I devote this section to the magical and mysterious items I might encounter in my studies.
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By encrusting an Enchanted Book with Charged Amethyst and Edified Wood, it traps media within the pages like an echo chamber. I can then introduce pattern-to-pattern-list bindings for the Grimoire to keep bouncing endlessly inside.
When I then cast the pattern associated with a pattern list with my Staff and the Grimoire in my inventory, the pattern expands with a faint sound of a Hex being cast. I create shortcuts for tedious tasks with this, like the raycast mantra or large patterns. The Grimoire can even hijack Nature's patterns, to overwrite or add extra functionality.
If there's a book that you want to read, but it hasn't been written yet, then you must write it.
Write Grimoire (pattern, list →)
Associates a pattern to a list of patterns in the Grimoire in my offhand.
Erase Grimoire (pattern →)
Erases any associations for a pattern that may exist in the Grimoire in my offhand.
Archivist Reflection (→ list of patterns)
Gets a list of all patterns modified by the Grimoire in my offhand.
Animated Scrolls are mixed with a pinch of Amethyst Dust, enchanting the ink to move and wiggle like the patterns I draw with my Staff. Not only that, they can display lists of patterns.
You can't be a proper writer without a touch of madness, can you?
I can freely write and rewrite the scroll's patterns at any time, along with reading it back out. The scroll accepts only a list of pattern iotas or a lone pattern iota, which is automatically wrapped in a list. The Animated Scroll shows one pattern at a time which cycles to the next one once per second. Even when I write the same list to two of them at different moments of their cycle, they display in sync.
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The next few pages detail some free spells I've found for the manipulation of Animated Scrolls. The changes caused by these spells can usually be reverted by casting the spell on the scroll again.
When ignited for the first time, either magically or with a Flint and Steel, these delightful little candles have pale white flames. When someone interacts with it though, it copies their pigment. I can also give it with a pigment item to change its color directly. To extinguish, Sneak Use Item/Place Block.
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The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.
I can craft this little decorative jar of liquid media that glows quite brightly. Unfortunately, it seems the glass is too thick for me to draw media through it, although I have read tales that ancient Hexcasters were able to solve this issue and being able to bottle up liquid media and use it for their Hexes.
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A similar item was built by prior Hexcasters and they seemed to use it as crystal ball by sipping the fluid. Holding the energy of thought that permeates existence, perhaps its answers hold some merit.
Signs point to yes.
I have heard some tales from the villagers about a magical artifact. The villagers say it contains a spirit that grants wishes, but I suspect that is just grand embellishment evolved over centuries of storytelling. However, legends must arise from something and this item must be exceptionally powerful, and so I dedicate this section to my pursuit and research of it.
So this is the subject of a thousand years of rumor! To think a mere wandering trader could be in possession of such a strong artifact. The Hand Lamp emanates a vague residue of media, vacuous in feeling... it reminds me of the hollow media structure of a Focus that enables it to store iota. I can also sense a presence inside the lamp with similar magical capabilities to my own.
The signs are unmistakable; within the lamp is a living, sentient mind, kept alive and trapped via magic not yet known to me. The lamp's design is simply ingenious, if its use weren't so horrible. When I hold down the trigger, my patterns are revealed to the "genie" as I will be calling it, and it, out of desperation and boredom, casts.
Wish (list of patterns →)
Wish the genie to cast a Hex for me. Because I am teaching a mind rather than etching a casting device, I can freely reteach the genie a new Hex any time without losing media.
To say it casts is an understatement. It casts EVERY INSTANT. When holding the switch after wishing, I am treated to a splendid unceasing gush of media. I can only estimate it must be around twenty times every second. The genie performs the casting with incredible efficiency, producing little of the sounds and particles that accompany other casting methods.
I have developed some useful patterns to communicate with the genie for information, documented on the next few pages. These patterns must only be cast by the genie within the lamp, lest I succumb to the Impersonate Genie mishap.
I am not a tool for your convenience.
Strange murmuring occasionally emitted from the lamp. Likely disregardable.
Genie Refl.: Spatial (→ vector)
Pushes my original position when I began using the lamp.
Genie Refl.: Rotational (→ vector)
Pushes my original rotation when I began using the lamp.
Genie Refl.: Kinetic (→ vector)
Pushes my original velocity when I began using the lamp.
Genie Refl.: Temporal (→ number)
Pushes how many times the lamp has cast since I began using the lamp. I can divide by by 20 to convert to seconds.
Genie Gambit (any →)
Asks the genie to remember an iota for me. Strangely, the genie seems able to bypass the Transgress Others mishap, perhaps because it requires my active concentration to use this lamp.
Genie Refl.: Memory (→ any)
Requests the iota I had saved to the genie to be pushed to the top of the stack. If I had not previously saved anything, the genie pushes Null.
Finale Reflection (→ boolean)
The instant I let go of my lamp, it casts an additional time. I can use this pattern to recognize whether a cast is that finale, and react accordingly.
Hex casting burns out the mind from the energy of thought, flooding the consciousness, inundating every neuron... it's euphoric. For Staves, casting devices, and spell circles, the rate of casting is slow enough that a mind can recuperate; I will never need to replace an impetus. With the speeds lamps operates at, though, even an optimized mind can feel strain.
The lamp traps the genie and any attempts to refuel it will free it. Thus, the only way to recharge a genie lamp is to simultaneously replace the media and the genie, forcing a new mind to work in its stead. Perhaps this is why a genie is so eager to cast... Regardless, a villager will work quite nicely. That is the effect of the spell I have detailed on the next page.
My name? My name is... oh god, why can't I remember my name?
Make Genie (entity, number →)
Borrow the experiences and memory of a villager and transforms it into a genie to serve the lamp in my offhand. The spell itself costs about one Charged Amethyst, plus the media I'm giving the lamp.
Notably, this spell will not kill the villager. It splinters off a section of their mind to serve as the genie and as for the villager's main consciousness, it only results in amnesia. I have heard rumors of ancient Hexcasters growing villager minds like crops using this property: consume them to recharge lamps and allow the villagers to regenerate their lost knowledge in between.
Not all villagers can be a genie. I estimate there is so little media potential in any villager lesser than Journeyman-grade that the spell would simply fail. Having most of its workings optimized purely for casting, I doubt an Expert villager will perform any better than a Journeyman.
The lamp was yanked out of my hands and towards the villager, sucking it in completely and transforming the lamp. The greater mind within these Archgenie Lamps should enable them to be activated and deactivated rather than used and while active in my inventory, they will cast every instant.
The output of an Archgenie Lamp is so grand that it saturates the air around me with media... it's incredible. Unfortunately, if two such lamps are active at once within my inventory, their resonances clash and all lamps in my inventory are rendered useless for a few seconds. I should only have one Archgenie Lamp active at one time, although I can still simultaneously use a Hand Lamp.
I am a great soft jelly thing. Smoothly rounded, with no mouth, with pulsing white holes filled by fog where my eyes used to be. Rubbery appendages that were once my arms; bulks rounding down into legless humps of soft slippery matter.
I have no mouth. And I must scream.
Archgenie Purification (entity → boolean)
Pushes whether a player currently has an active arch lamp.
Arch. Refl.: Spatial (→ vector)
Pushes my original position when the arch lamp started casting.
Arch. Refl.: Rotational (→ vector)
Pushes my original rotation when the arch lamp started casting.
Arch. Refl.: Kinetic (→ vector)
Pushes my original velocity when the arch lamp started casting.
Arch. Refl.: Temporal (→ number)
Pushes how many times the arch lamp has cast since its activation. I can divide by by 20 to convert to seconds.
Archgenie Gambit (any →)
Can be cast by a casting device, Staff, or within the arch lamp to remember an iota. Unlike hand lamps, this is subject to Transgress Others mishap.
Arch. Refl.: Memory (→ any)
Can be cast by a casting device, Staff, or within the arch lamp to push the stored iota.
Finale Reflection (→ boolean)
When an archgenie lamp is turned off, it casts an additional time. I can use this pattern to recognize when whether a cast is that last burst of energy.
A list of all the patterns I've discovered, as well as what they do.
After my enlightenment, I find myself acutely aware of certain patterns that seem to aid with my newfound abilities to perceive and manipulate media. These patterns don't seem to require anything new from me, perhaps I've always been able to cast them but was unaware of their existence. That property means I can give an unenlightened player casting devices with these patterns and they will be able to cast it.
Epiphany Purification (player entity → boolean)
Pushes whether the given player has achieved enlightenment like I have.
Sentience Purification (entity → boolean)
Pushes whether an entity "has been magically relieved of its mind". I feel this is strongly related to Flay Mind somehow...
Garbage Reflection (→ garbage)
Pushes Garbage to my stack. I am unsure why I would ever want this pattern but it exists.
Reflecting Gambit (any, any, any → any, any, any)
Reflects the order of the top three iota, turning A, B, C into C, B, A. Essentially swaps the top and the third-from-the-top iota.
Bubbling Gambit (any, any, any → any, any, any)
Causes the third-from-the-top iota to bubble up over the second-from-the-top iota, essentially swapping them.
Dioscuri Gambit II (many, number → many)
Takes a number and duplicates that many elements of the stack while preserving order.
These patterns concern the manipulation and construction of other patterns. Strangely, these patterns can be used to construct patterns that are impossible to draw with a staff, although fortunately, I don't believe any "illegal" patterns have any effects.
Congruence Distillation (pattern, pattern → boolean)
Pushes whether two patterns have the same shape and orientation.
Chirographer's Purif. (pattern → list of numbers)
Turns a pattern into a list of numbers for my splitting, analysis, and dissection.
The list of numbers returned by Chirographer's Purification are related to the strokes. The diagonal stroke that travels upwards and rightwards is labeled 0 and all other strokes are labelled incrementally in a counter-clockwise rotation.
There are various properties of these lists that I can use. By adding or subtracting a constant, I can rotate the pattern. For cyclical patterns, rotating the list by moving the first element to the end or vice versa rotates the starting position. By carefully altering numbers with list manipulation, I can also make some kind of backwards stroke.
Calligrapher's Purif. (list of numbers → pattern)
Turns a list of numbers back into a pattern. Applies a strange remainder effect to numbers outside of the 0-5 range to coerce it into a useable form. This is the inverse of Chirographer's Purification.
Handwriting Distillation (pattern → list of vectors)
Takes a pattern and transforms it into a normalized list of vectors. I feel this may be useful for artistic spells.
Glyphmaker's Dstl. (pattern, number → pattern)
Takes in a pattern and a number and produces a pattern of the same shape, but different stroke order. My notes reveal that ancient Hexcasters used this for some grand library.
In certain regions of the world, ambient media is more concentrated. I can measure that concentration and even extrapolate backwards and forwards in time to get a quasi-random number between 0 and 1, corresponding to that location at that time. Points in time and space that are close to each other often have similar values.
Perlin Distillation (vector, number → number)
Measures the concentration of ambient at that point in space and time, normalized between 0 and 1.
Naval Distillation (vector, vector → vector/null)
Works similar to Archer's Distillation but targets only liquids, piercing through all other blocks.
Lilypad Distillation (vector, vector → vector/null)
Works similar to Architect's Distillation but targets only liquids, piercing through all other blocks.
Railgun Exaltation (vec, vec, id → vec/null)
Works similar to Archer's Distillation but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.
Laser Exaltation (vec, vec, id → vec/null)
Works similar to Architect's Distillation but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.
Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of players are too resistant to be swayed by Hexes and even the minds of villagers resist tampering. There is a notable exception though: my own mind is open to my own media, allowing me to read my own intentions and write thoughts to myself.
Telepathic Reflection (→ number)
By focusing on a particular image, I can detect that concentration via this pattern. Pushes how many twentieths of a second I've been intending to Call Telepathy, or -1 if I am not.
Send Thought (any →)
Momentarily displays an iota above my hotbar. If cast repeatedly, each cast overwrites the previous instantly.
Shout Thought (any →)
Grandly flahes an iota across my vision. It obstructs my vision and takes some time to fade in, so I shall only use it sparingly.
Hallucinate Pling
Causes me to hear a pling that is inaudible to other players.
Hallucinate Click
Causes me to hear a click that is inaudible to other players.
Charge Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Walk Forwards, or -1 if I am not.
Retreat Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Walk Backwards, or -1 if I am not.
Dodge Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Strafe Left, or -1 if I am not. Can be differentiated from Evade Reflection because d comes to the left of e.
Evade Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Strafe Right, or -1 if I am not. Can be differentiated from Dodge Reflection because e comes to the right of d.
Leaping Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Jump, or -1 if I am not.
Stealthy Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Sneak, or -1 if I am not.
These patterns manipulate an imaginary counter called the soroban. I shall find them useful when my Ravenmind is occupied or unnecessarily complicated, for example to count iterations in a Thoth's loop. Some ancient scraps recommend its use for some sort of recursive depth.
Soroban Reflection (→ number)
Pushes soroban's current value and then increases it. The soroban starts at 0.
Soroban Reflection II (→ number)
Pushes soroban's current value and then decreases it.
Soroban Gambit
Resets the soroban to 0.
It's useful to end a Hex early once it has reached some desired state, without the difficulty of using Charon's Gambit because Janus' can bypass the "containment" of Hermes' and Thoth's.
It is always important to know when something has reached its end.
It's extremely versatile and I can mend almost any error in my stack using Bookkeeper's Gambit, pushing iota after a dive, and transforming surfaced iota. It was named after a goddess of mourning and rivers, lending to how it buries/dives down into the stack.
... the unknowns of time travel... is akin to descending blindly into the depths of the freezing water and reappearing as an acorn.
This simple gambit can be accomplished via Flock's Reflection, Flock's Gambit, Selection Exaltation, and Flock's Disintegration but this serves as a handy short pattern for clearing up my stack. It also pairs extremely well with Thoth's Gambit, letting me clean up the pseudo-stack should I want to only operate on and return first few iota.
Everything is possible, but not everything is necessary.
This pattern can be useful to implement "guard clauses" for multiconditional loops. For example, after getting a list of entities, I may want to only target entities based on some large list of conditions. Rather than a mess of deeply nested conditionals, I can simply continue to the next iteration if any of the conditions fail, skipping the action.
You shall not pass!
This pattern pops an iota and schedules a new iteration of Thoth's to come right after the current one, with the popped iota being the top of the stack. It may be helpful to imagine it as the iota being added to the front of the list that I provided for Thoth's to iterate over.
Do not go where the path may lead, go instead where there is no path... and leave a trail.
Acts almost identically to its sibling pattern, but places the iteration at the end. I have read scrolls detailing techniques using these twin patterns called depth-first search and breadth-first search.
Explore the surface before diving deep.
While I have heard of self-producing Hexes called quines used to make infinite loops, they can be slightly unwieldy to work with. This gambit simplifies that process by just repeatedly casting a list until it runs out of evaluations or encounters a Charon's Gambit. The Ravenmind and stack are carried across iterations.
One always finds one's burden again... One must imagine Sisyphus happy.
After each iteration, it demands a number at the top of the stack which will correspond to that iota. At the end of the gambit, a list is pushed with the iota sorted by that number in increasing order. The order of identically numbered iota are kept. If it encounters Charon's Gambit, it will create a sorted list with only the iota it has come across.
Shuffling is the only thing which Nature cannot undo.
I have discovered some convenient features of akashic bookshelves! I can Use Item/Place Block or magically interact with a filled bookshelf to copy its iota into my stack. I have discovered patterns that can read and write directly to a bookshelf within ambit for free, listed on the next few pages. They require ambit but are entirely free to cast.
Librarian's Purification (vector → pattern/null)
Reads the pattern key of an akashic bookshelf.
Librarian's Purif. II (vector → any)
Reads the iota from an akashic bookshelf.
Librarian's Gambit (vector, pattern, any →)
Writes an iota under a pattern key to an akashic bookshelf.
Librarian's Gambit II (vector →)
Clears an akashic bookshelf.
Patterns and actions that perform a magical effect on the world.
The blocks from Conjure Block last forever, are consequently a pain to clean up, and are not too versatile. Luckily, Nature offers an elegant and flexible alternative. These mage blocks come with a suite of modifiers. I could even stack multiple modifiers on one block or reapply a modifier to toggle it off.
Conjure Mage Block (vector →)
Conjures a mage block at the location. Costs about three Amethyst Dust.
I can create a city out of nothing, or I can cover it in volcanic rock.
Bouncy (vector →)
This modifier makes the block delightfully fun to bounce on! It returns more force to me than regular slime blocks and I notice even if I sneak, the block bounces me regardless.
Energized (vector, number →)
This modifier makes the block emit a Redstone signal, with the number corresponding to the power level of the output.
Ephemeral (vector, number →)
This modifier takes in a number in addition to a position and shatters the block after many twentieths of a second. Subsequent casts can lengthen or shorten the duration.
Invisible (vector →)
This modifier prevents the block from emitting the telltale particles that accompany my casting, even when being stood on.
Replaceable (vector →)
This modifier is useful for construction! With this modifier applied, I find I can easily place another block in the place of the mage block.
Volatile (vector →)
This modifier makes the block break other mage blocks it's touching. Notably, if it breaks another volatile block, that block breaks and so on until every volatile block shatters.
The dye spell and its specialized iota allows me to alter the color of blocks and entities. The dye iota represents a color, but also seems to represent the potential to be colored. For example, attempting to get the dye of grass returns Null but getting the dye of undyed terracotta returns uncolored, which I can use to "bleach" dyeable blocks.
Chromatic Purification (id/vector/entity → dye/null)
Gets the dye of a block, entity, or block/item identifier.
Dye (vector/entity, dye →)
Dyes a dyeable block or entity. Costs about an eighth of one Amethyst Dust.
The valid block targets for this spell include beds, candles, cakes with candles, carpets, concrete, concrete powder, glazed terracotta, sand into red sand and vice versa, sandstone and all blocks derived from it into its red variant and vice versa, shulker boxes, stained glass, stained glass panes, terracotta, tulips into their multiple colors, and wool blocks. As for entities, cat collars, dog collars, specklikes, shulkers, and item entities of all of the above blocks are valid.
Vision Purification (dye → vector)
Translates a dye color into a vector, where each component is from 0 to 1 and represents the red, green, and blueness of the dye respectively.
Magic Missile (vector, vector →)
Conjures a small silver of amethyst that always deals a full heart of damage and forces the target backwards. Costs about one Amethyst Dust.
The projectile has a few interesting properties. It automatically disappears after roughly ten seconds or shatters upon hitting an entity or block. It pierces all forms of armor and protection. It is also unaffected by gravity and water drag.
A weak but enchanting sparkling projectile.
The conjuration location is quite esoteric: no wonder most Hexcasters conjure it in front of them. The basic gist is a vector, where my head's position is the origin, my facing is the Z+ axis, the vector pointing up from my head is the Y+ axis, and the vector from my head pointing rightwards is the X+ axis. For basic purposes, the zero vector conjures it inside my head and a vector resembling (0, 0, n) conjures it n blocks in front of me.
Like how I can manipulate dyes with patterns, I can also manipulate pigments. I can even store multiple of them and have my hexes randomly choose one to give me for example.
Pigment Purification (dye/entity → pigment)
Takes a colored dye iota and transforms it into a pigment, takes a player and returns their pigment, or takes an item containing a pigment and returns its pigment.
Pigment Exaltation (pigment, vec, num → vec)
Samples the pigment at a certain place and time as a vector, where each component is from 0 to 1 and represents the red, green, and blueness respectively.
Internalize Pigment II (pigment →)
Internalizes a pigment iota.
Prestidigitation (entity/vector →)
Causes a small magical effect on the block or entity, usually not too distinct from the original nature or function of the block or entity. Costs about a tenth of one Amethyst Dust.
This spell differs from all others I've seen. Rather than a single specific effect, this spell seems to combine dozens of small effects into a single spell. It targets a vast array of blocks and entities, and I am constantly finding uses for it. I have documented them on the following pages. I can think of it as general basic magic tricks.
Alteration Purification (entity/vector → boolean)
Pushes whether an entity or location is able to be manipulated with Prestidigitation.
I've compiled all of its recorded uses from my notes: opens and close fence gates, trapdoors, and doors of all materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fire and soul fire; lights and extinguishes candles and campfires; rings bells; strips wood; carves pumpkins; makes a note block play its sound; triggers dispensers and droppers; dries mud into clay; turns most soil blocks into path blocks and path blocks into tilled soil...
toggles Redstone lamps; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors, ignites and deprimes TNT and creepers; shear sheep; give and take arms from armor stands; makes squid squirt ink; makes pandas sneeze; removes the helmet of a snow golem; make pufferfish instantly swell up; take honeycomb from beehives and nests, and activates some kind of "great work" whatever that is.
I can perform the standard magic trick of vanishing an item and bringing it back. The item hides in the wristpocket, where I can use media to manipulate it. The wristpocketed item stays with me even after death and I can recall it once I can cast again.
Because making something disappear isn't enough; you have to bring it back.
Wristpocket
This spell vanishes the stack of items in my other hand, or conjures it back, swapping if my other hand is holding something. Costs about a eighth of one Amethyst Dust.
Pocket Reflection (→ identifier/null)
Returns the identifier of the item in my wristpocket, or Null if it is empty.
Pocket Reflection II (→ number)
Returns how many items I have in my wristpocket, or 0 if it is empty.
Sleight (item entity/vector →)
Performs an act of magical sleight of hand to steal items into my wristpocket or expel my wristpocket back into the world. Costs about a fourth of one Amethyst Dust.
If taking a vector, it conjures my wristpocketed item at that vector.
If taking an item entity, if my wristpocket is empty, it is pulled into my wristpocket. If my wristpocket is not empty, the items are swapped.
If your sleight of hand causes you to break eye contact with your audience, it is too advanced for your skill level.
Mage Hand (entity/vector →)
Conjures a magical hand that uses my wristpocketed item to interact with the world. If my wristpocket is empty, acts as though I had interacted with the world.
If taking an entity, interacts with the entity with the item.
If taking a vector, interacts with the block with the item.
A spectral, floating hand appears at a point you choose within range.
Mage Mouth
Makes me eat my wristpocketed item, nourishing me or applying potions to me. Costs about one Amethyst Dust and mishaps if the item is not edible.
Regardless of the time required to usually eat the item, its special effects, my own dietary restrictions, cooldowns on eating the item, or if I'm full, this spell makes me consume it instantly.
Let food be thy medicine and medicine be thy food.
I can conjure an image of an iota into the world, called a speck. Nature allows me to customize them quite extensively, altering their size, thickness of stroke, and more. They also take on my pigment color. Once they are in the world, I can move, rotate, and otherwise alter them for free, regardless of range.
Conjure Speck (any, vector, vector → entity)
Conjures a speck with the iota, position, and rotation. Costs a negligible amount of media. Pushes the speck iota to the stack.
Move Speck (speck entity, vector →)
Moves a speck entity to the position.
Rotate Speck (speck entity, vector →)
Rotates a speck entity to face the vector.
Roll Speck (speck entity, number →)
Accepts a number between 0 and 1, representing a fraction of a full rotation, and rotates the speck's image by that amount.
Alter Speck (speck entity, any →)
Changes the speck's iota.
Time Speck (speck entity, number →)
Commands the speck to disappear after that many twentieths of a second.
Resize Speck (speck entity, number →)
Scales the speck, can range from 0 to 10. Represents size in blocks and is zero by default.
Thicken Speck (speck entity, number →)
Changes the stroke thickness of a pattern speck, can range from 0 to 10. Represents twentieths of a block, and is zero by default.
Paint Speck (speck entity, pigment →)
Splashes a pigment iota onto the speck, changing its color after creation.
Dismiss Speck (speck entity →)
Forces a speck to disappear.
Zone Dstl.: Specklike (vector, number → list of entities)
Returns specks similarly to other zone distillation patterns.
Autograph
Permanently autographs the item in my offhand with my name and pigment. Free and can only be done with my staff, as a proof of care.
An autographed item holds a list of the names people who have casted this spell on it, in order and in shimmering pigmented text. It becomes unstackable with unautographed items, even of the same type, and the same person can sign it multiple times. It may be used as a secure method of ensuring an item was approved of by a person.
I disagree strongly with whatever work this quote is attached to.
Conjure Hexburst (vector, any →)
Conjures a Hexburst at the location with the given iota. Costs about one Amethyst Dust and is subject to the Transgress Others mishap.
Hexbursts are edible items created by taking an iota and wrapping media around it, over and over until it gains size. When eaten, a Hexburst instantly adds its iota to the consumer's stack. I shall find this property considerably useful if I ever want to trade my entity reference. Should my stack have an unclosed Introspection, it pushes it into the forming list.
Conjure Hextito (vector, list of patterns →)
Conjures a Hextito at the location with the given Hex. Costs about two Amethyst Dust and is subject to the Transgress Others mishap.
Hextitos are triangular crunchy snacks I can conjure. When consumed, the consumer immediately casts its Hex, using their staff's stack unlike a regular casting device. I shall find them useful to make simple actions like raycasts or to give out limited uses of a Hex I have designed. If a consumer's stack has an unclosed Introspection, it will not cast, making it quite safe to hand out.
Conjure Fireball (vector →)
Conjures an explosive fireball that can be punched and damages blocks and leaves an entity reference at the top of the stack. Costs about three Amethyst Dust.
The conjured fireball simply hangs in the air. It must be propelled via punching it or Impulse. It can also be deflected via similar methods.
A fiery, explosive projectile.
Spit (vector →)
Conjures a sticky low-damaging projectile. Costs about a fourth of one Amethyst Dust.
The projectile does not have any velocity of its own when conjured and moves only due to gravity unless affected by Impulse. Its damage is negligible and likely unsuited for any combat but it is cheap...
A projectile that explodes into a sticky mess.
Gasp (entity →)
Instantly replenishes a creature's air bubbles. Costs about one Amethyst Dust.
Regardless of amount of breath restored, this spell costs exactly one dust so I should ideally wait as long as I safely can before casting this spell. I will find it useful while diving, being teleported into a block, or even keeping sea creatures alive on land.
The best way to observe a fish is to become a fish.
Myodesopsia (list of patterns →)
Conjures a swirl of patterns around me that I and nearby players can see, using the patterns from the list. Free.
These patterns are similar to the "floaters" that appear when I cast using other methods. I can imagine this spell as conjuring what would have appeared had I casted the list. Interestingly, each pattern shows up exactly once no matter how many times it appears in the list.
Conjure Compass (vector, vector →)
Conjures a Conjured Compass at the location pointing towards the second vector, linked to the current dimension. Costs about three Amethyst Dust.
If read with Scribe's Reflection, it returns a unit vector pointing towards the location inside it. In other dimensions, the Compass spins erratically and reading it yields only Null. Once I am done with a Compass, I can eat it as a light snack.
Aye, the compass doesn't point North. But we're not trying to find North, are we?
I hear rumors of a sorcerer illager that can summon fangs from the ground. While I find it hard to believe that villagers can shift media, I have taken inspiration from those myths and created this spell that brings forth spikes from the ground to skewer targets.
Conjure Spike (vector, vector, number →)
Takes a non-air position, an axis vector, and a delay in seconds up to ten seconds long and conjures a spike at that location. Costs about one Amethyst Shard.
Each spike takes about a half second to strike and deal a hefty three full hearts of damage before slowly sinking back into the ground. If I cast this spell where a spike has not yet disappeared, it will do nothing. Spikes will also throw back targets in the direction they were conjured.
Tchotchkes are not unlike Cyphers. They have an internal media reservior and break when they run out, unable to take from my inventory. They can not be recharged or reprogrammed, and Erase Item simply destroys it. Its advantages lay in its conjurability and input interception.
When I Attack/Destroy or Use Item/Place Block while holding a Tchotchke, it intercepts my input, preventing me from interacting with the world. After a number of inputs corresponding to the "rank" I assigned at conjuration, it casts the Hex I gave it, starting the stack with a list of false and true iotas, corresponding to Attack/Destroy or Use Item/Place Block respectively. If I pause for too long, the current "cast" fizzles out.
Conjure Tchotchke (vec, num, num, list →)
Conjures a Tchotchke at the location with the amount of media, rank, and Hex. Costs about one Charged Amethyst and the media used for the battery.
I find ancient Hexcasters to be quite fond of these due to their versatility and the ability to conjure them as needed. Tchotchkes also feature an iota storage that can only be edited from the tchotchke itself, allowing each tchotchke to essentially act as a fully-contained magical trinket.
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
Tchotchke Gambit (any →)
Writes an iota to the Tchotchke's inner iota storage, which can be read back on future casts. Subject to the Transgress Others mishap and unreadable from any external source.
Tchotchke Reflection (→ any)
Pushes the iota from the Tchotchke's inner iota storage.
When the media courses through the boundaries of a circle, it saturates the domain inside with media, allowing far greater magical effects and flexibility of media manipulation than I am used to. The following are some spells which rely on that increased density of media and are to only be cast by an impetus.
Displace (entity, vector →)
Teleports an entity within the circle to any other point inside within the same circle. Unlike Greater Teleport, this spell takes in world coordinates rather than an offset. Free.
Media is the energy of thought, so it stands to reason that I should be able to simply think magic into existence rather than waving around a Staff. After all, I have roughly two chunks' worth of Charged Amethyst in me at my prime, double that of my Staff. While I can not yet shift arbitrary effects into reality, I can bring it forth a prepared Hex with a mere gesture, taking media from my inventory.
Inculcate (list of patterns →)
Etches a Hex, allowing me to cast it by holding Evoke for one second. Costs about one Charged Amethyst.
Anthony thought at it, and it turned a flip-flop on the grass, and lay trembling, its eyes gleaming in small black terror.
Evoker Reflection (→ number)
Pushes how long since a player has been evoking. Is -1 if they are not currently evoking.
The ancient texts I have learned this technique from reveals many other interesting trifles: Hexcasters used to perform evocation without any a Hex, as a greeting or group ritual by waving their arms and chanting in unison. Experiments have also been done to see if a villager could be granted the ability to shift media but the results of those experiments were either never documented or have been lost to time.
I have stumbled across some spells related to pyrotechnics. The media hums quite festively around the patterns, as if they were once used for grand celebrations, although I shudder to imagine how effective they'd be as a weaponized projectile.
You don’t need to say anything. Just watch the fireworks.
Simulate Firework (vector, vector, number →)
Analyzes the Firework Star in my other hand and conjures a firework of that star, with the position, velocity, and gunpowder amount specified. Costs about one Amethyst Shard.
Conjure Firework (vec, vec, num, num, list of dyes, list of dyes, bool, bool →)
Conjures a firework of my exact specifications. It may be one of the most complex spells in existence. Costs equivalently to the other firework spell.
Basic Theory
The first two parameters of the spell are simple position and velocity. The third parameter dictates flight duration as a number from 1 to 3. I can imagine it as being the amount of Gunpowder I would add to a firework rocket.
The remaining parameters can be imagined as specifications for a virtual firework star.
Shape
The fourth parameter controls the shape of the explosion, based off a number 0 to 3.
- 0 is a simple, small ball-shaped explosion.
- 1 is a large ball-shaped explosion.
- 2 is a star-shaped explosion.
- 3 is a large creeper face-shaped explosion.
Colors
The fifth and sixth parameters are lists of dyes. The first list controls the colors of the firework's initial burst, while the second controls the colors that the first particles fade into. There must be at least one dye specified for the first list, but the second list can be empty if I do not want any colors to fade into.
Special Effects
The seventh parameter controls whether the particles of the firework flicker, as if adding glowstone to the virtual Firework Star.
The eighth parameter controls whether the particles of the firework leave trails, as if adding a diamond to the virtual Firework Star.
These spells revolve around manipulating my light receptors, allowing me to alter my vision for utility and fun. These spells break upon death or me leaving this world and returning at a later date.
You sense that something is off. You feel in harmony with the magic. Maan, that color smells interesting. Usual concepts don't apply.
Clear Vision
Breaks any shader spell currently applied to me. Useful for "bleaching" my eyes after too much experimentation.
Pierce Darkness
Greatly augments my ability to see in the dark, although the light resultingly becomes extremely blinding.
Visualize Forms
Transforms the world into a thin outline of black and white. Possibly useful for identifying subtle contrasts.
Broadcast Vision
Alters my vision to contain strange lines and make objects towards the center of my vision bulge "towards" me. Seems to be in reference to something...
Split Vision
Splits my vision into multiple sections, similar to what a spider might see. I am unsure whether it actually grants me more vision...