#Spell Gallery

26 messages · Page 1 of 1 (latest)

errant shale
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This is going to be a sort of personal spell gallery of spells I've created and or will create, both for people to refer back to if they're curious and for my own record.

cunning fjord
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Noice

errant shale
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Number 1 Spell is from the wiki but it is
Ray aoe Xn followed by a blink glyph. The amount of aoe depends on your spellbook and how far you want the ray to go
Xn is how many times you repeat the aoe glyph

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Number 2 Spell again from the wiki but
projectile accelerate hex harm delay harm delay harm delay harm delay harm delay harm delay harm delay harm delay harm
Magic Missile essentially, the number of harm and delay 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

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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 cut and delay 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
projectile accelerate cut delay cut delay cut delay cut delay cut delay cut delay cut delay cut delay cut

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Number 4 Spell is an escape spell. Might be from wiki I don't remember but it is as follows
self summon_decoy extend_time extend_time extend_time extend_time blink amplify amplify amplify invisibility extend_time extend_time extend_time extend_time extend_time extend_time extend_time extend_time extend_time
Houdini is what I call it XD. Obviously the extend_time and amplify 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.

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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:
projectile pierce pierce pierce break extract aoe aoe aoe aoe aoe aoe pierce pierce pierce pierce pierce pierce pierce pickup
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 shapers_focus 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.

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Number 6 Spell I know is from the wiki but it's modified a bit
touch place_block grow grow grow grow fell aoe aoe aoe aoe pickup
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

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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 burst sensitive aoe aoe aoe aoe aoe aoe aoe conjure terrain break pickup
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

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Number 8 Spell is for use with a turret again and is for the specific use case mentioned in 7
projectile rune sensitive pickup reset toss amplify amplify amplify amplify
The amplify's can be modified to determine how many stacks of items are thrown at a time
It's called yeetus the items

slow pewter
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What's the Wiki link?

cunning fjord
errant shale
errant shale
errant shale
errant shale
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Warning there is a tiny bit of lag when it hits

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1 cast goes 11 by 11 by 127

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Scratch that it won't break ATM ore or stronger but everything else it will so far

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3 Amplifies break ATM ore, by that logic 4 should break Vibranium and 5 should break Unobtanium

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Yes

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So new spell is
projectile pierce pierce pierce break amplify amplify amplify amplify amplify extract aoe aoe aoe aoe aoe aoe aoe aoe aoe aoe pierce X27 pickup
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

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Or if you want to justify the glyph not being there you can add an accelerate right after projectile

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I'm sure it could also be modified to not hit as far but have "fortune" on it hmn

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I might try that now to reduce a step cuz atm I'm having to mine the ores after placing them back down

errant shale
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So for a 16 by 16 one would need 15 aoe's