

Minecraft has a magic system: Enchanting, Brewing and Experience are its 3 main components.
Except... They don't really work together, and often feel displaced or incomplete.
Sortilege is an attempt at making these 3 aspects, as well as other magical components of Minecraft, work better, together. To achieve that goal, it offers a handful of small utility tweaks and extra features, all fully configurable.
While magic mods usually ignore Vanilla's system to make their own, this one rather tries to push the basis already here into a fully fleshed one. Think of it as some sort of vanilla friendly magic update.

To see all the features from a technical side and learn how to configure them, check out the wiki.

Magic Staves
First of, Sortilege adds Magic Staves. Because how would a magic mod not add an excuse to go pew pew.
They are available in all 6 Vanilla materials (Wood, Stone, Iron, Gold, Diamond and Netherite), and serve as a middleground between melee (Swords) and ranged combat (Bows). To do so, they shoot a ray of particles that travels instantly, ignores gravity and does damage to anything in their path - stopping when hitting a block or after it cannot pierce anymore.
Different tiers affect the range, damage and max amount of targets. Lastly, Staves go under cooldown after you use them: no charging required (unless you set one in the configs), but you cannot spam either - this cooldown is fully configurable.
They also deal magic damage, giving that almost unused feature some love!
Staves also come with their very own set of enchantments, ranging from pure stats boosts...
- Unbreaking, the infamous
- Potency! Increases damage like how Sharpness does on swords. Level 1-5
- Stability! Increases the beam's range. Level 1-5
- Chaining! Increases the beam's pierce. Level 1-3
- Wisdom! Decreases the staff's XP cost. Level 1-3
... to new effects!
- Bonk! Your staff can be used as a melee weapon, and retains its magical properties when doing so.
- Push! The beam now pushes foes away. Level 1-2
- Pull! The beam now pulls foes to you. Level 1-2
- Blizzard! Light Blue particles, and the beam freezes foes. Level 1-2 | Incompatible with Brazier, Blast and Blitz
- Brazier! Orange particles, and the beam burns foes. Level 1-2 | Incompatible with Blizzard, Blast and Blitz
- Blast! Dark Red particles, and the beam triggers a small explosion where it stops. At max level, it also triggers one on every target hit! Level 1-2 | Incompatible with Blizzard, Brazier and Blitz
- Blitz! Yellow particles, and the ray shocks foes, slowing and weakening them. Level 1-2 | Incompatible with Blizzard, Brazier and Blast
but do not forget... curses...
- Curse of Ignorance... Using the staff costs experience, or increase the already existing cost if set in configs.
A staff's particle color changes depending on the type of staff, and the enchantments it has. You can also dye it in a crafting table to have it be exactly the color you want.
You can also click with Lapis Lazuli on a staff in your inventory to overcharge it. This displays as a second durability bar, and prevents your staff from consuming experience to shoot as long as it is present.

Staffs are extremely configurable, from simply changing a staff's stats, to adding your own or disabling the default ones! Read the wiki to learn how to do that.

Antidotes
You already know about Splash and Lingering Potions: We are bringing you a new type, the Antidotes!
Brew Glow Ink into any non instant potion to get the corresponding Antidote (also works works with any modded effect, as long as the corresponding potion exists); then, drink it while you are under the effect to instantly remove it, like a precise Milk Bucket. You will also be immune to that effect for the next 5 minutes.
On top of that, they also stack up to 16 in a single slot, and are much faster to drink than regular potions.

Want your thrusty potion back? No problem! Just brew your spare Antidotes with normal Ink, and the transformation will be reversed
Sortilege also fully overhauls the brewing and potion system, and exposes it to datapacks.
Now, potions stack to 8, are faster to drink (only 1s compared to vanilla's 1.6s), last for longer, but go on a 10s cooldown after being used. Maybe they will finally be usable in regular gameplay.
Furthermore, potion brewing is now accessible from Cauldrons! By placing one above a lit campfire, it will start bubbling, and you can then toss certain ingredients in to brew potions. Cauldrons placed above a Soul Campfire will even refill over time!
Better Enchanting
But Sortilege also touches on the Enchanting part of the game! First of all, you can find new enchantments to work with the Staves' damage type, magic damage.
- Arcane! Can be applied to melee weapons like Swords, is exclusive with Fire Aspect and converts your whole damage to Magic. Single level.
- Magic Protection! Just as name implies, protects you from any damage from Magic sources, like mentioned above Arcane enchant, Staves damage themselves but also things like Potions of Harming, etc. Levels I-IV | Incompatible with other Protection enchantments
- Soulbound! Items enchanted with it won't drop on death. If set in configs, will be consumed on successful use. Single level.
On top of that, some forgotten vanilla enchantments have been given extra effects when at max level to encourage using them.
Enchant Limits
Additionally, to ensure balanced enchanting environment, you can turn on Limiter Module in config that will limit how many enchants can be applied to items, the number itself is also 100% configurable! (Defaults to 3, set it to 0 to disable enchanting, and to -1 to disable the module)
Please note that Curses add an enchantment slot instead of using one. This means that a cursed item can have more enchantments... Will you risk it? (configurable)

From version 1.0 onwards, per item limits can also be set! These limits can be set to be relative to the default limit (so they add up), or absolute. Useful if you don't want to have to change very single line because you moved the default a bit!
From version 3.0 onwards, you can now find Limitite gems in rare structures' chests! These, when combined with an item on a Smithing Table, allow you to raise its enchant limit!
Catalysts
In version 6.0, a new mechanic has been added: Enchanting Catalysts.

Certain items, defined by datapack, can be put on the book that appears in Enchanting Tables. They increase the odds of certain enchantments by a lot, and it appearing in a pool is indicated by an amethyst outline!
Additionally, you can place an Enchanted Book here to increase odds for all of its enchantments. Note that the book won't be consumed, unlike other catalysts!
If you want to really change how enchanting works, you can disable vanilla's default and have it work only through catalysts.
Knowledge is key!
Version 8.0 reworks enchanting in one simple but deep way: enchantments must now be learnt, and are finally tied to progression.
Enchanted items you find in loot can now be scrapped by combining them with a Knowledge Book in a Grindstone. Doing so will add its enchants to the knowledge base contained in the book, which will then become available at enchanting tables as long as it stays in your inventory or is placed in a nearby Chiseled Bookshelf.
Knowledge Books also store their authors, so not anyone can steal your progress in multiplayer, and display information about their stored enchantments when clicked, such as applicable items.


ReExperience
Lastly, from version 3.0 onwards, Sortilege offers a handful of tweaks to the infamous Experience system.
All of these values can be changed or disabled in the configs, so if you dislike one, no problem! Now, without further ado:
Linear experience leveling!
Because vanilla only ever uses full levels, effectively punishing you for being high level.
Experience level cap!
You get experience quicker overall, but you have to use it or it will go to waste! Dynamism all the way.
Witch Hat!
Hunt Witches to get their hat! It increases all your experience gains, to ensure you are able to make full use of the new features.
More expensive enchanting!
There is a catch: you get more xp, but you also need more of it! Enchanting Tables now cost more levels than the ridiculous 1, 2, 3: by default, you'll now need 1 levels for a tier 1 enchantment, 3 for a tier 2, and 7 for a tier 3! Combined with the Enchant Limiter, that makes for a fairer experience environment where no one should have thousands of enchantments more than you.
It also makes Staffs a more viable option: instead of stacking xp, you can use it to deal more damage, quicker!
Experience keeping!
You can keep more than 7 levels on death! The configs offer 3 values. Note that these are not forced to sum to 100%, so it's not a full keep:
A ratio of the xp you have will be kept on death! Now, when you get killed, you won't start from scratch without anything, you have some savings
Another part of it will simply drop on the ground. Getting to your death spot can now properly give you your cherished xp back... or give more to your opponent
The last part goes directly to your assassin, as a reward to encourage pvp! If you die to a monster, it will keep your xp with it as some sort of living piggy bank, and drop it back if you manage to kill it... if you manage to, of course. It will also start glowing from all that experience, so you actually have a way to find your loot! And if you die to the environment, such as fall damage, the xp that would be stolen drops too.
Experience pinatas!
Monsters have a chance to burst into xp on death. This means on average, combat is now the main way to gather experience, not stacking tons of random junk!
Death position tracking!
Your death coordinates now shows up on your death screen and gets printed in the chat, instead of the old score thingie! More reasons to let F3 out of the way
Balanced keepInventory!
From version 1.5 onwards, you can also set the configs to keep your equipped items (hotbar, armor, trinkets and offhand), as well as potentials items equipped with Soulbound!
Experience-less anvils!
Anvils now longer use experience, allowing you to make full use of your Enchanted Books and Staffs.
Recipe locks!
You can lock certain recipes behind experience level or advancement requirements. Enjoy!

Lapis Shield
By surrounding a Shield with Lapis Lazuli in a crafting table, you can make yourself a Lapis Shield.

These are specialized to be paired with staffs, automatically preventing front attacks, but only doing so every few seconds, without you needing to hold down any button.
Be careful though, they have less durability than regular shields, and block attacks in a narrower cone.

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- Drastically improves backend systems stability. The changelog might be small, but the mod now performs much better and explodes less.**
Prominent changes include:
- In game config viewing and edition
- Entire rewrite of the staff registry system, allowing for far more advanced things and making it support a lot of other mod resources
- experience
- health
- hunger
- ammo
- botania mana
- spell engine runes (and integration with spell power)
- origins resources
- goety soul energy
- electroblob's wizardry mana
- affinity aethum
- feathers
- team reborn energy
- weathering staffs (caverns and chasms)
Read the [wiki](https://github.com/infernalstudios/Sortilege/wiki) for full info
## Smaller features
- Prettified staff tooltips a lot
- Staffs will now render a + when holding overcharging materials in inventories
- Staffs now properly support attribute modifiers
- Improved mod compatibility for Magic Protection (granted they tag their stuff properly)
- Added advancements for Knowledge
- Added a built in optional resourcepack for high res staff particles
- More built in staffs for mod compatibility
## Fixes
- Reduced aggressiveness of enchant limit caching, preventing issues in larger modpacks
- Soulbound now properly consumes itself if set in configs
on_shoot commands not having the correct permissionsEnchants must now be found as loot before they can be obtained in an enchanting table
Knowledge Book:
- Crafted with lapis and glow ink
- Stores enchantments from items grinded with it
- When enchanting, you can only obtain enchantments from knowledge books held/stored in nearby chiseled bookshelves
- Displays info about each known enchant when used
- Can only be accessed by its righteous authors, which can be edited in its menu
Catalysts stay usable at any time
## Misc
Mining Master gems can now be used as catalysts by default (configurable)
- Also updated which enchantments they give
Fixed inventory crash with the latest version of Caverns & Chasms
Added a config option to hide extra potion tooltips
Fixed Staff dying not rendering with Continuity + Emissive packs
Fixed Pearlescent Staff (Unusual End) not having a texture
Fixed staffs hitting your mount
Added a config toggle for Blessing to hurt non undead mobs instead of healing them
Fixed Vanilla staffs not beign repairable
Fixed staff particles not displaying with minimal particles
Improved staff beam collisions
Updated Crystalline Staff (Phantasm) texture
Electrum Staff (Oreganized) now has kinetic damage boost if enchanted with Bonk
## Curse of Storytelling
Prevents affected items from being dropped or stored into containers (intended for modpack usage rather than actual gameplay)
Antidotes now emit particles when used
Recovery Compasses no longer drop on death by default
Fixed Witches being immortal because of the potion changes
Added German translation
Added compat for Emi++
Added Staff compatibility for the Undergarden
## Fixes
Fixed crash when Switchy is installed
Fixed crash when EMF's latest update is installed
Staff names are now properly translatable
Updated the tag's name for Phantasm compatibility
Unobtainable staff enchantment combinations (such as Blast + Brazier) now work as you'd expect. Ground work for future features
Nerfed Bonk attack speed
### New Blessing enchantment!
Deals extra damage to the undead, and heals living foes
## Configs
Added an option for staff beams to pierce walls (piercing up to the staff's pierce stat)
Added an option to disable all potion changes
Missing config entries are now printed in the logs as **debug** instead of **warning**
## Fixes
Fixed modded potion types (like Abnormal's Tether Potions) having their stack size, properties and texture changed
Fixed custom data driven potions not working on servers
Fixed duplication glitches with soulbinding and limit breaking recipes
Fixed the "Too Expensive" ~~feature~~ bug from vanilla anvils
## Other
Added Swedish and Turkish translations (thanks to TheSwedishLonk and Ender!)
added compat for mining master, aquaculture and enderite
Staffs can now be died at a crafting table!
- Works like leather armor
- Died staffs have a texture overlay to indicate it
- Can be hidden by tagging the staff as
sortilege:staffs/no_dye_overlay - Changes the beam color
Added built in staff compats
- Crystalline staff for [Phantasm](https://modrinth.com/mod/ends-phantasm)
- Electrum staff for [Oreganized](https://modrinth.com/mod/oreganized)
- Spawner staff for [Dungeon Now Loading](https://modrinth.com/mod/dungeon-now-loading)
- Gripcrystal staff for [Unseen World](https://modrinth.com/mod/unseen-world)
- Pearlescent staff for [Unusual End](https://modrinth.com/mod/unusual_end)
Now show their actual attributes (with enchantments and everything taken into account)
- Added their cooldown to their tooltip
- Added quark compatibility for staff attributes
Added overcharge
- Right click on a staff with lapis in the inventory to add a charge
- Overcharged staffs no longer need or use durability nor experience to shoot
- Is displayed as a secod durability bar
- Max overcharge, bar color, cost changes and ingredients are configurable
Nerfed the damage of golden staffs
Custom staffs no longer need a translation file nor a model, one will be auto generated if missing
Recipes for non registered staffs are ignored to prevent log spam
Repair materials can now be a tag
# Potion rework
Antidotes now make their user immune to their effect for 5 minutes
All potions now last for 50% longer (can be changed in configs)
Potion driking time is now configurable, and is only 1s by default
- Shown in each potion's tooltip
Potions now go on a cooldown after being drank
- Shown in each potion's tooltip
Potions now stack to 8
All these values can be changed with a datapack, by making [potion overrides](https://github.com/infernalstudios/Sortilege/wiki/Data-potions)
- This system also allows to define entirely new potions by datapacks
- Also allows to change any potion's effects
Added a system to change any potion's texture (and model) with a resource pack
- By default, long and strong potions have a different bottle texture
Potions can now be brewed in a cauldron
- Must have a lit campfire underneath
- Throw ingredients in water to fill the cauldron with potion
- Recipes defined by datapack
- Cauldrons above a soul campfire refill over time
- Throw blaze powder (yes it's an item tag) in a potion cauldron to instantly refill it by one level
- Dispensers can take potion from filled cauldrons
Witch Huts now generate with a random potion filled cauldron
- A blacklist for potions which should not generate here can be set in the configs
# Recipe system overhaul
Added EMI compat for all recipe types in the mod
- Soulbinding
- Limit breaking
- Brewing (Antidotes and datapack defined ones)
- Catalysts
- Cauldron brewing
- Recipe locks
Soulbinding has a blacklist tag
Brewing and cauldron brewing recipes can be added by datapack
Echo shards can now be brewed into experience bottles
# Enchantments
Improved enchantments now are only enabled if their activation level is higher than 0
Improved enchantments' descriptions are only changed if the improvement is enabled
All staff enchantments now use a proper enchantment target, fixing a lot of weird behaviors where non staff items would get their enchants
Buffed Better Bane of Arthropods' slowness
Hitting a burning target with a Blizzard staff now affects them with wither to compensate for the lost fire damage
Blast now deals proper area damage and applies all of the staff's effects to entities around
Nerfed Push and Pull a lot
Added Bonk, allowing to use staffs as a melee weapon
Added Focus, which reduces a staff's cooldown (incompatible with Wisdom)
Curse of Ignorance is now treasure, meaning it won't appear in enchanting tables anymore
# Lapis Shield
Automatically blocks front attacks every few seconds
No need to hold right click, meaning it pairs better with staffs
Has less durability than regular shields, and blocks in a narrower cone
Added an option to cancel the default enchanting logic, fully relying on catalysts
Improved catalysts' random, it now functions properly
# Other
Added the
sortilege:unexperienced entity tag- Entity in this tag will never drop xp when killed
## Advancements!
You are a Wizard, Steve: Obtain a Wooden Staff
The Color or Magic: Dye a staff
The Elder Wand: Obtain a Netherite Staff
Mad Hatter: Obtain a Witch Hat
Infinity +1: Upgrade gear using Limitite
## Config changes
enchantments.enchant_catalyst.catalyst_activation_chance is now enchantments.enchant_catalyst.activation_chanceMoved
staffs to equipment.staffsMissing config entries are logged as warnings now, which should make them easier to spot
## Fixes
### Improved mixin compatibility to hell and beyond
- Fixed issues with Galosphere
Fixed enchant limits not being respected when upgrading gear at a smithing table
Fixed particles from staffs and xp bounties not displaying in multiplayer
Fixed staff particles not being translucent
Fixed Magic Protection and Feather Fallign being incompatible
Fixed Anvils sometimes skipping enchantments when the enchant limit is raised via curses
Fixed Arcane crashing the game if disabled
Fixed staffs having too many blank lines in their tooltip
Fixed shield/staff interactions
Players who reached the xp cap no longer attract xp orbs, and can only pick them up if no other player is nearby
## Translations
Updated Chinese, Ukrainian and French
Added Brazilian
- fixed crash with better end and nether
- fixed enchantment limits not displaying properly on items with tooltips
- added a display to the catalyst slot
- The entity that killed you glowing is now configurable
- Added attributes and tooltips to staffs
- Wisdom enchant no longer applies to staffs that don't cost xp
- Improved all default staff textures (thanks to BurningSulphur)
- Optimized the custom recipe reader
- Added enchantment descriptions for the improved vanilla enchants
- Fixed crashes when disabling the witch hat and antidotes
fixed a same item failing to have multiple catalyst files bound to it
removed the test blaze rod catalyst
- fixed Oblivion from Phantasm not repairing custom staffs
- configurable enchantability for custom staffs
- now use a proper durability system, which means they work better with more modded things
- default staffs no longer have less durability than their corresponding sword
### Tags:
- limit breaking materials (Limitite) is now a tag and no longer hardcoded
- added sortilege:unbreakable . Items tagged in it don't have a durability system anymore (empty by default)
### Enchantments rebalance:
- unbreaking 3 makes items fully unbreakable
- feather falling 4 negates all fall damage
- magic protection now offers a chance to dodge attacks
- fire protection 4 on all armor pieces negates lava and fire damage
- bane of arthropods now gives a few moments of slowness to target hits
### Enchanting catalysts:
- added a new slot located on the book in the enchanting table
- catalysts can be defined by datapacks, and will alter enchants offered when placed in that slot
- as an example, blaze rods can give fire protection, flame, fire aspect and brazier
- enchanted books can be placed here to give more weight to the enchants they contain
### General:
- recipes can now be locked behind advancements
- Witch Hat now properly renders in cosmetic inventory slots
- Limitite spawning as loot now has a configurable weight
- xp levels needed to enchant are now configurable
- all item registries can now be toggled off in the configs (requested by ElocinDev)
- added configuration options for enchant limits display (requested by ElocinDev)
### Fixes:
- items with an enchant limit of 0 can't be put in an enchanted table anymore
- fixed mixins crashing with Galosphere
- fixed staff enchantments not appearing at too high xp levels
- fixed Arcane having no effect
- Antidotes no longer crash when set with incompatible potions, and work better with custom potions from other mods
1.20 is now the main focus and 1.19 probably won't stay up to date
Has been tested and works with Sinytra!
made curses adding enchantment slots configurable
enchanted books can now be used to enchant items in the inventory (off by default, always on for creative players)
- right click on a valid item while holding an enchanted book
compatibility with mining master's tools having more than 3 enchants
optimizations and general code improvements
a few features vary in implementation but are basically the same
limitite and echo shards don't get wasted when attempting to limit break/soulbind an already upgraded item
curses add enchant slots instead of using them
Fixed the finnicky behavior with staffs using xp
added amethyst shard to echo shard recipe (for use with soulbound smithing)
turned config option consume soulbound to true by default
Check changelog on Curseforge
