Ars Zero
No reviews yet
New cast devices and new glyphs for Ars Nouveau
Themed around magical elements, mythical creatures, and enchanted worlds, often inspired by fantasy literature and folklore.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes magical spells, wands, and other casting tools.
Introduces new weapons, which may add unique mechanics or abilities.
Introduces new tools, which may add enhanced capabilities.
Adds extra equipment such special items and accessories specifically using the Baubles or Curios mods.
Adds extra features or content to an existing mod.
Community voices
Reviews
Click once to include, again to exclude, again to clear
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
About
Description
This mod adds a new caster item to Ars Nouveau; the Spell Staff. Unlike the Spell Book, the Staff allows you to continously cast spells as you hold down 'use'. This opens up for new scenarios that were previously not possible. To support such new scenarios, it's necessary to add a new cast method 'Temporal Context Form' and new effects that work in this context.
Check out the video below for a quick rundown of what you can do:
Items
- Creative/Archmage/Mage/Novice Spell Staff: Has 3 spell phases (begin, tick, end) each with 10 glyph slots. Dyable.
- Psion's Circlet: A Tier 3 wearable circlet (Curios head slot) with 3 spell phases (begin, tick, end) each with 10 glyph slots. Cast spells by holding the channel key while wearing it.
Glyphs
- Temporal Context Form: Resolve spell at previous spell phase output. Only usable in the spell staff's 'tick' or 'end' phases
- Near Form: Cast 1 block ahead of your look direction
- Push: Works just like pull, but in the opposite direction. Useful for pushing away objects to where you look
- Select: Selects entities - mostly used to 'mark' objects for Temporal Context Form, in the begin phase.
- Conjure Voxel: Create a small block-like entity of mana. Has alternative elemental forms depending on which effects come directly after it (see Voxels section below)
- Anchor: Moves entities in relation to the caster
- Remove Gravity: Sets a (living) entity to have no gravity for a duration of time.
- Convergence: Concentrate a large amount of mana in a single point. Can be used to charge source jars on its own - or combined with Explosion or Conjure Water to turn these glyphs into powerful Tier 3 versions.
- Geometrize: Resolve forwarded spells in a geometric shape. Can also be combined with Conjure Terrain or Break to instead create an Earth Golem that destroys or places blocks for you. Has specific Geometry related augments.
- Conjure Blight: Places blight liquid at a location. (new liquid type that applies wither and destroys living things like vegetation)
- Beam: Compresses mana into a violent beam; resolves the remainder of the spell on each hit, draining mana per hit.
Glyphs disabled by default
- AOE II, AOE III, Amplifier II, Amplifier III. These are copied directly from Ars Adams Plus and will be removed once this mod is available in 1.21.1 as well.
Blocks
Multi-phase Turret: Quite similar to a normal spell turret, except this one has three distinct start/tick/end phases. Right click with e.g. Staff to set a spell.

Voxels
Voxels are small block-like entities created by the Conjure Voxel glyph. They can be created in different elemental variants by placing specific glyphs directly after Conjure Voxel:


- Arcane Voxel (default): Created with just Conjure Voxel. Can carry a spell resolver to cast spells when it hits targets.
- Fire Voxel: Created with Conjure Voxel + Ignite. Interacts with fire-related blocks and entities. Vulnerable to water and rain.
- Water Voxel: Created with Conjure Voxel + Conjure Water. Interacts with water-related blocks and can be collected. Vulnerable to hot environments.
- Wind Voxel: Created with Conjure Voxel + Wind Shear. Floats and pushes entities. Creates explosive reactions with fire.
- Stone Voxel: Created with Conjure Voxel + Conjure Terrain. Breaks fragile blocks and deals impact damage.
- Ice Voxel: Created with Conjure Voxel + Cold Snap. Freezes water and breaks fragile blocks.
- Lightning Voxel: Created with Conjure Voxel + Discharge. Discharges living entities and deals damage.
Voxel Interactions
When voxels collide with each other, they produce elemental interactions. Opposing elements cancel each other out, while compatible elements may merge or combine.
Elemental Power
Your Elemental Power affects how voxels interact with environmental hazards. Higher power in a voxel's element increases its resistance to opposing forces.
Discord
Questions? Ideas? Feedback? Join the Discord server! (Ars Nouveau - addonchats/Ars Ze
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers