Just wanted to throw in some ideas for Major IDs that are for Mage, as I think it is currently the most lacking in them especially with recent updates and patches adding many major IDs for other classes. Note that these descriptions are not going to be the descriptions of the IDs on the items; the descriptions given are meant to best describe how the major ID works. Overheal: Spoiler If you heal yourself or someone above their full HP, they will gain temporary absorption equivalent to the total heal value of the user's heal. This lasts 5 seconds and has a cooldown of 20 seconds. (This also can be applied to the user) Alternate version (with no cooldown): The absorption buff will only be 1/8th of the total heal value, but there would be no cooldown and the absorption buff can stack up to 8 times (which will equal the value of a heal). The effect will still only last 5 seconds after the most recent overheal proc. Photon Excitement: Spoiler When you damage an enemy with teleport, you gain a 10% damage boost for the next 2 seconds. This effect stacks up to 4 times. Metamorphosis: Spoiler When you are above 60% health, you have +10 in all skill points, a +200 rainbow elemental defense boost, and +20% damage. However, if you are below 60% health, you have -10 in all skill points, -100 in all elemental defenses, and -3 mana regen. The skill points have no effect on your armor/accessory/weapon requirements. If you switch to another wand, the effects will disappear when above 60% health, but the negative effects will persist for 10 more seconds when below 60% health unless you switch back to the wand with this ID. (this one in particular is going to need a lot of tweaking, and may far too complicated to code in with minecraft limitations) Compression: Spoiler Instead of using meteors, you will instead spawn a miniature black hole from your body which will travel semi-slowly on its own in a straight line and draw nearby mobs in, which will then explode in the duration it takes for a meteor to fall. The spell multiplier for this will be raised to 600% instead of meteor's default 500%. This will not have a burning ground after effect. Creeping Branch: Spoiler Your Ice Snakes turn into a creeping, earthen branch. It will lose its properties of freezing enemies but it will instead gain a spell multiplier of 200%. Wave Check: Spoiler Instead of casting meteor, you instead cast a slow-moving wave that carries enemies within it, which lasts for 2 seconds. It deals 125% spell multiplier damage every 0.5 seconds. (This is basically a player version of the wave spell mobs cast) Riftstepper: Spoiler When you cast teleport, you will move in the direction you're moving instead of directly where you're looking. (For example, if you are holding the A key and moving left, casting teleport will teleport you to the left instead of directly forward.) Voidlock: Spoiler You can no longer cast meteor. However, your teleport spell now has a 225% spell multiplier. (Imagine this in combination with either Riftstepper, Photon Excitement, or both). Caduceus: Spoiler Instead of healing in a radius around you, you instead shoot a heal 'snake' with the range of Ice Snake. You also control this heal beam as you would Ice Snake. The two smaller heal pulses will also apply as normal to those healed. (You will still be able to heal yourself) Ice Wave: Spoiler Your ice snake will instead cast an ice wave that is cast in a short, 5 block radius around you. It retains all the slowing, freezing, and damaging properties of ice snake. Magic Blade: Spoiler Your mage melee attack will have less range (2 blocks less), but they will deal 125% damage and sweep in a 90 degree arc in front of you. Hotfooted: Spoiler When standing in the Burning Ground area of your meteor, you will gain +40% more walkspeed and a 15% damage boost. I hope you like my suggestions for Mage Major IDs. Constructive feedback is always welcome!