How to Host an All the Magic - Arcana Server (NeoForge 1.21.1)
All the Magic - Arcana rebuilds the All the Magic concept fresh for NeoForge 1.21.1 — Ars Nouveau, Iron's Spells 'n Spellbooks, Malum, and the newest magic mods available for that version, with tech and exploration left out entirely. It's a different generation from the older All the Magic Spellbound (1.16.5 Forge): if you want the newest magic-only options rather than the legacy modlist, this is the pack to run.
All the Magic - Arcana runs on NeoForge 1.21.1 and bundles Ars Nouveau, Iron's Spells 'n Spellbooks, and Malum into a magic-only kitchen-sink — no tech, no exploration mods bloating the load. Start your allocation at 7 GB; that's the floor the modpack itself calls for on a NeoForge 1.21.1 build this dense with spell and ritual systems, not a third-party guess.
Skip trying to recreate the modlist by hand or guessing from a client export. Import All the Magic - Arcana directly from its CurseForge/Modrinth pack entry so the NeoForge version, mod versions, and configs match exactly what the pack ships.
Watch the server log through the first boot until NeoForge finishes loading every mod and the world generates cleanly — Ars Nouveau's glyph codex, Malum's ritual tables, and Iron's Spells 'n Spellbooks' class system all need to initialize without errors before the server is actually ready.
Only invite players once that first boot has completed cleanly end to end. A crash mid-load on a magic-only pack like this can corrupt capability data tied to spells and rituals, which is messier to untangle than a plain crash.
Take a backup before importing an existing world, updating the NeoForge version, or changing mod configs — losing a world here means losing earned spell progression, Ars Nouveau glyphs, and Malum rituals that took real playtime to unlock.
Use a cleaner All the Magic - Arcana path
CoalHost is built around modpack hosting, which makes All the Magic - Arcana much less annoying to launch correctly.
Deploy All the Magic - Arcana now →