Mods / Spells & Runes
- Tags:
- Author:
- BL1TZzz
- Side:
- Both
- Created:
- Jun 6th at 8:38 PM
- Last modified:
- Jun 8th at 1:42 PM
- Downloads:
- 426
-
Recommended download (for Vintage Story 1.22.2 - 1.22.3):
SpellsAndRunes.zip 1-click install
A fast-paced elemental magic mod for Vintage Story. Cast spells using a flux-based mana system, chain abilities into combos, and master multiple elements each with their own unlockable spell tree.
Getting Started
Flux is locked until you awaken it.
Air
Find Sylphweed — a rare glowing plant found in the wild — and process it:
- Pick Sylphweed and dry it in an oven
- Grind the dried herb in a quern
- Smoke the ground herb using the Sylphweed Pipe
Fire
Find an Ignis Fragment — a glowing shard embedded in stone, found underground or in the wild. Harvest it to get an Ignis Fragment Gem, then:
- Smelt the gem in a bloomery to get a Cracked Ignis Fragment Gem
- Place the cracked gem on the ground, then right-click it with tongs to extract the Ignis Flux Echo
- Crush the echo in a quern
- Combine the crushed powder with 3x sulfuric acid in a cooking vessel to brew Ignis Paste
- Drink the paste
Once done, Flux is permanently unlocked. Open the Spellbook withK, unlock spells, and assign them to the Radial Menu withR.
Flux — mana resource, regenerates over time. Displayed as an arc in the bottom-left corner. Hidden until awakened via Sylphweed.
Spell trees — each element has its own tree. Spells level up through use, reducing cost and cast time at higher levels.
Radial menu — hold R to open, release over a spell to select.
Cast bar — channeled spells show a progress bar. Right-click cancels.
Animations — spell casts play upper-body animations blended on top of locomotion.
| Element | Status |
|---|---|
| 🌬️Air | Released in 0.1 |
| 🔥Fire | Released in 0.1 |
| Water | Planned |
| Earth | Planned |
For mod-related commands and debugging in game, use /snr
- BL1TZ
- JunnA
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.1 | spellsandrunes | 355 | Jun 8th at 1:42 PM | SpellsAndRunes.zip | 1-click install | ||
|
Bugfix: Players were not receiving SP upon unlocking a new element, making it impossible to spend points on first rank spells. Fixed — unlocking an element now correctly grants 2 SP. | |||||||
| 0.1.0 | spellsandrunes | 71 | Jun 7th at 9:39 PM | SpellsAndRunes.zip | 1-click install | ||
|
🌀 Spells & runes version 0.1 has arrived!! 🔥
🔥 Fire — 14+ spells (all of it!) •spark •Fire Fist •Flamethrower •Fire Wall •Fire Dance
There might be bugs, so please be patient and think of it more as a test phase. | |||||||



Hey, cool mod 💯
Have only just started it but can already tell the windblade is a pain to use, is that intended?
The hit box doesn't seem right to me, anyway looking forward to this mod developing 👍
By chance are there any known incompatabilitys? We wanted to give this a go on our server however none of the blocks are actually loaded in the game. Running the /snr findsylphweed command returns Block Spellsandrunes:sylphweed is not loaded, and using creative to try and spawn any of the items in returns nothing.
How difficult would it be to add a version or an option where flux cannot be manually unlocked and instead has to be spawned in by an admin?
Because I would love to see it used on a server where Magic has to be unlocked through story specific means
How do you use the Flux Enhancer needles exactly ?
Hold the needle in your hand and hold the right mouse button. After a short charge-up period, the needles will activate and permanently unlock a higher Flux Alignment tier for your character.
Alright so I was doing it right, wasn't working for me, might be the modlist messing with it
Sure that's possible, though if it still doesn't work for you, I'd really appreciate it if you could let me know here or on GitHub - along with some info on what other major mods you have installed, so I can look into it for the 1.0 release. This is still a testing prerelease, so there will be some bugs to work through, but when I tested it myself without other mods, it worked fine. Thanks for the feedback !
How do you increase your flux alignment? I can't seem to find that info anywhere.
In 0.1 there are Flux Enhancer Needles which you can either buy or find as drops from dungeons etc. - using those is how you unlock/increase your flux alignment for now. The system will look quite different in 1.0 and is planned to be much more expanded, but that’s how it works for now.
oooo awesome! looking forward to seeing how things grow and flesh out! You guys are doing GREAT!
Might I suggest adding sylphweed, ignis fragment and future water and earth items as a rare drop from drifters? Just as a means to add the mod to an existing world without needing to walk into ungenerated chunks. Maybe with the same rarity as temporal gears?
Hey, thanks for the suggestion! I do plan on adding some way to obtain the echoes in already-loaded worlds — not sure yet if it'll be a direct drifter drop specifically, but something along those lines is definitely on the radar.
Keeping an eye on this mod, im hoping it does well. Im super curious what each element will and wont be able to do with thier spells, or is each a sort of jack of all magic kinda deal. Will each element be a super specailized in some area or are they all gonna be combat focused?
Will this be planned with servers in mind?
Thanks, glad to hear it! Servers are definitely being kept in mind during development.
As for the elements - each one is designed around a specific "stat" or playstyle rather than being a jack of all trades. Air leans heavily into mobility, fire is raw power but lacks defence, water is more support/healing oriented, and earth focuses on stuns and tankiness. So there are real trade-offs between them.
Beyond combat though, every element will also have a more utility/dual-use side to it. Fire for example can ignite things but also lets you cook stuff directly in your hands. The other elements will have similar non-combat applications. So you're specialized, not generalized - which means clear strengths but also clear weaknesses depending on the situation.
Thanks for teh clarification! really hoping to see this grow! While i know its very early to be asking, whats the eventual plan for the ui desgin? Planning to keep it simple, adjust it to match teh gearpunk style of the game, or even add your own flair to it?
Will there be a limit to the types of magic players will be able to learn at one time? like how xskills limits you to 1 or 2 specailizations under specailcircimstances. Speaking of things not in the version, what are the rune side of thinsg going to be?
Hey there! Love the idea of this mod! How are you meant to gain SP? I just unlocked air magic, but have no SP to spend on any of the first rank spells.
Great catch! I just pushed a fix for this — grab the latest release and any elements you unlock from now on will correctly grant 2 SP.
If you've already unlocked an element and didn't receive the SP, you can add them manually using `/snr xp Air 100` or `/snr xp Fire 100` — that'll grant 1 SP for the respective element. With the new release though, future unlocks should handle it automatically.
Oh awesome! thanks so much! You guys are doing GREAT BTW can't wait to see how this mod develops.
This looks amazing! We were wondering if there was a way to have a config so that we could turn off the spawning of the items and make it so that admins would need to spawn in things?
Not yet, but a config system is definitely planned! The idea is to have it cover a range of things — cast times, damage values, Echo spawn rates, and so on. Disabling natural item spawning so admins have to hand them out manually is an interesting addition to that list, I'll make a note of it.
well, this is interesting. keeping an eye on this one.
I love this mod. It's a shame there are no translations available, and there's also no guide for the mod - such as an in-game book or even a dedicated category in the Handbook.
Hey! Yeah, this is still v0.1 so translations aren't really on the radar yet — the priority right now is getting the core functionality solid and everything needed for v1.0 shipped first. That stuff comes later.
As for the handbook / guide — that's actually intentional. There might be a very basic foundation at some point, but the whole point is that you're supposed to discover things organically in the world. I'm working on an extensive lore system that fills in the gaps for players — there are already scrolls in-game that hint at what to look for and where, and there'll be a lot more of them down the line. The world is meant to teach you, not a wiki page.
When I released BotaniaStory 0.1, it already included 12 localizations, as well as a guide to help players understand the mechanics. I think that's a good practice when it comes to supporting the community, but of course I'm not trying to tell anyone how they should do things. In any case, the mod looks really cool at first glance.
Maybe add an updating journal to help you keep track. That way you can still discover things, while having something to review if you get stuck