#Spell Gallery
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Noice
Number 1 Spell is from the wiki but it is
Ray
Xn followed by a
glyph. The amount of
depends on your spellbook and how far you want the ray to go
Xn is how many times you repeat the
glyph
Number 2 Spell again from the wiki but

Magic Missile essentially, the number of
and
can very based upon the spellbook and glyph slots you have. The accelerate makes the projectile go vroom and the hex makes the following harms more efficient
Number 3 Spell is a different version of the above Magic Missle and I just call it Arcane Slice, it replaces harm with cut in order to save on mana and doesn't have the hex. It also depends on your spellbook for the
and
glyphs. You could also modify the accelerate if you want it to go even faster. This is a spell that is easily chain castable with relatively simple equipment. If you have some rings of greater discount the spell can even end up free

Number 4 Spell is an escape spell. Might be from wiki I don't remember but it is as follows

Houdini is what I call it XD. Obviously the
and
glyphs can be changed up depending on your spell book and what you want to have happen but the core is that it summons a decoy, blinks you away and turns you invisible.
Number 5 Spell is a mining spell. It is far more freely customizable than the others, it just depends on what radius you want it to have and how deep etc. What I currently have it set to is as follows:

The reason extract is there is due to the fact that it works as silk touch and means that you can go back later with your fortune pickaxe and get more from it without having to compromise on the distance the spell gets. You can switch it out to not have that however I wouldn't recommend it honestly. Now this one is a heavy beast on mana so perhaps a jar of voiding set to anything you don't want like dirt, stone, deepslate, etc would be a good idea that way you can keep doing it. You can also pair it with a
and a spell prism to make it a straight shot that will pick up all the blocks as long as they are in render distance. That is actually the biggest issue I've had with this spell when chain casting it at a spell prism. That and if there are ores in the way from another mod that have a higher toughness they won't be broken and you'll have to travel to break them.
Number 6 Spell I know is from the wiki but it's modified a bit

The aoe's and grows can be modified as needed. Aoe's will affect radius of the fell and the grows will effect the "bonemeal growth"
Tree Go Vroom is what I call it though it's not it's "official" name
Number 7 Spell is for use with a spell turret and mass generating dirt blocks if you need them for a project or a specific use case
Ray
conjure terrain

Adjust the aoe's to adjust how much the radius of the burst sphere is. This can also be used as a damage spell if you want to modify it.
I call it Terrain manipulation
Number 8 Spell is for use with a turret again and is for the specific use case mentioned in 7

The amplify's can be modified to determine how many stacks of items are thrown at a time
It's called yeetus the items
What's the Wiki link?
That would likely be ars.guide
Yep
Also btw figured out that the config and All the arcanist gear does stack it seems
New version of the spell with 50 possible glyphs is as follows:
x37 
Next version that is more balanced between aoe and pierce
X10
X31 
The
's are so that you break stronger blocks
Warning there is a tiny bit of lag when it hits
1 cast goes 11 by 11 by 127
Scratch that it won't break ATM ore or stronger but everything else it will so far
3 Amplifies break ATM ore, by that logic 4 should break Vibranium and 5 should break Unobtanium
Yes
So new spell is
X27 
Now you can add an additional pierce if you want however then it is an even depth not an odd depth so for my own mental sake I didn't
Or if you want to justify the glyph not being there you can add an
right after 
I'm sure it could also be modified to not hit as far but have "fortune" on it hmn
I might try that now to reduce a step cuz atm I'm having to mine the ores after placing them back down
So for a 16 by 16 one would need 15 aoe's