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SRP&Wizardry InsaneTweaks

Mod

A bridge mod unifying Electroblob's Wizardry, Scape and run: Parasites and Spartan Weaponry, into my Battlemage late-game fantasy, Custom Gears, Spells, Skills, Bauble Fruits + few other things/tweaks

Type

Mod

Modrinth Downloads

971

Modrinth ID

63ooTlvE

Last Updated

Jul 26, 2026

Description

Insane Tweaks SRP&WIZ is a Minecraft Forge 1.12.2 bridge mod built around my fantasy of late-game battlemage that is actually capable of surviving in a hardcore modpack environment.

The mod mainly connects and extends systems from:

  • Electroblob's Wizardry
  • Ancient Spellcraft
  • Scape and Run: Parasites
  • Spartan Weaponry

It is designed as a modular addon. Most major systems can be enabled or disabled through config.

Heads up if you are updating from 1.2.0: the project has been split into separate mods. Insane Tweaks keeps all of the gameplay content — you install this jar exactly like before, and your world keeps working. The optional SRP compatibility patches that used to live inside this jar are now their own standalone mod, SRP&Wiz mixins, so packs that only want the parasite fixes don't have to ship the whole content mod. If you had any srpCompat toggles switched on, grab that mod and re-set them in srpwizmixins.cfg. There is now also SRP&Wiz Core — pack-glue for OpenTerrainGenerator / FutureMC / Ice & Fire and the dormant-waystone travel system, which is where the experimental waystone block from this mod went. All three are optional to each other; none of them requires another.

Core Features

Living and Sentient Equipment Evolution

The mod adds a full progression line of parasite-infused equipment that evolves through combat. The base pieces (Living armor, Living Aegis, Living Spellblade, Living Wand) are craftable, then grow stronger the more you use them:

  • Living and Sentient Mage Armor: Living Armor absorbs incoming damage and evolves into Sentient Armor after enough combat exposure. The set is built around battlemage play, with spell cost, cooldown, and charge-up benefits.
  • Hardcap survival mechanic: Wearing a full set grants an emergency survival effect on lethal damage, including a brief safety window and a Cleanse burst.
  • Living and Sentient Aegis: A runic shield that evolves through blocked damage and unlocks stronger defensive and retaliatory behavior.
  • Living and Sentient Spellblades: Parasite-themed battlemage weapons that evolve through kills and bridge into Spartan Weaponry properties.
  • Awakened forms: The strongest evolved gear pieces have further awakened endgame states.

The entire gear set is also protected from being destroyed by lava, fire, cacti, or explosions.

Custom Wizardry Spells

Insane Tweaks adds a growing roster of custom Electroblob's Wizardry spells. Everything below is Master tier unless noted, and every one of them is deliberately expensive — the balance lever is cost, charge-up and cooldown, not weak effects.

Summons

  • Summon Feral Cow — melee meatshield; potency scales its attack damage.
  • Summon Primitive Yelloweye — flying ranged minion.
  • Summon Primitive Summoner — a stationary nest that keeps expelling Rupter minions.
  • Summon Light Bomber (new in 1.4.8) — a bloated flying bomber that circles above the fight, rams what it can reach and drops fused sacs of tainted flesh on anything standing still. Its behaviour is transcribed from the SRP mob itself, but the bombs are friend-or-foe filtered and never leave a toxic cloud.
  • Summon Wizard — a ranged wizard minion (random Wizard/Sage/Warlock/Battlemage kit) that heals itself.
  • Call of Demise — the most expensive spell in the mod (1800 mana, 3 s charge-up, 10 min cooldown). Summons exactly one assimilated Beckon as a stationary defence tower that constantly drags nearby enemies toward itself and shrugs off most attacks. Hard-locked to a single minion no matter what upgrades you stack.
  • Summon Thrall — spawns or recalls your permanent, immortal worker companion (see Companions).

Attack

  • Dispatcher Grasp (new in 1.4.8, channelled) — hold right-click and a Dispatcher's claw is torn out of the arcane and pinned on whatever you are looking at. Caster and victim are rooted for as long as the grip holds, the claw grinds the trapped creature down, and once it drops low enough it is ripped apart outright — through the real damage pipeline, so parasites get their proper death. Players are too stubborn to die this way. Costs mana per second, not per cast.
  • Yelloweye Gland — launches a Primitive Yelloweye's explosive spineball. Every cast is the heavy explosive variant; the charge-up is what gates it.

Utility / support

  • Purifying Pulse — sears every nearby SRP parasite (not just Beckons) and reverts SRP infestation blocks back to crude vanilla forms. With the Hourglass of Restoration equipped it also restores COTH-infected villagers, animals and pets to their original form, making it a real cure spell rather than a narrow anti-Beckon tool.
  • Cleanse — strips negative and parasite-inflicted effects from a target (or yourself, if it misses). The underlying cleanse effect used by the armour hardcap and Zhonya's Hourglass was audited against the full SRP effect roster, including a few effects the parasite mods themselves mis-flag as beneficial. Deliberately does not strip parasite buffs like Repel or Rage.
  • Parasite Shroud — two hide tiers depending on potency (primitive-only vs. also hiding you from advanced strains), gains duration per worn wizard-armor piece, and breaks early if you attack while shrouded.
  • Immune Bond (Advanced tier) — wards one non-player creature against parasite infection, immediately stripping COTH and keeping it off. Only one bond at a time; recasting transfers it. Made for keeping a villager, a mount or a pet alive.

All of the mod's spells belong to a custom presentation identity called Abomination. Internally they still use Wizardry's magic/none element, but in gameplay and UI they're treated as their own distinct spell family (creating a genuinely new element in EBWizardry isn't possible — the element enum is hard-capped at 2^4 values).

Sanctuary Nexus

A late-game answer to "the hive has eaten my base". The Sanctuary Nexus is a craftable block that projects a protective dome, and it is the closest thing this mod has to a boss-fight-shaped goal.

  • Raise it through a ritual, not a recipe upgrade. Place the Nexus, then build a flat 5×5 square of SRP Evolution Lure blocks at its own Y level — all 24 ring cells around it. It tells you in chat exactly which lure strength it hungers for next, weakest first. A correct ring is channelled for two seconds, then consumed. Six offerings in total take it from Tier I to Tier IV, with radii of 16 / 32 / 48 / 64 blocks (upgrades push it further, hard-capped at 256).
  • Inside the dome, parasites stop being a base-defence problem: natural spawns are vetoed, block infestation is vetoed, parasite node/colony structures won't generate, parasites can't break your blocks, Purge Fire burns anything parasitic that walks in, node and colony hearts already inside are purged, infested blocks are steadily reverted, and the biome is reset to natural using SRP's own purification mappings. Parasites that die inside drop nothing and give no XP — the dome is protection, not an AFK farm.
  • It is not free. Every player standing inside an active Sanctuary pays a presence tax of 2.5 hearts of max health, and natural regeneration is suppressed in there (instant healing still works). The Nexus burns Wizardry crystals as fuel on a timer; when the tank runs dry it starts draining mana straight out of the wands of everyone inside, and when nobody has mana left it feeds on the owner's health. Four upgrade slots (Efficiency, Owner Relief, Reach, Ascension) walk that cost back down, and the full set cancels it entirely.
  • One Sanctuary per player by default, across all dimensions. There is also a Creative Sanctuary block — creative tab only, instantly Tier IV, with a slider for radius 16–256 — for testing and for pack authors.

Sentient Codex Enchantment

A native port of UniqueEnchantments' Grimoire, retuned for this mod. Sentient Codex is a treasure-only, very rare curse-flagged enchantment that dynamically raises the level of every other enchantment on the item as your XP level grows — Sharpness can climb past its normal ceiling. Progression is roughly 70% slower than the original, it can never be rolled at an enchanting table, and Fortune, Efficiency, Looting and Silk Touch are excluded from the boost.

It comes with strings attached: the first player to hold a Codex item binds to it, and anyone else holding it takes void damage every second. The item can no longer be modified on an anvil once the Codex is on it. In exchange, it inherits the Ashen Legacy drop protection from the Living/Sentient gear — immune to fire, lava, cactus and explosions, with a one-hour drop lifespan instead of five minutes.

Companions: Thrall, Sim Wizard & Sentinel

  • Thrall: an immortal, non-aggressive worker companion with its own 27-slot backpack, summoned with the Summon Thrall spell and commanded by right-clicking it. Modes: Follow, Stay, Woodcutting, Mineshaft, Farming, Collecting (toss it 1–4 item types and it teleport-explores and vein-mines matching blocks in loops), Porter (sorts chest piles at its HOME depot), and Husbandry (tends an animal pen — feeding, breeding, shearing, and culling surplus adults; the one case where a thrall will ever kill something). HOME works as a pure supply depot: give the thrall a work site anywhere and it shuttles back only to restock or unload, remembering its 3 most recent work sites. One thrall per player by default — raise maxSlotsPerPlayer in the config if you want a crew.
  • Sim Wizard: not a summonable ally — it's what Scape and Run: Parasites' infection turns assimilated Wizardry / Ancient Spellcraft wizard NPCs into. A dangerous pure spellcaster that kites at range, telegraphs its casts, answers close-range threats with a banish spell, and has no melee at all. Scales up with the world's SRP infection phase.
  • Sentinel: a full companion battlemage built on Ancient Spellcraft's battlemage framework. Fights at range and switches to melee-with-shield-block up close, with a Stance toggle (Aggressive/Defensive), configurable target priorities, an adjustable guard radius in 4-block steps, auto-loot and auto-deposit options, and a combined control/loot GUI. Currently only obtainable via spawn egg or /summon insanetweaks:sentinel — a proper acquisition method is still deliberately deferred, so treat it as an early-access feature.

If you run Ars Magica 2 alongside this mod: earlier versions had AM2's spell-veto system silently blocking most Sim Wizard and Sentinel casts (and occasionally deleting their summoned creatures). This is now fixed with a compatibility layer that still honors every legitimate veto (per-spell NPC restrictions, AM2 Silence, ASC's suppression charm, etc.) while overriding AM2's false-positive burnout check.

Zhonya's Hourglass: Gilded Stasis

The classic SRP-restoration function moved to a new item, Hourglass of Restoration (a Charm — while worn, Purifying Pulse restores infected entities inside its wave to their original form, complete with name, taming, trades and attributes; in Creative you can also right-click a single target). Zhonya's Hourglass itself is now a panic-button artifact: right-click to drain your mana (100+ required) on a 3-hour cooldown for ~3 seconds of immortality, a full heal, the Cleanse effect, and being rooted in place with a gold tint — plus 5 seconds of aggro-clearing on nearby hostiles so you can reposition once it ends. Ships disabled by default (enableZhonya config, off) — flip it on if you want it in your world.

Corrupted Seed Progression Loop

A new, riskier way to obtain Bauble Fruits without relying on drops alone. Wearing Enigmatic Legacy's Blessed Ring (or, with full parity, the plain Cursed Ring) and killing a high-tier SRP parasite has a chance to drop a Corrupted Seed Fragment. Four fragments craft into a Corrupted Seed — plant it on infested ground near active SRP infestation while you stay nearby, and over roughly 20 minutes of valid conditions it grows into a living, defendable Corrupted Fruit. It is an entity, not a crop, so the hive will come for it and you have to hold the line; its health pool scales with the world's evolution phase.

From there you can either purify it at the Wizardry Imbuement Altar (9 slot-specific recipes, JEI-integrated) for a proper typed Bauble Fruit, or eat it raw for an instant random unlock followed by a guaranteed, Totem-proof death that spawns an SRP Beckon Stage V at your corpse. Separately, killing Infernal Mobs' infernal-elite enemies drops 1–2 random-element Wizardry spectral dust.

Custom Skill Tree Traits

If Reskillable is installed, Insane Tweaks injects a custom trait tree directly into the Reskillable system. This module ships OFF by default — turn enableSkillsModule on if you want it.

Current module highlights:

  • 17 custom unlockable traits
  • Wizardry-focused specializations: Arcane Mastery, School of Alteration, School of Conjuration, School of Destruction, Archmage, Meditation
  • Utility and survival traits: Spider's Grace, Iron Stomach, Adapted Vegetation, Fast Learner, Assimilated Warfare, Astral Prospector, Supreme Enchanter, Bob the Builder, Angry Farmer, Double Hooks, Enchant Fishing
  • Two of Reskillable's own traits are rewritten as well — Golden Osmosis (golden gear self-repairs from your XP, plus armor/toughness/attack-speed bonuses) and Safe Port (ender pearls stop hurting you and fly 30% further)

The mod also deploys an optimized Reskillable config for this custom tree and preserves custom Skill Locks through its own swap/backup system.

Important note for existing Reskillable users: the mod may update reskillable.cfg; a backup is created automatically, and the swap aborts rather than overwriting anything it cannot safely parse. Making your own backup first is still recommended.

If Reskillable is not installed, the skills module safely disables itself.

Bauble Fruits

Bauble Fruits are one-time consumables that permanently improve your character's bauble setup. Nine typed fruits: Ring, Amulet, Body, Head, Charm, Belt, Elytra, Totem, Trinket.

  • BaublesEX integration: With BaublesEX 2.0.0+ installed, fruits grant true additional slot capacity.
  • Legacy fallback: With original Baubles 1.5.x, the system falls back to a safe permanent Luck bonus instead of breaking. If you later switch to BaublesEX, a new fruit of the same type will still give you the real slot.

Fixes and Utility Features

  • Curse of Possession Patch: fixes the interaction between So Many Enchantments' Curse of Possession and Corail Tombstone, preventing cursed items from becoming incorrectly trapped in graves instead of vanishing as intended.
  • Golden Book: a book with a very high enchantability, for when you want big swings on your enchants.
  • /itweaks command: claimfruit to collect a pending Arcane Adapted Fruit, and (for operators) restore cursed|decay <player> to recover items lost to the Cursed Ring or to Tombstone grave decay.

SRP Compatibility Patches — now a separate mod

The optional, config-gated native fixes for Scape and Run: Parasites that used to live in this jar have moved into their own standalone mod: SRP&Wiz mixins. It is mixin-only, adds no items, blocks or entities, and needs nothing from Insane Tweaks — any SRP pack can use it. Cap-purge protection, per-dimension mob caps, the dimension starting-points fix, thread-safe SRPSaveData, an infestation spread throttle and diagnostics, all still off by default.

Nothing in Insane Tweaks requires it. If you were using those toggles, install it and re-set them in srpwizmixins.cfg.

Spell Identity: Abomination and Arcane Adaptation

One of the main balancing ideas behind the mod is semi-specialization.

Living and Sentient casting gear is designed to favor Insane Tweaks spells over normal Wizardry content. To support that, the mod uses a special gear property called Arcane Adaptation:

  • Non-Insane Tweaks spells become much more expensive to cast through that gear.
  • Insane Tweaks spells are treated as the native spell family for this casting style.
  • The Adaptation Upgrade item lets a normal wand channel Abomination spells, and stacks up to III to soften the penalty on everything else.

This is how the mod supports a stronger custom spell roster without adding a fully new fake Wizardry element or wand tier at the engine level.

How to Play

  1. Install the required base mods — Electroblob's Wizardry, Ancient Spellcraft, Spartan Weaponry, and Scape and Run: Parasites (or Scape and Spartan: Parasites) — then drop this mod in alongside them. You need MixinBooter, or run on Cleanroom.
  2. Check the config before a long-term world. Most subsystems are individually toggleable and several default OFF — the Reskillable trait tree and Zhonya's Hourglass in particular. Several toggles need a restart, so it's much less painful to do this pass now than 40 hours in.
  3. Craft your starting gear. The base Living armor pieces, Living Aegis, Living Spellblade, and Living Wand all have normal crafting recipes — check JEI/HEI if you're not sure what's needed.
  4. Fight in it. Living gear evolves passively: armor evolves from combat exposure, the Aegis from blocked damage, spellblades from kills. Keep wearing/using the gear and it grows into its Sentient form, then further into its Awakened state.
  5. Lean into the Abomination spell family. Once you're using evolved casting gear, Insane Tweaks spells are the cost-efficient choice thanks to Arcane Adaptation — normal Wizardry spells get expensive through that gear on purpose. Start with the cheap utility (Immune Bond, Yelloweye Gland, Parasite Shroud) and work up to Purifying Pulse and Call of Demise.
  6. Pick up companions as you go. A Thrall is a low-risk helper for chores (mining, farming, sorting, animal husbandry) — hand it tools/items and a mode. A Sentinel is a heavier combat companion, currently only reachable via spawn egg / /summon.
  7. Build a Sanctuary when the hive starts winning. Craft the Nexus, ring it with Evolution Lures in the order it asks for, and feed it Wizardry crystals. Read the cost section above first — the dome takes max health off everyone inside and will eat the owner's HP if you let the fuel run out. Plan the upgrade slots.
  8. If you want the Bauble Fruit loop, get Enigmatic Legacy for the Blessed Ring and start farming Corrupted Seed Fragments off high-tier parasites. Expect to defend a sapling for 20 minutes.
  9. Optional integrations worth grabbing: Reskillable for the trait tree, BaublesEX for real extra bauble slots, Enigmatic Legacy for the Corrupted Seed loop, Infernal Mobs for the spectral dust drops, PotionCore for the magic-damage scaling, SRPextra for full recipe coverage, and JEI/HEI for recipe visibility.

Installation and Dependencies

Minecraft version: 1.12.2 Recommended Forge: 14.23.5.2860+ Mixin support: MixinBooter, or Cleanroom

Main supported integrations

  • Electroblob's Wizardry
  • Ancient Spellcraft
  • Spartan Weaponry
  • Scape and Run: Parasites / Scape and Spartan: Parasites

Optional integrations

These are not hard requirements, but they unlock major parts of the mod:

  • Reskillable — required for the custom trait tree
  • BaublesEX — required for true Bauble Fruit slot expansion
  • PotionCore — enables extra magic-damage scaling synergy
  • SRPextra — recommended for full recipe coverage depending on your SRP setup
  • So Many Enchantments — recommended for full utility/fix coverage
  • Enigmatic Legacy — enables the Corrupted Seed / Blessed Ring progression loop
  • Infernal Mobs — infernal-elite kills drop spectral dust
  • Corail Tombstone — grave tweaks and the Curse of Possession fix
  • Ars Magica 2 — supported, not required; see the Companions section above
  • JEI / HEI — recommended for recipe visibility
  • SRP&Wiz mixins — my separate mod with the optional SRParasites performance/correctness fixes
  • SRP&Wiz Core — my separate pack-glue mod: OTG / FutureMC / Ice & Fire worldgen control and the dormant-waystone travel system

Credits and Acknowledgements

This project stands on the work of many excellent 1.12.2 modders:

  • Electroblob - Wizardry framework, mana systems, and core spell infrastructure
  • WinDanesz - Ancient Spellcraft battlemage foundations and related inspiration
  • oblivioussp - Spartan Weaponry properties and combat API
  • Dhanantry and the SRP team - Scape and Run: Parasites, along with most of the biological horror and evolution inspiration behind the mod
  • Aizistra and KELETU - mechanical inspiration from Enigmatic Legacy
  • CursedFlames and Tmtravlr - inspiration behind Spider's Grace
  • Asek3 / the UniqueEnchantments authors - the Grimoire enchantment that Sentient Codex is ported from
  • CleanroomMC Team - keeping 1.12.2 alive with modern mixin support and newer Java compatibility
  • K2K / New Fantasy - texture contributions for Living and Sentient spellblades and related visuals

Additional note: some core item textures were created using modified assets derived from the Faithful 32x Resource Pack, distributed in accordance with its community license.

Developer / Showcase Commands

If you want to preview some of the strongest awakened gear states:

/give @p insanetweaks:sentient_spellblade 1 0 {SentientKills:2000} /give @p insanetweaks:sentient_aegis 1 0 {AegisDamageBlocked:10000.0f} /give @p insanetweaks:sentient_wand 1 0 {WandEvolutionPoints:10000} /give @p insanetweaks:battle_mage_helmet 1 0 {ArmorDamageBlocked:5000.0f}

For other armor pieces, replace helmet with the matching slot name.

Source for all three mods: https://github.com/pegek/Insane-Tweaks-SRP-Wizardry

Compatibility

Mod Loaders

Forge

Game Versions

1.12.2

Screenshots

Similar Mods

External Resources