Pact Magic
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An expansive open-ended magic mod inspired by the web serials Pact and Pale by wildbow.
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.
Features machines that process raw materials or automation processes.
Introduces new dimensions with unique biomes, resources, and challenges.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Pact Magic is an expansive open-ended magic mod inspired by the web serials Pact and Pale by wildbow.
In short:
Bind any mob and make it do your bidding! Harness the spirits in every block, mob, and item for unique effects! Summon entire biomes! Choose an Implement, a Familiar, and a Demesne to permanently define and empower yourself! Set up clever magical automation and suffer the consequences of your hubris!
All you need to do to get started is craft a single book: Essentials.
For more info on mod content, check out the gallery!
Mod Compatibility:
Pact Magic shines in combination with content mods. In many respects, it works "out of the box" with any other mod. It will do its best to assign spirits to items. You should be able to bind modded mobs, although their AI may react unpredictably to contracts. Biome braziers should function on modded biomes automatically. Modded tools, weapons, and armor should be able to be taken as Implements if they are tagged correctly.
Full integration requires a data pack with custom recipes. Things like item spirits, mob bindings, transfusion recipes, etc. can all be added via JSON files in a special "practice" folder (see the github for examples). Custom Familiar perks require a compat mod (Familiars/Implements/Demesnes are exposed as a Forge capability of each player).
Pact Magic has pre-built compatibility with some mods already, including:
- Alex's Caves (comprehensive compat, these mods go great together)
- Cataclysm (comprehensive compat, fun challenge/reward of binding big bosses)
- Enemy Expansion (total mob compat)
- Biomes o' Plenty (total biome compat)
- Macabre (total biome compat, some item compat)
- Places (total biome compat, not much else)
- Farmer's Delight (comprehensive compat)
Credits:
This mod was developed by Tickbug, inspired by fan-forum interpretations of fictional works by J.C. "wildbow" McCrae. Thank you to TinkerTaylor, Telwyn, Blastnboom, and especially Kvysteran for all the playtesting, debugging, ideating, and encouraging.
No AI was used in the creation of this mod.
Further Updates:
This is the sprawling side project of a single dev who used it as a way to dip their toes into various aspects of modding, and is unfortunately now way too big to be fully maintained by one dev with an increasingly busy life. There will be intermittent bugfix/balance updates, but there are no plans to port it to other minecraft versions or do huge content/compat drops. You can submit bug reports and feature requests using this form. Feel free to reach out to [email protected] if you've made data packs or compat mods that you want to get integrated into the mod.

Pact Magic is an expansive open-ended magic mod inspired by the web serials Pact and Pale by wildbow.
In short:
Bind any mob and make it do your bidding! Harness the spirits in every block, mob, and item for unique effects! Summon entire biomes! Choose an Implement, a Familiar, and a Demesne to permanently define and empower yourself! Set up clever magical automation and suffer the consequences of your hubris!
All you need to do to get started is craft a single book: Essentials.
For more info on mod content, check out the gallery!
Mod Compatibility:
Pact Magic shines in combination with content mods. In many respects, it works "out of the box" with any other mod. It will do its best to assign spirits to items. You should be able to bind modded mobs, although their AI may react unpredictably to contracts. Biome braziers should function on modded biomes automatically. Modded tools, weapons, and armor should be able to be taken as Implements if they are tagged correctly.
Full integration requires a data pack with custom recipes. Things like item spirits, mob bindings, transfusion recipes, etc. can all be added via JSON files in a special "practice" folder (see the github for examples). Custom Familiar perks require a compat mod (Familiars/Implements/Demesnes are exposed as a Forge capability of each player).
Pact Magic has pre-built compatibility with some mods already, including:
- Alex's Caves (comprehensive compat, these mods go great together)
- Cataclysm (comprehensive compat, fun challenge/reward of binding big bosses)
- Enemy Expansion (total mob compat)
- Biomes o' Plenty (total biome compat)
- Macabre (total biome compat, some item compat)
- Places (total biome compat, not much else)
- Farmer's Delight (comprehensive compat)
Credits:
This mod was developed by Tickbug, inspired by fan-forum interpretations of fictional works by J.C. "wildbow" McCrae. Thank you to TinkerTaylor, Telwyn, Blastnboom, and especially Kvysteran for all the playtesting, debugging, ideating, and encouraging.
No AI was used in the creation of this mod.
Further Updates:
This is the sprawling side project of a single dev who used it as a way to dip their toes into various aspects of modding, and is unfortunately now way too big to be fully maintained by one dev with an increasingly busy life. There will be intermittent bugfix/balance updates, but there are no plans to port it to other minecraft versions or do huge content/compat drops. You can submit bug reports and feature requests using this form. Feel free to reach out to [email protected] if you've made data packs or compat mods that you want to get integrated into the mod.
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