Glyphs

Every spell in Ars Nouveau is made from glyphs, which are put together in a line in your spell book, with each glyph doing one thing, like firing a projectile, breaking a block or making the spell stronger. They're split into forms, which decide how the spell is cast, effects, which decide what it does, and augments, which change the glyph in front of them. Glyphs are crafted and learned at the Scribe's Table, and the effects are grouped into three tiers, with your spell book deciding which tiers you're able to use. Each glyph also has a mana cost, which is added up across the spell, so it's worth knowing roughly what each one costs before you start putting bigger spells together.

Ars Nouveau Wiki Updated 4 min read

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.

Spell Builder

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.

A Scribe's Table on ice with the Glyph of Projectile, Glyph of Ignite and Glyph of Freeze floating above it
Glyphs over a Scribe's Table

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 127 points, about 3 levelsNovice Spell Book
Tier 255 points, about 5 levelsMage’s Spell Book
Tier 3160 points, about 10 levelsArchmage Spell Book

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.

Blank Glyphs and the Glyph Press

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
Projectile10Fires a projectile that casts the spell on whatever it hits
Touch5Casts the spell on the block or mob you’re looking at, up close
Glyph of Self10Casts the spell on yourself
Glyph of Underfoot5Casts the spell on the block you’re standing on
Glyph of Pantomime5Casts 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
Amplify120Makes most effects stronger, and lets Break mine harder blocks
Glyph of Randomize10Randomizes some effects, like placing a random block from your hotbar
Glyph of Sensitive110Lets forms target things they usually can’t, like grass, fluids and air
Glyph of AOE235Makes the spell affect a bigger area
Glyph of Accelerate210Makes projectiles faster
Glyph of Decelerate25Makes projectiles slower
Glyph of Dampen20Makes most effects weaker
Glyph of Extend Time210Makes effects, summons and buffs last longer
Glyph of Reduce Time215Makes effects like Delay and potion effects shorter
Glyph of Extract230Gives Break a Silk Touch effect, can’t be used with Luck
Glyph of Luck280Adds Fortune to Break and Looting to damage, can’t be used with Extract
Glyph of Pierce240Lets projectiles go through an extra target, and makes Break go deeper
Glyph of Split320Fires 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
Harm15Damages the target, or poisons it with Extend Time
Break10Breaks blocks, with Amplify for harder blocks
Glyph of Ignite15Sets blocks and mobs on fire
Glyph of Freeze15Freezes water and lava, or slows the target
Glyph of Snare100Stops the target from moving or jumping
Glyph of Knockback15Knocks the target away from you
Glyph of Pull15Pulls the target towards you
Glyph of Launch30Launches the target up into the air
Glyph of Leap25Throws the target in the direction they’re looking
Glyph of Wind Burst30Sets off a wind charge that knocks things back (1.21.1 only)
Glyph of Bounce50Makes the target bounce when they land instead of taking fall damage
Glyph of Bubble20Traps mobs in a floating bubble that pops for extra damage (1.21.1 only)
Glyph of Conjure Magelight25Places a permanent light, or gives Night Vision when cast on yourself
Glyph of Conjure Mageblock5Places a temporary block, made permanent with Amplify
Glyph of Prestidigitation0Places an invisible block that gives off particles (1.21.1 only)
Glyph of Harvest10Harvests fully grown crops without breaking the plant
Glyph of Fell150Cuts down whole trees, mushrooms and cactus
Glyph of Cut0Uses Shears on the target, or an Axe with Amplify
Glyph of Evaporate50Removes fluids in an area
Glyph of Interact10Right clicks the block or mob, like a Lever or a Chest
Glyph of Place Block10Places blocks from your hotbar
Glyph of Item Pickup10Picks up nearby items
Glyph of Toss10Throws an item from your inventory, or puts it into a container
Glyph of Craft50Opens a crafting grid
Glyph of Rotate10Rotates a block or mob
Glyph of Redstone Signal0Places a temporary redstone signal
Glyph of Rune30Places a temporary rune that casts the rest of the spell on whatever touches it
Glyph of Delay0Waits a moment before casting the rest of the spell
Glyph of Reset0Sends the rest of the spell back to the original target
Glyph of Dispel30Removes potion effects, and turns tamed creatures back into charms
Glyph of Wololo30Changes the color of a mob or block to the spell’s color
Glyph of Summon Steed100Summons a saddled Horse for a few minutes
Glyph of Summon Wolves100Summons 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
Glyph of Heal50Heals the target, but damages undead mobs instead
Glyph of Grow70Grows plants, like using Bone Meal
Glyph of Smelt100Smelts blocks and items where the spell lands
Glyph of Crush30Crushes Stone into Gravel and Gravel into Sand, and damages mobs
Glyph of Explosion200Causes an explosion, bigger with AOE
Glyph of Cold Snap30Deals a burst of damage to wet, slowed or freezing mobs
Glyph of Flare40Explodes into Cinders around a target that’s on fire
Glyph of Firework50Launches a Firework Rocket from the target
Glyph of Conjure Water80Places water, or puts out burning mobs
Glyph of Gravity15Makes blocks and mobs fall, and stops players flying with Extend Time
Glyph of Slowfall30Gives Slow Falling
Glyph of Wind Shear50Damages mobs in the air, more the higher up they are
Glyph of Invisibility30Makes the target invisible
Glyph of Sense Magic50Makes magical mobs within 75 blocks glow
Glyph of Exchange50Swaps blocks with the ones in your hotbar, or swaps places with a mob
Glyph of Access Ender Inventory50Opens your Ender Chest from anywhere
Glyph of Name25Names a mob or item after the spell’s name
Glyph of Infuse30Applies a potion from your inventory to the target
Glyph of Animate Block200Brings 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
Glyph of Burst500Casts the rest of the spell in a sphere around the target
Glyph of Linger500Leaves a field that keeps casting the spell on anything inside it
Glyph of Wall500Leaves a wall that keeps casting the spell on anything inside it
Glyph of Orbit50Summons three orbs that circle the target and cast the spell on whatever they hit
Glyph of Blink50Teleports you to where the spell lands
Glyph of Lightning100Strikes the target with lightning
Glyph of Fangs35Summons Evoker Fangs towards the target
Glyph of Hex100Makes the target take more damage and heal half as much
Glyph of Wither100Gives the target Wither
Glyph of Glide100Lets you glide like you’re wearing an Elytra
Glyph of Intangible30Turns blocks into air for a short time
Glyph of Rewind100Sends a mob back to where it was a few seconds ago, health and all
Glyph of Summon Vex150Summons three Vexes that fight for you
Glyph of Summon Undead150Summons Skeletons that fight for you
Glyph of Summon Decoy200Summons a copy of you that mobs attack instead

Frequently Asked Questions

How do you get glyphs in Ars Nouveau?
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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.

Why can’t I add a glyph to my spell?
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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.

How many glyphs are there in Ars Nouveau?
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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.

Do you need a Blank Glyph in Ars Nouveau?
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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.