Chosen's Modded Adventure2026-10-25 · 6 min read

How to Host a Chosen's Modded Adventure Server (Forge 1.20.1 Setup Guide)

Chosen's Modded Adventure runs on Forge 1.20.1 and builds its whole identity around Ars Nouveau's spell-crafting: you combine glyphs into your own custom spells instead of picking from a fixed spell list. That's different from All the Magic Spellbound, which bundles many separate magic mods together, and from DarkRPG, which builds its magic around Origins-style class choices — here, Ars Nouveau's spell-building is the main event, layered over exploration and world content mods. Getting the server boot right matters, because a broken glyph registry or missing dependency on first load can quietly break spellcasting for everyone.

1

Start with at least 6 GB of RAM — that's Chosen's Modded Adventure's own recommended floor, since Ars Nouveau's glyph-based spellcasting and the pack's exploration and world content mods need headroom beyond a vanilla Forge 1.20.1 server.

2

Import the exact server-side modpack file instead of trying to reconstruct the pack from a client export — mismatched mod versions between client and server are one of the most common causes of broken spellcasting or missing world content on Forge packs like this one.

3

Watch the console on first boot until Forge finishes registering Ars Nouveau's glyphs and spell components and the exploration/world content mods load without dependency errors, then confirm the server reaches the final 'Done' message.

4

Only invite players once that first boot has completed cleanly — a silent failure in the glyph registry or a missing world content mod dependency is much easier to catch before anyone has started exploring or casting spells.

5

Take a backup before importing an existing world, updating the Forge loader, or changing configs — a bad update can wipe out hours of exploration progress and the glyphs and spells players have already discovered through Ars Nouveau's crafting system.

Use a cleaner Chosen's Modded Adventure path

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