
Ars 'n' Spells
Ars 'n' Spells bridges Ars Nouveau and Iron's Spells 'n Spellbooks, bringing their magic systems together instead of leaving them as two completely separate progression paths.
Unify their mana pools, make equipment bonuses work across both systems, share spell-school progression, cast spells across mod boundaries, and even place custom Ars Nouveau spells into real Iron's spellbooks for use through Iron's native spell wheel.
Most systems are configurable, so Ars 'n' Spells can serve as anything from a lightweight compatibility layer to the foundation of a heavily integrated magic modpack.
Minecraft 1.20.1 | Forge
Requirements
| Mod | Requirement |
|---|---|
| Ars Nouveau | Required, version 4.12.7 through 4.12.x |
| Iron's Spells 'n Spellbooks | Optional, version 3.15.0 through 3.x |
| Covenant of the Seven / Sanctified Legacy | Optional |
| Blood Magic | Optional |
| Apotheosis / Apothic Curios | Optional |
Iron's Spellbooks is treated as an optional dependency. If it is removed, Ars 'n' Spells disables features that depend on it and falls back to normal Ars Nouveau behavior where possible.
Unified Mana
Ars 'n' Spells can make Ars Nouveau and Iron's Spellbooks use the same magical resource.
Five mana modes are available:
| Mode | Behavior |
|---|---|
| ISS Primary | Iron's mana becomes the shared mana pool. Ars spells consume it as well. |
| Ars Primary | Ars Nouveau mana becomes the shared pool used by both spell systems. |
| Hybrid | Both systems operate through a shared, bidirectional mana pool. |
| Separate | Both mana pools remain separate, with cross-mod spells able to split their costs between them. |
| Disabled | Each mod behaves independently with no mana integration. |
Conversion rates, split costs, regeneration behavior, and related balancing options can all be configured.
Mana modes can also be changed while a world is running without requiring a restart.
Equipment Works Across Both Magic Systems
Mana equipment is integrated with whichever mana system you choose.
Depending on your configuration:
- Ars Nouveau equipment can contribute to Iron's mana
- Iron's Spellbooks equipment can contribute to Ars mana
- Mana regeneration bonuses can transfer between systems
- Mana-related enchantments are respected
- Mana attributes on equipped Curios can contribute to the unified pool
Curio attribute support is generic, allowing compatible mana bonuses from mods such as Apotheosis, Apothic Curios, Magical Jewelry, Jewelcraft, and similar equipment mods to participate without requiring dedicated compatibility for every item.
Combat attributes unrelated to mana or spell power are left alone.
Cross-Mod Spell Scaling
Iron's spell-power attributes can improve Ars Nouveau spells.
General spell power contributes to Ars spell potency, while elemental bonuses can apply when an Ars spell belongs to the corresponding school, including:
- Fire
- Ice
- Lightning
- Holy
- Ender
- Blood
- Evocation
- Nature
- Eldritch
Ars 'n' Spells uses Ars Nouveau's own spell-school metadata rather than relying on a fixed list of glyph names. This allows addon glyphs to classify themselves naturally and improves compatibility with mods such as Ars Elemental and Too Many Glyphs.
A configurable spell-power cap is provided for pack authors who want to keep cross-mod scaling under control.
Shared Progression and Affinity
Casting spells can build progression across both magic systems.
Ars and Iron's casts contribute to shared school progression, while the affinity system tracks which schools a player uses most frequently.
Progression bonuses can then feed back into both Ars and Iron's spell power.
Affinity decay is optional and disabled by default, allowing pack authors to decide whether specialization should be permanent or gradually shift with a player's habits.
Resonance
Resonance rewards players for keeping their mana pool near full.
When mana rises above a configurable threshold, normally 95 percent, spell damage can receive an additional bonus. The threshold, strength, duration, and maximum bonus can all be adjusted.
Ars and Iron's resonance support can also be enabled or disabled independently.
Source Jar Synergy
Ars Nouveau Source Jars can provide a passive mana regeneration bonus to nearby players.
The system includes configurable:
- Regeneration strength
- Detection radius
- Scan interval
- Master enable or disable option
The implementation avoids force-loading chunks and caches player position checks to reduce unnecessary server work.
Cast Spells Across Mods
Ars 'n' Spells allows spells from one system to be attached to items associated with the other.
The Spell Transcription ritual can inscribe:
- Ars Nouveau spells onto other items
- Iron's spells onto compatible non-Iron's items
Once an item contains multiple cross-cast spells, right-clicking casts the selected spell while sneak-right-clicking cycles between inscriptions.
Cross-cast spells use the active mana configuration and can have their own configurable mana-cost multiplier.
A matching Spell Uninscription ritual safely removes the stored cross-spell data so the item can be reused.
Both inscription recipes are datapack-driven, allowing modpack authors to rebalance their ingredients and Source costs.
Put Ars Spells Inside Iron's Spellbooks
One of the largest integrations is the ability to turn an Ars Nouveau spell into something that behaves naturally inside Iron's Spellbooks.
Spell Loom
The Spell Loom lets players take an Ars spell and place it onto a real Iron's scroll.
Players can choose:
- A spell name
- A nature
- An icon
The resulting scroll carries the complete Ars spell while remaining an actual Iron's scroll item.
Spellbook Binding
Exported scrolls can then be bound into an Iron's spellbook through the Spellbook Binding ritual.
Once bound, each Ars spell appears as its own entry inside Iron's native spell-selection wheel.
Select it just like an Iron's spell and cast normally.
The spell still executes as a real Ars Nouveau spell, but Ars 'n' Spells handles its mana cost, scaling, cooldowns, and cross-mod integration.
Native Iron's spells already stored in the spellbook are not replaced.
Up to 8 Ars spells can appear in a book's spell wheel, with a configurable lower limit available for pack authors.
Mana Infusion and Mana Well Rituals
Ars 'n' Spells also includes additional rituals built around the unified mana system.
Mana Infusion
Provides an immediate burst of mana to a nearby player.
Mana Well
Creates a temporary area that continually restores mana to players standing within its range.
Both feed into the mana pool selected by the active unification mode and have configurable values for pack balancing.
Optional Unified Cooldowns
An optional cooldown system groups spells from both mods into shared categories:
- Offensive
- Defensive
- Utility
- Movement
Casting one spell can temporarily prevent other spells in the same category from being used, even when they come from the other magic mod.
This system is disabled by default and is intended mainly for packs that want tighter combat balance.
Covenant of the Seven Integration
When Covenant of the Seven / Sanctified Legacy is installed, Ars 'n' Spells adds deeper resource integration for its special rings.
Ring of Seven Curses
Spell costs can be converted from mana into Life Points.
LP can come from:
- Blood Magic's Soul Network
- Player health
- Blood Magic first, with health used as a fallback
The behavior when a player cannot afford a spell is configurable.
Ring of Seven Virtues
Ars Nouveau spells can instead consume Covenant's Aura resource while the Virtue Ring is equipped.
Covenant remains responsible for the actual Aura pool, regeneration, persistence, and HUD. Ars 'n' Spells handles converting Ars spell costs into Aura costs.
Blasphemy Curios
Supported Blasphemy curios can provide spell-cost discounts, with additional bonuses when their element matches the school of the spell being cast.
All associated costs and multipliers are configurable.
Blood Magic Integration
Blood Magic is not required.
When installed alongside the Covenant integration, its Soul Network can be used as the Life Point source for Cursed Ring casting.
Servers can choose whether Blood Magic is preferred, mandatory, or ignored in favor of health costs.
Scroll Resource Costs
Iron's spell scrolls can be configured to follow the same resource rules as ordinary spells.
Available modes include:
- Full: scrolls consume normal spell resources
- LP Only: scrolls skip mana but still respect applicable Life Point costs
- Free: scrolls do not consume normal resources
This makes scroll balance adaptable to both progression-heavy and more casual packs.
Built for Modpacks
Most major Ars 'n' Spells systems are controlled through the per-world server configuration.
Pack authors can adjust or disable:
- Mana unification
- Mana conversion rates
- Cross-system regeneration
- Dual-pool cost splitting
- Cross-cast costs
- Spell-power scaling
- Resonance
- Source Jar regeneration
- Progression
- Affinity and affinity decay
- Unified cooldowns
- Scroll costs
- Covenant LP and Aura systems
- Curio attribute bridging
- Spellbook binding
- Maximum Ars spells per Iron's spellbook
- Mana ritual values
Several integration points also use datapack tags or recipes so custom content can participate without requiring code changes.
The configuration is server-authoritative and synchronized to clients.
Commands
Ars 'n' Spells provides the /ans command for configuration and diagnostics.
Useful commands include:
/ans modeto view the current mana mode/ans mode set <mode>to change it live/ans info <player>for mana and integration diagnostics/ans debugto toggle additional debugging/ans aurato view Covenant Aura/ans export_to_irons_scrollfor operator-side Ars spell export/ans bind_scroll_to_irons_bookfor operator-side spellbook binding
Normal survival progression uses the Spell Loom and rituals instead of the operator commands.
Compatibility Philosophy
Ars 'n' Spells is designed to integrate the two magic systems without requiring every feature to be enabled.
Want one shared mana pool but otherwise mostly vanilla Ars and Iron's gameplay? You can do that.
Want shared mana, school progression, equipment bonuses, cross-casting, resonance, unified cooldowns, Blood Magic costs, and Ars spells inside Iron's spellbooks? You can do that too.
The goal is to make Ars Nouveau and Iron's Spells 'n Spellbooks feel like parts of the same magical ecosystem while still giving players and modpack authors control over how closely the two systems are connected.

