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Mo' Mana (Mo' Problems)

Cast spells using runes and mana - and surpass your limits!
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mo_mana-neoforge-0.5.0.jar

File namemo_mana-neoforge-0.5.0.jar
Uploaded
Oct 10, 2026
Downloads
18
Size
2.3 MB
Mod Loaders
NeoForge
File ID
9115920
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:mo-mana-mo-problems-1699075:9115920"

Learn more about Curse Maven

What's new

0.5.0

MAJOR UPDATE! CHANGES TO PROGRESSION, CASTING, AND VISUALS.

Mana tiers are now absolute: 200 for tier 2 and 500 for tier 3. Mana regen is now 4 per second instead of 2. This means you are locked out of anything above tier 1 to begin with, and need a bigger pool to reach the rest.

Each technique is now one glyph learned in three strokes. The first stroke is learned the old way, through the same advancements as before. The second stroke is learned by practice: cast the first about 100 times on valid targets (living, not you, not a prop, pet or teammate, and not already affected, refreshing doesn't count). The third is learned by killing wizards of the school: three deaths, each within 5 seconds of your magic being on them. You need the second before the third, and a kill too early gives you a one-time hint.

Existing characters keep only the first stroke of what they knew. Sorry about that.

Staves no longer teach anything. They throw the second stroke for 80.

Tier 1 glyphs (1 stroke) are simple point and click spells that apply an effect and or deal damage. They cost 30 mana. Tier 2 glyphs (2 strokes) are instead projectiles, with no explosion, hit harder than the old tier 1 projectile, and always cost 80 mana. Tier 3 glyphs are the full spell and cost at least 120.

Pressing cast now starts a one second wind-up. You can't cancel it, can't cast again during it, and move 25% slower. Whatever your crosshair lands on first glows in the spell's colour for a second, and a first stroke spell will hit it even if you've turned away. Only you see the glow.

Every glyph is redrawn as straight edges: Ignite is an M, Extract a wide diamond, Destabilize a squared S, Liquefy a square wave, Condense a box, Mobilize a right triangle, Project a trapezoid. The recast swirl is now the only curved glyph. Glyph hints now draw in the direction that's easiest to write.

Spells now interact. Wet makes lightning hit harder. Brittle makes Petra and Vayu hit harder. Marked makes everything hit harder. Soaked targets douse fire. Condense's first stroke raises a dripstone spike through a grounded target and holds them, or slams an airborne one into the ground.

Massive visual and sound rework covers almost all aspects of the mod, upgrading all VFX and SFX. New effects for casting circles, projectiles, impacts, ground effects, summons, tattoos, the HUD, and wizard deaths. Casters now stand with an arm out while casting and finish with a throw or a flourish. Spells no longer cover you in potion particles. Nearly every spell has new sounds, and every element winds up with its own build-up and hold loop.

Sounds are from JC Sounds' Fantasy SFX Pack Vol 1 (CC-BY 4.0) and the Spell Sounds Starter Pack (CC-BY-SA 3.0). Full credits are in THIRD_PARTY_NOTICES.md.

Also new: Manaweave armor, wizard and staff loot, and a few advancements.

For server owners: your config is reset to the new defaults, and the old one is saved beside it as mo_mana.json.vN.bak. castCooldownTicks is no longer used, since the wind-up is the rate limit now.

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