Glyphs are the pieces that spells are made from in Ars Nouveau, and every spell you cast is a line of them put together in your spell book. Each glyph does one thing, like firing a projectile, breaking a block or making the spell stronger, so the more glyphs you know, the more spells you’re able to make.
There’s 85 glyphs in the 1.21.1 version of the mod, split into three tiers, and you’ll need a better spell book before you’re able to use the higher tier ones. This page covers how glyphs work, how to get them and a full list of every glyph, along with how much mana each one costs and what it does.
You can try any of these spells in the Spell Builder, which works out the mana cost, the spell book you’ll need and what every augment does.
How Glyphs Work
There are three kinds of glyph, which are forms, effects and augments. A form decides how the spell is cast, like
Projectile firing it or
Touch casting it on whatever you’re looking at, and every spell has to start with one. Effects are what the spell actually does, such as
Harm or
Break, and a spell can have more than one of them.
Augments change the glyph that comes right before them, so putting
Amplify after Harm makes it do more damage, and putting
AOE after Break makes it break a bigger area. A spell costs the mana of all of its glyphs added together, which is shown in the tables below, so bigger spells get expensive fairly quickly.
Getting Glyphs
Every new spell book comes with the five starter glyphs, which are Projectile, Touch, Self, Break and Harm. Every other glyph is crafted at the
Scribe’s Table, by placing your spell book on it and picking the glyph you’d like, and then adding the items it needs. Crafting a glyph gives you an item like the
Glyph of Ignite, which you’ll need to use to learn it.

Each glyph also costs experience when you pick it at the Scribe’s Table, and the cost depends on its tier. The Scribe’s Table page goes through the whole process in more detail, including how to get the table to pull items out of nearby chests for you.
| Tier | Experience cost | Spell book needed |
|---|---|---|
| Tier 1 | 27 points, about 3 levels | |
| Tier 2 | 55 points, about 5 levels | |
| Tier 3 | 160 points, about 10 levels |
You’re able to craft and learn a glyph of any tier with any spell book, but you won’t be able to add it to a spell until your book is a high enough tier. Learning glyphs is still worth doing early though, as every glyph you know raises your maximum mana by 15 and your mana regeneration a little, even if you never use it.
Older versions of Ars Nouveau made glyphs from a Blank Glyph in the Glyph Press, but that’s been removed. On both 1.20.1 and 1.21.1, every glyph is crafted at the
Scribe’s Table instead.
Forms
Forms are the first glyph in every spell, and they decide where the spell goes. All of them are tier 1, and Projectile, Touch and Self are the ones most spells use.
| Glyph | Mana | What it does |
|---|---|---|
| 10 | Fires a projectile that casts the spell on whatever it hits | |
| 5 | Casts the spell on the block or mob you’re looking at, up close | |
| 10 | Casts the spell on yourself | |
| 5 | Casts the spell on the block you’re standing on | |
| 5 | Casts the spell on the nearest block in your line of sight, with Amplify for more range (1.21.1 only) |
Augments
Augments go after the glyph they change, and most of them can be stacked more than once, so two Amplify glyphs make a spell even stronger. A few of them do different things depending on which glyph they’re after, which the
Scribe’s Table shows when you hover over them.
| Glyph | Tier | Mana | What it does |
|---|---|---|---|
| 1 | 20 | Makes most effects stronger, and lets Break mine harder blocks | |
| 1 | 0 | Randomizes some effects, like placing a random block from your hotbar | |
| 1 | 10 | Lets forms target things they usually can’t, like grass, fluids and air | |
| 2 | 35 | Makes the spell affect a bigger area | |
| 2 | 10 | Makes projectiles faster | |
| 2 | 5 | Makes projectiles slower | |
| 2 | 0 | Makes most effects weaker | |
| 2 | 10 | Makes effects, summons and buffs last longer | |
| 2 | 15 | Makes effects like Delay and potion effects shorter | |
| 2 | 30 | Gives Break a Silk Touch effect, can’t be used with Luck | |
| 2 | 80 | Adds Fortune to Break and Looting to damage, can’t be used with Extract | |
| 2 | 40 | Lets projectiles go through an extra target, and makes Break go deeper | |
| 3 | 20 | Fires more than one projectile at once |
Tier 1 Effects
Tier 1 effects cover most of the basics, from damage and mining to lighting and moving things around. Harm, Break, Ignite and Conjure Magelight are the ones that most players end up using the most early on.
| Glyph | Mana | What it does |
|---|---|---|
| 15 | Damages the target, or poisons it with Extend Time | |
| 10 | Breaks blocks, with Amplify for harder blocks | |
| 15 | Sets blocks and mobs on fire | |
| 15 | Freezes water and lava, or slows the target | |
| 100 | Stops the target from moving or jumping | |
| 15 | Knocks the target away from you | |
| 15 | Pulls the target towards you | |
| 30 | Launches the target up into the air | |
| 25 | Throws the target in the direction they’re looking | |
| 30 | Sets off a wind charge that knocks things back (1.21.1 only) | |
| 50 | Makes the target bounce when they land instead of taking fall damage | |
| 20 | Traps mobs in a floating bubble that pops for extra damage (1.21.1 only) | |
| 25 | Places a permanent light, or gives Night Vision when cast on yourself | |
| 5 | Places a temporary block, made permanent with Amplify | |
| 0 | Places an invisible block that gives off particles (1.21.1 only) | |
| 10 | Harvests fully grown crops without breaking the plant | |
| 150 | Cuts down whole trees, mushrooms and cactus | |
| 0 | Uses | |
| 50 | Removes fluids in an area | |
| 10 | Right clicks the block or mob, like a | |
| 10 | Places blocks from your hotbar | |
| 10 | Picks up nearby items | |
| 10 | Throws an item from your inventory, or puts it into a container | |
| 50 | Opens a crafting grid | |
| 10 | Rotates a block or mob | |
| 0 | Places a temporary redstone signal | |
| 30 | Places a temporary rune that casts the rest of the spell on whatever touches it | |
| 0 | Waits a moment before casting the rest of the spell | |
| 0 | Sends the rest of the spell back to the original target | |
| 30 | Removes potion effects, and turns tamed creatures back into charms | |
| 30 | Changes the color of a mob or block to the spell’s color | |
| 100 | Summons a saddled Horse for a few minutes | |
| 100 | Summons two Wolves that fight for you |
Tier 2 Effects
Tier 2 effects need a
Mage’s Spell Book, and they include a lot of the glyphs that make spells really useful, like Grow, Smelt and Heal. Explosion and Animate Block are also here, although they’re both quite expensive to cast.
| Glyph | Mana | What it does |
|---|---|---|
| 50 | Heals the target, but damages undead mobs instead | |
| 70 | Grows plants, like using | |
| 100 | Smelts blocks and items where the spell lands | |
| 30 | Crushes | |
| 200 | Causes an explosion, bigger with AOE | |
| 30 | Deals a burst of damage to wet, slowed or freezing mobs | |
| 40 | Explodes into Cinders around a target that’s on fire | |
| 50 | Launches a | |
| 80 | Places water, or puts out burning mobs | |
| 15 | Makes blocks and mobs fall, and stops players flying with Extend Time | |
| 30 | Gives Slow Falling | |
| 50 | Damages mobs in the air, more the higher up they are | |
| 30 | Makes the target invisible | |
| 50 | Makes magical mobs within 75 blocks glow | |
| 50 | Swaps blocks with the ones in your hotbar, or swaps places with a mob | |
| 50 | Opens your | |
| 25 | Names a mob or item after the spell’s name | |
| 30 | Applies a potion from your inventory to the target | |
| 200 | Brings a block to life to fight for you |
Tier 3 Effects
Tier 3 effects need an
Archmage Spell Book, and they’re the most powerful glyphs in the mod. Burst, Linger and Wall are especially useful, as they cast the rest of the spell over a whole area, which is how a lot of the best spells are made.
| Glyph | Mana | What it does |
|---|---|---|
| 500 | Casts the rest of the spell in a sphere around the target | |
| 500 | Leaves a field that keeps casting the spell on anything inside it | |
| 500 | Leaves a wall that keeps casting the spell on anything inside it | |
| 50 | Summons three orbs that circle the target and cast the spell on whatever they hit | |
| 50 | Teleports you to where the spell lands | |
| 100 | Strikes the target with lightning | |
| 35 | Summons Evoker Fangs towards the target | |
| 100 | Makes the target take more damage and heal half as much | |
| 100 | Gives the target Wither | |
| 100 | Lets you glide like you’re wearing an | |
| 30 | Turns blocks into air for a short time | |
| 100 | Sends a mob back to where it was a few seconds ago, health and all | |
| 150 | Summons three Vexes that fight for you | |
| 150 | Summons Skeletons that fight for you | |
| 200 | Summons a copy of you that mobs attack instead |
Frequently Asked Questions
Place your spell book on a
Scribe’s Table, pick the glyph you’d like and add the items it needs. It costs some experience, and using the glyph item it makes teaches you the glyph.
Your spell book isn’t a high enough tier. Tier 2 glyphs need a
Mage’s Spell Book and tier 3 glyphs need an
Archmage Spell Book.
There’s 85 on 1.21.1, which is 5 forms, 13 augments and 67 effects. The 1.20.1 version has 81, as it doesn’t have Pantomime, Bubble, Wind Burst or Prestidigitation.
Not anymore. Blank Glyphs and the Glyph Press were in older versions of the mod, but every glyph is now crafted at the
Scribe’s Table.





