Runes

Runes (runes, v0.9.13+1.20.1, by Daedelus — same author as Spell Engine and Spell Power Attribute) does exactly what its own description says: “Craft runes to serve as ammo for spells.” It’s a small, focused mod: the jar itself defines exactly six rune items — Arcane Rune, Fire Rune, Frost Rune, Healing Rune, Lightning Rune, and Soul Rune — each craftable in two tiers (“small”/“medium”) either by hand (a stone-tool-material base plus a themed reagent, yielding 4 at a time) or more cheaply at the mod’s own Rune Crafting Altar block. The reagents are simple and thematic: Fire Runes want Blaze Powder; Frost Runes want Ice/Packed Ice/Blue Ice; Arcane Runes want Ender Pearls or Amethyst; Healing Runes want Honeycomb or Gold Ingot.

This confirms and refines what Damage Types & Runes describes as the pack’s rune-ammo system, with one correction worth noting: the Elemental (Arcane/Fire/Frost) and part of the Primordial (Healing, Soul) rune families genuinely come from this “Runes” mod’s own jar — but the Decaying family’s Unholy Rune and Blood Rune are not part of this mod at all. They’re added by the separate Death Knights class mod (death_knights:unholy_stone / death_knights:blood_stone, seen in config/ftbquests/quests/chapters/einformation_7new_mechanics.snbt and the_nether.snbt), which depends on Spell Engine directly rather than on this mod. In other words, “Runes” supplies the base rune-as-spell-ammo mechanic and the Elemental/Healing/Soul items, while other class mods (here, Death Knights) extend the same naming convention and item role with their own rune types for their own damage family — Runes itself never ships an Unholy or Blood rune. spell_engine/server.json5’s spell_cost_item_allowed toggle (true in this pack) is what makes rune consumption on spellcast actually active server-side.

Anticipated questions

What are runes actually for? They’re ammunition for spells — the mod’s own description is “Craft runes to serve as ammo for spells.” Casting certain spells consumes the matching rune. This is active on this server: spell_engine/server.json5’s spell_cost_item_allowed toggle is on, so rune consumption really happens server-side. See Damage Types & Runes.

Which runes does this mod add? Exactly six: Arcane, Fire, Frost, Healing, Lightning, and Soul Rune, each craftable in two tiers (“small”/“medium”).

How do I craft them? Either by hand — a stone-tool-material base plus a themed reagent, yielding 4 at a time — or more cheaply at the mod’s own Rune Crafting Altar block. Reagents are thematic: Fire wants Blaze Powder; Frost wants Ice/Packed Ice/Blue Ice; Arcane wants Ender Pearls or Amethyst; Healing wants Honeycomb or Gold Ingot.

How do runes map to the damage families? This mod supplies the Elemental trio (Arcane/Fire/Frost) plus the Primordial Healing and Soul runes. The Decaying family’s Unholy and Blood runes are not from this mod — they’re added by the separate Death Knights class mod. See Damage Types & Runes.

Where do Unholy and Blood runes come from, then? The Death Knights class mod (death_knights:unholy_stone / blood_stone), which depends on Spell Engine directly. “Runes” itself never ships an Unholy or Blood rune — other class mods extend the same rune-as-ammo convention with their own types.