A magic mod about walking from an ordinary life to Archmage, and about the silence beyond the veil that was never empty.
You don't start with magic. A storm and a strange shard wake it. From there every stage is earned: study, ritual, infusion, and finally the confrontation the Hollow has been waiting for.
See every step, and the optional ones, in the walkthrough →
An in-game book (Patchouli) explains every system as you unlock it: spells, rituals, machines, and the lore of the Circle who crossed the veil before you. Lost Pages found in ruined towers tell the rest.
…we were not the first to find the Hollow. We were only the first to stay.The First Fragment


23 spells across six schools, plus 36 more you can craft from runes. Cast them from a radial spell wheel, powered by your mana. Every spell rises through four tiers, each cheaper and quicker to recharge. Click any spell to see what it does at every tier, what it costs, and how to learn it.
Mana and recharge times are the base values. A Focus Wand, the Arcanist's Hood, wand mastery and server settings can lower them further.
At Archmage, six signature spells raised to tier IV become legendary. Click one to see what changes.
Spells remember each other. Shatter: Spark or Void Lance on a creature chilled by Frost Nova deals double damage. Thermal Shock: Firebolt on a chilled creature adds three hearts. Slam: Repel a creature into a wall to stun it for three seconds. Exposed: anything glowing from Reveal takes a quarter more damage from magic.
Carve a shape, an element and (if you like) a modifier into Rune Stones, bind them to a Blank Scroll in a crafting grid, and read it. Needs the Arcane Arts.
Magic in Hollowmancy is something you build up, not just something you cast.
Raise an altar and light the circle. Threshold, Ascension, Insight, Cleansing, Deepening, Binding and more, each with its own offering and mana cost.
Bind an owl that sees for you, a wisp that refills your mana, or a golem that fights beside you. Two gentler Hollow creatures can be bound too. All grow with time.
A wand remembers every spell cast through it: Attuned, Resonant, Empowered, Ascendant, Mythic. Each level makes your spells a little cheaper and quicker.



Store mana in Mana Batteries, carry it through conduits, and let engines work on their own: one coaxes crops to grow, another studies Dull Shards into Knowledge. Infusers fuse items into artifacts, and a Mana Beacon keeps a whole base powered.


Veil Step tears a door into islands of pale stone adrift in a lightless sky, where ash falls forever. Nothing from the world above lives here. Bring light, and bring a way home.
Ashen islands over the void, with ruined towers and cultist shrines.
Amethyst spires and humming geodes. Something here is still singing.
Violet moss and crooked glowing trees. The only place that feels almost kind.
A still silver sea where every island hangs reflected beneath the surface.
Morvane's castle, still keeping an oath no one is left to release.
Below the islands. Nothing spawns there, and nothing comes back.
Nothing from the world above lives here. These do, each rendered from its in-game model. Their remains become Hollow Charms, and builders get crystal lamps, wisp lanterns and Lurker-scale tiles.








Every structure below is rendered block by block from the mod's own structure files.
The ashen Hollow, the Crystal Barrens and the Grove






The Mirror Sea





Each great foe was once something else. Defeat three of them and you can forge the Seal of Unmaking, and call the Listener itself. Click any boss to turn it in 3D and read how the fight goes.


Every area of the Hollow has its own music, and spells, familiars and bosses have their own sounds. All of it was made for this mod. Press a track to play it.
Hollowmancy 1.0.0 is out. Install it with the CurseForge app, or download the file and put it in your mods folder alongside Patchouli.
The source code is on GitHub, released under the MIT License. Found a bug? Report it on the Issues page.