Welcome to Immserive Incantations!

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This is an ambitious new project of mine which has been brewing for quite some time now, and marks my first few steps back into the world of modding and the dreaded Java programming language.

For now this is very much a personal passion project of mine, and unless I discover that I’m actually rather charasmatic, I expect it to remain a solo endevour for the foreseeable future.

Updates will be slow, erratic, and at times confusing; art will likely be …​ scuffed, at best; and my vision and scope on the project will change. Constantly.

But with that said, I reckon once I’ve got the ball rolling I’ll find it easy to take that momentum far.

What are your plans for this mod?

That’s a very easy and very difficult question to answer. I have some very clear visions for what I think I want from a mod like this, but those don’t translate into features or content. Part of the fun will be discovering what crystalizes from those ideas.

I know that isn’t exactly helpful for knowing what to expect, so I’ll try to cast an image in your mind instead:

This mod lifts a lot of its inspirations from Emoniph’s Witchery mod from back in 1.7.10, and will likely serve as a competitor to Bewitchment, Enchanted: Witchcraft, Hexerei, and its many other other spiritual successors in modern game versions.

I don’t plan to make this mod play the same as those described, but if you’ve played any of them you’ll know how they feel and what sort of features to expect.

I’m also a huge fan of vanilla-like mods with unique crafting mechanics. Think the Let’s Do series on Fabric or the Farmer’s Delight ecosystem on Forge. If there’s a way I can let you craft something like you’ve never done before, then I will. I’d like the traditional Minecraft crafting system to be used only where it makes sense, but yet have the mod feel as much like it fits with the vanilla game as possible.

I’d also like the mod to be super customisable, making it as data driven as I’m able to better support other mods, custom servers, and datapacks. Anything that can’t be handled by the options presented by the vanilla game can instead be handled through the traditional mod config files.

As for the theme and aesthetics, I’m going all-in on real-world folklore and occultism. I’m lucky enough to live in part of the world which lends access to a lot of those materials to pull from as inspiration. Don’t go looking for any flashy spell visuals or D&D-style casting here, it’s a lot of rites, rituals, invocations and evocations, and other similar kinds of spellwork.

Though it should be noted as keeping with the vanilla-like feel I won’t make any direct adaptation of anything I find in my research. Everything will be 100% Minecraft-ified before it’s added, just like how Mojang does it.

How can I contribute?

First off; thanks for wanting to lend a hand! <3

If you’re looking to help out, create an issue, discussion, or pull request (whichever suits best) and request a new feature, make code suggestions, bug fixes, or whatever else comes to mind.

This process might change as the project ages and if I eventually do coerce someone to work on it with me, so it’s going to be very vibe-y at the start and should form into something more structured as per demands.