Configuration
Build a Spell is extensively configurable. Server settings are split by category and sync to clients automatically on login, so players always use the server’s values.
Config files
Server config lives under config/buildaspell/, split by category:
| File | Controls |
|---|---|
general.toml |
Global settings: base range, the global mana-cost multiplier, and shared tuning. |
deliveries.toml |
Per-delivery enable flags, base mana cost, and cost multipliers. |
effects.toml |
Per-effect enable flags, base mana cost, cost and damage multipliers, and effect tuning. |
modifiers.toml |
Per-modifier enable flags, base mana cost, and cost multipliers. |
wands.toml |
Per-tier wand tuning: the mana-cost discount and bonus Spell Power each wand tier grants while held. |
Client-only options live in client.toml.
Server config is per-world (with defaultconfigs/ support), and every server value is pushed to clients on login through NeoForge’s config sync: there is no custom packet to manage.
Enabling and disabling components
Each delivery, effect, and modifier has an enabled flag. Disabling a component makes it unobtainable everywhere: it disappears from the Spell Builder palette, can’t be unlocked by Spell Runes, won’t load from saved spells, and won’t cast. This lets server admins curate exactly which components are available.
Costs
Mana cost can be tuned at several levels:
baseManaCost: an absolute base cost per component (defaults to the component’s built-in cost).costMultiplier: a per-component multiplier.damageMultiplier: a per-effect damage scalar.globalManaCostMultiplier: a single multiplier applied to every spell’s total.
Gameplay tuning
Over 200 individual gameplay numbers are exposed: durations, ranges, damage values, projectile behavior, combo parameters, entity behavior (tornado, black hole, blizzard, lingering areas), and more. Each is keyed by <id>.<name> in the relevant category file, with the original in-game value as its default.
A few purely cosmetic details (sound pitches, exact particle types) stay hardcoded, but most gameplay-affecting particle counts and densities are exposed alongside the numbers above.
See also
- Spell Components Reference: the component IDs you’ll see as config keys.