Magic Reborn
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Cast Spells in the AIR!
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Enhances farming mechanics and introduces new crops and livestock.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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MagicReborn 3.0 | Charms, Curses & Traps update out now! |
NO DEPENDENCIES, however — to use the Curios portion of the mod you need Curios.
FYI: I still update the mod a lot, but I'm trying to stop breaking existing worlds. Its all coming together — armor, sigils, and combo casting are the newest
pieces.
A magic mod for Minecraft 1.20.1 where spells aren't just clicks — you actually draw them. Hold up your wand, and your view becomes a brush on an invisible canvas. Trace
the right shape in the air, then left-click to confirm.
Spells
Eighty-eight of them now, plus Ultimate variants of the big ones. Fireballs, lightning bolts, freezes, stuns, arcane explosions, fire breath, arctic blasts, arcane
barrages. Heal, shield with Protego, reflect, end a fight in one stroke with Avada Kedavra.
The utility half is still where the fun hides. Vein-mine ore, chop a whole tree, harvest a field, feed your animals, smelt in your hand, mend gear, Home back to where you
died, Craftio on the go, Enderbag pulls from your ender chest, Magi Bag from a magical inventory. Percevia shows hidden things through walls, Revelio reveals invisibles,
Sunless and Moonless black out the sky. Ward out an area, Portal between two spots, Backup spawns a clone, Godless Creation pulls items from nothing. Black holes, fire
tornadoes, cages, webs, traps, summons — the list keeps going.
Wands & Rings
You start with a Starter Wand that only knows Copy. From there it's thirteen tiers up — Novice, Apprentice, Skogs Rod, Adept, Skilled, Sams Rod, Expert, Master,
Grandmaster, Archmage, Elder, and finally the Infinity Wand with its massive pool and halved cooldown. Three special staves ride alongside: Grand Staff, Staff of Greed,
Staff of Eternity. Every one has its own model, color, mana pool, regen rate, and failure chance when you botch a cast.
A hidden magic level (0–50) gates the stronger wands behind experience. You're not swinging Elder before you've earned it.
On top of that, roughly sixteen loot wands drop from specific enemies and structures — Warden's, Infernal, Arctic, Thievery, Famine, King's, Jester's, Titan's, God Wand,
Grand Wizard's, and more — each with a unique passive effect.
Mage Armor (NEW)
Seven tiers of 3D-modeled wizard armor: Novice, Apprentice, Adept, Skilled, Expert, Master, and Grandmaster. Every piece is hand-drawn geometry — pointed hat with brim
and band, flowing robe with gold trim, matching sleeves and boots. Each tier bumps your max mana pool and cooldown reduction. The Grandmaster set glows.
Runes & Sigils (NEW)
Grab Arcane Chalk, draw a sigil on a block, and leave a permanent magical mark on the world. Twenty-one to find, split three ways:
- Charms (blue) — Wards, Portal Charm, Bottomless, Acceleration, Magnetism, Mending, Efficiency, Hydration, Concealment, Chunk, Golemancy.
- Curses (red) — Skybound, Haunting, Banishment, Guardian, Leakage. Curses trigger when a non-caster breaks the block, not before.
- Traps (green) — Devil's Trap, Traveler's, Blind, Summoner's, Deadly, Ender's.
Combo Spells (NEW)
The Arcane Crucible lets you fuse two or three spells into a single personal combo spell. Save up to ten of your own recipes. Combos cost 2× the combined mana of their
parts — bigger punch, bigger price.
Spell Books & Scrolls
Spell Book, Advanced Book, Master Book. Bind your favorites to a revolver wheel in the corner of the screen, rotate with comma and period. Scrolls drop from eleven chest types — mineshafts, strongholds, bastions, end cities, woodland mansions, shipwrecks, buried treasure, and the custom structures below. Hostile Mages drop the better books.
Curios
Rings, necklaces, amulets, bracelets, belts, circlets — each piece bumps mana, regen, or cooldown. The endgame is the Archmage Charm. The cursed one is The Gaslighter,
which nukes magic for any player unlucky enough to be near its wearer.
Weapons
Arcanir is a throwable hammer that returns to your hand, hits for 35, and almost never breaks. Mjolnir is the lightning variant — throw it and it calls a bolt. The Arcane
Blade is a summoned sword, the Mirror Shield reflects back what's thrown at it (10,000 durability), and the Dragon Flute lets you command a tamed dragon.
World
Seven custom structures generate: Ancient Village, Arcane Tower, Brakebills (wizard school tower), Dwarven Brig, Floating Island, Mawsap Caves, and the Skyreign. A custom
Arcane Tree grows from its own sapling with glowing leaves. Runium Ore generates in stone and deepslate and smelts into ingots, dust, and blocks.
Blocks
The Arcane Forge is your main magical workbench. The Arcane Crucible handles combo-spell fusion. The Arcane Loom weaves infused string. The Resonance Table is a
multi-block spell-infused crafting station. Shrines to the Maw and the Dwarf give out their own rewards. Scroll Racks in nine wood types store your growing library. Plus
glowing Arcana and Runium blocks if you just want your tower to look the part.
Creatures
Hostile Mages, Ice Mages, Fire Mages, a Grand Wizard boss, Rune Guardians, the floating Ara that spits missiles, Mana Leeches that kill your regen by proximity, the
Rotting Maw and Forgotten Dwarf at their shrines, and the tameable Dragon (blaze rod, saddle, climb, dive) and Pegasus.
Clay Golems (NEW) — mold a golem, dye it, hand it an arcane stick, and it will follow and work for you. Exclusive modes for gathering, guarding, and patrolling.
Niffin (NEW — endgame)
Drink 20 mana potions in 20 minutes and take a lightning strike to become a Niffin: double health, +100% mana pool, +50% cooldown reduction, +50% spell power, and
permanent regen. The cost: if you die in Niffin form you detonate — 30-block AOE and five lightning bolts — and respawn with a 2-minute debuff. Cured by an arcane cross.
Mana
Your pool comes from your wand, boosted by armor and curios. It's a bar in the corner. Blow through it and a short lockout hits before you can cast again. Magic stays
locked until you pick up your first wand. Regen runs on its own unless something's interfering — a Mana Leech, a rival's ward, or a Gaslighter wearer nearby.
Achievements
Every spell you cast for the first time unlocks its own advancement — a running log from your first Magic Missile to your first Avada Kedavra.
A mod by ItsSoBread
● MagicReborn 2.0 NOW WITH CURIOS!
NO DEPENDENCIES, however; Inorder to use the Curios portion of the mod you need Curios!
A magic mod for Minecraft 1.20.1 where spells aren't just clicks — you actually draw them. Hold up your wand, and your view becomes a brush on an invisible canvas. Trace
the right shape in the air, and left click click to confirm your draw!
Spells
Sixty of them. You've got your fireballs, your lightning bolts, your big arcane explosions. You can heal, go invisible, teleport, levitate, freeze people, reflect incoming spells with Protego, or end a fight in one stroke with Avada Kedavra.
But half the fun is the utility stuff. Vein-mine a whole ore deposit. Chop a tree with one cast. Harvest a field, feed your animals, smelt ore right in your hand, mend your gear, or cast Home to warp back to where you last died.
Then there's the weird side of the spell list. Ward lets you mark out four corners and raise a persistent barrier that nobody else can cast inside. Portal opens a doorway between two places. Backup spawns a clone of you to fight alongside. Godless Creation pulls items out of nothing. Sunless and Moonless black out the sky. Percevia and Revelio show you what's hidden. Black holes, fire tornadoes, arcane barrages, cages, webs, traps, summons — it keeps going.
Wands
You start with a plain Starter Wand that only knows Copy. From there it's eleven tiers up — Novice, Apprentice, Adept, Skilled, Expert, Master, Grandmaster, Archmage, Elder, and finally the Infinity Wand with 5,000 mana and half the cooldown of anything else. Three special staves sit alongside them: the Grand Staff, the Staff of Greed, and the Staff of Eternity. Every wand has its own model, its own color, and its own feel — different mana pool, different regen, different failure chance when you botch a cast.
A hidden magic level (0 to 50) gates the stronger wands behind experience. You're not swinging Mjolnir until level 30.
Spell Books and Scrolls
Craft a Spell Book (4 slots), Advanced (6), or Master (8), and bind your favorites into a little revolver wheel that sits in the corner of your screen. Rotate through it with comma and period, cast without drawing. Scrolls show up all over dungeon loot — eleven chest types, from mineshafts and strongholds to bastions, end cities, woodland mansions, shipwrecks, and buried treasure. Hostile Mages out in the world drop the better books when you kill them.
Curios
Seventeen pieces of magical jewelry plug into the Curios API. Rings, pendants, amulets, bracelets, belts, circlets — each one bumps your max mana, regen, or cooldown. The endgame piece is the Archmage Charm. The cursed one is The Gaslighter, which nukes magic for any player unlucky enough to stand near its wearer. These drop in tiered rarities across the same dungeon loot pools.
Weapons
Arcanir is a throwable hammer that returns to your hand, hits for 35, and basically never breaks. The Arcane Blade is a summoned sword. The Dragon Flute is for barking orders at a tamed dragon.
World
Three custom structures generate out there: Arcane Towers, Floating Islands, and the Skyreign. A new Arcane Tree grows from its own sapling with glowing leaves. Runium Ore shows up in stone and deepslate and smelts down into ingots, dust, and blocks.
Blocks
The Arcane Forge is your main magical workbench. The Resonance Table handles spell-infused crafting. The Percevia Block does its own strange thing. Plus glowing Arcana and Runium blocks if you just want the place to look like a wizard lives there.
Creatures
Hostile Mages and Rune Guardians. Floating Aras that spit missiles. Mana Leeches that shut down your regen just by being near you. Pegasuses. And dragons — tame one with a blaze rod, saddle it, and fly around with space to climb and crouch to dive.
Mana
Your mana pool comes from your wand, bumped up by whatever curios you're wearing. It's a bar in the corner. Blow through it and a short lockout kicks in before you can cast again. Magic stays locked until you pick up your first wand — after that it regenerates on its own, unless something's messing with you (a Mana Leech, a rival's ward, a Gaslighter nearby).
Achievements
Every spell you cast for the first time unlocks its own advancement, so you've got a running log of your progress from your first Magic Missile all the way to Avada Kedavra.
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