Ars Magica: Legacy 
A renewed look into Minecraft with a splash of magic...
Intro
Ars Magica: Legacy is a port of Mithion's Ars Magica 2 for 1.18.1+.
It features an exciting way of creating spells, which can be used in several ways to buff yourself, serve as a tool replacement, fight against mobs and much more!
As of now, the mod is in a beta state (the files are flagged as releases because CurseForge treats non-releases very weird). This means that many features are not yet implemented, so be sure to check for mod updates often.
If you want to support the project, you can donate via Patreon or Paypal. You can also join our Discord Server.
The old mod's potion bundles were moved into their own project: Potion Bundles. Be sure to check it out too!
Getting Started
In the underground, you will find a variety of ores. The most common of those is Vinteum Dust.
Craft an Arcane Compendium with a book and a piece of Vinteum Dust. It will then guide you through the mod.
Features
- A spellcrafting system that allows you to put together your own spell, letting you choose from ~100 spell parts
- Magic XP that increases with using spells, allowing you to perform more powerful spells the higher your level is
- A unique and balanced Mana & Burnout mechanic
- A total of 10 affinities to shift into, that each give you unique buffs and debuffs depending on how deep your shift is (WIP)
- A new fancy tree type that can be found rarely in dark forests
- In-game documentation via the Patchouli mod
- Customization via datapacks - this allows you to change dependencies and unlock costs of spell parts, alter mana and crafting costs of spell parts, add new materials for the crafting altar, and much more
- An extensive API for addon developers to build upon, allowing them to add new spell parts. affinities, skill points etc
Planned Features
- Affinity buffs and debuffs
- 10 bosses, one for each affinity
- Lots of blocks and items from the old mod
Dependencies & Compatibility
This mod requires Patchouli version 1.18-58 or newer for the in-game documentation.
This mod has optional integration with JEI, Curios and The One Probe.
This mod is not compatible with OptiFine, due to OptiFine breaking rendering internals.
Bugs & Crashes
If your game crashes upon starting, please check if you have downloaded all dependencies in the right versions (see above) and if you are on the newest Forge version.
If it still crashes, please check if it is an incompatibility with another mod. To do that, remove all mods except Ars Magica: Legacy and the dependencies and re-add one mod by another. When you have found an incompatibility, create a GitHub issue (only if none with the same error does not exist yet) and put Incompatibility with <Mod Name> in the title.
If you found a bug in-game, please report it on GitHub as well. Again, please check if a similar issue already exists first.
Modpacks
You may use this mod in any modpack that meets the following conditions:
- A link back to this page is given
- The modpack does not require money to be played (Optional donations, such as Patreon, are fine)
- You give credit to the mod owner (Minecraftschurli)
- You do not claim that you made this mod or parts of it
Fabric
We do not support Fabric! If you are interested in making a Fabric port, feel free to contact us on Discord so we can discuss how to do it so it has feature parity.
Legal disclaimer
Ars Magica is a trademark of Atlas GamesĀ®, used with permission.
Magic scaling for damage or costs by level needs a overhaul or a option to let players change it themselves. Currently it's just as unbalanced as the original mod when used with other mods and telling players to go make a datapack can only work so well considering most don't know how. Let alone the fact you guys never actually mentioned what values to use or how to create such a datapack for this, just said "You can make datapacks for this stuff now" but no further info or wiki which.. doesn't really help unfortunately.
I use to play with the original ars magica 2 back in the day and the only big complaint with it was how absurdly long it takes to level up just to cast 2 damaging spells without being burned out or running out of mana which made little sense unless you crammed alot of damage stuff into the spell. Then the limits would make sense, but im talking basic spells. The difference between this and that is that there were config options for that version to tweak most of the values as players needed so made complaining about it a mote point in the end since players could do it themselves lol
In reply to ParasiticSquid:
There's no config options, because datapacks exist now. These let you finetune stuff way more than the old mod. The base datapack is contained inside the JAR, just unzip it and you got it. If you need help with making a datapack, the Minecraft Wiki has answers, or join the Discord and we'll be glad to help.
That being said, there has already been some rebalancing, the old mod was even more problematic. Though, judging from the amount of complaints, I might look specifically at reworking the damage components.
I use to play this like 7 years ago and still to this day no magic could beat it. Thanks for the update <3
I love u ars magica legacy
The spells don't work for me and the ones that work are very expensive, the original particles are still missing and a lot of content is still missing, but it's a start, thank you very much <3
If you want to help us a bit and send us the spells you are trying to use on our discord so we can check them (and fix them if needed)
Great mod, but is there any way that this mod will be available for 1.16.5?
No, we are a team of 2 and thus not able to support more than one version (which is always the latest one)
is this real life
In reply to PSIXIIl:
im in complete disbelief, lol much prefer this to mna
is your magic scalling correct cause at lvl 10 i can only cast 2 basic fireballs
In reply to the_finesse_god28:
It is; damage components are quite expensive, as they have been in the old mod as well. If you want to change that, you can via a datapack.
In reply to IchHabeHunger54:
Why not config options? Most players don't know how to work with datapacks for obvious reasons. Shoot, been playing the game since the 1.7.3 beta days and even with years of datapacks being a thing I only recently learned how to make or tweak them myself. And that was a with the immersive portals wiki giving tweakable examples to work off.
8 years... It's been 8 years and I never lost hope... I haven't used forge for years because it didn't work, but today I'll find a way until I can play it again!!
Definetly nice to see this old classic anew. I know ars nouve and mana and artefice are "Inspired by ars magica 2" mods( the later by the same people), but i do miss the original one. That and witchery are the only reasons i go back to 1.7.10 nowadays. And now both get remakes. Even thaumcraft is getting renewed. Give it a year and you can have them all together again, and the new once to boot. Thank you for the work.
In version 1.18.2 is there any problem with magic water? Or is it no longer implemented? It's just that I recently installed the mod and I haven't found the water, and I haven't been able to access the table either.
Liquid essence is not implemented yet for now you can craft the arcane compendium with vinteum dust and a book that will also unlock the table and occulus
In reply to Minecraftschurli:
Which is the name of the book that unlocks the table and occulus?
In reply to 0CodeShiro0:
It's called the Arcane Compendium.
Thanks
In reply to 0CodeShiro0:
The Liquid Essence fluid will probably not be implemented until 1.19, as we rely on Forge's fluid API (which yet needs to be ported, so we can't do it right now). However, we do want to bring back the fluid, and we will do so as soon as it is possible from Forge's end.