Magic & Spells Mods
See Damage Types & Runes and the Mage path in Archetypes & Builds for how these systems play.
Botania
A gorgeous, flower-and-mana-powered magic-tech mod. Less “cast fireballs” and more “build an increasingly elaborate garden that automates your whole base” — one of the pack’s best long-term magic/tech hybrid goals, with its own Quest Book chapter. Can bridge into Applied Energistics 2 via Applied Botanics.
Spell Engine
The data-driven library that actually runs spellcasting — spell books, staffs, and scrolls all bind to it. Running under the hood of every spell any caster build uses.
Spell Power Attribute
The stat plumbing behind Spell Engine — why “spell power” and “spell haste” exist as gear stats at all.
Runes
Craft Runes to use as spell ammunition. These are the items that map to the pack’s three damage families — Elemental (Arcane/Fire/Frost), Primordial (Healing/Soul), Decaying (Unholy/Blood).
Sortilege
Simple magic staffs plus tweaks to vanilla enchanting/brewing — a gentler, earlier-game entry point into magic before the archetype mods.
Archon
Sorcery, necromancy, and its own bosses — a denser, darker magic mod for players who’ve outgrown the basics.
Invocations Mod
A spellbook containing 24 powerful invocable spells in one package — a broad magical toolkit without committing to a full caster build.
Bewitchment / Bewitchment Tweaks
A dedicated witchcraft mod (its own Quest Book chapter) with rituals and familiars. Bewitchment Tweaks is a small balance patch (adds invisibility to the Specter Bangle).