Ars Magica 2 community spellbook

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Lethalmatter

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Jul 29, 2019
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I'm having an issue with the new spell grammar in 1.2. I am trying to create a quarry type spell, but I can't seem to get it to dig more than a couple levels down. Duration symbols don't seem to have any affect, but 3 gravity symbols do seem to increase the depth to a whopping 4. Are the awesome quarry spells of earlier versions a thing of the past? Or is there a certain way to create these spells that I am missing. My Google-Fu must be weak because 90% of the info I can find is all old. Are there any *recent* tutorials or let's plays where people make more than just simple spells?

I have the exact same issue, to be honest I find the new layout of the inscription table confusing, but I *am* attempting to create this spell: Projectile, Zone, Duration 2x, Gravity 3x, AoE, Dig
It won't let me place it in that order, I either get "zone needs a target shape" so end up switching AOE over, then when placing duration/gravity then Dig below on the grey bar, it still states I need a component... I'm just really confused by the whole thing and cannot get the entire spell working like in the previous version. I also can't seem to get spells to do an area LARGER than a 3x3, which in the previous version was the SMALLEST setting. How do we increase the area?
 

elenoire

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Jul 29, 2019
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I think it's nerfed, goodbye old quarry spell *sniffs* we will miss you *cries*
it still works, you need to add piercing on the spellshape so it will be projectile,pierce, zone,AoE , gravity, dig. it will be a more expensive however you can mitigate by reducing gravity to 2x either than 3x.

anyway, have the fury spell recipe has been fixed? last time i played it on 1.2 1.6.4 pack, i cant create those by survival mode.

anyway stupidly glichy spell combo time,
self + 3x lunar/ 3x solar + duration + flight/invis/haste/anykindofbuff = 25 minute self buff spell, heck sometimes it even gives xx:xx duration(forever), add fury and you're good + you also can make infinite debuff(entangle, blind, drown, etc) with this (except for silence, it capped on 10 second duration).
 
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Cirom

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Jan 1, 2013
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I have the exact same issue, to be honest I find the new layout of the inscription table confusing, but I *am* attempting to create this spell: Projectile, Zone, Duration 2x, Gravity 3x, AoE, Dig
It won't let me place it in that order, I either get "zone needs a target shape" so end up switching AOE over, then when placing duration/gravity then Dig below on the grey bar, it still states I need a component... I'm just really confused by the whole thing and cannot get the entire spell working like in the previous version. I also can't seem to get spells to do an area LARGER than a 3x3, which in the previous version was the SMALLEST setting. How do we increase the area?
For increasing the area, just use the Radius modifier.

And for your spell, you've always needed a target shape after Zone - usually, AoE is the target you'll want, as it targets everything in the area of the zone's effect.
[ Projectile | Zone | Duration | Gravity | Radius | Piercing | AoE | Dig ]
The modifiers (Duration, Gravity, Radius, Piercing) are put before the AoE shape, as they need to modify the zone, not the AoE.

Although yeah, mining like this.. isn't as easy in AM2 1.2.
 

Lilith

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Jul 29, 2019
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Here's an OP offensive spell. I call it Alpha Strike:
Projectile | Zone | AoE | Silence | Starstrike | Damage | Damage | Damage | Blizzard | Radius
Mana cost: 77,805 (in the latest build, which doesn't have casting modes)
 

4X4Y

New Member
Jul 29, 2019
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You cannot use multiple of the same spell shape in a single spell.
My test world said otherwise, because, as it turns out, you can use the same spell shape in a group, and it will actually work, as well. I screwed up the format of that though, the proper thing would be:
Procfest: Skyfall
Shape Group:Zone|Zone|Zone|Chain
Spell Grammar:Entangle|Starstrike

ProcFest: Firewall
Shape Group: Projectile|Wall|Wall|Touch
Spell Grammar:Fire Damage

In other news, I just made and tested a very cheap spell that will end your world.

Procfest: Apocalypse
Shape Group:Wall|Wall|Wall|Channel
Spell Grammar:Storm
Description:So, you know how walls cast faster than zones? Well. Cast this spell on any mob, and it will create a wall that procs a wall that procs a wall that acts like you're channeling a storm. because of the sheer number of storms being 'channeled', it will instantly darken and scour the surface world clean with probably hundreds of lightning bolts a second. There are enough bolts that it is literally impossible to see because they actually obscure the landscape. The only problem with this spell is that you cannot activate it yourself, so cast it on a sheep or something. The best part? It only costs 15 mana to cast.
Note: only cast while underground.
FPS/Sanity Warning: Effect scales with number of mobs.

So, what do you think?
 
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Minyman17

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Jul 29, 2019
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Now with organization!

The arcane compendium is pretty clear on how to create spells, but it is not always clear on what spells actually do and how to put them together. I have not been able to find a decent guide to spellmaking so I'm making one. Here we have a list of useful and interesting spells that will serve as examples for your own.

This is based on the 1.1.2b version of Ars Magica 2 from the TPPI v 2.3 pack by Mithion.

Every spell is composed of shapes followed by components followed by modifiers.

Utility

>Projectile | Light

Creates an inconspicuous purple sparkly light that hangs in the air. This is a bit dim unless cast at at least half moon (press c by default) but you will use it constantly while mining and for lighting up distant ceilings, and constant use equals easy leveling.

>Self | Divine Intervention

Ever forget your linking book? Cast once for poor man's /home. Cast twice for /spawn.

>Projectile | Forge

Converts sand to glass, cobble to smoothstone, wood to charcoal that instantly appears at your location, and live villagers to emeralds. Go forth and destroy the village!

>Projectile | Create water

Exactly what it says on the tin, creates a water source block at the target. Works in the nether too. Experiments trying various ways to combine this with freeze effects to create a cryogenic preservation spell were never quite satisfying.

>AoE | Freeze

Freezes nearby water, including flowing blocks. Gives you a nice platform in the ocean and lets you turn waterfalls into bizarre ice sculptures.

>Zone | Duration | Duration | Duration | AoE | Grow plants | Harvest plants

Creator: CaseyRobinson

Creates a zone that constantly applies a bonemeal-like effect to the ground and harvests the results. This will produce blue orchids, tamra root, and also desert novas if cast in the desert. Lasts a long time.

>Projectile | AoE | Plow

I could have made a hoe, but I didn't. Handy for when you need to make a big field ready.

>Projectile | AoE | Charm

Causes livestock orgies as if they'd all been fed their favorite food, and turns enemy NPCs to your side.

Movement

>Projectile | Mark | Self | Recall

Creator: aloy99

Fires a projectile that marks a location, then recalls you to that spot. This is basically a wizard's enderpearl. You may want to add range and velocity added modifiers after mark. I am not responsible for cases of motion sickness, suffocation, pizzaification or other unfortunate accidents.

>Beam | Range | Range | Range | Mark | Self | Recall

Clouds and treetops are convenient targets for this instant long-range grappling hook because you won't suffocate if you land inside them. It is still very cheap. I find beam spells unreliable though.

>Projectile | Mark | Piercing | Self | Recall

Piercing lets you place the mark spell underground or inside a wall on purpose. You teleport through solid blocks and effectively swim through land if you spam it, but you take suffocation damage.

>Self | Haste | Leap | Slowfall | Gravity | Duration | Duration | Duration

Creator: duaiwe of Reddit

This is an important part of your 3D maneuvering gear. Try making a running jump or using it to get on top of a tree so you can use the grappling hook spell. The gravity component makes you fall slightly faster so you spend less time stuck in midair.

In combination with either of the grappling spells above and longfall boots you'll be ready to fight a Titan in no time.

By the way, slowfall is bugged and if you've been in the air a while and then touch the ground an instant after the buff runs out it is the same damage as a fall from cloud level with no buffs.

>Self | Fling

It took me a while to figure out how to do this one right. Casting it just once does almost nothing but also costs next to nothing. The faster you spam it, the more efficient it is. You will be launched high up into the air where you can deploy an Extra Utilities hang glider or grapple a cloud. Also gets you unstuck from clouds.

>Self | Haste | Swim Speed

Creator: duaiwe of Reddit

Add night vision and water breathing for the full experience. This one lets you get around underwater better.

>Self | Flight | Duration | Duration | Duration

You really want to cast this on at least half moon. Smooth, creative-mode flight at a heftier mana price. Press space twice to use. Levitate is similar but slow and not usually worth the trouble.

>Contingency: Fall | Self | Slowfall

Ars Magica 2's version of a parachute. Longfall boots offer higher survival rates and there are better uses for the single contingency you can have active at once.

Mining

>Touch | Dig

Instantly digs the block in front of you. Crescent moon can break any block a stone pick can, and full moon can break any block a diamond pick can.

>Channel | Dig

An advanced version of the above, creates a short invisible mining beam that rapidly slices through dirt and stone. Requires less rapid clicking.

>Projectile | AoE | Dig

When cast at crescent moon it will provide a poor man's tinker's construct hammer that digs a 3x3, 5x5 at half moon, and 7x7 at full moon.

>Zone | Projectile | Dig

Here we have some deep magic. This creates a zone that causes you to involuntarily spam projectile dig spells, and the effects of multiple zones are stackable. Basically, spam this combo until out of mana and then slice a mountain in half with an exploity uncontrollable magical mining gatling gun. The same principle works on damage spells...

>Projectile | Zone | Gravity | Duration | Duration | Duration | AoE | Dig

Creator: Exadi

Far, far faster than a normal quarry and very cheap to cast, this digs a giant square hole straight down to bedrock or until it hits a fluid. Careful where you cast this as it can easily eat your base.

>Projectile | Piercing | Piercing | Piercing | AoE | Dig

This is a revolutionary mining technology brought on by the community's increased understanding of spell grammar. Carves a 3x3x7 hole. Kind of uneven when fired on a diagonal.

Defense

>Self | Heal | Regeneration

Heals you up and gives you a regen effect. This will probably be one of your first spells.

>Self | Dispel

Removes unwanted status effects, like cave spider bites but also night vision if you accidentally applied it in a certain dimension.

>Self | Regeneration | Shield | Duration | Duration | Duration

You'll shrug off most kinds of damage and heal constantly.

>Projectile | Heal | Regeneration

Allows you to heal injured livestock and friends. The heal component does mild damage to undead.

>Projectile | Dispel

Heals the sick, disempowers the evil.

>Contingency: Health | Self | Heal | Health | Health | Health

Contingency spells make stuff happen when their conditions are met. Contingency: Health triggers when you are down to about two hearts. You will then be healed up back to nearly full. The health runes make the healing effect much stronger, and come after the component they're modifying.

>Contingency: Damage | AoE | Blind | Disarm | Entangle | Summon

Warfare in FTB is often kind of fast-paced. This is an automated opener. As soon as you are damaged by anything (fall, cactus, griefer) you will inflict crippling debuffs on everything nearby and summon minions of your choice to help beat them to death. Don't use minions that carry weapons like skeletons or they get disarmed too.

>Contingency: Health | Self | Divine Intervention | Heal | Regeneration | Dispel

This is a spell to make you a semi-immortal coward. If your health is critically low you heal, teleport to your bed or spawn, start regenerating, and dispel unwanted status effects like poisons. It won't protect you from instant kills and radiation effects cannot be dispelled. Note that Contingency: Death is unreliable except for revenge spells.



Offense

>Projectile | Disarm

Your basic expelliarmus. This causes the targeted player or NPC to drop what they're holding, and also works on skeletons, zombies and zombie pigmen. Dark mages drop NONE affinity tomes. Disarm is a good early target for self-defense because of its position in the talent tree and overwhelming effectiveness against other players.

>Projectile | Mark AND >Projectile | Recall

A poor man's portal gun. Mark a spot with one spell, and then send enemies to that spot with recall. Handy for getting things into a dark nexus. Costs tons of mana across dimensions.

>Projectile | Light | Mark | Piercing | Piercing | Piercing

Put your enemies six blocks under by firing this straight down and then hitting them with a separate recall spell. If it is an NPC they suffocate and their items pop up to the surface and if it is a player they probably escape but take some suffocation damage. The floating ball of light serves as a grave marker so you remember where you buried them.

>Projectile | Dig | Ignition | Piercing | Piercing | Piercing

This spell does have legitimate uses in certain high-level dungeons where a block breaking spell that can shoot holes through walls and ignite multiple things is actually a sane and rational part of your casting bar. It passes through seven blocks, trying to dig all of them and ignite their neighbors. It will continue to pass through and try to reach interior blocks even if the outer blocks are indestructible.

>Projectile | Watery grave

The compedium was a bit vague on this component. It makes the target unable to float in water and sinks them about 40 blocks down. Zombies drown if the water is deep enough, but a player can just barely escape. This is kind of useless on land but could be a hilarious and deadly prank if combined with a recall spell set to the middle of the ocean.

>Projectile | Attract | Ignition

The pulling effect of attract isn't strong, but if cast on the ground it creates a fire that draws nearby enemies into it for really low mana cost.

>Projectile | Zone | AoE | Fire Damage

Creates a zone of deadly burning fog. Zone spells create a spot where a spell is repeatedly cast. For fun, add Ignition after fire damage.

>Rune | AoE | Lightning Damage

Creates a basic shock rune close to you that damages the first thing stupid enough to step on it and anything nearby. This doesn't really work unless cast on at least half moon and can't be cast directly on a monster. Oh, and the rune it creates replaces a block if it strikes it from the side. Any block, even bedrock, can be deleted if it can be attacked from the side. Like many other spells this has griefing potential; I would rather you didn't use my invention to be a dick.

>Projectile | Summon

You must throw in a filled phylacteryl during spell creation. If you press "make spell" in creative it summons a skeleton. Summon spells last a long time. The Hell Cow from the Moo Moo Farm dimension is probably the strongest obtainable summon. It makes an excellent tank, distracting bosses for quite a while even without buffs. Vanilla nether mobs (blazes, wither skeletons) don't seem to work.

>Chain | Lightning Damage

Cheaper and more instant than a projectile but with less range, zaps the target and their two nearest neighbors. Also looks cool.

>Projectile | Velocity Added | Blind | Entangle | Disarm | Mana Drain

Completely disables the target for a few seconds by rendering them unable to see, shoot, or move. Also refunds part of the mana cost from their mana pool. Live test subject commented that he was glad I was on his side.

>Projectile | Lightning Damage | Entangle

Don't tase me, bro. Keeps the target from running off while you inflict armor-piercing damage.

>Chain | Lightning Damage | Rune Procs | Rune Procs | Rune Procs

Targets nine entities instead of three. This is an inefficient use of mana compared to casting a version without the rune procs three times.

Silver-Level Unlocks!

Some of the most powerful spell components cannot be purchased with skill points. You discover them by creating a spell with related components and attempting to cast it. You don't actually have to possess enough mana to succeed at casting this combination or meet any prereqs (not sure this is intended) so you can borrow a set of spell unlocks from somebody else on your server.

I found a few of these combinations by accident, most of them from various sources on the internet, and all the rest of them by looking at SpellUnlockManager.class.

The targeting shape isn't actually important, but don't try to leave a targeting shape out of the recipe. I'm just picking what makes the most sense here.

Order of components doesn't actually matter!

Mana Shield Unlock:

> (Self) | Shield | Reflect | Life Tap

Mana Link Unlock:

> (Projectile) | Mana Drain | Entangle

Firestorm Unlock:

> (Projectile) | Fire Damage | Ignition | Storm | Solar

Blizzard Unlock:

> (Projectile) | Storm | Frost Damage | Freeze | Damage

Starstrike Unlock:

> (Projectile) | Magic Damage | Gravity | Astral Distortion

Moonrise Unlock:

> (Self) | Night Vision | Ender Intervention | Lunar

Daylight Unlock:

> (Projectile) | True Sight | Divine Intervention | Light

Spellmaking With Advanced Components

> Projectile | Firestorm | Storm

This only costs 8 mana more than a pure firestorm spell, and 8 mana is worth it for the Adele reference and dramatic look.

Firestorm is a very powerful component that bypasses the normal restrictions on how fast damage can be dealt. Basically, it does a fuckton of damage over a few seconds in a 3x3 area and kills any non-boss mob before they can cross it at the price of also vaporizing most of the drops. Does not light flammable blocks on fire ever. Radius runes to not increase the radius, although duration makes it last much longer. Some variation (probably without the rain) will be your primary offensive spell once you get it.

> Projectile | Starstrike

This would not be a bad spell if Firestorm were not such an awesome spell. With no other modifiers and at crescent moon strength it does about 6 damage (3 hearts) in a 9x9 square but only if your target has a clear path to the sky. There is also a bit of a delay between when it hits and when the star falls.

> Self | Starstrike

The saving grace of Starstrike is that you can have more than one star falling at once. Cast this every half second while walking backwards and you will annihilate hordes of zombies that are trying to chase you in a somewhat efficient manner.

> Projectile | Blizzard

Enemies freeze in place and take about 20 damage (10 hearts) for the duration of the spell in a 3x3. Sometimes destroys drops.

> Contingency: Damage | Self | Firestorm | Blizzard

You asked for it, so here it is. This is a spell to discourage harm.

Coming soon: Boss strategies and summoning!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Things that are in various stages of broken:

Slowfall. This is afflicted by the fall damage accumulation bug that I've seen in a couple other mods that try to have this feature. If it runs out while you've been in the air a while and you're a tick away from touching the ground safely, you take damage as if you'd been falling full speed the entire time you were in the air.

Projectile mark plus light, then self recall. I've had some trouble reproducing it but I've had two testing worlds where teleporting myself inside a ball of light caused a CTD and an unloadable world.

Random teleport. If cast at full moon it moves you a very short distance for a very high mana cost.

Ender Intervention. Works on NPCs, but when attempting to send my little brother to the Nether the server crashed and when it restarted he was on the roof of the nether. Test subject retrieved eventually. Haven't retested this bug in a while...

Harvest. Causes wildly excessive drops when it strikes a Thaumcraft flower, and possibly other plants.
Another offensive spell is projectile | firestorm | damage | damage | damage. At lvl 99 you can get about 4 shots off (lvl 99 is max lvl). But you can also 1 shot a nature guardian (not sure about others)
 

Cadaver237

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Jul 29, 2019
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I've been using Ars for about a week now. Everything all of you have posted is extremely helpful. Super useful spell ideas. I was just wondering with the most recent of 1.7.2 my plow doesnt seem to work anywhere. Wondered if it were a problem for anyone else. Also my spell effects are drawing behind water blocks. If requested I will upload a screen shot.
 

J-Malice

New Member
Jul 29, 2019
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Sorry if I'm reading this wrong but how would I make "[ Projectile | Zone | Duration | Gravity | Radius | Piercing | AoE | Dig ]"

With 4X4Y's layout for 1.2? I tried

Shape Group: Projectile
Spell Grammar: Zone | Duration | Gravity | Radius | Piercing | AoE | Dig | Mining Power

But it says zone is a principum shape and needs a targeting shape. Basically asking for the AoE shape to be moved to right next to it?

Also tried:

Shape Group: Projectile | Zone | AoE
Spell Grammar: Duration | Gravity | Radius | Piercing | Dig | Mining Power

Spell wouldn't even cast, just kept opening the menu for changing the spell icon, even though other spells work fine.
 

Happy Meal 1st

New Member
Jul 29, 2019
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This one is nice when you need more Ars flowers and have some time to idle. I haven't gotten Wakebloom with it yet, that might not work:
"Flower Power"
Zone
Durationx3
AoE
Grow Plants
Harvest Plants

You could probably add some radius to the AoE, but I didn't have that unlocked yet when I was creating this.


that' s because wakeblooms spawn on water, maybe standing near or in water may do the trick but i doubt it
 

commandantjones

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Jul 29, 2019
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Sorry if I'm reading this wrong but how would I make "[ Projectile | Zone | Duration | Gravity | Radius | Piercing | AoE | Dig ]"

With 4X4Y's layout for 1.2? I tried

Shape Group: Projectile
Spell Grammar: Zone | Duration | Gravity | Radius | Piercing | AoE | Dig | Mining Power

But it says zone is a principum shape and needs a targeting shape. Basically asking for the AoE shape to be moved to right next to it?

Also tried:

Shape Group: Projectile | Zone | AoE
Spell Grammar: Duration | Gravity | Radius | Piercing | Dig | Mining Power

Spell wouldn't even cast, just kept opening the menu for changing the spell icon, even though other spells work fine.


I'm with ya here. Can't use Zone in any spell unless it's the first shape, so all these 'Projectile-Zone spells wont craft for me.
 

Plainy

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Jul 29, 2019
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Is ars magica 2 actually stable for 1.7.10?
I loved the mod in 1.6.4 but cant seem to find the right info on it.
 

Cudachal

New Member
Jul 29, 2019
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So I have a question, if i cast a contingincy on somebody else (im on a no PvP server so me and my freinds are trying to kill each other using no directly damaging skills) does it use my mana or theirs when the contingencies go of? If so would using mana link in my spell fix the issue of them possibly having no mana?
 

Eruantien

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Jul 29, 2019
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Is ars magica 2 actually stable for 1.7.10?
I loved the mod in 1.6.4 but cant seem to find the right info on it.
Kind of ish, but you might want to wait a bit for the second half of the final patch to come out.

Aside: this thread is one year old (plus some-odd days)!
 

Cudachal

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Jul 29, 2019
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So I tried the spell I was thinking of and it didn't work, so here's the challenge, I need a spell that uses NO DIRECT DAMAGE that can one shot somebody in full battlemage + earth chest plate and it must contain dismemberment :/ this... Its easy, my current focus is fall damage because it seems to be the easiest way to do this
 

Cudachal

New Member
Jul 29, 2019
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So I tried the spell I was thinking of and it didn't work, so here's the challenge, I need a spell that uses NO DIRECT DAMAGE that can one shot somebody in full battlemage + earth chest plate and it must contain dismemberment :/ this... Its easy, my current focus is fall damage because it seems to be the easiest way to do this
When i said "its easy" i meant to say "isn't easy"
 

Nature Bound Mage

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Jul 29, 2019
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>Channel | starstrike | Zone | Entangle | Lightning Damage

Keeps everything in an area not be able to move and repeats mass damage, I'm not sure if projectile would work well, will try tho. Not sure if I meant zone ore AOE, maybe zone due to larger affect, but most likely AOE
 

Eruantien

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Jul 29, 2019
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>Channel | starstrike | Zone | Entangle | Lightning Damage

Keeps everything in an area not be able to move and repeats mass damage, I'm not sure if projectile would work well, will try tho. Not sure if I meant zone ore AOE, maybe zone due to larger affect, but most likely AOE
ThreadNecro.jpg


All joking aside, though, AM2 is updated, so let's get back to it, I guess.
 

Nows

New Member
Jul 29, 2019
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My level 29. What spells to use, for the best receiving experience? All abilities are already open.