaded", "modid": "wizards"}
  ],
  "entity": "renegades:wizard",
  "abilities": {
    "double_bolt": {"variants": {"fire": "wizards:fireball", "frost": "wizards:frostbolt", "arcane": "wizards:arcane_bolt"}},
    "nova": {"variants": {"fire": {"spell": "wizards:fire_breath", "model": false}, "frost": "wizards:frost_nova"}}
  }
}
Field Meaning
entity One id or a list.
abilities Ability key → spell id, or an object with spell and/or variants (variant id → spell id or object). A variant without its own entry uses spell.
model, particles, sounds Optional, default true, at ability or variant level: false keeps the built-in model, particles or sounds for that part.

Ability keys

Class Keys Variants
Wizard double_bolt, homing_bolts, nova fire, frost, arcane
Priest heal, healing_cloud, absorption, holy_bolt –
Elemental Wizard water_volley, water_whip, springwater, stone_spear, impale, stone_skin, air_cutter, aeroblast, windfield aqua, terra, wind
Berserker rage, bloody_strike, apprehend, guillotine, second_wind (particles and sounds only) –
Bard song, mockery, crescendo, encore battle, guardian (song)
Forcemaster sonic_hand, belial_smashing, nen_sphere, asal, overflow –

The staff swing keeps the built-in look. Warrior, rogue, paladin and archer have no keys.

Included looks

Only with Spell Engine and the class mod:

  • wizard spells from Wizards (fire, frost, arcane);
  • priest spells from Paladins & Priests (heal, circle of healing, divine protection, penance);
  • elemental wizard spells from Elemental Wizards RPG (waterball, water whip, springwater, stone spear, impale, stone flesh, air cutter, aeroblast, windfield);
  • berserker looks from Berserker RPG (wild rage, bloody strike, apprehend, northerner's guillotine, blood reckoning);
  • bard spells from Bards RPG (wanderer's minuet, nature's minne, vicious mockery, crescendo, encore);
  • forcemaster looks from Forcemaster RPG (sonic hand, belial smashing, nen sphere, asal, arcane overflow).

The exact spell ids per key are listed on each class page.

Debug command

/renegades castervisuals shows the mode and the assigned spells per class and ability, and whether each spell exists.

Clone this wiki locally