Take the machines out of a modded world and magic has to carry everything. That is the whole idea behind All the Magic Spellbound.
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All the Magic Spellbound — ATMS to most people who play it — is the magic-only entry in the All the Mods family, built for Minecraft 1.16.5 on Forge and sitting at close to 900,000 downloads on CurseForge. The premise is a deliberate restriction: there is no tech tier to fall back on. No Mekanism ore multiplication, no Thermal machines, no quarries. Everything you would normally solve with a machine has to be solved with a magic mod instead.
That constraint is what makes the pack interesting. Mods like Botania and Blood Magic are usually side content in a kitchen-sink pack — something you dabble in after your power grid is running. Here they are the entire economy, so you end up going much deeper into them than you ever would elsewhere.
All the Magic Spellbound runs on Minecraft 1.16.5 with Forge. The final build, Spellbound 2.3.0, landed in November 2022, so the pack is complete — good news for a long-running server, since nothing will change under your world mid-playthrough.
Everyone needs the same pack version as the server. That is standard advice for any Forge pack, but it bites harder here because several of the magic mods store per-player progression data that does not survive a version mismatch cleanly.
ATMS is lighter than the full All the Mods packs — cutting the tech mods cuts a lot of machine ticking with them. For two to four players, 5 GB is comfortable. For a group of five or six with separate bases and large Botania flower fields, 6 to 8 GB is the range to plan for.
Botania is the thing to watch on a server. Mana generation is entity-and-block-tick heavy, and a mature base with hundreds of functional flowers costs the server more than the same base would in a tech pack. If tick times slip, look at flower counts before you look at memory.
It is one of the better ones, precisely because it removes the escape hatch. In a kitchen-sink pack most players touch Botania once, get confused, and go build a machine instead. With no machines available, the pack forces you to actually learn the mod — and the quest book gives you enough structure to do that without reading a wiki all evening.
Each magic mod in ATMS is deep enough to be someone's full project. Servers where one player commits to Botania, another to Blood Magic and another to the ritual mods progress far faster than servers where everyone follows the same quest chain in parallel — and trading between specialists is most of what makes the pack fun with a group.
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