Note: This mod is currently in Alpha. For development updates, bug reports, and community discussion, join our Discord and check our Wiki
Check the list of community made add-ons here
About

Wizardry isn't like most magic mods. It has very few crafting recipes and no complex constructions or systems behind it, so you don't have to interrupt your experience by checking how to do everything. Find spell books, upgrade wands, create quick scrolls, fight against elemental spirits, trade with wizards and many more!
With more than 180 spells (and still adding more) each one with unique features, so you will always find something new to see and enjoy. You could also add spell packs that could add more content to your adventure. Will you be able to collect each one of the spells that are lost in the arcana?
Start by mining Magic Crystals (though there are "easier" ways to find them if you explore!). Combine 1 Magic Crystal + 1 Stick + 1 Gold Nugget to craft your first wand and begin your arcane apprenticeship.
Features

- 180+ spells, each with unique and special behaviors
- 8 different magic elements (Fire, Ice, Earth, and more!)
- Upgrade your wand to cast higher-tier spells
- Discover 4 new elemental armor sets and over 70 powerful artifacts
- Interact with good wizards or challenge evil mages hidden throughout the world
Installation

Fabric
Required: Fabric Loader 0.16.9+ (for Minecraft 1.20.1)
Required: Fabric API 0.92.2+
Optional (Recommended): Use Accessories or Trinkets for a better experience with the trinkets.
Important (WHEN USING ACCESSORIES): If any other mods in your modpack list use 'Trinkets' as a dependency, download Accessories Compatibility Layer instead of Trinkets itself (this mod acts as a bridge to help mods with Accessories and Trinkets work together).
Forge
Required: Forge Loader 47.2.30+ (for Minecraft 1.20.1)
Optional (Recommended): Use Accessories or Curios for a better experience with the trinkets.
Important (WHEN USING ACCESSORIES): If any other mods in your modpack list use 'Curios' as a dependency for trinkets, download Accessories Compatibility Layer instead of Curios itself (this mod acts as a bridge to help mods with Accessories and Curios work together).
Credits
Electroblob: The original author of Wizardry.
WinDanesz: Maintainer of the 1.12.2 version.
Min01: For the initial 1.19 WIP port and logic foundations.
19: For the initial 1.20.1 official port work.
NinjaFrito: For the beautiful new textures in this port.
Contributors: A huge thanks to everyone providing bug reports, translations, and suggestions!
How to Install Electroblob's Wizardry Redux (Mod)
Electroblob's Wizardry Redux by Binaris00 is verified for Fabric, Forge across Minecraft versions 1.20.1 (latest release: 0.8.9-fabric, file size: 8.7 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1) and platform (Fabric, Forge).
- Make sure you have the compatible loader or environment installed for Fabric, Forge.
- Move the downloaded Electroblob's Wizardry Redux file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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- fix: added bridge between EBW and "Create Stuff 'N Additions" to prevent incompatibility
- fix: solved crash when using ebw items with JEED
(very early fix)
- fix: added bridge between EBW and "Create Stuff 'N Additions" to prevent incompatibility
- fix: solved crash when using ebw items with JEED
(very early fix)
- feature: added banners with custom textures
- feature: added ruined spell book fix with multiple spectral dust
- feature: added item tags for recipes inside the imbuement altar
- feature: added structure tags (wizard tower, obelisk, shrine)
- feature: added custom mob effect containers for spells and curses
- feature: Conjure Pickaxe and Conjure Sword reworks
- fix: wizard trading wasn't working due to sync issues
- fix: structures won't appear in water
- fix: avoid null results in CastItemDataHelper#getSpells (avoiding crash when deleting spells in you already created world)
- fix: now you can't downgrade your want to lower tiers
- fix: Construct spells disappear on client side
- fix: shrine event stop bricking after all players are dead
- feature: added banners with custom textures
- feature: added ruined spell book fix with multiple spectral dust
- feature: added item tags for recipes inside the imbuement altar
- feature: added structure tags (wizard tower, obelisk, shrine)
- feature: added custom mob effect containers for spells and curses
- feature: Conjure Pickaxe and Conjure Sword reworks
- fix: wizard trading wasn't working due to sync issues
- fix: structures won't appear in water
- fix: avoid null results in CastItemDataHelper#getSpells (avoiding crash when deleting spells in you already created world)
- fix: now you can't downgrade your want to lower tiers
- fix: Construct spells disappear on client side
- fix: shrine event stop bricking after all players are dead
- feature(lang): Added Chinese translations (by @DreaMemory2 on github)
- feature(lang): Added Spanish translation (by @xiwang_kibo on discord)
- feature(lang): Turkish translation (by @xlorsh on discord)
- feature(event): added WizardTradeSetupEvent for add-ons to create/modify Wizard's trades without mixins
- feature(fishing): now you can get different magic items when fishing
- fix(minions): Summons shouldn't drop loot or xp
- fix(sound): Added missing sound subtitles
- fix(spells): Telekinesis spell disappearing items with Physics Item mod and Speed Time not affecting crops
- fix(armor): Ethereal Crystal Weave now converts wizard armor to Warlock (As how it should be)
- refactor(worldgen): Added biome tags for more custom modification for spawn crystal flower, crystal ore and evil wizards
- refactor(gui): created getSpellIcon() to have better mixin control
- feature(lang): Added Chinese translations (by @DreaMemory2 on github)
- feature(lang): Added Spanish translation (by @xiwang_kibo on discord)
- feature(lang): Turkish translation (by @xlorsh on discord)
- feature(event): added WizardTradeSetupEvent for add-ons to create/modify Wizard's trades without mixins
- feature(fishing): now you can get different magic items when fishing
- fix(minions): Summons shouldn't drop loot or xp
- fix(sound): Added missing sound subtitles
- fix(spells): Telekinesis spell disappearing items with Physics Item mod and Speed Time not affecting crops
- fix(armor): Ethereal Crystal Weave now converts wizard armor to Warlock (As how it should be)
- refactor(worldgen): Added biome tags for more custom modification for spawn crystal flower, crystal ore and evil wizards
- refactor(gui): created getSpellIcon() to have better mixin control
- feat: Added item tags for armor upgrades, magic crystal shards, spectral dust, and wand upgrades
- feat: sounds.json can now be generated with datagen via
EBSoundProvider
## Refactors
- refactor:
IArtifactEffectnow extendsIEventEffect<ArtifactEffectContext>for general use in other contexts (e.g., mob effects) - refactor:
GeometryUtilsrenamed toVecUtils,DrawingUtilsmoved toClientUtils - refactor:
InventoryUtilsdeleted and moved toEntityUtils - refactor: Entity immunities system deleted
- refactor:
SpellCastEventconstructors now useCastContext; old constructors deprecated - refactor:
SpellCastEvent.Sourceenum changed toSpellCastEvent.Sourceinterface +Sourcesenum for custom cast sources - refactor:
EventResultandEventResultHolderclasses deleted - refactor:
EBDiscoverSpellEventrenamed toDiscoverSpellEventwith newSourceinterface for custom discovery sources - refactor:
SpellTypechanged from enum to interface; built-in types moved toSpellTypesenum; newSpellTypeRegistryfor addon registration - refactor:
SpellContextchanged from enum to interface; built-in contexts moved toSpellContextsenum - refactor:
WizardArmorTyperenamed toWizardArmorTypes - refactor:
ISpellVarandIStoredSpellVarrewritten with Codecs;Persistencerenamed toVarPersistence - refactor:
NBTExtrasutility class deleted - refactor:
ICustomHitboxinterface deleted - refactor:
SpellHUDSkinclass andspell_hud/assets deleted; spell HUD customization now uses resource packs - refactor:
MagicProjectileEntitynow extendsThrowableProjectile; newMagicItemProjectileEntityfor item-based projectiles - refactor:
MagicArrowEntityrefactored with new utility methods for damage, sound, particles, and effects - refactor:
SpellModifiersrefactored withOperationenum (ADDITION,MULTIPLY_BASE,MULTIPLY_TOTAL) andModifiersInstance; old methods removed - refactor:
EBClientConstantsdeleted; constants moved toArcaneWorkbenchScreen - refactor: Particle system cleaned up (
ParticleWizardry,ParticleTargeted);ICustomHitboxremoved - refactor:
MagicDamageSourcesimplified; damage type registration updated - refactor: Sounds and spell modifiers refactored for datagen support
### Bug Fixes
- fix: scaled construct entities now can actually scale, increasing width and height depending on the size multiplier (blast upgrade)
- fix: Meteor spell can be used to attack direct targets, not just pointing at a block
- fix: (German translation) fix to Magic Scroll name
- fix: healing aura doesn't grow too much based on effect radius
- fix: summons can't pick up loot by default now
- fix: flash name fix inside arcane workbench
- fix: wizards can only trade spells of their own element (except neutral wizards)
- fix: unregistered mob effects in fabric
- feat: Added item tags for armor upgrades, magic crystal shards, spectral dust, and wand upgrades
- feat: sounds.json can now be generated with datagen via
EBSoundProvider
## Refactors
- refactor:
IArtifactEffectnow extendsIEventEffect<ArtifactEffectContext>for general use in other contexts (e.g., mob effects) - refactor:
GeometryUtilsrenamed toVecUtils,DrawingUtilsmoved toClientUtils - refactor:
InventoryUtilsdeleted and moved toEntityUtils - refactor: Entity immunities system deleted
- refactor:
SpellCastEventconstructors now useCastContext; old constructors deprecated - refactor:
SpellCastEvent.Sourceenum changed toSpellCastEvent.Sourceinterface +Sourcesenum for custom cast sources - refactor:
EventResultandEventResultHolderclasses deleted - refactor:
EBDiscoverSpellEventrenamed toDiscoverSpellEventwith newSourceinterface for custom discovery sources - refactor:
SpellTypechanged from enum to interface; built-in types moved toSpellTypesenum; newSpellTypeRegistryfor addon registration - refactor:
SpellContextchanged from enum to interface; built-in contexts moved toSpellContextsenum - refactor:
WizardArmorTyperenamed toWizardArmorTypes - refactor:
ISpellVarandIStoredSpellVarrewritten with Codecs;Persistencerenamed toVarPersistence - refactor:
NBTExtrasutility class deleted - refactor:
ICustomHitboxinterface deleted - refactor:
SpellHUDSkinclass andspell_hud/assets deleted; spell HUD customization now uses resource packs - refactor:
MagicProjectileEntitynow extendsThrowableProjectile; newMagicItemProjectileEntityfor item-based projectiles - refactor:
MagicArrowEntityrefactored with new utility methods for damage, sound, particles, and effects - refactor:
SpellModifiersrefactored withOperationenum (ADDITION,MULTIPLY_BASE,MULTIPLY_TOTAL) andModifiersInstance; old methods removed - refactor:
EBClientConstantsdeleted; constants moved toArcaneWorkbenchScreen - refactor: Particle system cleaned up (
ParticleWizardry,ParticleTargeted);ICustomHitboxremoved - refactor:
MagicDamageSourcesimplified; damage type registration updated - refactor: Sounds and spell modifiers refactored for datagen support
### Bug Fixes
- fix: scaled construct entities now can actually scale, increasing width and height depending on the size multiplier (blast upgrade)
- fix: Meteor spell can be used to attack direct targets, not just pointing at a block
- fix: (German translation) fix to Magic Scroll name
- fix: healing aura doesn't grow too much based on effect radius
- fix: summons can't pick up loot by default now
- fix: flash name fix inside arcane workbench
- fix: wizards can only trade spells of their own element (except neutral wizards)
- fix: unregistered mob effects in fabric
- feat: added wiki to mod pages and mod description
- feat: added German translation
- fix: firebomb now can burn entities on direct hit
- fix: poison bomb now poisons entities on direct hit
- fix: crash when holding vanilla or modded enchantments
- feat: added wiki to mod pages and mod description
- feat: added German translation
- fix: firebomb now can burn entities on direct hit
- fix: poison bomb now poisons entities on direct hit
- fix: crash when holding vanilla or modded enchantments
- feat: added Russian language (thanks to @maxwell_pov on Discord)
- feat: added French language (thanks to @KilgarrahThomas on GitHub)
- feat: added Swedish language (thanks to @sugarooo on Discord)
- feat: added new config values for server side!
- max recent spells lookup (more = more memory usage and cast penalty for casting old spells repeatedly)
- recent spells time (in ticks) (time that a spell is considered recent)
- potency multiplier for upgrade
- blast radius multiplier for upgrade
- duration multiplier for upgrade
- range multiplier for upgrade
- cooldown multiplier for upgrade
- condenser tick interval for mana increase
- siphon mana increase for level upgrade
- refactor: added imbuement enchant tests
- refactor: game tests are protected, and you can't access them normally anymore (only through the EBTestCentral)
- refactor: game tests now needs parameters that are passed to them inside the EBTestCentral
- fix: now you can't move items in the imbuement altar/receptacle when you're crafting
- fix: new config option to allow creative mode players to bypass arcane lock (default to false)
- fix: new config option to allow OPs of a specific permission level to bypass arcane lock (default to 2 or above)
- fix: avoid ghost item when repairing ruining spell books
- fix: avoid always needing to put the spectral dust first and then the ruined spell book, now the order doesn't matter
- Try to delete your configs to create the new ones with the new config values.**
- feat: added Russian language (thanks to @maxwell_pov on Discord)
- feat: added French language (thanks to @KilgarrahThomas on GitHub)
- feat: added Swedish language (thanks to @sugarooo on Discord)
- feat: added new config values for server side!
- max recent spells lookup (more = more memory usage and cast penalty for casting old spells repeatedly)
- recent spells time (in ticks) (time that a spell is considered recent)
- potency multiplier for upgrade
- blast radius multiplier for upgrade
- duration multiplier for upgrade
- range multiplier for upgrade
- cooldown multiplier for upgrade
- condenser tick interval for mana increase
- siphon mana increase for level upgrade
- refactor: added imbuement enchant tests
- refactor: game tests are protected, and you can't access them normally anymore (only through the EBTestCentral)
- refactor: game tests now needs parameters that are passed to them inside the EBTestCentral
- fix: now you can't move items in the imbuement altar/receptacle when you're crafting
- fix: new config option to allow creative mode players to bypass arcane lock (default to false)
- fix: new config option to allow OPs of a specific permission level to bypass arcane lock (default to 2 or above)
- fix: avoid ghost item when repairing ruining spell books
- fix: avoid always needing to put the spectral dust first and then the ruined spell book, now the order doesn't matter
- Try to delete your configs to create the new ones with the new config values.**
- feat: added Auto-smelt, Lava Walking, Storm, Undead helmets, Recovery artifact
- refactor: Major overhaul of the Artifact Effect system (IArtifactEffect, QuickArtifactEffect, ArtifactItem) for better performance and extensibility
- refactor: Migrated legacy artifact effects to dedicated logic classes (Amulets, Rings, and Charms)
- fix: errors with Feeding Charm artifact
- fix: better progression reduction calc, when 60% of the max recent spells are casted, the reduction is applied (50% less progression)
- fix: Game Crash when grabbing a wand from a spell table while inventory is full
- fix: Arcane Lock lacking ability for allies to open it
- fix: Fix ruined spell book earth gives Sorcery spell books
- refactor: minion test removed
- fix: (fabric) now imbuement enchants are only applied to tiered and enchantable items (avoiding crash with other mods)
- fix: inject arms pose into HumanoidModel now checks if the entity is a player (avoiding weird crash with piglins)
- fix: Leeching ring now has a 30% chance to heal the player, not always
- fix: extractor ring now works when killing mobs, not just when hurting them
- fix: better description for Haggler's Sign
- fix: charm spell discovery wasn't working due to incorrect loot parameter check
- fix: amulet transience now uses the correct event: player damaged
- fix: combustion ring now explodes when the player kills a mob with fire damage (it was calling the wrong event)
- fix: Lich Amulet now correctly redirects damage to owned minions when player is hurt
- fix: Channeling Amulet now correctly cancels shock (not frost) damage on player hurt
- fix: Banishing Amulet now correctly teleports the attacker when player is hurt
- fix: Soulbinding Ring now correctly tracks soulbound creatures on the server side
- feat: added Auto-smelt, Lava Walking, Storm, Undead helmets, Recovery artifact
- refactor: Major overhaul of the Artifact Effect system (IArtifactEffect, QuickArtifactEffect, ArtifactItem) for better performance and extensibility
- refactor: Migrated legacy artifact effects to dedicated logic classes (Amulets, Rings, and Charms)
- fix: errors with Feeding Charm artifact
- fix: better progression reduction calc, when 60% of the max recent spells are casted, the reduction is applied (50% less progression)
- fix: Game Crash when grabbing a wand from a spell table while inventory is full
- fix: Arcane Lock lacking ability for allies to open it
- fix: Fix ruined spell book earth gives Sorcery spell books
- refactor: minion test removed
- fix: (fabric) now imbuement enchants are only applied to tiered and enchantable items (avoiding crash with other mods)
- fix: inject arms pose into HumanoidModel now checks if the entity is a player (avoiding weird crash with piglins)
- fix: Leeching ring now has a 30% chance to heal the player, not always
- fix: extractor ring now works when killing mobs, not just when hurting them
- fix: better description for Haggler's Sign
- fix: charm spell discovery wasn't working due to incorrect loot parameter check
- fix: amulet transience now uses the correct event: player damaged
- fix: combustion ring now explodes when the player kills a mob with fire damage (it was calling the wrong event)
- fix: Lich Amulet now correctly redirects damage to owned minions when player is hurt
- fix: Channeling Amulet now correctly cancels shock (not frost) damage on player hurt
- fix: Banishing Amulet now correctly teleports the attacker when player is hurt
- fix: Soulbinding Ring now correctly tracks soulbound creatures on the server side
- fix: wizard and evil wizards mobs now can step up blocks when kiting
- fix: progression now works correctly with modifiers