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Spell Engine

Spell Engine

by ZsoltMolnarrr • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Environment: Client Environment: Server SpellEngine is library mod (also known as an API) that lets developers create magic spells using, providing players with a complete spell-casting system including spell books, visual effects, and weapon integration.

📦 Installation

🎁 Installation via Modrinth app is strongly recommended, to automatically resolve all required mods.

Required

Additionally on Fabric:

Additionally on NeoForge:

⭐️ Content made with Spell Engine

Archers Paladins Wizards Rogues Skill Tree Jewelry Relics Arsenal Armory

🤝 Made by partners

Anarchy Mercenaries Oathsworn Archer Expansion Elemental Wizards Berserker Witcher Forcemaster Death Knights

📦 Built-in content

🗡️ Weapon skills 🪓

Weapon Skills

Explore a variety of melee attack skills, each of them designed for a specific weapon type, with unique features:

  • detailed collision detection
  • momentum and sliding
  • fancy animations

RPG Series content mods come with these skills assigned by default.

Automatically assigned to third-party and vanilla weapons, based on item id or item tag membership. (Config file: config/spell_engine/weapon_fallback.json)

🪄️ API Features

Data driven API

  • 🗡️ Spells can be assigned to any weapon (data driven with automatic weapon compatibility)
  • 🔮 Spells deal damage based on Spell Power entity attributes
  • ✍️ Spells defined in JSON format with hot-reloading and network synchronization
  • 📦 Spell Container System with proxy mode, equipment slots, and dynamic spell resolution
  • 🔄 Universal pattern matching for tags, regex, and exact matches across all spell properties
  • 🛠️ Programmatic spell generation with SpellBuilder and SpellGenerator for mod developers
  • ⚙️ Spells have a comprehensive set of mechanical behaviours:
    • Spell Types: Active (casted), Passive (triggered), Modifier (spell-modifying)
    • Cast Modes: Instant, charged, channeled, with configurable haste effects
    • Trigger System: 14+ trigger types (melee, arrow, spell, damage, evasion, roll, etc.) with conditional logic
    • Targeting: Aim, Beam, Area, Caster, None, FromTrigger - with caps, conditions, and health-based limits
    • Delivery: Direct, Projectile, Meteor, Cloud, ShootArrow, StashEffect, Custom - with delays and multi-placement
    • Projectile Features: Homing, ricochet, bounce, pierce, chain reactions, divergence, custom hitboxes
    • Impact Actions: Damage, Heal, StatusEffect, Fire, Teleport, Spawn, Cooldown, Aggro, Custom
    • Conditional Logic: Target modifiers, impact filters, chance-based execution, entity type conditions
    • Cost System: Exhaust, items/runes, cooldowns, durability, status effect consumption, with batching
    • Equipment Sets: Set bonuses providing spells, attributes, and special abilities

Fancy audio and visuals

  • 🔈 Advanced sound system: casting start/loop, release, impact, travel sounds with randomization
  • ✨ Sophisticated particle system with shapes, entity following, scaling, and custom magical particles
  • 🎨 Custom Item/Block models for projectiles, status effects, and spell clouds with BlockBench support
  • 🤸 Player animations at all spell stages with pitch control and ranged weapon animation support
  • 💡 Dynamic lighting integration (LambDynamicLights) for magical illumination
  • 🌈 Customizable beam rendering with colors, textures, width, and flow effects
  • 📍 Area effect visualization with ground indicators and range-scaled particles

In game features

  • 🔧 Spell selection and casting visible on HUD (fully player configurable)
  • 😌 QoL features: automatic spell cast release, client prediction, smart targeting
  • ⛓️ Spell Binding Table for adding spells to weapons and creating spell books
  • 📜 Spell Scroll system with creative tab generation and dungeon loot integration
  • 🎒 Equipment integration: Spell books, trinket slots (Trinkets/Accessories), automatic weapon detection
  • ⚡ Spell Infinity enchantment with configurable item tag support
  • 🎮 Commands: /spell_cooldowns for server administration and debugging
  • 💰 Advanced loot system with spell_bind_randomly function for dynamic spell assignment

Developer & Mod Integration

  • 🔌 Extensive mod compatibility: Better Combat, Combat Roll, FTB Teams, Shoulder Surfing, and more
  • 📊 Comprehensive event system for spell casting, healing, and projectile lifecycle
  • 🏗️ Custom handler registration for delivery methods and impact actions
  • 🎯 Entity predicate system for complex targeting conditions
  • 🔧 Performance optimizations: batching, scheduling, client-side prediction
  • 📝 Data generation framework for programmatic spell creation and validation
  • 🌐 Multi-platform support (Fabric & NeoForge) with unified API

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Fabric
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
26.3
Fabric
1d ago 1
26.3
Neoforge
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26.2
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26.2
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26.1.x
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26.1.x
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1.21.x
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26.3
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Forge Neoforge
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# 1.10.10+1.20.1
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

  • Restored the legacy LootHelper.configure overload, fixing add-ons built against older versions

# 1.10.10+1.20.1
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

  • Restored the legacy LootHelper.configure overload, fixing add-ons built against older versions

[1.10.9+26.3-fabric] 1.10.9+26.3 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

Ported to Minecraft 26.3 (Fabric + NeoForge, NeoForge 26.3.0.20-beta or newer).

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+26.3-neoforge] 1.10.9+26.3 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

Ported to Minecraft 26.3 (Fabric + NeoForge, NeoForge 26.3.0.20-beta or newer).

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+26.2-fabric] 1.10.9+26.2 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+26.2-neoforge] 1.10.9+26.2 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+26.1.2-fabric] 1.10.9+26.1.2 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+1.21.1-fabric] 1.10.9+1.21.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9

API changes:
  • Armor sets can now come with built-in gem sockets (Sockets, when Jewelry is installed)
  • Added Sockets.apply for giving any item built-in sockets

[1.10.9+1.20.1-forge] 1.10.9+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9+1.20.1
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

  • Built against a working Bundle API build versioned 1.3.0 (Bundle API 1.2.0 for Minecraft 1.20.1 is broken in production)

[1.10.9+1.20.1-fabric] 1.10.9+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.9+1.20.1
> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

  • Built against a working Bundle API build versioned 1.3.0 (Bundle API 1.2.0 for Minecraft 1.20.1 is broken in production)

[1.10.8+1.20.1-forge] 1.10.8+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.8+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Added class affiliated loot: injected equipment relevant for the looting player's class drops more often, keeping loot useful with many class mods installed
  • The class is determined by the equipped spell book (<namespace>:spell_book/<name>), affiliated items are listed by the item tag <namespace>:loot_affiliation/<name>
  • With scoreboard teams, the spell books of all online team members are considered
  • Without a (known) spell book, loot works as before. Amount of loot and ratio of item categories is unchanged
  • Configurable under the new behavior section of the equipment loot config (config/rpg_series/loot_equipment_v2.json), not applied to scrolls
  • Added miscellaneous loot config config/rpg_series/loot_misc.json (empty by default), for injecting anything other than equipment or scrolls (for example: gems into every loot table that drops diamonds), without competing with equipment for rolls
  • Loot fallback: added skip_tables_with_rpg_loot option (on by default, as before)
  • Loot fallback: fixed excessive loot, injection is now capped per table (max_rolls) and default rate halved
  • Fixed loot fallback of scrolls being skipped for loot tables with an explicit equipment injector (the freshly injected equipment counted as "already drops RPG Series loot")
  • Fixed loot entries of unknown items (for example: mod not installed) taking up weight as empty drops
  • Attempt to fix crashing alongside externally added concurrent PersistentProjectileEntity trackers

API changes:
  • Added spell_engine:affiliation_group loot pool entry type (AffiliationGroupEntry), and RPGSeriesItemTags.LootAffiliation
  • Added ClassAffiliation.resolver, replaceable logic determining the loot affiliation tags of a player (default: based on the equipped spell book)
  • Added spell_engine:inline_pool loot pool entry type (InlinePoolEntry, 1.20.1 only), used by the loot fallback

[1.10.8+1.20.1-fabric] 1.10.8+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.8+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Added class affiliated loot: injected equipment relevant for the looting player's class drops more often, keeping loot useful with many class mods installed
  • The class is determined by the equipped spell book (<namespace>:spell_book/<name>), affiliated items are listed by the item tag <namespace>:loot_affiliation/<name>
  • With scoreboard teams, the spell books of all online team members are considered
  • Without a (known) spell book, loot works as before. Amount of loot and ratio of item categories is unchanged
  • Configurable under the new behavior section of the equipment loot config (config/rpg_series/loot_equipment_v2.json), not applied to scrolls
  • Added miscellaneous loot config config/rpg_series/loot_misc.json (empty by default), for injecting anything other than equipment or scrolls (for example: gems into every loot table that drops diamonds), without competing with equipment for rolls
  • Loot fallback: added skip_tables_with_rpg_loot option (on by default, as before)
  • Loot fallback: fixed excessive loot, injection is now capped per table (max_rolls) and default rate halved
  • Fixed loot fallback of scrolls being skipped for loot tables with an explicit equipment injector (the freshly injected equipment counted as "already drops RPG Series loot")
  • Fixed loot entries of unknown items (for example: mod not installed) taking up weight as empty drops
  • Attempt to fix crashing alongside externally added concurrent PersistentProjectileEntity trackers

API changes:
  • Added spell_engine:affiliation_group loot pool entry type (AffiliationGroupEntry), and RPGSeriesItemTags.LootAffiliation
  • Added ClassAffiliation.resolver, replaceable logic determining the loot affiliation tags of a player (default: based on the equipped spell book)
  • Added spell_engine:inline_pool loot pool entry type (InlinePoolEntry, 1.20.1 only), used by the loot fallback

[1.10.8+1.21.1-fabric] 1.10.8+1.21.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.8

Functional changes:
  • Fixed kills landed by summoned entities not counting as player kills (no boss loot, no experience, no kill advancement for the summoner)
  • Loot defaults: every boss injector now offers both a tier-5 weapon and a tier-5 armor (previously each had only one of the two)
  • Added class affiliated loot: injected equipment relevant for the looting player's class drops more often, keeping loot useful with many class mods installed
  • The class is determined by the equipped spell book (<namespace>:spell_book/<name>), affiliated items are listed by the item tag <namespace>:loot_affiliation/<name>
  • With scoreboard teams, the spell books of all online team members are considered
  • Without a (known) spell book, loot works as before. Amount of loot and ratio of item categories is unchanged
  • Configurable under the new behavior section of the equipment loot config (config/rpg_series/loot_equipment_v2.json), not applied to scrolls
  • Added miscellaneous loot config config/rpg_series/loot_misc.json (empty by default), for injecting anything other than equipment or scrolls (for example: gems into every loot table that drops diamonds), without competing with equipment for rolls
  • Loot fallback: added skip_tables_with_rpg_loot option (on by default, as before)
  • Loot fallback: fixed excessive loot, injection is now capped per table (max_rolls) and default rate halved
  • Fixed loot fallback of scrolls being skipped for loot tables with an explicit equipment injector (the freshly injected equipment counted as "already drops RPG Series loot")
  • Fixed loot entries of unknown items (for example: mod not installed) taking up weight as empty drops
  • Attempt to fix crashing alongside externally added concurrent PersistentProjectileEntity trackers

API changes:
  • Added spell_engine:affiliation_group loot pool entry type (AffiliationGroupEntry), and RPGSeriesItemTags.LootAffiliation
  • Added ClassAffiliation.resolver, replaceable logic determining the loot affiliation tags of a player (default: based on the equipped spell book)

# 1.10.8

Functional changes:
  • Fixed kills landed by summoned entities not counting as player kills (no boss loot, no experience, no kill advancement for the summoner)
  • Loot defaults: every boss injector now offers both a tier-5 weapon and a tier-5 armor (previously each had only one of the two)
  • Added class affiliated loot: injected equipment relevant for the looting player's class drops more often, keeping loot useful with many class mods installed
  • The class is determined by the equipped spell book (<namespace>:spell_book/<name>), affiliated items are listed by the item tag <namespace>:loot_affiliation/<name>
  • With scoreboard teams, the spell books of all online team members are considered
  • Without a (known) spell book, loot works as before. Amount of loot and ratio of item categories is unchanged
  • Configurable under the new behavior section of the equipment loot config (config/rpg_series/loot_equipment_v2.json), not applied to scrolls
  • Added miscellaneous loot config config/rpg_series/loot_misc.json (empty by default), for injecting anything other than equipment or scrolls (for example: gems into every loot table that drops diamonds), without competing with equipment for rolls
  • Loot fallback: added skip_tables_with_rpg_loot option (on by default, as before)
  • Loot fallback: fixed excessive loot, injection is now capped per table (max_rolls) and default rate halved
  • Fixed loot fallback of scrolls being skipped for loot tables with an explicit equipment injector (the freshly injected equipment counted as "already drops RPG Series loot")
  • Fixed loot entries of unknown items (for example: mod not installed) taking up weight as empty drops
  • Attempt to fix crashing alongside externally added concurrent PersistentProjectileEntity trackers

API changes:
  • Added spell_engine:affiliation_group loot pool entry type (AffiliationGroupEntry), and RPGSeriesItemTags.LootAffiliation
  • Added ClassAffiliation.resolver, replaceable logic determining the loot affiliation tags of a player (default: based on the equipped spell book)

[1.10.7+1.20.1-forge] 1.10.7+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.7+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Fixed kills landed by summoned entities not counting as player kills (no boss loot, no experience, no kill advancement for the summoner)
  • Fixed loot injection defaults (so Arsenal tier weapons show up in boss loot)

[1.10.7+1.20.1-fabric] 1.10.7+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.7+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Fixed kills landed by summoned entities not counting as player kills (no boss loot, no experience, no kill advancement for the summoner)
  • Fixed loot injection defaults (so Arsenal tier weapons show up in boss loot)

[1.10.7+1.21.1-fabric] 1.10.7+1.21.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.7

Functional changes:
  • Added EMI integration: a Spell Binding category showing spell book creation from a plain book, and every spell bindable into each spell book (via lapis or a Spell Scroll)
  • Fixed Replay Mod crashing while saving a replay: spell registry sync entries are now sent with a compound root #183
  • Network format change: client and server must run the same Spell Engine version

API changes:
  • Added SpellBindingEvents.SPELL_BOUND event, fired on the server after a spell has been bound at the Spell Binding Table
  • SpellRegistry.LOCAL_CODEC and NETWORK_CODEC(_V2) replaced by a single ops-aware SpellRegistry.CODEC (plain JSON over JSON ops, opaque bytes otherwise); RegistryLoaderMixin removed

# 1.10.7

Functional changes:
  • Added EMI integration: a Spell Binding category showing spell book creation from a plain book, and every spell bindable into each spell book (via lapis or a Spell Scroll)
  • Fixed Replay Mod crashing while saving a replay: spell registry sync entries are now sent with a compound root #183
  • Network format change: client and server must run the same Spell Engine version

API changes:
  • Added SpellBindingEvents.SPELL_BOUND event, fired on the server after a spell has been bound at the Spell Binding Table
  • SpellRegistry.LOCAL_CODEC and NETWORK_CODEC(_V2) replaced by a single ops-aware SpellRegistry.CODEC (plain JSON over JSON ops, opaque bytes otherwise); RegistryLoaderMixin removed

[1.10.6+1.20.1-forge] 1.10.6+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.6+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Fix some raycasting (collision detection) crash

[1.10.6+1.20.1-fabric] 1.10.6+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.6+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Functional changes:
  • Fix some raycasting (collision detection) crash

[1.10.5+1.20.1-fabric] 1.10.5+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.5+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Minecraft 1.20.1 port of Spell Engine 1.10.5 (Fabric + Forge 47). Same content and spell format as 1.10.5; the differences below come from what 1.20.1 itself lacks.

Requires Spell Power 1.6.0+1.20.1. RangedWeaponAPI 2.3.4+1.20.1 and Critical Strike 1.0.4+1.20.1 are optional.

Not available on this game version:
  • Entity size scaling (no generic.scale attribute): summon scaling, tint renderers and projectile sizes ignore entity scale
  • Jump-lock modifiers on status effects (no jump-strength attribute on living entities); the lock-out is carried by ActionImpairing alone
  • Melee reach is a fixed 3 blocks (no entity_interaction_range attribute)
  • spell_choice.apply_on_choice (data-component patching); spell_choice carries pool only
  • Mace item tags; Better Combat's glowing swing-trail override (the held item still tints)
  • Configuration-phase networking: spell registry and config sync happen at join time instead

Integration notes:
  • Item data lives in NBT (net.spell_engine.api.item.SpellItemData) instead of data components; attribute modifiers use ItemAttributeModifiers with UUIDs derived from the modern identifiers
  • Datapack folders use the 1.20.1 plural names (advancements/, recipes/, loot_tables/, tags/items/); spells stay at data/<namespace>/spell/
  • Spell Infinity is a Java enchantment again (config/spell_engine/enchantments.json)
  • Forge: MixinExtras is embedded; content mods register from RegisterEvent windows

[1.10.5+1.20.1-forge] 1.10.5+1.20.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.5+1.20.1

> ### ⚠️ Read this before updating
>
> This release is a **major technical overhaul and is not backwards compatible.**
>
> - **The APIs have been reworked, not removed.** Everything still exists, under new
> interfaces — but mods built against Spell Engine **0.9.x** will not work with this
> version. They need updating and rebuilding against the current API.
> - **Update the whole set together.** Spell Engine and every RPG Series mod must be on
> matching versions. Mixing in an older add-on will break at startup or misbehave in play.
> - **Spell books must be re-obtained.** Spell books from an older world no longer carry valid
> spell data. Re-craft them, or re-bind their spells at the Spell Binding Table.
>
> **Back up your world before updating.**

Minecraft 1.20.1 port of Spell Engine 1.10.5 (Fabric + Forge 47). Same content and spell format as 1.10.5; the differences below come from what 1.20.1 itself lacks.

Requires Spell Power 1.6.0+1.20.1. RangedWeaponAPI 2.3.4+1.20.1 and Critical Strike 1.0.4+1.20.1 are optional.

Not available on this game version:
  • Entity size scaling (no generic.scale attribute): summon scaling, tint renderers and projectile sizes ignore entity scale
  • Jump-lock modifiers on status effects (no jump-strength attribute on living entities); the lock-out is carried by ActionImpairing alone
  • Melee reach is a fixed 3 blocks (no entity_interaction_range attribute)
  • spell_choice.apply_on_choice (data-component patching); spell_choice carries pool only
  • Mace item tags; Better Combat's glowing swing-trail override (the held item still tints)
  • Configuration-phase networking: spell registry and config sync happen at join time instead

Integration notes:
  • Item data lives in NBT (net.spell_engine.api.item.SpellItemData) instead of data components; attribute modifiers use ItemAttributeModifiers with UUIDs derived from the modern identifiers
  • Datapack folders use the 1.20.1 plural names (advancements/, recipes/, loot_tables/, tags/items/); spells stay at data/<namespace>/spell/
  • Spell Infinity is a Java enchantment again (config/spell_engine/enchantments.json)
  • Forge: MixinExtras is embedded; content mods register from RegisterEvent windows

[1.10.6+1.21.1-fabric] 1.10.6+1.21.1 by ZsoltMolnarrr on Oct 09, 2026
Download
# 1.10.6

Functional changes:
  • Fixed dangling #c: tag references in the handheld item tag on NeoForge (now uses #c:tools/shield and #c:tools/ranged_weapon) #211
  • Fixed crash when a non-hostile entity (villager, animal, snow golem) casts a melee-scaled spell (missing attack damage attribute)
  • Unknown player animation ids now warn once instead of spamming the log every tick

# 1.10.6

Functional changes:
  • Fixed dangling #c: tag references in the handheld item tag on NeoForge (now uses #c:tools/shield and #c:tools/ranged_weapon) #211
  • Fixed crash when a non-hostile entity (villager, animal, snow golem) casts a melee-scaled spell (missing attack damage attribute)
  • Unknown player animation ids now warn once instead of spamming the log every tick

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