Community listing page, reviews here may not be monitored by the author.
SY Magic
No reviews yet
One staff, up to three spellbooks crafted from vanilla items — the material is the spell — and three staff enchantments that come only from the enchanting table, librarians and loot chests.
Community voices
Reviews
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
Resources
External Links
About
Description
One staff. Up to three spellbooks. A spellbook is a book and one vanilla item, and that item is the spell: a blaze rod throws fire, an ender pearl blinks, a ghast tear heals.
SY Magic adds a staff, eleven spellbooks and three enchantments. That is the whole mod: no block, no GUI, no custom currency, no binding ritual.
🪄 One staff, three books
There is one staff, single-tier like the bow and the mace: two sticks, two gold ingots and an amethyst shard. Slot spellbooks into it the way you fill a bundle — pick up a book and left-click the staff; right-click the staff with an empty cursor to take the selected book back out. Right-click casts, sneak + right-click moves to the next book.
Every spell has its own cooldown, so you can blink and then heal straight away, and the hotbar sweep always shows the cooldown of the spell you have selected. Three slots per staff, no book twice (Recall books bound to different lodestones are the exception): want a fourth spell, carry a second staff.
🗺️ The material is the progression
Each material lives somewhere different, so where you have been decides what you can cast. Amethyst comes out of a geode on day three; prismarine needs an ocean ruin; a breeze rod needs a trial chamber; an echo shard means you went to an ancient city. The mod never asks you to farm a resource it invented.
| Spellbook | Material | Spell |
|---|---|---|
| Ember | Blaze rod | Small fireball, sets alight |
| Frost | Packed ice | Fast arrow that slows what it hits |
| Lantern | Amethyst shard | Night vision, 60s |
| Drift | Phantom membrane | Slow falling, 45s |
| Bounding | Slime ball | Jump Boost II for 45s, and the landing cannot hurt you |
| Blink | Ender pearl | Teleport to where you are looking |
| Tide | Prismarine shard | Water breathing + Dolphin's Grace, 60s |
| Healing | Ghast tear | Heal three hearts |
| Gust | Breeze rod | A burst of wind that throws everything around you back (no damage) |
| Echo | Echo shard | Everything living nearby glows through walls for 20s |
| Recall | Compass | Return to the lodestone the book is bound to (same dimension) |
🧭 Recall — a portal network made of vanilla parts
There is no portal block. The lodestone is the waypoint: hold a Recall spellbook and right-click a lodestone to bind it, just as you would a compass. Name it at an anvil, and the staff shows that name on the slot. The staff's three slots are the list — Recall books bound to different lodestones can share one staff. Hold right-click for 3 seconds — a cast bar fills under the crosshair — and you step onto the lodestone.
It works within one dimension — crossing between dimensions is still the Nether portal's job — and every Recall book shares one 60-second cooldown, so it is a way home, not a chain of jumps. A missing lodestone or a blocked top is reported and costs nothing.
⚔️ Magic complements a sword, it does not replace one
Only two of the eleven spells deal damage, and both are weaker than a sword of the same era. The other nine buy mobility, vision or safety — the things a sword cannot do while you are lost in a cave.
📖 The enchantments come from vanilla, and only from vanilla
Three staff enchantments — Spell Power (damage, healing and buff duration), Alacrity (cooldown) and Arcane Reach (range, projectile speed, blink distance) — are added to the vanilla non-treasure pool. So they show up at an enchanting table, in librarian trades and in dungeon chests, by exactly the same path as Sharpness. They go on the staff and apply to every book in it, so there is one thing to invest in.
This mod gives you no way to craft them, and a spellbook is not an enchanted book. That is deliberate: a mod that lets you craft any enchanted book makes the enchanting table, the villager and the chest pointless.
🧩 Plays with anything
Vanilla materials only. Depends on no other mod, and works on dedicated servers.
Requirements
- Minecraft 26.2
- NeoForge 26.2
- Java 25
Upgrading
Worlds from 0.2.0 and later carry over as they are, spellbooks in their staffs included. 0.1.0 had ten separate staffs, one spell each; those were removed in 0.2.0, so a 0.1.0 world loses them — craft the new staff and the spellbooks you want.
Before you uninstall
The mod registers one staff, eleven spellbooks and three enchantments; the only thing it stores is which books a staff holds. Remove it and the staff and books disappear from your world like any other modded item; nothing else changes.
Screenshots
Gallery
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
Statistics
Resources