grimoire

Standardize spell data modeling, serialization, and runtime execution in Minecraft datapacks.

Updated Feb 15, 2026
One-click install
npx skills add https://github.com/para7/magic_and_frontier --skill grimoire-para7
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: grimoire
Source: https://github.com/para7/magic_and_frontier/tree/main/.claude/skills/grimoire
Command: npx skills add https://github.com/para7/magic_and_frontier --skill grimoire-para7

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Grimoire is a reference design for a modular "magic book" system that standardizes data modeling, serialization (NBT), generation pipelines, and runtime execution for spells in Minecraft datapacks, enabling consistent development and debugging across spells.

Core Features & Use Cases

  • Data model and type definitions for grimoire (ID, CastTime, CoolTime, MPCost, Script, Title, Description)
  • End-to-end lifecycle: from savedata/grimoire.json entries to generated artifacts (effect/give mcfunctions)
  • Runtime integration: binding to items via custom_data and triggering via cast pipelines, with support for spawn/effects and debugging
  • Use Case: add a new healing spell by adding a new JSON entry and Script, then export to generate in-game functions for testing

Quick Start

Add a new grimoire entry to savedata/grimoire.json, provide its Script commands, then run the export tool to generate the corresponding mcfunction artifacts.

Frequently Asked Questions about grimoire

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a modular spell system in a Minecraft datapack?

A modular spell system in a Minecraft datapack requires standardized data modeling and NBT serialization to define spells, generation pipelines to export mcfunctions, and item binding conventions for runtime execution. This provides a consistent structure for adding and debugging magic books.

How do I bind custom spells to book items using NBT data?

Binding custom spells to book items uses custom_data NBT tags to link the spell entry, triggering runtime execution via cast pipelines. This convention ensures the generated mcfunction artifacts execute the correct script commands when the item is used.

What is the best way to structure spell data for Minecraft datapack generation pipelines?

Structuring spell data for datapack generation pipelines involves defining attributes like ID, CastTime, CoolTime, MPCost, and Script in a JSON file. The export pipeline then reads these entries to generate the corresponding effect and give mcfunction artifacts.

How do I add a new spell to a Minecraft datapack grimoire system?

To add a new spell to a grimoire system, insert a new entry into the savedata/grimoire.json file with its attributes and Script commands. Running the export tool then generates the in-game mcfunction artifacts needed for testing and deployment.

Does this spell system approach support debugging across different entities and effects?

Yes, the spell system supports debugging across different entities and effects by standardizing the runtime execution and data model. This ensures consistent behavior tracking when spells trigger spawn or effect pipelines during gameplay.

When should I use a standardized JSON data model for Minecraft datapack spells?

A standardized JSON data model for Minecraft datapack spells is needed when managing multiple spells with shared attributes like cast time and MPCost. It enforces consistent serialization and simplifies the export of mcfunction artifacts for item binding.