Ars Magica 2 community spellbook

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Madkurre

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Jul 29, 2019
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Well yes it would be possible but you should probably not do it since fling doesn't throw them very high and if you really want to use it do |projectile|knockback|fling|gravity well| and knock them over a cliff
I was just testing with that spell and came up with this idea
Projectile | Fling | Velocity Added (X3) | Slowfall
And when they're slowly falling...
Projectile | Dispel | Gravity Well
The Slowfall in the first spell is just to make the second spell easier to hit.
 

Launcelot_J

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Jul 29, 2019
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I was just testing with that spell and came up with this idea
Projectile | Fling | Velocity Added (X3) | Slowfall
And when they're slowly falling...
Projectile | Dispel | Gravity Well
The Slowfall in the first spell is just to make the second spell easier to hit.
Why not just add gravitywell to the first spell? Then you only have to hit once.
 

CypherAJ

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Jul 29, 2019
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For the silver skills from newest version of Ars Magica 2 refer to this:
Dismemberment: Physical Damage + Piercing + Damage
Buff Power: Unknown
Prosperity: Dig + Feather Touch + Mining Power

Feather Touch = Silk Touch
Prosperity = Fortune
Dismemberment increases chance to get head.
Appropriation: first cast captures block or entity, second releases it
 
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Soulskulptor

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Jul 29, 2019
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For the silver skills from newest version of Ars Magica 2 refer to this:
Dismemberment: Physical Damage + Piercing + Damage
Buff Power: Unknown
Prosperity: Dig + Feather Touch + Mining Power

Feather Touch = Silk Touch
Prosperity = Fortune
Dismemberment increases chance to get head.
Appropriation: first cast captures block or entity, second releases it
Thanks, I'll be adding this data to my notes
 

Drsgonoid04

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Jul 29, 2019
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I was looking for Buff Power's spell recipe and found it.
Buff Power: [Self] + (Haste) + (Slowfall) + (Swift Swim) + (Gravity Well) + (Leap)
 

swumprat

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Jul 29, 2019
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Now here is a spell for dealing with those guys with a F ton of armor i call it ... actualy im looking for a better name please help me get a better one anyways enough stalling here it is

HEAT BOMB
Projectile
zone
aoe
firedamage
entangle

Tell me what you think cause it can one shot you even if you have on diamond armor (atualy havent played FTB so i cant vouch for others dint test and i dot have cost at this time so yah) but it is a verry powerful spell in the end enjoy

...
...
...
oh right and

Immortal's blade
Binding
Self
shield
regeneration
haste

for those with alot of mana and like swords its preatty straight forword
 

Jonny

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Jul 29, 2019
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Hey all!
I play on a server where people have AM2 spells that can one shot quantum and above armor.
I was wondering if anyone knew the combination that they used.


Are there any good ways to XP farm?

Can you bind a modded sword ? Or does it have to be a diamond sword etc?

Also in the new update, I think they patched the Infinite Mana combo. Anyone know of another way?


- Jonny
 

Launcelot_J

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Jul 29, 2019
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To one shot quantumarmor, I'd say projectile|zone|aoe|lightningdamage|damage|entangle|touch|wall|self|drowningdamage|blind

This will (I think) cause a zone where the projecile hits that does lightning damage, traps opponent, and causes wall spells to appear, creating more zones of drowning damage that blind opponent. Ridiculus mana coat, but then again, if you're trying for oneshots, this is to be expected.

Also, try the much simpler and I think one shot (but only on augmented)... Projectile|lightningdamage|blind|entangle|damage x3

Pick your weapon, but be warned...these EAT mana.[DOUBLEPOST=1406295015][/DOUBLEPOST]To answer the xpfarm: turtles killing stuff killed in a autospawner, with XP collected by brain in a jar (thaumcraft)

For the bound sword: The diamond sword just specifies bound item type, so even if you could put in a different sword, it wouldn't change anything. Though, I could do with a tinkers bound cleaver that does drownijg damage...
 

Mysticmage11

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Jul 29, 2019
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I'm bad at making Bound Spells, could someone make a Bound Spell that creates a sword that inflicts lightning damage, Ignition, and AoE? If it's possible, that is.
 

Terranguard

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Jul 29, 2019
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Nah, if you add self before the things it,ll happen to you. I know. I've used that technique in my Hit 'n' run spell up the page a bit.
just make it Projectile zone/wall duration x3 aoe mark random teleport recall
 

Terranguard

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Jul 29, 2019
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try projectile,rune,mana drain,fling,velocity x3,dispell(if they have slowfall on),gravity well,self,random teleport,invisable,duration x3. it will have to be activated once by user to make it invisable. it will place a rune on the floor that when stepped on, it will fling them maybe 20 blocks in the air then dispell any slowfall effects from potions the mana drain will make contingacy slowfall spells usless. they will fall extra fast(dealing extra damage) then die. the rune will teleport randomly and become invisable for a time so they cant just pour lava or something where it was and they can't just avoid it. also put projectile,zone,duration x3,AoE,radius x3,slow,entangle,life drain,mana drain,self,telekoneses,invisable(you can add random teleport as well if you want). it will stay for a very long time and will slow them very much and drain mana so they cant use a blink and life drain so its even more anoying. and its invisable(I think. I don't know if you can hide the zones :\)
 

Internuntius

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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!

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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.

"Grow Plants" don´t exist at my Ars Magica 2 v 1.1.2b - or do you mean "Grow" ?
 

brokenanngel

New Member
Jul 29, 2019
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Anyone know if the dig spells bypassing claim was fixed? Or if Appropriation bypasses claims? Trying to see if can be trusted on the server I play on or not as dig was removed because of griefing
 

Adonis0

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Jul 29, 2019
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Anyone know if the dig spells bypassing claim was fixed? Or if Appropriation bypasses claims? Trying to see if can be trusted on the server I play on or not as dig was removed because of griefing
Probably not, because what allows the claim is another mod as well, so it's an incompatibility that I think you'd have to bring up with the mod that does the claiming. They should be able to fix it from their end, because it could be caused by them only checking when players modify blocks, not explosions or non-player entities (dig spell)