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Getting Started

Might & Magic is a NeoForge 1.21.1 mod that adds two forces to the world — magic and technology — and lets them collide.

You do not have to pick one path. But the paths are not neutral. They push against each other, and against you. Committing deeply to one changes you. Dabbling in more than one carries consequences.


The Verdant Path
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Flowers, living stone, and mana. The Verdant Path is a school of growth and alignment — not with named gods, but with ancient unnamed presences whose influence lingers in bloom and root. It plays like a healer and sustain builder. Not aggressive. Patient.

The Summoning Path
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Contracts and bargains. The Summoning Path deals in souls — harvested with a Scythe, traded for power. What comes through the ritual circle is not always what was invited.

The Sanguine Path
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Blood and sacrifice. The Anathema is the primary tool — you harm yourself to fuel transformation. The Sanguine Path does not ask for components. It asks for cost.

The Rational Path
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Machines, automation, and the suppression of magic. Where the other paths invoke and bargain, the Rational Path builds systems. It generates Rational — a field that weakens magical effects and empowers industrial infrastructure.

Rituals
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A school that belongs to no single path. Chalk on stone, patterns in rings, a Focus in the center. Completed rituals are permanent structures in the world. The most powerful ones require Desecrated Chalk — which means Nox, which means going dark.


Side Effects
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Magic accumulates. Every unit of mana generated, every ritual running, every kinetic shaft spinning near an active pool — it accumulates over time and then something manifests.

And you cannot stop it once it starts. You can only manage it before it does.

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