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.
A Scarab Beetle is an adorable little amulet that is highly sensitive to media. When activated, they can intercept patterns rejected by Nature.
Specifically anything connected to my person casts a pattern that has no meaning to Nature, the scarab steps in and prevents the mishap.
Whatever. Go my scarab.
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I can instruct my scarab how to judge these "illegal" patterns and how to replace it with a different set of patterns instead. This allows me to make new patterns that work seamlessly for only me, even in casting devices.
Teaching them involves Scribe's Gambit to teach a Hex to them. While scarabs proudly display their learned Hex, they resist mind-reading from Scribe's Reflection. Teaching them new instructions requires asking them to forget first.
When an illegal pattern is cast, an active scarab will push the rejected pattern to the stack rather than allowing a mishap. It will then cast its learned Hex before allowing the remainder of the original Hex to continue.
The power scarabs allow is to create my own patterns that will work seamlessly in my Staff or casting devices I wield.
I shall find these patterns concerning the meta-manipulation of patterns useful if I want to implement advanced processing. I could theoretically create entire infinite families of patterns, similar to the number literals and Bookkeeper's Gambits.
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.
I can weave Amethyst into any ordinary rug to create this wonderfully comfy rug. Stepping on the carpet, I can feel the media coursing under my feet. It feels disorienting but surprisingly puts me at peace.
I feel very inspired, as if I were wearing a Scrying Lens although weaker. My Hexcasting vision seems to have been expanded.
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Why is the red carpet red? It can be any color.
When ignited for the first time, either magically or with a Flint and Steel, these delightful little candles have pale white flames. They also seem to not extinguish when flooded. 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 melt down all my Amethyst in this little jar! Unfortunately, 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 were able to bottle up liquid media in some kind of flask to use in their Hexes. However, this Media Jar also has some fascinating properties for recycling media.
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There, sure enough, she saw the faint translucent outline of something aboout the size of a hen's egg. There was just a touch of color in it, a pale sea-green, soft and shimmering and very beautiful.
I can dunk items into the liquid in order to imbue the item with pure media. The media seeps into the item and alters it in a variety of surprising and unpredictable ways.
I can only imagine what would happen if I were to ingest such a concentrated form of media.
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Make Gold

Costs 5.0 dust
Transforms copper ingots to gold.
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Weave Thought-Knot

Costs 0.9 dust
Crafts Thought-Knots by submerging String in a large volume of media rather than brushing an Amethyst Dust on it. A slightly more efficient recipe.
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Release Memory

Yields 0.5 dust
Sucks the media out of a Thought-Knot. Loses media compared to the crafting recipe, but useful for recycling the little bit of media.
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Sadden Obsidian

Costs 5.0 dust
Infuses Obsidian with media which leaks out of it, giving it a distinctive crying appearance.
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Calm Obsidian

Yields 2.0 dust
Returns the media from Crying Obsidian.
Therapy! :D
With Hexes casting Hexes, it is easy to lose track of my patterns and Nature is all too happy to punish my carelessness. Hexcasters of old had a device they called an Error Media Log that recorded the last few patterns cast even by other patterns, the last mishap, and the stack right before mishap in order to help them track down their errors. All Media Logs share the same memory.
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Sneak-Use Item/Place Blocking clears the Media Log and starts recording until the next mishap.
Now you may only see a pile of receipts, but I see a story. I can see where this story is going. It does not look good.
There is an long-extinct family of flowers called Periwinkles. In addition to looking pretty, they have great calming abilities; ancient Hexcasters used them to cope with the great horrors that comes with the Art.
A special flower for a special person.
Periwinkle Reflection (→ identifier)
Fortunately all is not lost. I have found this identifier by a group of botanist Hexcasters. I believe there may be a spell to allow me to bring back these flowers.
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Once I have recovered some, I can craft the flowers into a Lei! The Lei gives a small boost to my Hexcasting reach, not unlike a Scrying Lens although without the same ability to perceive extra information.
When worn, it prevents Nature from claiming my life as payment for Hexes.
Unlike other armor, a Lei can be placed on other players if they are not currently wearing anything! Ancient Hexcasters did this as a sign of endearment and affection due to the Lei's protective and calming abilities, as well as the rarity of obtaining the flowers.
These Potions let me forget some of the eldritch knowledge Hexcasting provides. A base dose removes my ability to trade my own life for media, useful if I do not want to be carried off from a mere miscalculation. Higher potencies remove the ability to cast great spells entirely, possibly useful as an offensive tool.
It is unseen.
I can brew one by boiling a Periwinkle into a simple Awkward Potion. Glowstone Dust and Redstone Dust have their standard amplifying and lengthening effects, as with most potions.
The Lodestone inside seems to make this block and the entities shoved in it always within my Hexes' ambit, although I prefer to believe the Wool invites my Sentinel. Cats seem to find it cozy too, like a lit furnace or a bed.
I hear rumors of ancient Hexcasters using this as some kind of iota storage from any range but I struggle to imagine how.
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A comfy bed for my sentinel, it always seems eager to return to it.
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.
Using precise manipulation of media, I can magically etch my signature onto any item! It must be done with my Staff as proof of intentionality.
An autographed item proudly displays every autographer's name in shimmering Pigment.
I disagree strongly with whatever work this quote is attached to.
Autograph
Autographs the item in my offhand with my name and Pigment. Autographing an item with my name already on it moves my name to the top of the list.
Because an autograph is strongly imprinted on an item, Erase Item is insufficient to remove it; a specialized spell is required to extripate autographs.
However, a spell capable of doing by its very nature will also destroy a Focus's contents or a casting device's Hex and media. Perhaps that is for the better—my autographed Hexcasting gifts can be uniquely assured to be untampered.
Unautograph
A more destructive form of Erase Item, capable of burning off autographs. Costs about one Amethyst Dust similar to Erase Item.
Authenticator's Dstl. (item stack, entity → boolean)
Pushes whether a given player has signed a given item stack.
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 first vector is conjuration location and 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.
The second vector is velocity and thankfully much less complicated. It is a simple offset vector, similar to the one that Impulse takes in. Unlike Impulse though, this vector can be of arbitrary magnitude without incurring additional costs.
Unlike Arrows though, Magic Missiles will not increase in damage simply by travelling faster. They also apply an odd knockback effect that ignores the entity's mass or the projectile's speed.
Like how I can manipulate dyes with Hexcasting, 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 given a vector, it conjures my wristpocketed item at that vector. If given an item entity, my wristpocket either pulls in or swaps with the item, depending on whether it is empty.
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 →)
Projects my mind's hand forward to use my wristpocketed item and interact with the world. If my wristpocket is empty, acts as though a plain hand had reached out. Costs about one Amethyst Dust.
If given an entity, it interacts with the entity using the wristpocketed item. If given a vector, it interacts with the block or space with the item. Because it's my mind's hand, it will not work for casting methods not attached to a player.
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.
Confetti (vector, number/vector →)
Creates a loud bang similar to that of Fireworks and a burst of colorful particles, either in a direction or in a radial blast. Costs about half of one Amethyst Dust.
The particles are harmless and flutter through the air for quite long until they reach the ground. The first vector is a position and the second controls direction. If it is a number, it indicates speed to explode in in all directions; a vector makes the particles tend towards the given direction. Both the number and the vector's magnitude may not exceed 2.
The rest is confetti.
Sparkle (vector, vector, number →)
Produces a small sparkling particle of my desired position, color, and lifespan. Costs a negligible amount of media.
The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the sparkle should remain in twentieths of a second, up to five seconds.
All that glitters is not gold.
Ping Block (vector, vector, number →)
Concentrates a little cube of media to be visible to the naked eye, useful for highlighting things to me and those around me. Costs a negligible amount of media.
The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the ping should remain in twentieths of a second, up to ten seconds.
LOOK AT THIS
Deposit (item entity, vector, vector →)
Takes an item entity, an inventory location, and an axis vector. Inserts the item through that side if possible. Costs about one Amethyst Dust.
If the block is not an inventory, the block is full, or the item can not be inserted for any other reason, nothing happens. Items that overflow the inventory are simply left in the original item entity.
Upon request, I can also perform a hug.
Withdraw (vector, vector, vector → item entity | null)
Takes a spawning vector, an inventory location, and an axis vector. Extracts a single item from that side into the location and pushes it. Costs about one Amethyst Dust.
If no item could be extracted, the spell pushes Null. Only one item will be extracted at a time similar to a hopper.
Upon request, I can also perform a hug.
Dispense (item entity, vector, vector →)
Takes an item entity, a position, and an axis vector and dispenses the item. For most applications, costs about half of one Amethyst Dust.
More specifically, this spell acts as though a dispenser suddenly appears with the item loaded and fires the dispenser.
If this spell is used for any type of Arrow, the price increases to a full Charged Amethyst. I wonder why Nature would have such an adverse reaction to this specific application. Perhaps I would be too powerful?
Upon request, I can also perform a hug.
Cut Stone (item entity, identifier →)
Takes an item entity and a target item identifier, and cuts the item into the shape of the target. Costs about an eighth of one Amethyst Dust.
The target item must be one that is possible to make from the item entity in a stone-cutter.
I saw the angel in the marble and carved until I set him free.
Crack Device
When casted on a casting device without a Hex, cracks it. Cracked casting devices proudly display their Hexes. Costs about one Charged Amethyst.
This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the Hex before my eyes and brain filled with media.
Nowadays time runs by electricity and vibrating crystals of quarts and goodness know what else..
- clearly a reference to Amethyst.
Construct (identifier, vec, vec, vec →)
Places a specific type of block from my inventory at a position, orientation, and horizontal orientation. Costs about one-fourth of one Amethyst Dust.
The orientation is an axis vector representing the direction I would face when placing the block. For blocks like doors and stairs, orientation should be either up or down and horizontal orientation determines direction.
In the psychology of the modern civilized human being, it is difficult to overstate the significance of the house.
Conjure Flower (vector, identifer →)
Conjures a flower of my choosing at a location. I must have identified this flower at some point before. Costs about a quarter of an Amethyst Dust.
The block under the target position must have a flat top surface to allow rooting. It does not necessarily need to be able to support the flower naturally, although any little movement may cause the flower to break if conjured on an incompatible block. Alternatively, the spell will fill a flower pot if possible.
There was a fool who praised me for the magic I acquired. That's all.
Illuminate (vector, number →)
Conjures a completely invisible light with illumination strength of my choosing at a location. Costs about a quarter of an Amethyst Dust.
The block that it is into must be empty or extremely weak. The illumination strength can be a number between 1 and 15, inclusive. If I target a space where a light already exists, the spell is free and particleless.
The light blinds us. It is only in the dark that we see clearly.
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.
Squawk (vector, identifier →)
Emits a sound associated with a mob near a location, as though a parrot had imitated that mob. Costs about a half of an Amethyst Dust.
This spell does nothing but still consumes my media if a parrot can not replicate the sound.
I can already imagine this spell's use for playing practical jokes on my friends and enemies. Perhaps Nature does permit me to have fun occasionally with my Hexes.
Hisss...
While conjuring projectiles from pure media manipulation would be prohibitively expensive, Nature offers a set of cheaper spells for some projectiles.
These spells push the conjured entity to the stack, which I must manually propel in my desired direction.
Can I offer you a nice egg in this trying time?
Conjure Egg (vector → entity)
Conjures an egg. May be fertile. Costs about two Amethyst Dust.
Conjure Spit (vector → entity)
Conjures a sticky low-damaging projectile. Costs about a fourth of one Amethyst Dust.
Conjure Snowball (vector → entity)
Conjures a harmless snowball. Costs about half of an Amethyst Dust.
Conjure Fireball (vector → entity)
Conjures an explosive fireball that can be percussively propelled. Costs about three Amethyst Dust.
There exist other spells too complex to be given justice in this chapter—I have dedicated other chapters to them.
Magic Missile is a standard quick and versatile spear of amethyst that can be produced and fired at arbitrary speed.
I can also utilize fireworks for battle.
Finally, a certain spell allows the ability to fire potions and arrows.
Ancient Hexcasters seem to have devised spells to conjure a multitude of items, to both further their Art and to convenience their collaboration. I can only link these items together by their being vaguely edible.
What nicer thing can you do for somebody than make them breakfast?
Hex Gummy (vector →)
Conjures a Hex Gummy: a delightful light snack that also provides about a tenth of an Amethyst Dust's worth of media. Costs about one Amethyst Dust.
Conjure Hexburst (vector, any →)
Conjures a Hexburst of the given iota at the location. 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 of the given Hex at the location. 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 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. It then casts the Hex I gave it, starting the stack with either false or true, corresponding to Attack/Destroy or Use Item/Place Block respectively.
Conjure Tchotchke (vec, num, num, list →)
Conjures a Tchotchke at the location with the amount of media 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.
Evocation Reflection (→ list of patterns)
Pushes the Hex etched into my mind.
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.
Of all the spells I have recorded, I have never met one as strange as this. How does someone even begin to draw this?
Summon? (vector → entity)
Judging by the pattern signature, I can only imagine that it summons something.
A bit of sentinel theory: a Sentinel is metaphysically-detached shard of my Self. I can banish, query, and summon it via link but each interaction requires a bit of media to facilitate the "handshake". I can give even more of my Self, essentially creating a separate yet near-equally conscious fragment that can cast Hexes beyond my regular reach and even "walk".
Lesser Sentinels are a more diminutive construction: little more than a tagged pocket of media blessed with a whisper of my Self. They are just enough to hold their ground where deployed and to be visible to me.
Due to their lesser sentience, I can establish connections, reposition, banish, and bring forth more of them with ease. I can only have one Sentinel out at once; I can have a virtually endless number of Lesser Sentinels.
Deploy Sentinels (list of vectors →)
Dismisses any existing Lesser Sentinels and deploys a Lesser Sentinel at every position in the list.
Infiltration Reflection (→ list of vectors)
Returns a list of vectors corresponding to the positions of all my Lesser Sentinels.
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...