CurseForge · Minecraft mod
Mo' Mana (Mo' Problems)
Cast spells using runes and mana - and surpass your limits!
Quick answer
Which Mo' Mana (Mo' Problems) release should I use?
Mo' Mana (Mo' Problems) mo_mana-neoforge-0.1.3.jar targets 1.21, 1.21.1 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.
Where it goes
Is Mo' Mana (Mo' Problems) required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Mo' Mana (Mo' Problems) mo_mana-neoforge-0.1.3.jar need?
mo_mana-neoforge-0.1.3.jar. Change the file and its required mods may change too.
Install Architectury API, Fabric API first. We found matching files for this game-version and loader setup. 1 comes through another mod in the chain.
1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Mo' Mana (Mo' Problems) without breaking your instance.
Built for Mo' Mana (Mo' Problems) mo_mana-neoforge-0.1.3.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use mo_mana-neoforge-0.1.3.jar. It targets 1.21, 1.21.1 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Architectury API, Fabric API first. We found matching files for this game-version and loader setup. 1 comes through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside mo_mana-neoforge-0.1.3.jar. It opens that exact file at the source.
About this project
What does Mo' Mana (Mo' Problems) add?



To test in creative, unlock your runes using the /mo_mana commands!
Mo' Mana Mo' Problems is a little mod inspired by a game im pretty sure only I played, called Lost Magic for the nintendo DS. It features the same rune drawing system, but with a twist, needing you to also commit a certain amount of mana to create a spell.
Spells are built, not chosen
There is no spell list. A spell is assembled at cast time from three decisions:
TECHNIQUE → MANA COMMITTED → FORM
A fireball is what you get when you draw IGNITE, commit some mana, and give the result the PROJECTILE form. Seven techniques and four forms make twenty-eight combinations, each of which behaves differently at three tiers.
Techniques are drawn as glyphs, on the HUD rather than in a menu, so the world keeps moving while you compose. You can walk, sprint and swap hotbar slots mid-spell; what you can't do is aim, because the mouse is holding the pen.
Mana buys the spell tier
Committed mana selects a tier. Two casts at the same tier are identical however much was paid for them: a 200-mana Tier II spell and a 499-mana one do the same damage.
So the meter that sweeps across your mana is a skill check with a correct answer: stop it as close above a tier's floor as your timing allows. Everything above that floor is spent for nothing, and the meter marks the floors so you can see it happening.
You can commit more mana than you have
Going below zero is legal. Debt is simply negative mana: the same number, continuing past zero, regenerating back up.
What debt costs is stability. The chance a spell goes wrong is a function of how deep you went relative to your pool, and the tier multiplies that debt rather than the risk. A Tier III cast you could genuinely afford is exactly as safe as a Tier I one; the danger is specific to the combination of an aggressive technique and borrowed mana.
Severity also decides which backlash you can get. A shallow overdraw can only produce the minor outcomes: the worst ones aren't in the pool at all until the debt approaches your whole pool.
Composing and casting are separate
Building a spell doesn't cast it. The finished spell is held, persists through logout, and costs nothing until released — but it's charged against whatever mana you have at that moment, not when you built it. A spell prepared while full can drop you deep into debt if you carry it through a fight.
Holding one also stops your mana regenerating, so carrying a loaded spell is a real trade rather than a free option.
Progression is knowledge and skin
Techniques are learned by advancement: lava for IGNITE, powder snow for EXTRACT, etc.
Eleven permanent upgrades compete for a small number of places on your skin: four that shape the mana pool, seven that raise one school's spell power. You start with room for four tattoos. Each technique you learn adds more.
You can also bind a technique: give up the ability to cast it entirely, in exchange for more room.
Other stuff
Conjured minions take orders : hold position, focus a target, return, drawn the same way spells are. Frost and flood leave conditions on the ground rather than blocks, and wet ground makes lightning hit harder. Every balance number is in the config.
If RPGMana is installed it takes over the mana pool. If a spell power mod is installed, its per-school power multiplies this mod's own.
My Discord: https://discord.gg/5nTM4qcxEM
Project description from CurseForge.
Pick your setup
Mo' Mana (Mo' Problems) by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader build1.21
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Mo' Mana (Mo' Problems) versions and loaders
mo_mana-neoforge-0.1.3.jar
20 Sept 2026
mo_mana-fabric-0.1.3.jar
20 Sept 2026
mo_mana-0.1.1.jar
17 Sept 2026
mo_mana-0.1.0.jar
17 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.