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Mineforgian

Build A Spell

An advanced, component-based spell creation system for NeoForge: combine delivery methods, effects, and modifiers in the Spell Builder to design your own spells, unlock components, and discover powerful multi-component combos.

Загрузки
3K
Подписчики
19
Обновлён
19 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 8 июля 2026 г.

Logo

Overview

Spells in Build a Spell are assembled from three kinds of components:

  • Delivery method — how the spell is cast (self, line of sight, projectile, homing projectile, or a ground rune).
  • Effects — what the spell does (damage, status effects, terrain manipulation, summons, utility, and more).
  • Modifiers — how the effects behave (more power, larger area, longer duration, chaining, piercing, bouncing, delays, and shape modifiers).

Mana cost is the sum of every component, scaled by your Spell Power. Certain combinations of components form combos that override their individual behavior to produce a single, more powerful spell — black holes, tornadoes, Void Rifts (dialable, linkable portals), summon swarms, and more.

Features

  • 76 spell components: 7 delivery methods, 47 effects, and 22 modifiers, freely combinable up to 30 components per spell.
  • 19 spell combos: special component combinations that unlock unique behavior (Black Hole, Tornado, Void Rift, Fortress, Meteor Strike, Blizzard, summon variants, and more).
  • Spell Builder GUI: drag-and-drop component crafting with a grouped palette and live mana-cost feedback.
  • Per-spell projectile visuals: choose a projectile's color, shape, and trail particle directly in the builder.
  • Arcane Altar: an in-world block for enchanting and unlocking spell components.
  • Custom attributes & enchantments: Mana Pool, Mana Regeneration, and Spell Power, with uncapped enchantment scaling(configurable).
  • Inter-player portals: dialable, linkable portals for instant travel.
  • Deeply configurable: deliveries, effects, modifiers, and roughly 150 individual gameplay numbers are exposed across per-category config files; individual components can be disabled (and become unobtainable) server-side.
  • Cross-mod API: a stable public API for other mods to read/modify the attribute system and cast spells.

An example combo, the Black Hole. black hole

Ченджлог

v1.0.2+1.21.1Релиз1.21.1 · 19 августа 2026 г.

Fill stops reaching through walls. It used to measure distance alone, which made it a solid sphere of thirty blocks' radius that took no notice of the room it was cast in; it now fills the space the spell actually lands in and stops where that space stops. A hole in the ground fills to ground level, a sealed room fills to its ceiling, and Break clears the mass it hit rather than everything behind it.

Alongside it: Fortunate Son no longer duplicates a player's belongings when it kills them.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Fill

  • Fill now fills the space the spell lands in, and stops where that space stops. It used to be a plain distance test, so it swept out a solid sphere of thirty blocks' radius and reached straight through stone into sealed rooms and caves on the far side. It now walks from block to touching block, which means it can only ever reach what the space it landed in actually connects to.
  • Conjure and Create Water pour. They settle to the floor first and then rise a layer at a time, stopping at the height where the space would spill out: a hole in the ground fills to ground level and a sealed room fills to its ceiling. Cast one somewhere genuinely open and there is nothing holding the fill, so nothing is placed.
  • Break and Evaporate Water follow the mass instead. Break clears the run of blocks it struck and stops at the open air, rather than hollowing out a sphere and taking the room behind the wall with it. Evaporate drains the body of water it was cast into and stops at the shore, instead of punching a hole through the middle and leaving the water standing around the gap.
  • The Fill radius is now a limit rather than a shape. It still reaches thirty blocks by default, and Increased Area still does not widen it, but it now bounds how far the search may travel instead of describing what gets filled. A new server setting caps how many blocks one cast will touch, at 4096 by default. Wall and Floor still take priority over Fill, unchanged.
  • The guidebook and the component reference describe the new Fill. Last release corrected them to say the sphere reached through walls, which was true of the spell at the time. That description is replaced by the one above.

Fixes

  • Fortunate Son no longer duplicates a player's belongings. Killing a player with a Fortunate Son spell multiplied whatever dropped, and a player's death drops are their inventory rather than rolled loot, so it copied what they were carrying instead of granting extra loot. Fortunate Son now leaves player drops alone entirely and only ever affects the loot a creature rolls, which is what it was always meant to do.
  • Fortunate Son can no longer make impossible stacks. Bonus drops stop at an item's own stack limit, so a mob's dropped sword can no longer come back as two of them.
  • Fortunate Son's level is capped. Stacking it used to raise the underlying Fortune and Looting level without limit, and drops multiply in step with that level, so a tall stack multiplied a haul without bound. The effective level now stops at 3, and the cap is server-configurable.

Documentation

  • Fortunate Son's guidebook page and reference entry now say what it does. Both said each stack raised the fortune and looting level with nothing stopping it, and neither drew any line between a creature and a player. They now give the cap of three and say plainly that a player's own belongings are left alone. On Minecraft 26.2 the page was further behind still: it was the launch-era text, describing Fortunate Son as a Fortune enchantment for block-breaking spells and mentioning neither Reap nor Looting.
  • Create Water's reference entry claimed it placed a single water source block. It has always filled a sphere of the spell's range: the entry was simply wrong, and it is corrected alongside the Fill description above.
  • The configuration summary was a file short and a count short. It listed four server config files where there are five, leaving out wands.toml, and put the number of tunable gameplay values at roughly 150 where it is over 200.
v1.0.2+26.2Релиз26.2 · 19 августа 2026 г.

Fill stops reaching through walls. It used to measure distance alone, which made it a solid sphere of thirty blocks' radius that took no notice of the room it was cast in; it now fills the space the spell actually lands in and stops where that space stops. A hole in the ground fills to ground level, a sealed room fills to its ceiling, and Break clears the mass it hit rather than everything behind it.

Alongside it: Fortunate Son no longer duplicates a player's belongings when it kills them.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Fill

  • Fill now fills the space the spell lands in, and stops where that space stops. It used to be a plain distance test, so it swept out a solid sphere of thirty blocks' radius and reached straight through stone into sealed rooms and caves on the far side. It now walks from block to touching block, which means it can only ever reach what the space it landed in actually connects to.
  • Conjure and Create Water pour. They settle to the floor first and then rise a layer at a time, stopping at the height where the space would spill out: a hole in the ground fills to ground level and a sealed room fills to its ceiling. Cast one somewhere genuinely open and there is nothing holding the fill, so nothing is placed.
  • Break and Evaporate Water follow the mass instead. Break clears the run of blocks it struck and stops at the open air, rather than hollowing out a sphere and taking the room behind the wall with it. Evaporate drains the body of water it was cast into and stops at the shore, instead of punching a hole through the middle and leaving the water standing around the gap.
  • The Fill radius is now a limit rather than a shape. It still reaches thirty blocks by default, and Increased Area still does not widen it, but it now bounds how far the search may travel instead of describing what gets filled. A new server setting caps how many blocks one cast will touch, at 4096 by default. Wall and Floor still take priority over Fill, unchanged.
  • The guidebook and the component reference describe the new Fill. Last release corrected them to say the sphere reached through walls, which was true of the spell at the time. That description is replaced by the one above.

Fixes

  • Fortunate Son no longer duplicates a player's belongings. Killing a player with a Fortunate Son spell multiplied whatever dropped, and a player's death drops are their inventory rather than rolled loot, so it copied what they were carrying instead of granting extra loot. Fortunate Son now leaves player drops alone entirely and only ever affects the loot a creature rolls, which is what it was always meant to do.
  • Fortunate Son can no longer make impossible stacks. Bonus drops stop at an item's own stack limit, so a mob's dropped sword can no longer come back as two of them.
  • Fortunate Son's level is capped. Stacking it used to raise the underlying Fortune and Looting level without limit, and drops multiply in step with that level, so a tall stack multiplied a haul without bound. The effective level now stops at 3, and the cap is server-configurable.

Documentation

  • Fortunate Son's guidebook page and reference entry now say what it does. Both said each stack raised the fortune and looting level with nothing stopping it, and neither drew any line between a creature and a player. They now give the cap of three and say plainly that a player's own belongings are left alone. On Minecraft 26.2 the page was further behind still: it was the launch-era text, describing Fortunate Son as a Fortune enchantment for block-breaking spells and mentioning neither Reap nor Looting.
  • Create Water's reference entry claimed it placed a single water source block. It has always filled a sphere of the spell's range: the entry was simply wrong, and it is corrected alongside the Fill description above.
  • The configuration summary was a file short and a count short. It listed four server config files where there are five, leaving out wands.toml, and put the number of tunable gameplay values at roughly 150 where it is over 200.
v1.0.2+26.1.2Релиз26.1.2 · 19 августа 2026 г.

Fill stops reaching through walls. It used to measure distance alone, which made it a solid sphere of thirty blocks' radius that took no notice of the room it was cast in; it now fills the space the spell actually lands in and stops where that space stops. A hole in the ground fills to ground level, a sealed room fills to its ceiling, and Break clears the mass it hit rather than everything behind it.

Alongside it: Fortunate Son no longer duplicates a player's belongings when it kills them.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Fill

  • Fill now fills the space the spell lands in, and stops where that space stops. It used to be a plain distance test, so it swept out a solid sphere of thirty blocks' radius and reached straight through stone into sealed rooms and caves on the far side. It now walks from block to touching block, which means it can only ever reach what the space it landed in actually connects to.
  • Conjure and Create Water pour. They settle to the floor first and then rise a layer at a time, stopping at the height where the space would spill out: a hole in the ground fills to ground level and a sealed room fills to its ceiling. Cast one somewhere genuinely open and there is nothing holding the fill, so nothing is placed.
  • Break and Evaporate Water follow the mass instead. Break clears the run of blocks it struck and stops at the open air, rather than hollowing out a sphere and taking the room behind the wall with it. Evaporate drains the body of water it was cast into and stops at the shore, instead of punching a hole through the middle and leaving the water standing around the gap.
  • The Fill radius is now a limit rather than a shape. It still reaches thirty blocks by default, and Increased Area still does not widen it, but it now bounds how far the search may travel instead of describing what gets filled. A new server setting caps how many blocks one cast will touch, at 4096 by default. Wall and Floor still take priority over Fill, unchanged.
  • The guidebook and the component reference describe the new Fill. Last release corrected them to say the sphere reached through walls, which was true of the spell at the time. That description is replaced by the one above.

Fixes

  • Fortunate Son no longer duplicates a player's belongings. Killing a player with a Fortunate Son spell multiplied whatever dropped, and a player's death drops are their inventory rather than rolled loot, so it copied what they were carrying instead of granting extra loot. Fortunate Son now leaves player drops alone entirely and only ever affects the loot a creature rolls, which is what it was always meant to do.
  • Fortunate Son can no longer make impossible stacks. Bonus drops stop at an item's own stack limit, so a mob's dropped sword can no longer come back as two of them.
  • Fortunate Son's level is capped. Stacking it used to raise the underlying Fortune and Looting level without limit, and drops multiply in step with that level, so a tall stack multiplied a haul without bound. The effective level now stops at 3, and the cap is server-configurable.

Documentation

  • Fortunate Son's guidebook page and reference entry now say what it does. Both said each stack raised the fortune and looting level with nothing stopping it, and neither drew any line between a creature and a player. They now give the cap of three and say plainly that a player's own belongings are left alone. On Minecraft 26.2 the page was further behind still: it was the launch-era text, describing Fortunate Son as a Fortune enchantment for block-breaking spells and mentioning neither Reap nor Looting.
  • Create Water's reference entry claimed it placed a single water source block. It has always filled a sphere of the spell's range: the entry was simply wrong, and it is corrected alongside the Fill description above.
  • The configuration summary was a file short and a count short. It listed four server config files where there are five, leaving out wands.toml, and put the number of tunable gameplay values at roughly 150 where it is over 200.
v1.0.1+1.21.1Релиз1.21.1 · 19 августа 2026 г.

A modifier-system rework: the modifiers that shape a whole projectile — Double, Split, Accelerate, Pierce, Bounce, Return, and Chain, alongside the timing modifiers Delay, Echo, Linger, and Duration — now belong to the delivery rather than to a single effect, and the Spell Builder gives them their own category and their own place beside the delivery. Chain is rebuilt to spread the projectile from whatever it strikes: it arcs to nearby creatures on an entity hit, or hops between blocks of the same kind on a solid impact. Linger now settles into a vanilla-style lingering-potion cloud that keeps pulsing its effect.

Alongside it: a rebalance that brings the three wands far closer together and makes armour count against stacked Damage, and the first round of fixes from reports since launch, including an Arcane Altar crash and the spell list going blank after a death.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Modifier Rework

  • Projectile- and timing-shaping modifiers now attach to the delivery, not an effect. Eleven modifiers — Double, Split, Accelerate, Pierce, Bounce, Return, Chain, Delay, Echo, Linger, and Duration — act on the spell's delivery as a whole, so they no longer bind to whichever effect you happened to drop them beside. Under the hood these already applied to the projectile regardless of where they sat, so this makes the spell read the way it behaves: they live in one place on the delivery, and the remaining modifiers stay attached to their individual effects. Existing saved spells carry over on their own: any of these modifiers left sitting on an effect is moved onto the delivery the moment the spell loads, so nothing you have built breaks.

  • Chain now spreads the projectile from whatever it strikes. Instead of forking a single effect onto same-type creatures, Chain steers the whole projectile once it has spent its Pierce and Bounce, and it takes one of two forms depending on what it lands on:

    • On a creature, it arcs between entities. It jumps to the nearest living thing around it, then the next, and so on. Any kind of creature counts, and it never doubles back on one it has already struck.
    • On a block, it hops between like blocks. It leaps to the nearest block of the same kind, then keeps hopping from there.

    Either way, it resolves the entire spell at every target it reaches and keeps going for as many jumps as its Chain level allows, one more per stack. How far it reaches per jump and how many jumps each level grants are both server-configurable.

  • Linger settles into a lingering-potion cloud. A Linger spell now leaves behind a vanilla-style potion cloud, tinted to the spell's own colour, that keeps re-casting its effect on everything inside it for the duration. The way it works is unchanged: only the look now matches a real lingering potion.

Spell Builder

  • A dedicated "Delivery Modifiers" category. The component palette splits its modifiers in two: the delivery modifiers get their own labelled section directly under Delivery Methods, and the effect modifiers keep theirs below the effects. In the build chain the delivery's modifiers sit beside the delivery itself, exactly the way an effect's modifiers sit beside the effect.
  • Modifiers that cannot work on your delivery are visibly out of reach. The projectile-shaping modifiers only do anything when the spell actually launches a projectile, which means a Cast or Tracking delivery. Choose a Rune, Trap, Self, Sight, or Touch delivery and those modifiers grey out in the palette with a note explaining why, so you are never spending mana on a Pierce that will never fire. If you had one placed and then switch to a delivery it no longer fits, it stays put but is outlined in amber as a heads-up rather than silently doing nothing.

Balance

  • The three wands sit far closer together. A wand's Spell Power bonus is now +6 on a Worn wand, +15 on a Carved one and +30 on a Runic one, down from +10, +25 and +75. Counting the Spell Power every caster starts with, a plain Damage effect now lands for 2 bare-handed, 3.2 with a Worn wand, 5 with a Carved one and 8 with a Runic one: that top end is a netherite sword swing. The old spread put a Runic wand eight and a half times above bare hands, a wider gap than the entire wood-to-netherite sword progression, and no single damage figure could sit sensibly across a range that broad.
  • Repeating the same effect in one spell costs more each time. The second copy is priced above the first, the third above the second, and so on, so a wall of one effect is no longer bought at a flat rate. How steeply the price climbs is server-configurable, and setting it to 1 restores the old flat pricing exactly.
  • Stacked Damage lands as a single blow. Copies of Damage in one spell are added together and dealt once, so armour, Protection and Resistance all measure themselves against the full total. Each copy used to strike separately and slip past the brief invulnerability that normally follows a hit, which is what made stacking Damage so much cheaper than it looked. Echo is not folded in: each replay still arrives later and lands as its own separate blow, at 80% of the one before it by default, and that falloff is server-configurable.
  • Existing worlds pick up the new numbers. Server settings written before this release are brought up to date the first time the world loads. Anything you had already tuned yourself is left exactly as you set it.

Fixes

  • The Arcane Altar no longer crashes when a slot holds more than 64 of a material. A slot still takes up to 320, and altars filled before this release keep what is in them.
  • Your spells and the component palette no longer go blank. They survive dying and travelling between dimensions, so there is nothing left to relog for.
  • Enchantments now do what they say. Spell Power is read from whatever is in your main hand, and Mana Pool and Mana Regeneration are read from worn armour. The altar now only offers an enchantment on an item where it will actually be read, so levels can no longer be spent on a pairing that does nothing.
  • Launch, Pull, Push, Yeet and Slam now move players. They already worked on every other creature; a player is now carried the same way.
  • The Spell Visuals screen applies again. Colour, shape and trail choices hold instead of being dropped on the way back to the builder. The same fix means resizing the window or toggling fullscreen no longer discards a spell you are part-way through building.
  • On Minecraft 1.21.1, a cast now leaves the same brief shimmer it has always left on 26.x. Wherever a spell resolves — a projectile landing, a combo going off, or a cast that needs no projectile — a puff of enchanting glyphs marks the spot, spread to match the spell's range and gone in about a second and a half. It is decoration only and applies nothing on its own. Minecraft 1.21.1 simply never drew it, so a spell read flatter there than the very same spell on 26.x. Linger and Duration spells are the one exception on every version: they leave their own lingering cloud, so they get no separate puff.
  • Conjure builds through its own Light. Anything a block can normally be placed into — light, grass, snow, water — now counts as free space for Conjure, which is already how it behaved when paired with Fill. A plain Conjure used to fill only true air, so casting one into an area you had just lit left a gap wherever a light happened to sit.
  • Light no longer lasts forever. The lights a cast places now clear themselves after a minute, and how long they last is server-configurable. The countdown is stored with the world rather than the session, so it keeps running across a reload instead of stranding the lights. For the permanent lights left behind by v1.0.0, which could not be mined in survival: Break now clears them, and casting Light over them turns them into ones that expire.

Documentation

  • The guidebook and the component reference now say what Fill actually does. Fill reshapes a spell into a solid sphere around the point it lands, and it measures distance alone with no line of sight, so the sphere reaches straight through stone into sealed rooms and caves you cannot see. Break will hollow out far more than the room you are standing in, and Conjure will pack every open space in range, including the ones behind a wall. None of that behaviour has changed: the description was simply wrong, and it also called the shape a cube and implied Increased Area would widen it, which it does not.
v1.0.1+26.2Релиз26.2 · 19 августа 2026 г.

A modifier-system rework: the modifiers that shape a whole projectile — Double, Split, Accelerate, Pierce, Bounce, Return, and Chain, alongside the timing modifiers Delay, Echo, Linger, and Duration — now belong to the delivery rather than to a single effect, and the Spell Builder gives them their own category and their own place beside the delivery. Chain is rebuilt to spread the projectile from whatever it strikes: it arcs to nearby creatures on an entity hit, or hops between blocks of the same kind on a solid impact. Linger now settles into a vanilla-style lingering-potion cloud that keeps pulsing its effect.

Alongside it: a rebalance that brings the three wands far closer together and makes armour count against stacked Damage, and the first round of fixes from reports since launch, including an Arcane Altar crash and the spell list going blank after a death.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Modifier Rework

  • Projectile- and timing-shaping modifiers now attach to the delivery, not an effect. Eleven modifiers — Double, Split, Accelerate, Pierce, Bounce, Return, Chain, Delay, Echo, Linger, and Duration — act on the spell's delivery as a whole, so they no longer bind to whichever effect you happened to drop them beside. Under the hood these already applied to the projectile regardless of where they sat, so this makes the spell read the way it behaves: they live in one place on the delivery, and the remaining modifiers stay attached to their individual effects. Existing saved spells carry over on their own: any of these modifiers left sitting on an effect is moved onto the delivery the moment the spell loads, so nothing you have built breaks.

  • Chain now spreads the projectile from whatever it strikes. Instead of forking a single effect onto same-type creatures, Chain steers the whole projectile once it has spent its Pierce and Bounce, and it takes one of two forms depending on what it lands on:

    • On a creature, it arcs between entities. It jumps to the nearest living thing around it, then the next, and so on. Any kind of creature counts, and it never doubles back on one it has already struck.
    • On a block, it hops between like blocks. It leaps to the nearest block of the same kind, then keeps hopping from there.

    Either way, it resolves the entire spell at every target it reaches and keeps going for as many jumps as its Chain level allows, one more per stack. How far it reaches per jump and how many jumps each level grants are both server-configurable.

  • Linger settles into a lingering-potion cloud. A Linger spell now leaves behind a vanilla-style potion cloud, tinted to the spell's own colour, that keeps re-casting its effect on everything inside it for the duration. The way it works is unchanged: only the look now matches a real lingering potion.

Spell Builder

  • A dedicated "Delivery Modifiers" category. The component palette splits its modifiers in two: the delivery modifiers get their own labelled section directly under Delivery Methods, and the effect modifiers keep theirs below the effects. In the build chain the delivery's modifiers sit beside the delivery itself, exactly the way an effect's modifiers sit beside the effect.
  • Modifiers that cannot work on your delivery are visibly out of reach. The projectile-shaping modifiers only do anything when the spell actually launches a projectile, which means a Cast or Tracking delivery. Choose a Rune, Trap, Self, Sight, or Touch delivery and those modifiers grey out in the palette with a note explaining why, so you are never spending mana on a Pierce that will never fire. If you had one placed and then switch to a delivery it no longer fits, it stays put but is outlined in amber as a heads-up rather than silently doing nothing.

Balance

  • The three wands sit far closer together. A wand's Spell Power bonus is now +6 on a Worn wand, +15 on a Carved one and +30 on a Runic one, down from +10, +25 and +75. Counting the Spell Power every caster starts with, a plain Damage effect now lands for 2 bare-handed, 3.2 with a Worn wand, 5 with a Carved one and 8 with a Runic one: that top end is a netherite sword swing. The old spread put a Runic wand eight and a half times above bare hands, a wider gap than the entire wood-to-netherite sword progression, and no single damage figure could sit sensibly across a range that broad.
  • Repeating the same effect in one spell costs more each time. The second copy is priced above the first, the third above the second, and so on, so a wall of one effect is no longer bought at a flat rate. How steeply the price climbs is server-configurable, and setting it to 1 restores the old flat pricing exactly.
  • Stacked Damage lands as a single blow. Copies of Damage in one spell are added together and dealt once, so armour, Protection and Resistance all measure themselves against the full total. Each copy used to strike separately and slip past the brief invulnerability that normally follows a hit, which is what made stacking Damage so much cheaper than it looked. Echo is not folded in: each replay still arrives later and lands as its own separate blow, at 80% of the one before it by default, and that falloff is server-configurable.
  • Existing worlds pick up the new numbers. Server settings written before this release are brought up to date the first time the world loads. Anything you had already tuned yourself is left exactly as you set it.

Fixes

  • The Arcane Altar no longer crashes when a slot holds more than 64 of a material. A slot still takes up to 320, and altars filled before this release keep what is in them.
  • Your spells and the component palette no longer go blank. They survive dying and travelling between dimensions, so there is nothing left to relog for.
  • Enchantments now do what they say. Spell Power is read from whatever is in your main hand, and Mana Pool and Mana Regeneration are read from worn armour. The altar now only offers an enchantment on an item where it will actually be read, so levels can no longer be spent on a pairing that does nothing.
  • Launch, Pull, Push, Yeet and Slam now move players. They already worked on every other creature; a player is now carried the same way.
  • The Spell Visuals screen applies again. Colour, shape and trail choices hold instead of being dropped on the way back to the builder. The same fix means resizing the window or toggling fullscreen no longer discards a spell you are part-way through building.
  • On Minecraft 1.21.1, a cast now leaves the same brief shimmer it has always left on 26.x. Wherever a spell resolves — a projectile landing, a combo going off, or a cast that needs no projectile — a puff of enchanting glyphs marks the spot, spread to match the spell's range and gone in about a second and a half. It is decoration only and applies nothing on its own. Minecraft 1.21.1 simply never drew it, so a spell read flatter there than the very same spell on 26.x. Linger and Duration spells are the one exception on every version: they leave their own lingering cloud, so they get no separate puff.
  • Conjure builds through its own Light. Anything a block can normally be placed into — light, grass, snow, water — now counts as free space for Conjure, which is already how it behaved when paired with Fill. A plain Conjure used to fill only true air, so casting one into an area you had just lit left a gap wherever a light happened to sit.
  • Light no longer lasts forever. The lights a cast places now clear themselves after a minute, and how long they last is server-configurable. The countdown is stored with the world rather than the session, so it keeps running across a reload instead of stranding the lights. For the permanent lights left behind by v1.0.0, which could not be mined in survival: Break now clears them, and casting Light over them turns them into ones that expire.

Documentation

  • The guidebook and the component reference now say what Fill actually does. Fill reshapes a spell into a solid sphere around the point it lands, and it measures distance alone with no line of sight, so the sphere reaches straight through stone into sealed rooms and caves you cannot see. Break will hollow out far more than the room you are standing in, and Conjure will pack every open space in range, including the ones behind a wall. None of that behaviour has changed: the description was simply wrong, and it also called the shape a cube and implied Increased Area would widen it, which it does not.
v1.0.1+26.1.2Релиз26.1.2 · 19 августа 2026 г.

A modifier-system rework: the modifiers that shape a whole projectile — Double, Split, Accelerate, Pierce, Bounce, Return, and Chain, alongside the timing modifiers Delay, Echo, Linger, and Duration — now belong to the delivery rather than to a single effect, and the Spell Builder gives them their own category and their own place beside the delivery. Chain is rebuilt to spread the projectile from whatever it strikes: it arcs to nearby creatures on an entity hit, or hops between blocks of the same kind on a solid impact. Linger now settles into a vanilla-style lingering-potion cloud that keeps pulsing its effect.

Alongside it: a rebalance that brings the three wands far closer together and makes armour count against stacked Damage, and the first round of fixes from reports since launch, including an Arcane Altar crash and the spell list going blank after a death.

Supports: Minecraft 26.1.x (Java 25) · Minecraft 26.2 (Java 25) · Minecraft 1.21.1 (Java 21)

Modifier Rework

  • Projectile- and timing-shaping modifiers now attach to the delivery, not an effect. Eleven modifiers — Double, Split, Accelerate, Pierce, Bounce, Return, Chain, Delay, Echo, Linger, and Duration — act on the spell's delivery as a whole, so they no longer bind to whichever effect you happened to drop them beside. Under the hood these already applied to the projectile regardless of where they sat, so this makes the spell read the way it behaves: they live in one place on the delivery, and the remaining modifiers stay attached to their individual effects. Existing saved spells carry over on their own: any of these modifiers left sitting on an effect is moved onto the delivery the moment the spell loads, so nothing you have built breaks.

  • Chain now spreads the projectile from whatever it strikes. Instead of forking a single effect onto same-type creatures, Chain steers the whole projectile once it has spent its Pierce and Bounce, and it takes one of two forms depending on what it lands on:

    • On a creature, it arcs between entities. It jumps to the nearest living thing around it, then the next, and so on. Any kind of creature counts, and it never doubles back on one it has already struck.
    • On a block, it hops between like blocks. It leaps to the nearest block of the same kind, then keeps hopping from there.

    Either way, it resolves the entire spell at every target it reaches and keeps going for as many jumps as its Chain level allows, one more per stack. How far it reaches per jump and how many jumps each level grants are both server-configurable.

  • Linger settles into a lingering-potion cloud. A Linger spell now leaves behind a vanilla-style potion cloud, tinted to the spell's own colour, that keeps re-casting its effect on everything inside it for the duration. The way it works is unchanged: only the look now matches a real lingering potion.

Spell Builder

  • A dedicated "Delivery Modifiers" category. The component palette splits its modifiers in two: the delivery modifiers get their own labelled section directly under Delivery Methods, and the effect modifiers keep theirs below the effects. In the build chain the delivery's modifiers sit beside the delivery itself, exactly the way an effect's modifiers sit beside the effect.
  • Modifiers that cannot work on your delivery are visibly out of reach. The projectile-shaping modifiers only do anything when the spell actually launches a projectile, which means a Cast or Tracking delivery. Choose a Rune, Trap, Self, Sight, or Touch delivery and those modifiers grey out in the palette with a note explaining why, so you are never spending mana on a Pierce that will never fire. If you had one placed and then switch to a delivery it no longer fits, it stays put but is outlined in amber as a heads-up rather than silently doing nothing.

Balance

  • The three wands sit far closer together. A wand's Spell Power bonus is now +6 on a Worn wand, +15 on a Carved one and +30 on a Runic one, down from +10, +25 and +75. Counting the Spell Power every caster starts with, a plain Damage effect now lands for 2 bare-handed, 3.2 with a Worn wand, 5 with a Carved one and 8 with a Runic one: that top end is a netherite sword swing. The old spread put a Runic wand eight and a half times above bare hands, a wider gap than the entire wood-to-netherite sword progression, and no single damage figure could sit sensibly across a range that broad.
  • Repeating the same effect in one spell costs more each time. The second copy is priced above the first, the third above the second, and so on, so a wall of one effect is no longer bought at a flat rate. How steeply the price climbs is server-configurable, and setting it to 1 restores the old flat pricing exactly.
  • Stacked Damage lands as a single blow. Copies of Damage in one spell are added together and dealt once, so armour, Protection and Resistance all measure themselves against the full total. Each copy used to strike separately and slip past the brief invulnerability that normally follows a hit, which is what made stacking Damage so much cheaper than it looked. Echo is not folded in: each replay still arrives later and lands as its own separate blow, at 80% of the one before it by default, and that falloff is server-configurable.
  • Existing worlds pick up the new numbers. Server settings written before this release are brought up to date the first time the world loads. Anything you had already tuned yourself is left exactly as you set it.

Fixes

  • The Arcane Altar no longer crashes when a slot holds more than 64 of a material. A slot still takes up to 320, and altars filled before this release keep what is in them.
  • Your spells and the component palette no longer go blank. They survive dying and travelling between dimensions, so there is nothing left to relog for.
  • Enchantments now do what they say. Spell Power is read from whatever is in your main hand, and Mana Pool and Mana Regeneration are read from worn armour. The altar now only offers an enchantment on an item where it will actually be read, so levels can no longer be spent on a pairing that does nothing.
  • Launch, Pull, Push, Yeet and Slam now move players. They already worked on every other creature; a player is now carried the same way.
  • The Spell Visuals screen applies again. Colour, shape and trail choices hold instead of being dropped on the way back to the builder. The same fix means resizing the window or toggling fullscreen no longer discards a spell you are part-way through building.
  • On Minecraft 1.21.1, a cast now leaves the same brief shimmer it has always left on 26.x. Wherever a spell resolves — a projectile landing, a combo going off, or a cast that needs no projectile — a puff of enchanting glyphs marks the spot, spread to match the spell's range and gone in about a second and a half. It is decoration only and applies nothing on its own. Minecraft 1.21.1 simply never drew it, so a spell read flatter there than the very same spell on 26.x. Linger and Duration spells are the one exception on every version: they leave their own lingering cloud, so they get no separate puff.
  • Conjure builds through its own Light. Anything a block can normally be placed into — light, grass, snow, water — now counts as free space for Conjure, which is already how it behaved when paired with Fill. A plain Conjure used to fill only true air, so casting one into an area you had just lit left a gap wherever a light happened to sit.
  • Light no longer lasts forever. The lights a cast places now clear themselves after a minute, and how long they last is server-configurable. The countdown is stored with the world rather than the session, so it keeps running across a reload instead of stranding the lights. For the permanent lights left behind by v1.0.0, which could not be mined in survival: Break now clears them, and casting Light over them turns them into ones that expire.

Documentation

  • The guidebook and the component reference now say what Fill actually does. Fill reshapes a spell into a solid sphere around the point it lands, and it measures distance alone with no line of sight, so the sphere reaches straight through stone into sealed rooms and caves you cannot see. Break will hollow out far more than the room you are standing in, and Conjure will pack every open space in range, including the ones behind a wall. None of that behaviour has changed: the description was simply wrong, and it also called the shape a cube and implied Increased Area would widen it, which it does not.
1.0.0Релиз1.21.1 · 8 июля 2026 г.

Initial Release

1.0.0Релиз26.1.2 · 8 июля 2026 г.

Initial Release

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