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Iron's Spells 'n Spellbooks

A magic mod for Minecraft returning to the classic RPG spellcasting fantasy.

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Iron's Spells 'n Spellbooks is the spellcasting mod in ATM10: spells come on scrolls, you write them into a spell book and cast them with mana. Start with an Inscription Table and a Flimsy Journal, then raid the wizard towers for scrolls, ink and Arcane Essence, the material almost everything else is made from.

On this page
  1. Getting started: scrolls, the Inscription Table and your first book
  2. How to get Arcane Essence
  3. The nine schools and their focus items
  4. Scroll Forge, ink and how to upgrade spells
  5. The Alchemist Cauldron: ink, blood and elixirs
  6. Every spell book, from Flimsy Journal to Unobtainium
  7. Mana, armour and rings
  8. Runes, mithril and upgrade orbs
  9. Where to find scrolls, books and bosses
  10. Questions

Getting started: scrolls, the Inscription Table and your first book

Every spell comes on a Scroll. Right-click one to cast its spell once, with no mana and no cooldown, and the scroll is used up. A spell book keeps the spell: you write the scroll into it once and cast it whenever you have the mana.

  • Craft an Inscription Table: a Book, three wooden slabs and two fences.
  • Craft your first book. A Flimsy Journal holds five spells (two copper ingots, six paper and a string), an Ironbound Tome six (three chains, four leather and two paper).
  • Right-click the book to put it in its own Spellbook slot. It casts from there.
  • Open the Inscription Table. Your equipped book is already in it. Put a scroll in the slot below it, click an empty spell slot and inscribe. The scroll is used up.
  • Hold R to open the spell wheel and pick a spell, then press V to cast it. Those are the default keys.

To move a spell out of a book, click it in the table and take the scroll from the slot on the right. The scroll keeps its level and the slot is free again. Any book takes a scroll of any rarity; a better book brings more slots and stats.

A Book and one Arcane Essence make Iron's Guidebook, the mod's own short guide.

How to get Arcane Essence

Arcane Essence goes into almost everything. Eight around a wool make Arcane Cloth, eight around an iron, copper or gold ingot make an Arcane Ingot, and eight around a Blank Runestone make an Arcane Rune. No recipe makes the essence itself. It comes from:

Wizards
Pyromancers, Cryomancers, Archevokers, Priests, Apothecarists and Cultists drop up to 8 each, and Looting adds up to 1 more per level. Necromancers drop up to 4.
Ice Spiders
4 to 16 each, more with Looting.
Bosses
The Dead King and the Ender Dragon drop 28 to 45. Tyros rolls that amount twice.
Chests
The mod adds its loot to vanilla chests: dungeons, mineshafts, desert and jungle temples, pillager outposts, shipwrecks, strongholds, mansions, ruined portals, nether fortresses, bastions, ancient cities, end cities and trial chambers, and to the YUNG's dungeons, temples, witch huts, strongholds and fortresses ATM10 runs. A dungeon chest has a 35% chance of 1 to 3 and a further 15% chance of 3 to 10. The mod's own towers and dungeons hold more.
Bees
Productive Bees' Arcane Essence Bee: a Diamond Bee spawn egg surrounded by eight Arcane Essence. Its combs centrifuge into Arcane Essence (75% a comb), and its hive gives a Blank Runestone 15% of the time.

Early on, the wizard towers pay best: each wizard drops essence, a scroll of its school and ink. Later the bosses give the most, and the Dead King can be fought again with a Dead King Phylactery.

The nine schools and their focus items

Every spell belongs to a school. In the Scroll Forge the focus item picks the school, and eight of it around a Blank Runestone make that school's rune.

Fire
Focus: Blaze Rod. Damage, and burning that keeps hurting.
Ice
Focus: Frozen Bone, which strays drop. Damage and crowd control.
Lightning
Focus: Bottle o' Lightning: use an empty bottle on a charged creeper. Concentrated damage.
Holy
Focus: Divine Pearl, a gold ingot and an amethyst shard. Healing and support for you and your allies.
Ender
Focus: Ender Pearl. Damage, utility and teleports.
Blood
Focus: Blood Vial, from a mob cooked in a cauldron. Necromancy, and attacks that heal the caster.
Evocation
Focus: Emerald. Summons, fangs and tricks.
Nature
Focus: Poisonous Potato; eight potatoes around one make four. Poison and debuffs.
Eldritch
Focus: Echo Shard. These spells have to be learned before you can forge or cast them.

Eight Ancient Knowledge Fragments around an echo shard make an Eldritch Manuscript. Right-click it, pick an Eldritch spell and hold to learn it; one manuscript teaches one spell. Fragments come from ancient city, end city and stronghold library chests, the Catacombs and the Citadel, and a Wandering Trader sometimes sells one for emeralds and echo shards.

Scroll Forge, ink and how to upgrade spells

The Scroll Forge writes new scrolls. It is three Polished Deepslate over four Crying Obsidian. Put in one ink, one Paper and one focus item, pick a spell of that school from the list and take the scroll. All three are used.

The ink sets the rarity, and the new scroll starts at the lowest level of that rarity. Each spell spreads its levels over the five rarities: on our server the first 30% of a spell's levels are Common, the next 25% Uncommon, then 20% Rare, 15% Epic and the last 10% Legendary. Ink below a spell's first rarity cannot forge it, and the forge asks for better ink.

Spells level up in the Arcane Anvil: three amethyst blocks, a diamond, an anvil and two polished deepslate.

  • Take the spell out of your book at the Inscription Table. You get its scroll back at the same level.
  • In the Arcane Anvil, put the scroll on the left and an ink on the right. The ink has to match the rarity of the next level exactly; the scroll's tooltip shows its level and rarity.
  • Take the scroll, now one level higher, and inscribe it again.
  • Repeat for each level, one ink each. Spells with several Legendary levels take a Legendary Ink for every one.

Unique books and weapons hold locked spells. Put one in the Arcane Anvil with a scroll of the same spell at a higher level and the locked spell rises to that level.

Every wizard drops one to three inks, from Common to Epic, and magic chests hold more. Wandering Traders buy and sell all five inks and sell random scrolls. The Alchemist Cauldron turns scrolls you do not want into ink.

The Alchemist Cauldron: ink, blood and elixirs

The Alchemist Cauldron needs Cinder Essence: four iron ingots, a cauldron, two Arcane Essence and one Cinder Essence, so it comes after your first Ancient Knight in the Nether. It holds 1000 mB of up to four liquids. Pour in water bottles or a bucket, right-click items into it, and take a liquid out with a glass bottle, 250 mB at a time. An item dissolves after about five seconds.

  • Scrolls into ink: a scroll in water has a 50% chance to turn 250 mB of the water into ink of the scroll's rarity. The scroll is used up either way.
  • Better ink: 1000 mB of Common Ink and a copper ingot give 250 mB of Uncommon Ink. An iron ingot turns Uncommon into Rare Ink, a gold ingot turns Rare into Epic Ink, and an amethyst shard turns Epic into Legendary Ink. Four bottles go in for every one that comes out.
  • Blood: a mob or player standing in the cauldron takes damage every second and adds 250 mB of blood, which bottles into Blood Vials.
  • Brews: an Icy Fang in 250 mB of water makes venom for Ice Venom Vials, an echo shard in a Mundane Potion makes Timeless Slurry, and a Hogskin in 1000 mB of blood leaves Bloody Vellum.
  • Potions brew in it as in a brewing stand, and some go on into elixirs: an oak log in Strong Healing gives Oakskin Elixir, a Shriving Stone in Long Invisibility gives Invisibility Elixir, and an ender pearl in Instant Mana III gives Evasion Elixir.

ATM10 adds recipes of its own. Reliquary's Emperor's Chalice fills the cauldron with 1000 mB of water and you keep the chalice. EvilCraft's blood works in it: a glass bottle takes 250 mB out as a Blood Vial, and a Hogskin soaks 1000 mB of it into Bloody Vellum. A Create Spout fills a glass bottle with 250 mB of either blood into a Blood Vial.

Every spell book, from Flimsy Journal to Unobtainium

A better book has more slots and adds its stats while it sits in your Spellbook slot. The books in ATM10:

Flimsy Journal
5 slots. Two copper ingots, six paper and a string.
Ironbound Tome
6 slots. Three chains, four leather and two paper.
Apprentice's Spell Book
8 slots, +50 max mana, 15% cast time reduction. Three gold ingots, four Arcane Essence and two Hogskin, which hoglins drop.
Enchanted Spell Book
10 slots, +100 max mana. Two diamonds, four Hogskin, two Arcane Cloth and an enchanted book.
Ancient Codex
12 slots, +200 max mana, 20% cooldown reduction. A netherite ingot, a Ruined Book, four Arcane Cloth, two Blood Vials and a Bottle o' Lightning.
Dragonskin Spell Book
12 slots, +200 max mana, +10% Ender spell power. Six Dragonskin from the Ender Dragon, two obsidian and a Ruined Book.
Frostbranded Book
12 slots, +200 max mana, +10% Ice spell power. Three Ice Venom Vials, two Mithril Scrap, a Ruined Book and three Arcane Cloth.
Vampiric Spell Book
10 slots, +200 max mana, +10% Blood spell power and 10% spell resistance. Four Bloody Vellum, two Arcane Ingots and a Ruined Book.
Rotten Spell Book
8 slots, +100 max mana and 15% less spell resistance. Found in chests, most often in the Catacombs.
Druidic Tome
10 slots, +200 max mana, +10% Nature spell power. A Rotten Spell Book with a spore blossom, a honey bottle, an amethyst cluster, a glow ink sac and two Arcane Cloth.
Blaze Instruction Manual
10 slots, +200 max mana, +10% Fire spell power. Blazes killed by a player drop it 1% of the time, 3% with Looting III.
Villager Bible
10 slots, +200 max mana, +10% Holy spell power, 10% cast time reduction. A Priest trades it for the translated Archevoker's Logbook from the Evoker Fort.
Grimoire of Evokation
Unique: Fang Strike 6, Fang Ward 4 and Summon Vex 4 locked in, 7 free slots, +200 max mana, +10% Evocation spell power. Evokers and Archevokers drop it.
Necronomicon
Unique: Blood Slash, Blood Step, Ray of Siphoning and Blaze Storm at level 5, +200 max mana. From the Dead King.
Allthemodium Spell Book
13 slots, +300 max mana, 30% cooldown and 15% cast time reduction. An Ancient Codex, an allthemodium ingot and an Allthemodium Smithing Template in a smithing table.
Vibranium Spell Book
14 slots, +300 max mana, 40% cooldown and 25% cast time reduction. The Allthemodium book, a vibranium ingot and a Vibranium Smithing Template.
Unobtainium Spell Book
15 slots, +300 max mana, 50% cooldown and 35% cast time reduction. The Vibranium book, an unobtainium ingot and an Unobtainium Smithing Template.

A Lesser Spell Slot Improvement adds one slot to any book in the Arcane Anvil, up to 12. It is six Hogskin and three Arcane Cloth. A Ruined Book, which four of the best books need, comes from ancient city chests (10% each) and the Citadel's bookshelves.

Mana, armour and rings

You start with 100 mana. On our server it refills at 2% of your maximum every second, so an empty bar takes about 50 seconds to fill at any size; Mana Regeneration makes that faster. Max mana comes from what you wear and hold:

Wandering Magician armour
+25 a piece. A leather armour piece and one Arcane Essence.
Scarecrow armour
+75 a piece. Arcane Cloth with leather and hay bales, and a carved pumpkin for the hat.
Wizard armour
+125 a piece and +5% spell power. Arcane Cloth: 5 for the hat or hood, 8 for the robes, 7 for the leggings, 4 for the boots.
School armour, such as Pyromancer
Pyromancer, Cryomancer, Electromancer, Priest, Shadow-Walker, Cultist, Archevoker and Plagued. +125 a piece, +10% to its school and +5% spell power. A Wizard piece, the school's rune and one Arcane Essence, in a crafting grid or a smithing table.
Netherite Battlemage
+125 a piece, +5% spell power and +3 armour toughness. A Wizard piece, a netherite ingot and a Netherite Upgrade template.
ATM10's mage armour, such as Unobtainium
From All The Wizard Gear. Allthemodium: +200 mana, +20% spell power and +5% mana regeneration a piece. Vibranium: +325, +30% and +10%. Unobtainium: +450, +40% and +15%. A school or Netherite Battlemage piece takes the metal's ingot and smithing template, then each tier the next.
Rings and charms
Ring of Mana: +100, a diamond and four Arcane Ingots. Silver Ring: +25, from chests. Amethyst Resonance Charm: +15% mana regeneration, four leather and an amethyst shard.
Mana Upgrade Orb
+50 max mana on any armour piece, book or staff, up to three upgrades each.
Graybeard Staff
+25% mana regeneration and +10% spell power. A wooden shovel, an iron ingot and one Arcane Essence.

A full set of Wizard or school armour adds 500 mana, and a full Unobtainium mage set adds 1800.

Runes, mithril and upgrade orbs

Blank Runestones are rare. They turn up in chests (4% of dungeon chests, 25% of ancient city chests) and in the mod's dungeons, an Archevoker killed by a player drops an Evocation Rune half the time, and an Arcane Essence Bee's hive makes them. Eight focus items around a blank make a school rune. Eight Phantom Membranes make a Recovery Rune, eight Pufferfish a Protective Rune and eight Arcane Essence an Arcane Rune. A rune and a Shriving Stone (raw iron and an amethyst shard) give the blank back.

Mithril Ore and Deepslate Mithril Ore generate in the Overworld from Y -63 to -38, in small veins that never touch air, so you find them by digging. ATM10 also puts mithril in the Mining Dimension, from Y 65 to 250. Mine it with a netherite pickaxe. An ore gives one Raw Mithril, more with Fortune. ATM10 adds crusher recipes: silk-touch the ore and a Mekanism Crusher or an Ender IO SAG Mill gives four, an Actually Additions Crusher four with a 50% chance of a fifth. Blast raw mithril into Mithril Scrap; four scrap make a Mithril Ingot.

An Empty Upgrade Orb is four Arcane Ingots, four Cinder Essence and a Mithril Ingot in the middle. Eight runes of one kind around it make an upgrade orb:

Mana Upgrade Orb
Arcane Runes. +50 max mana.
School orbs, such as Fire
Fire, Ice, Lightning, Holy, Ender, Blood, Evocation and Nature: that school's rune. +5% to that school's spell power.
Cooldown Upgrade Orb
Recovery Runes. +5% cooldown reduction.
Protection Upgrade Orb
Protective Runes. +5% spell resistance.

In the Arcane Anvil, put the armour piece, spell book or staff on the left and the orb on the right. Each item takes three upgrades on our server, the mod's default. A Shriving Stone in the anvil clears an item's upgrades and drops the orbs back out on top of it, so they are not lost.

The anvil also imbues weapons: a sword, or anything that says it can be imbued, with a scroll on the right takes that spell. On our server the weapon then casts it for mana, at half the spell's cooldown, and a Shriving Stone takes it out again. A Ring of Affinity with a scroll is attuned to that spell and raises it one level while you wear it.

Where to find scrolls, books and bosses

Most scrolls, ink and essence come from the mod's own structures, each with its wizard. A wizard drops a scroll of its own school.

Pyromancer Tower
Forests, plains, hills and swamps. Pyromancers (Fire).
Mountain Tower
Mountains and snowy biomes. A Cryomancer (Ice).
Mangrove Hut
Swamps. An Apothecarist (Nature).
Evoker Fort
Forests, plains, hills, deserts and savannas. An Archevoker (Evocation), evokers, pillagers and a captive Wandering Trader.
Priest House
In plains and taiga villages. A Priest (Holy), who also trades.
Ice Spider Den
Snowy and icy biomes. Ice Spiders and strays; its chests hold Ice Venom Vials and Frozen Bones.
Impaled Icebreaker
Frozen oceans, ice spikes and frozen peaks. The captain's chest holds the Permafrost Shard for the Ice Staff.
Catacombs
Underground, Y -40 to 20, under most Overworld biomes. Necromancers, zombie spawners and the Dead King. A Wayward Compass points to the nearest one.
Ancient Battleground
The Nether, wherever bastions can generate. Breaking an Armor Pile wakes an Ancient Knight.
Citadel
The Nether, in the same biomes. Ancient Knights, the Citadel vaults and Tyros.

The Dead King lies on a throne in the Catacombs and wakes when you hit or touch him. He drops 28 to 45 Arcane Essence and, half the time, the Blood Staff or the Necronomicon; Looting raises that. Every player in the fight gets a Bone Key for a Catacombs vault. Eight Dead King Phylactery Shards around a soul lantern make a Dead King Phylactery; use it on his soul to fight him again.

Tyros waits in the Citadel. Call him there with a Cinderous Soulcaller: six Cinder Essence, two netherite scrap and an echo shard. He drops a Divine Soulshard, two lots of 28 to 45 Arcane Essence, between eight and 16 Cinder Essence and, half the time, the Decrepit Scythe or the Signet of the Betrayer. Every player in the fight gets a Decrepit Key, which opens a Citadel vault, where Pyrium Ingots are.

Questions

How do I get Arcane Essence in ATM10?

Kill the wizards in Iron's structures (up to eight each, more with Looting), Ice Spiders (up to 16) and the bosses (28 to 45), and open dungeon, temple, stronghold, nether, ancient city and trial chamber chests. There is no crafting recipe; Productive Bees' Arcane Essence Bee is the farmable source.

How do I upgrade a spell to a higher level?

Take the spell out of your book at the Inscription Table to get its scroll back, then put the scroll and an ink of the next level's rarity into the Arcane Anvil. Each level takes one ink. Inscribe the stronger scroll again.

How do I get more mana?

Wear Wizard or school armour (+125 a piece), use a better spell book (up to +300), wear a Ring of Mana (+100) and add Mana Upgrade Orbs (+50 each, three per item) in the Arcane Anvil. In ATM10 the Unobtainium mage armour gives +450 a piece.

How do I cast spells from a spell book?

Right-click the book to equip it in the Spellbook slot, write scrolls into it at the Inscription Table, then hold R to choose a spell and press V to cast it (the default keys).

Where is mithril in ATM10?

In the Overworld from Y -63 to -38, in veins that never touch air, and in the Mining Dimension from Y 65 to 250. You need a netherite pickaxe. Crush the ore in a Mekanism Crusher or SAG Mill for four Raw Mithril.

How do I get ink?

Wizards and magic chests drop it, Wandering Traders sell it, and a scroll dropped in water in the Alchemist Cauldron turns into ink half the time. Four bottles of one ink and a copper, iron or gold ingot or an amethyst shard make one of the next rarity.

How do I get Cinder Essence?

Break Armor Piles at an Ancient Battleground in the Nether and kill the Ancient Knight that wakes; it drops one when a player kills it. Tyros drops between eight and 16.

What is the best spell book in ATM10?

The Unobtainium Spell Book from All The Wizard Gear: 15 slots, +300 max mana, 50% cooldown and 35% cast time reduction. It is the Ancient Codex upgraded with allthemodium, vibranium and unobtainium in a smithing table.

Written from Iron's Spells 'n Spellbooks 3.16.3, its guide book and data, the jar the server runs, the official Iron's Spells wiki, the wiki's progression page, the wiki's items page, the wiki's armour page, the wiki's structures page and the mod's source code at 3.16.3, and checked against this world’s recipes on .

What it adds

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