
The official spiritual successor to Ars Magica 2, Mana and Artifice is a new take on adding magic to the world.
Craft and cast powerful spells
The familiar Shapes, Components, and Modifiers return, but with more of a focus on balance and stability. With more than 70 shapes, components, and modifiers to choose from (and more on the way), you can become the wizard you always dreamed you could be!



Perform more powerful, long lasting magical effects through rituals
Rituals are a way to establish the much more powerful effects. They require a great deal of setup and preparation, but can cause some truly amazing things to happen!
Create portals allowing travel over long distances, controlling time and the weather, travelling to or summoning other players, or making powerful alliances.


A brand new way of enchanting
Go from firing clay plates to smelting things in an arcane furnace, hammering out the rune on a mystical anvil and infusing your own mana into it (along with a few required reagents) - the process truly feels magical and powerful.

New crafting options
Feel like a true wizard as you engage in several new crafting options throughout the mod.


Draw magical patterns right in the air
With the new Manaweaving mechanic, an array of powerful magical effects are right at your fingertips!
Using a special wand, you channel your own mana into drawn shapes right in the air in front of you, weaving together complex effects like summoning a grimoire (an ender-chest-like spellbook) or as a way to add magic into rituals.
As an accessibility option, or for those who simply don't care for the mechanic, there is also a block that can draw the patterns for you. Play how you want to play!
Explore a magical world
With dozens of new structures to find, the world is varied and interesting.


Make powerful friends, and enemies
Each faction has powerful benefits and drawbacks, making each playthrough feel unique and fresh.


Guided progression helps you know what to do next
Instead of having to research every single thing in the mod, you instead progress through tiers. These have logical requirements and tie in with natural progression through the game, so you progress just by playing!

Let the book guide you as well
Conveniently laid out pages and recipes show you exactly what you need to do and how to do it.


Create automation or your own personal army using Constructs
Constructs are a rewarding form of automation that lets you do amazing things - interact with blocks, sort items, refill furnaces, and more! Even the act of crafting them in the first pace is a work of magic.
They are completely modular.
Each construct is composed of five pieces: head, torso, legs, left arm, right arm. Each of those pieces gives it various capabilities, things like carrying items, attacking, water breathing, etc.
Each piece can be made from any one of six materials: Wood, Stone, Iron, Gold, Diamond, or Obsidian. You can mix and match too! The material composition changes things like the construct's overall movement speed, fire resistance, whether or not it can float, and more.

Lastly, when you finally craft your construct, you infuse each of the 8 crystals surrounding your workbench with an affinity. You do this by casting spells at them. The overall affinity can also change properties like giving physical resistance for earth affinity, move speed for air, and more. The Codex goes into detail on all of it so you don't need to spend time guessing. It also looks and feels very magical.
Between part types, materials, and affinity, there is a ton of possibility for creating the perfect construct for your situation! And, you can modify them at any time by commanding them to return to a workbench!
Once you have constructs, you can command them using a bell of bidding for basic things (follow me, return to workbench, stay). If you want something more advanced, you can use a Lodestar block to create kind of a job board for them to follow. Assigning one or more constructs to a Lodestar will cause them to start executing the tasks, one at a time. The only limit is your creativity and imagination!

Video Tutorials / Walkthroughs
Vallen from Mischief of Mice has been so kind as to do a video guide; and he nailed it! It's a fantastic guide on all things mana ... and artifice! New videos on this guide are still coming out, so consider tossing him a subscribe!
How to get started
Check out the getting started guide at https://manaandartifice.com/getting-started/
Questions?
Ченджлог
3.1.11Релиз1.20.1 · 4 августа 2025 г.
- Fixed an incorrect locale key in JEI
- Standardized the codex entry for mana pylons so it will be found alongside other pylon entries
- Updated the recipe for mana pylons
- Updated an old entry
- Fixed diminishing returns on eldrin matrices
- Added a new integration for better combat to classify the runic malus as a hammer
- Added codex entries for motes crafting in the eldrin altar
- Fixed a crashing bug with caster constructs
- Fixed a rote issue with Crucible
- Fixed affinity not affecting mana cost for bound shape spells
- Fixed infused stone not all being mineable with a pickaxe
- Moved runescribing of runes of marking to T2 to line up with forging them
- Reworked mob spawning:
- There is a config to turn this rework off. Faction wars ignore this config and only spawn in chunks with residual magic.
- Mobs will only spawn when there is ANY residual magic in the chunk.
- Residual magic is generated by using the mod:
- Casting spells (mana cost of spell)
- Casting cantrips (10 * cantrip tier)
- Performing rituals (100 * ritual tier)
- Consuming eldrin power (10% of amount consumed)
- Residual magic decays slowly, 1 point every 5 seconds
- This makes the Council's eldrin bracelet interesting, as it removes residual magic to restore mana
- It will never lower residual magic below 12
- This is experimental; let's see how it works.
3.1.10Релиз1.20.1 · 2 августа 2025 г.
- Fixed an issue where eldrin diminishing returns would apply to all affinities rather than just the specific one
- Fixed an issue where items in the lodestar wouldn't show custom names
- Updated runescribing table to allow the following sided interactions for slots (codex was updated to match this):
- N/W/S/E: Hammer, Chisel, Clay
- Up: Pattern
- Down: Guide
- Improved summoning, skeletons will now spawn with weapons, wither skeletons with swords, etc
- Fixed an issue with invisibility/greater invisibility dampening on attack
- Fixed a crashing bug with filler blocks sometimes accessing a block state property they shouldn't have
- Fixed a crashing bug with did you know tips when a new player loads into the server near to a refraction lens
- Fixed an advancement that was no longer possible with the removal of mana crystals
- Fixed an issue where conduits were only providing power in the square root of their listed power radius
- Increased eldrin power cap to 5000. This is temporary, until the progression-based in-game means of increasing the cap are implemented.
- Right clicking on a running eldrin altar no longer causes it to restart
- Added a missing loot table for mana pylons
- Added break strengths for disenchanter and affinity tinker
- Transitory tunnel blocks are now unbreakable
- Place block can no longer be casted by non-player entities (constructs, npcs, etc)
- Fixed an issue with the enderguard amulet not properly teleporting creepers before they explode
- Fume filters now properly continue burning with an empty mote slot but mote burn bar remaining and fuel present
- Fixed fume prisms applying their multipliers incorrectly
- Fixed fume filters eating buckets on burn complete
- Updated some lang/guide files for translations in russian/japanese/chinese - thank you to all who helped translate
3.1.0.8Релиз1.20.1 · 2 апреля 2025 г.
- Fixed a bug with eldrin power generation rate calculations
3.1.0.7Релиз1.20.1 · 30 марта 2025 г.
- Fixed a crash on server load
- Fixed obsidian constructs not being immune to lava
3.1.0.6Релиз1.20.1 · 30 марта 2025 г.
- Added new models and textures for the faction armors
- Fixed a bug with construct pathing
- Added fume bellows, which boosts output of a fume filter it is attached to in exchange for worse fuel efficiency
- Added fume prism, which causes the filter to generate the selected affinity as well as the two adjacent affinities in exchange for split output
- Enlarge and Reduce are now mutually exclusive and adding one will remove the other
- Did a balance pass on eldrin power generation and consumption
- Fixed animus blocks not reverting properly
- Fixed a few issues with recipes
- Fixed an issue where constructs being re-summoned would not calculate affinities properly
- Fixed an issue where vanilla invisibility would hide items/armor
3.1.0.5Релиз1.20.1 · 8 марта 2025 г.
New Features
- The fume filter now supports resuming without consuming another burnable provided either there is no burnable in the slot or the burnable type is the same
- Added ice and blue ice staves/wands
- Added a new silver spell for undead
- Added runic enchanting recipes for swift sneak
- Added ward cantrip
- Added spectral fence spell
- Witch Hunters can now apply glowing
- Witch Hunters can now chill targets
- Added a proper defeated animation for the council warden
- Added a new relic
Improvements
- Improved construct pathing and door interactions
- Improved the clarity of the manaweaving wand tooltip regarding cantrips
- Improved Eldritch Orb targeting to use the same targeting constructs do for determining allies and attackables
- Spectral saw blades no longer destroy items
- Witch Hunters have been given a visual and animation overhaul
- Witch Hunters have a new quick animation for their trickshots when their target is close
- Witch Hunters and Crypt Stalkers now move around more while attacking
- Improved M&A mob AI overall
- Improved manaweaves to transfer the tier and faction of their caster (including projected ones)
- Improved construct automation; now they have tier knowledge based on their materials. They can never go higher than the tier of their owner. This should help with automation.
Balance
- Fire damage's damage type is now properly fire instead of "fireball"
- Constructs have been given a teleport cooldown, lowered by better materials
- Added a config for whether possession should affect players. Defaults to false.
- Attacking or casting a non-self spell with greater invisibility will now disable the effect for 5 seconds, before it will re-apply automatically. This cooldown can be reset by being affected by greater invisibility again. The same actions now briefly suppress camoflage, similar to moving.
- Increased vinteum manaweaver wand durability to 100 from 25
- Reworked mana shield, it now offers flat 1:1 damage reduction before armor to sourced damage only. Magnitude controls the maximum damage reduced and buffs at a flat cost per point, but otherwise does not increase the reduction cost.
- Illusory creeper now only allows one application per spell tick
- Wall spells can no longer include non-channeled components
- Illusory creeper can now only be affected by beneficial effects
- Telekinesis can no longer affect players
- Cloudstep enchant now allows walking on top of powdered snow, like leather boots
- Fey casting resource time of day bonus now stacks with sanctum invocation, battlemage amulet, and other multiplicative benefits
- Added a line of sight check to imp leap attacks
- Added a built in cooldown to entangle where it cannot affect the same target more than once in a (duration) + 10 second period
- Adjusted entangle's duration range by default to 3 -> 8 seconds
Bug Fixes
- Fixed the recipe for emerald infused sandstone
- Fixed pack rote progress issue
- Fixed a ticking block entity with eldrin altars that were left running
- Fixed a bug with the M&A particle serializer that could cause disconnections for serverside-spawned particles
- Fixed an issue with block-targeting for wall spells
- Fixed a performance issue with item tier resolution during world load
- Fixed an issue with demon armor causing crashes when trying to apply an attribute modifier that is already applied to the character
- Fixed an issue where obsidian constructs (3+ parts) were not properly immune to fire. Updated the codex to specifically call out the 3 part requirement.
- Fixed a set bonus issue with the witherbone armor
- Fixed a crashing bug with lodestars and putting a non phylactery item into is entity in area conditions
- Fixed amulet of the battlemage not counting spell in main hand and sword in offhand as valid
- Fixed a sword tagging issue with amulet of the battlemage where diamond swords weren't considered valid swords
- Fixed fire damage "on fire" bonus damage to not happen with the first cast where the target wasn't on fire
- Fixed a bug where thaumaturgic compasses couldn't re-search biomes
- Fixed the eldritch orb not rendering when equipped
- Fixed the reagent requirement for shatter
- Fixed an issue where constructs wouldn't patrol properly
- Fixed an issue where constructs on guard wouldn't snap to their closest guard point properly if the marked point was not accessible
- Fixed constructs using buckets and bottles on blocks
- Fixed cone block targeting
- Fixed an issue with the practitioner's pouch not properly activating pre-placed rituals made of chalk and not metal runes
- Fixed an issue with freshly spawned constructs not properly calculating affinity boosts
API
- Added new event, ConstructEatItemEvent
- Most construct events have been updated to take and return an IConstruct<> instance rather than an Entity instance. The exception is the Construct Fluid Spray event, which can also be triggered by players. As such it remains LivingEntity.
- Added 2 new animus block tags for no friction and no fall damage
- Renamed several item classes to no longer use the word "Item" in their prefix. For instance, ItemPractitionersPouch -> PractitionersPouch. This will break addons that reach outside the API using these items. This does not affect recipes or datapacks, just in-code identifiers.
- Added a config value to show the h/v mutex of runescribing recipes in the runescribing gui, making adding new ones much easier.
- Fixed an issue with new Faction gui registrations
3.1.0.4Релиз1.20.1 · 5 января 2025 г.
- Fixed a crashing bug with rune of marking pairs
- Fixed a bug where lodestars wouldn't load filters properly
- Added "*" support for dimension/biome blacklists, meaning all - useful to disable a spell entirely.
3.1.0.3Релиз1.20.1 · 1 января 2025 г.
- Fixed an issue where constructs take item filter was broken with smart heads
- Constructs can now activate/automate fume filters
- Improved the fume filter gui to show when the selected power is full
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