Cisco's RPG Magic System: Ars Nouveau and Iron's Spells

This pack has <strong>two separate magic systems</strong>, and they run completely independently of each other. One hands you a blank page and says "write your own spell"; the other puts a ready-made spellbook in your hands. The table in the first section tells you which one suits you.

Modpack 13 min read August 25, 2026 V8E · Minecraft 1.19.2 · Forge
The short version — just do this with magic:
  1. You can play both at once. Ars Nouveau and Iron's Spells don't interfere with each other; you don't have to choose.
  2. If you want damage, start with Iron's Spells. Find a scroll, inscribe it into a book, done — no learning curve.
  3. The one rule in Ars Nouveau: every spell starts with a form glyph, and can only take one.
  4. If you're running out of mana, shorten your spell. Every glyph you add to a spell raises its casting cost — but every glyph you learn raises your maximum mana.
  5. Watch for key conflicts: the C and V keys have 6 and 8 functions respectively. Sort these out in the Controls menu before you start casting.

Two separate paths to magic

The pack installs two major magic mods together, and they are <strong>completely separate systems</strong>. Separate mana, separate items, separate stations. Nothing you learn in one is any use in the other.

That might sound confusing, but it's actually good news: <strong>you can use both at once</strong>, and they don't step on each other's toes. Most players use Iron's Spells for combat and Ars Nouveau for everything outside of it.

There's a third group of mods too. Forbidden and Arcanus, Enigmatic Legacy, and Sons of Sins also add magical content — but these aren't magic systems, they're ritual and item mods. This page covers the two main systems; the others will show up on the item side.

Which should I choose

The two magic systems side by side — you can play both, choosing isn't mandatory
Ars NouveauIron's Spells 'n Spellbooks
Basic ideaYou write the spell yourself — by arranging pieces side by sideSpells come ready-made — you find them, learn them, use them
Learning curveSteep. You need to learn the grammar firstFlat. You cast the first spell the moment you find it
Its strengthSupport tasks: flying, mining, farming, transportAttack and damage
ResourceMana (base 100, regenerates per second)Mana (a separate system, grows from gear)
How many options125 glyphs (spell pieces)92 usable spells, across 9 schools
Needs infrastructureYes — a station, a mana generator, a ritual areaNo — a book and a scroll are enough
In a group of threeSupport and logisticsRanged damage

To boil the table down to one sentence: Iron's Spells is a weapon, Ars Nouveau is a tool. One kills your enemies, the other makes your life easier.

Ars Nouveau

Ars Nouveau — a mod that gives you spell pieces to combine, instead of ready-made spells. It's installed with three add-ons in this pack: Ars Elemental, Ars Additions, and Too Many Glyphs. Together, the four define 125 glyphs.

How the 125 glyphs are distributed across mods — Ars Nouveau and its add-ons
Glyph count by mod
ModGlyphs
ars_nouveau78
ars_elemental27
ars_additions3
toomanyglyphs17

Most guides only count base Ars Nouveau's 78 glyphs. In this pack, with the add-ons, that number climbs to 125.

Glyphs and writing spells

In Ars Nouveau, a spell is made of glyphs arranged left to right, and there's <strong>a grammar rule</strong> to it. Nothing works if you don't know the rule, and everything clicks once you do.

  1. First, the form. A spell must always start with a form glyph, and can only take one. The form tells the spell where to go.
  2. Then, the effect. This decides what happens after the form: damage, healing, breaking blocks, light… The base mod has 60 effects.
  3. Finally, the augment. The base mod's 13 augment glyphs modify whichever form or effect comes right before them — Amplify strengthens it, AOE widens its area, Extend Time lengthens its duration.

Example spell sequence: Projectile form, followed by Break effect, followed by Amplify augment.

What these three glyphs mean: Projectile fires a bolt, the bolt applies Break to whatever block it hits (breaking it as if by hand), and Amplify boosts the effect's strength — the result is an empowered spell that breaks blocks from a distance. You save the sequence by placing it on a Scribe's Table (one of the pack's four spell stations) and dragging the glyphs in; once saved, it's inscribed onto a blank page in your spellbook and becomes castable straight from the book you're holding. The game reminds you of these rules: try to save a spell without a form, and you'll get the warning "The spell must start with a form glyph."

A spell must always start with one of these five forms
Form glyphWhat it does
ProjectileFires a projectile; the spell triggers wherever it hits. One of the two forms you start with.
SelfApplies the spell to yourself. The second form you start with.
TouchApplies to the block or creature you're looking at.
UnderfootApplies to the block beneath your feet.
OrbitLeaves three projectiles orbiting around you; the spell triggers on whatever they touch.

The border color on a glyph in-game tells you its type — <strong>a purple border means form</strong>, <strong>an orange border means augment</strong>. This saves a lot of time when flipping through the book.

Your book's tier determines which glyph tier you can use
Spell BookWhich glyphs it uses
Novice Spell BookTier 1 glyphs
Mage's Spell BookTier 2 glyphs
Archmage Spell BookTier 3 glyphs

Managing mana

Ars Nouveau's mana regenerates on its own, and a spell's cost <strong>rises with the number of glyphs inside it</strong>. So if you try to write one spell that does everything, you won't have the mana to cast it.

The number of glyphs you've <strong>learned</strong> works the opposite way, though: every glyph you know raises your maximum mana. So unlocking a new glyph gains you both options and capacity.

Ars Nouveau mana values — from the pack's own config
ValueNumberMeaning
Starting mana capacity100The mana you have without doing anything
Regenerated per second5Base regeneration rate
Per Mana Boost+25Items like the Amulet of Mana Boost add this much
Per book tier+50Also adds +1 to regeneration
Per known glyph+15Every glyph you learn raises your maximum mana — collecting glyphs is collecting mana capacity
Regeneration per known glyph+0.33Your regeneration rate also ticks up a little with every new glyph
Per Mana Regen enchantment level+2The Mana Regen enchantment on gear adds this to your per-second regeneration
Producing mana is an infrastructure job. Ars Nouveau's Sourcelink blocks (Agronomic, Alchemical, Mycelial, Vitalic, Volcanic) generate mana from events around them and store it in a Source Jar, in the storable form the game calls Source. Setting one of these up at your base is far more efficient than carrying mana around in your pocket.

Rituals and familiars

Ars Nouveau's real power isn't in individual spells — it's in its <strong>24 rituals</strong>. Rituals create big one-time effects: <em>Flight</em> lets you fly in an area, <em>Forestation</em> grows a forest, <em>Warping</em> transports you long distances, <em>Scrying</em> reveals ore underground.

<strong>6 familiars</strong> (helper creatures), on the other hand, are for automation, not combat. In a group of three, they take the boring jobs off your hands.

The six familiars and the jobs they take over
FamiliarWhat it does
StarbuncleCarries items between chests
DrygmyCollects loot from nearby creatures without killing them
WhirlisprigPlants and harvests crops
WixieAutomatically crafts recipes
BookwyrmOrganizes your spellbooks
Amethyst GolemCollects amethyst

Iron's Spells 'n Spellbooks

Iron's Spells 'n Spellbooks — the mod where you find ready-made spells as scrolls and inscribe them into your book. Unlike Ars Nouveau, you don't design anything; you find it, learn it, cast it.

The pack's config defines <strong>95 spells</strong>, and <strong>92</strong> of them are usable. The loop is short: find the scroll, inscribe it into a spell book, press the key.

Spell schools

9 spell schools and how many spells each carries
SchoolSpell countWhat it's for
Evocation13Summoning creatures and shields.
Holy13Healing and buffs — the group's lifeline.
Nature11A mix of poison, healing, and protection.
Ender11Teleportation, escapes, and positioning tricks.
Fire10Direct damage and burning. The school with the widest range of attack options.
Blood10Burns your own health as fuel; steals life.
Lightning10High single-target damage and movement spells.
Ice8Slowing plus damage. For stopping a crowd.
Eldritch6Few spells, but heavy ones; late-game.

Picking a school isn't a permanent decision — you can carry spells from different schools in the same book. But since there are <strong>school-specific boosts</strong> on the gear side, focusing on one school deals more damage.

Level, rarity, and power

Every spell has a max level, and in this pack that ranges from 1 to 10. The higher the level of the scroll you find, the stronger the spell. Cooldowns also vary a lot from spell to spell: from 0 seconds to 300 seconds.

The rarity a scroll drops at, and how many spells exist at that rarity
RarityDrop chanceSpells at this rarity
Common30%36
Uncommon25%26
Rare20%18
Epic15%4
Legendary10%8

The most direct way to boost your spell power is Apotheosis socket gems. The pack adds 13 special gems: 8 of them correspond directly to a school (a fire gem strengthens fire spells), and the remaining 5 boost school-independent traits like spell power, summoning, spell resistance, cast speed, and cooldown.

The one exception is Eldritch: among the pack's 13 special gems, there's no named one dedicated to it. Still, Apotheosis's Iron's Spellbooks integration also produces a generic gem for Eldritch (called the "Dark One Gem" in-game) — the Perfect Dark One Gem in the Cisco's Wares shop is its ancient-rarity version. Like every school gem, named or not, the boost depends on the gem's rarity:

The spell power boost a school gem grants, based on its rarity
Gem raritySpell power boost
Common2%
Uncommon5%
Rare10%
Epic20%
Mythic30%
Ancient40%
How the socket system works, how to install and remove gems, and what the rarities mean are covered in the socket section of the Combat and Equipment guide.

The mage in a group of three

The mage role isn't one single thing in this pack. What you bring to the group depends entirely on which system you pick.

  • An Iron's Spells mage = ranged damage + healer. The Holy school keeps the group's health up, and attack schools make your front-liner's job easier. This role is directly visible in combat.
  • An Ars Nouveau mage = logistics. Flight rituals, mass-mining spells, item-carrying familiars. Does little in combat, but cuts the time the group spends in half.

The ideal split in a group of three is usually: one front-liner, one Iron's Spells mage, and one person running the base and logistics with Ars Nouveau. See the Character System guide for the character-side split.

What doesn't work in this pack

Three spells have <code>Enabled = false</code> in Iron's Spells's config. These are still registered in the game but <strong>can't be obtained in any way</strong>; if the spell you saw on a wiki or in a video is one of these, don't bother looking for it.

The three spells the pack disables on the Iron's Spells side
SpellSchoolIn-game identifier
RootNatureirons_spellbooks:root
FirecrackerEvocationirons_spellbooks:firecracker
Echoing StrikesEnderirons_spellbooks:echoing_strikes

There's also a mod that <strong>looks installed but isn't</strong>. The pack's <code>config/</code> folder has a folder called <code>arsomega</code>, but there's no matching mod file — it's a leftover from a mod that was removed. <strong>The existence of a config folder doesn't mean the mod is installed.</strong>

The real problem is the keys. The spell-cast key V shares 8 functions, and the Ars Nouveau spellbook key C shares 6 functions — this is the most common cause of "my spell doesn't work" problems; the spell is actually working, the key is triggering something else. Clear both out in the Controls menu.

Next part: World and Dimensions

Frequently asked questions

Which magic system should I choose?

You don't have to choose — the two work together, and many players use both. But if you're starting with one: pick Iron's Spells if you want to deal damage, or Ars Nouveau if you want support tasks (flying, mining, transport) and to design your own spells.

How do I write my first spell in Ars Nouveau?

A spell must always start with a form glyph, and can only take one. You start with the Projectile and Self forms. After the form, you line up effect glyphs; augment glyphs like Amplify modify whichever glyph comes right before them (form or effect). Once you place the sequence on a Scribe's Table and save it, it's inscribed into your spellbook.

I'm getting a &quot;this glyph is too powerful for your current book&quot; error.

Glyphs have three tiers, and you can only use up to the tier your book supports: Novice up to tier 1, Mage's up to tier 2, Archmage up to tier 3. The fix isn't swapping the glyph, it's upgrading to a higher-tier book.

My mana keeps running out — what should I do?

There are four ways: shorten your spell (every glyph in a spell raises its casting cost), upgrade your book's tier (each tier adds +50 to capacity and +1 to regeneration), and wear items with Mana Boost (each adds +25). And learn new glyphs — every glyph you know adds +15 to your maximum mana.

How do I learn a spell in Iron's Spells?

Spells are found as scrolls; inscribing a scroll into a spell book writes that spell into your book. Every spell has a max level — in this pack that ranges from 1 to 10 — and a higher-level scroll gives you a stronger version.

I can't find the Echoing Strikes spell anywhere.

You won't — it's disabled in this pack. Three spells have Enabled = false in the pack's config: Echoing Strikes, Root, and Firecracker. If the spell you saw on the Iron's Spells wiki or in a video is one of these, don't bother looking.

How do I increase my spell damage?

The most direct way is Apotheosis socket gems: the pack adds gems specific to most Iron's Spells schools, and a fire gem strengthens your fire spells. The boost depends on the gem's rarity — from 2% at common to 40% at ancient. See the socket section in the Combat and Equipment guide for details.

What does a mage do in a group of three?

There are two different roles, and neither is mandatory — pick one. An Iron's Spells mage deals ranged damage and heals the group with the Holy school. An Ars Nouveau mage, on the other hand, is valuable outside combat rather than in it: flight, mass mining, item transport, and rituals solve the group's tempo problem.

What are familiars (helper creatures) for?

Ars Nouveau has 6 familiars, and they're all for automation, not combat. Starbuncle carries items, Drygmy collects loot from creatures, Whirlisprig farms, Wixie auto-crafts. In a group of three, these save you time.

Is Ars Omega installed?

No. You'll see a folder called arsomega in the pack's config/ folder, but there's no matching mod file — it's an empty leftover config folder from a mod that was removed. The same is true on the skill-tree side: the config/puffish_skills folder is also a leftover with nothing behind it. A config folder's existence doesn't mean the mod is installed.

Mini glossary

Terminology used on this page
TermMeaning
GlyphSpell piece — the individual stones that make up a spell in Ars Nouveau
FormThe glyph that decides where a spell goes; must come first
EffectThe glyph that decides what the spell does
AugmentA glyph that modifies whichever form or effect comes right before it
Spell BookCarries the spells you've written or learned
ManaThe self-regenerating resource spent to cast spells
SourceThe stored form of mana in Ars Nouveau; held in a Source Jar
SourcelinkA block that generates Source from events around it
RitualA one-time, wide-reaching magic ceremony
FamiliarA helper creature that takes over automation tasks
Spell FocusAn item that strengthens spells belonging to a specific element
ScrollThe item that lets you learn a spell in Iron's Spells
SchoolThe element/theme group an Iron's Spells spell belongs to

The technical values in this guide (glyph counts, mana values, spell schools, level and cooldown ranges, disabled spells) were read directly from version V8E's own config and data files; they may change in later versions. Individual power multipliers for Iron's Spells spells appear in the pack's config file, but it couldn't be determined from local files whether these are the mod's own defaults or a pack-specific setting — so individual power values aren't given on this page. Pack: Cisco's Fantasy Medieval RPG [Ultimate], by franciscogolden — CurseForge pack page (opens in a new tab). Item images on this page are taken from the pack's own mod textures and belong to their respective mod authors (Ars Nouveau © Bailey Hollingsworth, Ars Elemental © Alexthw, Iron's Spells 'n Spellbooks © Iron431 & Lab3). Minecraft © Mojang Studios.

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