This entirely depends on what the mod changes.
If you have a mod that changes things that only the client cares about (e.g., adds realistic shadow shaders) then the client mod will work fine in multiplayer. (These will not have any effect installed on the server.)
- A UI mod will only change clients. Installing it on the server will have no effect.
If it changes something that only the server is responsible for managing (e.g., changing the world generator algorithm) then the client doesn't have to know about the mod at all and it can be server-only. (These will not have any effect installed on the client when playing multiplayer.)
If it changes the world in a way that client and server must both understand (i.e., new items/blocks), then it has to be on the server and the client. (What happens if there is a mod mismatch depends on the mod.)
- In your specific example, no, adding new blocks to your client will not let you use them on a multiplayer server. You might be able to join, or you might not. You might be able to join, but get kicked as soon as you try to use a custom block. It entirely depends on what code you change. The possible interactions are as many as there are lines of code in Minecraft that can be changed.
- Adding a new-block mod to a server will make it incompatible with clients. This might manifest as disconnects, crashes, or client-side "ghosts". The client must have a client-side mod that matches the server-side mod.
- A permissions mod is server-side only, but a UI mod is client-side only. To make a UI mod able to change server-side permissions, you have to have a client mod and a server mod that know how to interact with each other.
These things entirely depend on how the mod is coded. Without knowing what your mod changes, we can't even guess. More technically, where server mods start and client mods begin are a matter of what specific Java functions they change and how those functions operate as part of Minecraft's server-client architecture.
This is caused by SkyRe, it makes the ghosts invulnerable when you are not attacking them. That the fake destruction spell can damage them sounds like a bug to me. Might want to mention it to the creator of skyre.
You can read more about the changes Skyre makes in the skyre guide. Ignore the silly description of the mod, the guide is actually pretty clear in what skyre changes.
Have you tried turning it off and on again?
One important note on disabling mods in skyrim. Skyrim is not oblivion or fallout. Mods are hard to disable on a running game. Any scripts that a mod includes and attaches to objects is saved inside the savefile. So in a lot of cases disabling the mods has little effect. (At least not until the objects respawn).
It is very easy to bloat and eventually wreck your savefile by installing and then disabling mods. When using new major mods, always use a clean safe, or, a clean game start.
There are a few 'tricks' you can use to more safely disable mods. First, if you are using SKSE, you can create a SKSE.ini file in the "my documents/skyrim/SKSE/" directory. (location of this dir may vary, it is the same one as the skyrim.ini dir). Add the following line to the ini file:
[General]
ClearInvalidRegistrations=1
This should remove invalid scripts.
And always follow this guide when installing new mods.
Best Answer
Looks like it's from a mod called "Minecraft Roguelike"
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