nyuuzyou/wikis huggingface dataset:
Mana Vortex

== Description ==
A Mana Vortex is created when a Mana Creeper explodes. The vortex will drain the mana of players relative to their Magic Level around it in a radius. The radius grows larger until the vortex disappears. 
== Trivia ==
Originally Mithion had planed to make the vortex do damage relative to the amount of mana that it had absorbed.
Master Armor

Master armor is the third-tier of the Ars Magica armors. It offers physical protection equivalent to Diamond Armor, and good protection against magical damage.
== Infusion ==
Master armor is designed to be mana stable around magic level 17 with a full set. 
If damaged, it will drain mana from the wearer at a rate of 0.31034125 per tick per piece worn in order to repair itself.
With a full suit with damage, your mana will be draining at a rate of 24.8273 mana per second.
== Bonus Effects ==
Master Armor offers the following additional effects:
=== Head ===
The headpiece is woven with moderate water and air magics that will protect the wearer from drowning. 
When your breath underwater reaches three bubbles remaining, the headpiece will cast Water Breathing (buff) on you, with moderate magnitude. The water breathing effect will last for 15 seconds. The helmet has a cooldown of 100 seconds before it can protect its wearer again. 
If you already have Water Breathing (buff) active, regardless of magnitude, the armor will do nothing until it runs out.
=== Chest ===
The chest has moderate life magics on it that will attempt to protect the wearer from death. 
At 2.5 hearts, it will cast Regeneration (buff) on you, with moderate magnitude. The regeneration effect will last for 12 seconds. The chest piece has a cooldown of 150 seconds before it can protect you again. 
If you already have Regeneration (buff) on you regardless of magnitude, the armor will do nothing until it runs out.
=== Legs ===
The legs are fortified with moderate fire and water magics that will protect the wearer from fire or lava. 
If the wearer is on fire, the leggings will cast a short duration Water Shield (buff) (1 second duration) that will put them out.
If the wearer is in lava, the leggings will cast a longer lasting Water Shield (buff) (10 second duration) on the caster to give them a chance to protect themselves. This is a much higher cost to the armor, and will cost more of its available reserves.
Either effect has a cooldown of 60 seconds.
In either case, if you already have Water Shield (buff) on you regardless of magnitude, the armor will do nothing and save its mana. If your like me, you tend to get saved by that a lot!
=== Boots ===
The boots are woven with air magics that protect the wearer from falling. They will let you fall at full speed until right before you hit the ground, then will quickly slow your fall. They can only sustain the slow for a brief second, and if you pass the ledge to continue falling, they will be unable to protect you.
If you are not falling far enough to take damage or are otherwise protected from falling, the boots will conserve their mana and do nothing.
The fall protection has a 20 second cooldown.
== Crafting Recipes ==
=== Hood ===
Durability: 529
=== Chest ===
Durability: 769
=== Leggings ===
Durability: 721
=== Boots ===
Durability: 625
Meteor Jump

== Description ==
Launch yourself into the air and slam down with explosive force!
== Effect ==
Applies an upward velocity to the player based on Casting Mode.
Diminished adds 1 to y velocity.
Normal adds 1.4 to y velocity.
Augmented adds 3 to y velocity.
Player's forward velocity is also multiplied, but is capped at 0.45 on each axis.
The initial upward velocity actually has little to do with the overall damage and crater size. In fact, it is completely based on how far the player falls while the spell is active. The maximum amount of damage is 25, and the maximum crater radius is 5 blocks.
The player's fall speed will quickly increase once they start to fall, and they will impact with an explosion that will create the crater based on the distance fallen.
The player cannot take fall damage while under the effects of meteor jump.
Entering water in any form (flowing, still, rain) will remove the entire meteor jump effect, even if still moving upward, making the player once again vulnerable to fall damage, and they will not deal damage or make a crater upon landing.
== Damage ==
Special
Offense
NPC Mages

In Ars Magica, both Dark Mages and Light Mages will appear in the world.
===Dark Mages===
Dark Mages can be identified by their skins and their spell books. They will engage in battle with you and light mages on the map.
Skins are randomized from a set of dark mage skins, so it is possible to identify them soley by skin.
The spell book's color indicates the power of the dark mage. Orange is the weakest. They can be engaged freely but can be dangerous in numbers. A red spell book indicates that the dark mage is an Adept. One on one they can be engaged with armor that has magic protection, but its best to have backup either in the form of a friend or summoned creature.
If a dark mage has a black spell book, they are a master. Run and pray they do not see you.
Dark mages cast the following spells: 
*Ender Bolt
*Arcane Bolt
*Life Tap (only when low on mana)
*Life Drain (only when low on health)
===Light Mages===
Light Mages can be identified by a blue book. They will engage with Dark Mages, skeletons, zombies and other mobs. If you are at less than 50% health, they will attempt to heal you.
Skins are randomized from a set of light mage skins, so it is possible to identify them soley by skin.
The spell book's color indicates the power of the light mage. Light blue is the weakest. They will offer some basic assistance with combat, but won't really win it for you. A deep blue spell book indicates that the light mage is an Adept. It's good to stick with these guys as their damage and healing is quite a bit higher.
If a light mage has a white spell book, they are a master. Just sit back and watch the show if anything hostile gets close.
Light mages cast the following spells:
* Arcane Bolt
* Talons of the Wind
* Heal Self (when low on health)
* Mana Drain (when low on health)
* Heal Other (when detecting a nearby player with less than 50% health and not otherwise engaged)
Nexus

In Ars Magica, a Nexus is a special entity that collects Raw Essence from various sources in order to power nearby Blocks. It is created by constructing pillars around a chalk circle on the ground. There are a few types:
*A Dark Nexus kills nearby creatures to build essence.
*A Light Nexus slowly draws essence from the environment without additional inputs.
*An Essence Nexus turns items into raw essence.
Having multiple Nexi within range of a machine may cause it to not be connected. I was unable to fix this with a wrench, eventually just moved the machine so it was only in range of one Nexus.
Null Magic Rune

A null magic rune is created by right clicking on the ground while holding Purple Chalk which is created by combining bonemeal, purple dye, flint, paper, and Arcane Ash. It is currently slightly bugged and will not always work, however it is intended by Mithion to periodically dispel any entity as well as cause any spells sent into their radius to stop, hence the name "Null Magic Rune". The player and other entities also may not cast any spells while in the radius of the rune. However the player and other entities may use blink or seven league stride to enter the radius of the rune. This is intended to happen by Mithion, as that purpose is fulfilled by the Astral Barrier
Occulus

== Crafting Recipe ==
;Crafting an Occulus requires the following:
*1 x Glass
*1 x Blue Topaz - Unknown Item
*2 x Coal
*3 x Stone Brick
Place the components in the following configuration:
== Description ==
The Occulus is a recently added block.
Place an Occulus on the ground and then put a spell in it, it will give you stats on the spell. Mana cost, type of spell, Damage in all 3 casted modes if applicable.
Practitioner Armor

Practitioner Armor is the second-tier of the Ars Magica armors. It offers physical protection equivalent to Iron Armor, and basic protection against magical damage. It is also the first tier of the Ars Magica armors that offers additional magical protections.
== Infusion ==
Practitioner armor is designed to be mana stable around magic level 10 with a full set. 
If damaged, it will drain mana from the wearer at a rate of 0.055588625 per tick per piece worn in order to repair itself.
With a full suit with damage, your mana will be draining at a rate of 4.44709 mana per second.
== Bonus Effects ==
Practitioner Armor offers the following additional effects:
=== Head ===
The headpiece is woven with basic water and air magics that will protect the wearer from drowning. 
When your breath underwater reaches three bubbles remaining, the headpiece will cast Water Breathing (buff) on you, with moderate magnitude. The water breathing effect will last for 5 seconds. The helmet has a cooldown of 200 seconds before it can protect its wearer again. 
If you already have Water Breathing (buff) active, regardless of magnitude, the armor will do nothing until it runs out.
=== Chest ===
The chest has basic life magics on it that will attempt to protect the wearer from death. 
At 2.5 hearts, it will cast Regeneration (buff) on you, with moderate magnitude. The regeneration effect will last for 12 seconds. The chest piece has a cooldown of 320 seconds before it can protect you again. 
If you already have Regeneration (buff) on you regardless of magnitude, the armor will do nothing until it runs out.
=== Legs ===
The legs are fortified with basic fire and water magics that will protect the wearer from fire or lava. 
If the wearer is on fire, the leggings will cast a short duration Water Shield (buff) (1 second duration) that will put them out.
If the wearer is in lava, the leggings will cast a longer lasting Water Shield (buff) (10 second duration) on the caster to give them a chance to protect themselves. This is a much higher cost to the armor, and will cost more of its available reserves.
Either effect has a cooldown of 135 seconds.
In either case, if you already have Water Shield (buff) on you regardless of magnitude, the armor will do nothing and save its mana.
=== Boots ===
The boots are woven with basic air magics that protect the wearer from falling. They will let you fall at full speed until right before you hit the ground, then will quickly slow your fall. They can only sustain the slow for a brief second, and if you pass the ledge to continue falling, they will be unable to protect you.
If you are not falling far enough to take damage or are otherwise protected from falling, the boots will conserve their mana and do nothing.
The fall protection has a 45 second cooldown.
== Crafting Recipes ==
=== Hood === 
Durability: 364
=== Chest ===
Durability: 529
=== Leggings ===
Durability: 496
=== Boots ===
Durability: 430
Pure Vinteum Crystal

== Desciption ==
The pure vinteum crystal is the focal point of spell creation in Ars Magica. It is one of two blocks you need as a minimum for spell creation, the other being the Crystal Stand.
== Crafting Recipe ==
;Crafting a Pure Vinteum Crystal requires the following:
*6 x Purified Vinteum
*2 x Diamonds
*1 x Pure Essence
Place the components in the following configuration:
== Uses ==
See Spell Creation.
== Max Stack Size ==
64
== All Steps Crafting Tutorial ==
Spell Research Table, Reconstructor and Keystone Block by Huntanor
Radiant Shield

== Description ==
YOU...SHALL NOT...PASS!
== Effect ==
You emit a burst of light that repels enemies, deflects spells and arrows (most of the time), and on augmented, lights the undead on fire. This is a channelled spell.
== Mana Cost ==
Diminished:	4.6
Normal: 	4.6
Augmented: 	8.6
== Reagent ==
N/A
== Castable by NPCs ==
No
== Castable by Caster Block ==
No
Raw Essence

Raw Essence is the magical power source, created by a Nexus, that fuels the machines of Ars Magica. It comes in three types: Light, Dark, and Neutral.
== Usage ==
Raw Essence is primarily used to power essence devices such as Calefactors, Magic Fabricators and Casters. Essence powered devices will only accept a single power source(determined when placed and configurable with a Crystal Wrench) but do not require line of sight to the power source.
While a Nexus has a limited range in which it can charge a device, this can be increased with the usage of Essence Conduits. Conduits, as well as some other devices can additionally generate deficit, which can have negative consequences.
== Types of Essence ==
Raw Essence comes in three forms:
* Light Essence
* Dark Essence
* Neutral Essence
Light and Dark essence have inherent properties in addition to modifying the functionality(positively and/or negatively) of some essence powered blocks. Neutral essence has no benefits or downsides and functions the same as 
=== Dark Essence ===
Naturally generated by a Dark Nexus, Dark Essence leans toward speed at the cost of additional power. Inherently, devices powered with Dark Essence shed deficit 25% slower than normal, if applicable.
Devices powered by Dark Essence display their essence totals with a red output when using Sense Energy.
==== Dark Enhancements ====
Essence powered devices that are augmented by Dark Essence are as follows:
* Calefactor:
** Cook speed increased by 50%
** Power usage increased by 25%
** 12.5% chance per item smelted to gain 100 deficit
** 5% chance that item is destroyed instead of smelted/cooked.
* Seer Stone:
** Detection radius decreased by 50%
* Astral Barrier
** Blocked Entities take minor damage
* Spell Research Table
** Research speed significantly increased.
=== Neutral Essence ===
Naturally generated by an Essence Nexus, Neutral Essence has no modifiers either inherently or device-specific.
Devices powered by Neutral Essence display their essence totals with a dark blue output when using Sense Energy.
== Other Sources ==
=== Mana Batteries ===
Regardless of the incoming essence type used to charge them, Mana Batteries always output Neutral Essence.
=== Channel Essence ===
Essence created by the Channel Essence spell is decided by the device being charged.
Recall

== Description ==
Recall to your marked location.
== Effect ==
Teleports caster to the location they last marked using the Mark spell. This spell will not work if the player has not cast Mark yet.
Note that players cannot recall between dimensions.
== Mana Cost ==
Although the spell states it costs nothing, it actually varies based on distance being recalled.
(distance to mark^2) * 0.00175
If Augmented
(distance to mark^2) * 0.00175 / 4
Regeneration

== Description ==
Regenerate your health over time.
== Effect ==
Applies Regeneration (buff) to the caster for 12 seconds, regardless of Casting Mode. The buff will tick more often with higher Casting Modes.
Note that this is higher than the cost to heal someone else. It is advisable to bring a friend along to lessen the mana cost.
== Healing ==
 per buff tick
Log in 
/c
C
Rune Vestis

== Use ==
Rune Vestis, or Blank Rune, is the foundation for spell recipes. It can be combined with dyes to make different colored runes. Would spawn random clothing if the mod authors knew Latin.
== Crafting Recipe ==
== Crafting Ingredient ==
Rune Vestis is used in crafting for:
Arcane Empowerment Table
Apprentice Armor
Runes

thumb|Images of the nine possible runestones in Ars MagicaArs Magica uses runes to create its spells, combining them with Spell Parchment using an Inscription Table. Runes are also used in the construction of various items, like Armors, as well as configuring Keystones and Gateways.
The blank rune is created with cobblestone; each colored rune is created by combining a blank rune with a specific dye. Currently, the following runes are implemented:
 The nine runes:
Rune Vestis (blank)	
Rune Kula (red)	
Rune Lanu (blue)	
Rune Crocus (yellow)	
Rune Oraiste (orange)	
Rune Corcra (purple)	
Rune Viridus (green)	
Rune Atrum (white)	
Rune Niveus (black)
Seer Stone

== Crafting Recipe ==
Crafting the Seer Stone requires the following:
* 1 x Eye of Ender
* 1 x Redstone
* 2 x Stone
Place the components in the following configuration
== Description ==
The seer stone is used as a detector block; it emits redstone from all sides when its configured target is nearby.
The seer stone can be placed on any face of a block.
== GUI ==
File:SeerStoneGUI.JPG
== Usage ==
The seer stone requires a Spell Focus (left) and a Filter Focus (right) in order to function.
The level of spell focus determines the detection range, and the filter focus determines what is detected.
Detection radii are as follows:
Lesser Focus -> 5 block radius
Standard Focus -> 10 block radius
Greater Focus -> 15 block radius
Optionally, a Keystone can be inserted into the top slot, which will allow any players with a matching keystone in their inventory to pass by the seer stone undetected.
An activated Seer Stone
== Essence Cap ==
5000
== Foci Accepted ==
One of Lesser Focus, Standard Focus, or Greater Focus
One of Monster Focus, Player Focus, Creature Focus, or Item Focus
Seven League Stride

== Description ==
Teleport over long distances
== Effect ==
Distance varies based on Casting Mode. If augmented, the distance is 125 blocks. If normal, the distance is 60, and diminished, the distance is 25.
Player's look vector is extrapolated out [distance] blocks, and the location is checked to ensure that the player can occupy that space. If not, the distance is reduced by 1 block and the check is retried. This is repeated until the player's position is reached, in which case the player will not teleport. Line of sight is not required to teleport, meaning the player can teleport through walls.
Instead of blank Spell Parchment when crafting, this spell requires the Blink spell.
This spell can be used to pass through bedrock. It's suggested that you not keep this spell at the ready in deep mines as accidents may occur.
Shockwave

== Description ==
Blast everything near you backwards.
== Effect ==
PBAoE.
All enemies within the radius defined by [4 * (Casting Mode + 1)] are thrown backwards. Force increases significantly as the Casting Mode is raised.
The spell also destroys certain types of blocks within the radius. The blocks destroyed are:
Leaves,
Snow,
Torches,
Redstone Torches,
Cactus,
Dead Bushes,
Crops,
Glass,
Mushrooms,
Flowers,
Sugarcane,
Vines,
Tall Grass,
Saplings,
Glass Panes,
Water Lilies,
Spider Webs.
Blocks destroyed in this manner have a chance to drop their specified item, much like an explosion.
Mana cost
Spell Book

== Crafting Recipe ==
== Uses ==
Spell Books can be used to store spells and spell recipes, thus freeing up inventory space. The GUI, when opened, consists of two pages. The left is for active spells, and they can be cycled through using the 'z' and 'x' keys. They will appear in the in-game GUI when the spell book is equipped.
The right page is just for storage. Spells there cannot be cycled through. The right page also accepts spell recipes.
Spell books can be colored. All colors are supported except for light gray, magenta, pink and lime.
Spell books can be named if used in an anvil and the appropriate amount of xp levels spent.
Colors do not affect the functionality of the spell book; they are simply there for organizational purposes.
File:CraftingDyeSpellBook.GIF
Holding Shift and right clicking will open up the Spell Book displaying the GUI below. The left side is for active spells that will show up when the book is your active slot and the right side is for storing other spells and spell recipes.
 
450px
==Max Stack Size==
1
==Durability==
Infinite
Spell Focus

Spell Focus can be one of three things:
Lesser Focus - causes the caster to cast as if using the Diminished Casting Mode.
Focus - causes the caster to cast as if using the Normal Casting Mode. Overrides any Lesser Focus that may be in the caster.
Greater Focus - causes the caster to cast as if using the Augmented Casting Mode. Overrides any Lesser Focus or Focus that may be in the caster.
Spell Parchment

== Description ==
Spell Parchment is used to create Spell scrolls by combing it with Runes in an Inscription Table.
== Crafting Recipe ==
== Uses ==
Place the Spell Parchment in the lower left box of an Inscription Table to make a Spell.
Right click a Pure Vinteum Crystal with a spell parchment to begin the spell creation process.
==Max Stack Size==
64
==Durability==
infinite
Spell Recipe

== Crafting Recipe ==
Spell recipes can be crafted if you have the spell in the spell known section of the inscription table. Then if paper, feathers, and ink sacs are placed in the top right slots, and the spell to be made into a spell recipe scroll is clicked, a spell recipe scroll can be taken out. This is extremely helpful for those wishing to give their friends a spell that they don't know but you do, or for storing a spell so that you may learn it again in case the inscription table does not save your spells for a strange reason.
== Uses ==
Spell Recipes are found in Mage Towers and Mage Archives throughout the world when playing Ars Magica.
The recipe for the spell will be displayed when you right click the scroll and look in your inscription table. If you are recording your adventures playing Ars Magica you are asked to use recording mode which will scramble the recipe so that others can not see it. Recording mode can be activated by pressing the comma (,) key.
To help organize inventories and chests, they can be stored in a Spell Book.
==Max Stack Size==
1
==Durability==
Removed on use.
Spell Research Table

== Description ==
This block is used to research spell recipes as an alternative to finding them in ruins.
== Crafting Recipe ==
;Crafting a spell research table requires the following:
*1 x Glass Pane
*2 x Gold Ingot
*4 x Obsidian
*1 x Pure Vinteum Crystal
*1 x Block of Diamond
Place the components in the following configuration:
== Usage ==
Place this block close enough to a source of Raw Essence to allow it to be powered. This block will discover new spells for a chosen affinity. Three essence of your chosen affinity, plus a Feather, Ink Sac and a Journal Fragment are placed into the Spell Research Table as shown below. If there is an undiscovered recipe for that affinity, a Spell Recipe will appear after a few minutes, otherwise an Affinity Tome will appear. The block will consume 24,000 Raw Essence. Spells with no affinity require three Purified Vinteum to be discovered using this block.
== Tutorial ==
Spell Research Table, Reconstructor and Keystone Block by Huntanor
Spell Staves

== Description ==
Spell Staves, when combined with a spell scroll, can be used to cast spells without the need for Mana. The reagent requirements for the spell however, still apply.
== Crafting Recipe ==
Novice:
Journeyman:
Master:
== Uses ==
Create a tier of spell staff using one of the recipes above, and then craft it together with the spell scroll you would like to be cast. It will show as mundane in the crafting grid output, but once you pick it up, it will gain the ability to cast the scroll.
Staves have a preset amount of charge based on their tier:
*A novice staff starts with 300 charge
*A journeyman staff starts with 900 charge
*A master staff starts with 5000 charge
The mana cost of the spell (calculated at the staff's tier of casting mode) is directly deducted from the staff. When the staff runs out of charge, it will break.
Currently, staves and beam/channeled spells are a little glitched - they work, but they don't render correctly and will sometimes get stuck "on". To stop, just switch to a different item.
==Max Stack Size==
1
==Durability==
Fuck off
Spells

== Description ==
Spells are definitely the core of this mod. There is an advanced yet intuitive method of obtaining spells, but first you will need to know the recipe of the spell.
Spell Recipes are composed of Runes. Blank runes, called Rune Vestis, are created by a specific pattern of cobblestone, and then given color with a dye. 
 
By using an Inscription Table, you can combine a specific combination of Runes and a spell scroll to get your spell.
thumb|Spell Parchment
thumb|A spell recipe
Once you have your spell, you can cast it by using the item as long as you have mana.
Spells can be stored in a Spell Book