Source: Hex Casting
I've started to understand how the old masters cast their Hexes! It's a bit complicated, but I'm sure I can figure it out. Let's see...
Source: Hex Casting
Casting a Hex is quite difficult-- no wonder this art was lost to time! I'll have to re-read my notes carefully.
I can start a Hex by pressing Use Item/Place Block with a Staff in my hand-- this will cause a hexagonal grid of dots to appear in front of me. Then I can click and drag from dot to dot to draw patterns in the media of the grid; finishing a pattern will run its corresponding action (more on that later).
Once I've drawn enough patterns to cast a spell, the grid will disappear as the media I've stored up is released. Holding Sneak while using my staff will also clear the grid.
So how do patterns work? In short:
Patterns will execute...
Actions, which manipulate...
The Stack, which is a list of...
Iotas, which are simply units of information.
First, patterns. These are essential-- they're what I use to manipulate the media around me. Certain patterns, when drawn, will cause actions to happen. Actions are what actually do the magic; all patterns influence media in particular ways, and when those influences end up doing something useful, we call it an action.
Media can be fickle: if I draw an invalid pattern, I'll get some garbage result somewhere on my stack (read on...)
An Example
It's interesting to note that the rotation of a pattern doesn't seem to matter at all. These two patterns both perform an action called Mind's Reflection, for example.
A Hex is cast by drawing (valid) actions in sequence. Each action might do one of a few things:
Gather some information about the environment, leaving it on the top of the stack;
manipulate the info gathered (e.g. adding two numbers); or
perform some magical effect, like summoning lightning or an explosion. (These actions are called "spells.")
When I start casting a Hex, it creates an empty stack. Actions manipulate the top of that stack.
For example, Mind's Reflection will create an iota representing me, the caster, and add it to the top of the stack. Compass Purification will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.
So, drawing those patterns in that order would result in an iota on the stack representing my position.
Iotas can represent things like myself or my position, but there are several other types I can manipulate with Actions. Here's a comprehensive list:
Numbers (which some legends called "doubles");
Vectors, a collection of three numbers representing a position, movement, or direction in the world;
Booleans or "bools" for short, representing an abstract True or False,
Entities, like myself, chickens, and minecarts;
Influences, peculiar types of iota that seem to represent abstract ideas;
Patterns themselves, used for crafting magic items and truly mind-boggling feats like spells that cast other spells; and
A list of several of the above, gathered into a single iota.
Of course, there's no such thing as a free lunch. All spells, and certain other actions, require media as payment.
The best I can figure, a Hex is a little bit like a plan of action presented to Nature-- in this analogy, the media is used to provide the arguments to back it up, so Nature will accept your plan and carry it out.
That aside, it doesn't seem like anyone has done much research on exactly how much any particular piece of amethyst is valued. The best I can tell, an Amethyst Shard is worth about five pieces of Amethyst Dust, and a Charged Amethyst Crystal is worth about ten.
Strangely enough, it seems like no other form of amethyst is suitable to be used in the casting of a Hex. I suspect that whole blocks or crystals are too solid to be easily unraveled into media.
It's also worth noting that each action will consume the media it needs immediately, rather than all at once when the Hex finishes. Also, an action will always consume entire items-- an action that only requires one Amethyst Dust's worth of media will consume an entire Charged Amethyst Crystal, if that's all that's present in my inventory.
Thus, it might be a good idea to bring dust for spellcasting too-- waste not, want not...
I should also be careful to make sure I actually have enough Amethyst in my inventory-- some old texts say that Nature is happy to use one's own mind as payment instead. They describe the feeling as awful but strangely euphoric, "[...] an effervescent dissolution into light and energy..." Perhaps that's why all the old practitioners of the art went mad. I can't imagine burning pieces of my mind for power is healthy.
Maybe something's changed, though. In my experiments, I've never managed to do it; if I run out of media, the spell will simply fail to cast, as if some barrier is blocking it from harming me.
It would be interesting to get to the bottom of that mystery, but for now I suppose it'll keep me safe.
I have also found an amusing tidbit on why so many practitioners of magic in general seem to go mad, which I may like as some light and flavorful reading not canonical to my world.
Content Warning: some body horror and suggestive elements.
Finally, it seems spells have a maximum range of influence, about 32 blocks from my position. Trying to affect anything outside of that will cause the spell to fail.
Despite this, if I have a player's reference, I can affect them from anywhere. This only applies to affecting them directly, though; I cannot use this to affect the world around them if they're outside of my range.
I ought to be careful when giving out a reference like that. While friendly Hexcasters could use them to great effect and utility, I shudder to think of what someone malicious might do with this.
Source: Hex Casting
It seems I will need to be adroit with vectors if I am to get anywhere in my studies. I have compiled some resources here on vectors if I find I do not know how to work with them.
First off, an enlightening video on the topic.
Additionally, it seems that the mages who manipulated Psi energy (the so-called "spellslingers"), despite their poor naming sense, had some quite-effective lessons on vectors to teach their acolytes. I've taken the liberty of linking to one of their texts on the next page.
They seem to have used different language for their spellcasting:
A "Spell Piece" was their name for an action;
a "Trick" was their name for a spell; and
an "Operator" was their name for a non-spell action.
Link here.
Source: Hex Casting
Unfortunately, I am not (yet) a perfect being. I make mistakes from time to time in my study and casting of Hexes; for example, misdrawing a pattern, or trying to an invoke an action with the wrong iotas. And Nature usually doesn't look too kindly on my mistakes-- causing what is called a mishap.
A pattern that causes a mishap will glow red in my grid. Depending on the type of mistake, I can also expect a certain deleterious effect and a spray of red and colorful sparks as the mishandled media curdles into light of a given color.
Fortunately, although the bad effects of mishaps are certainly annoying, none of them are especially destructive in the long term. Nothing better to do than dust myself off and try again ... but I should strive for better anyways.
Following is a list of mishaps I have compiled.
Invalid Pattern
The pattern drawn is not associated with any action.
Causes yellow sparks, and a Garbage will be pushed to the top of my stack.
Not Enough Iotas
The action required more iotas than were on the stack.
Causes light gray sparks, and as many Garbages as would be required to fill up the argument count will be pushed.
Too Many Iotas
I tried to cast a spell which exceeded the size limit of the stack.
Causes black sparks, and my entire stack will be replaced with a single Garbage.
Incorrect Iota
The action that was executed expected an iota of a certain type for an argument, but it got something invalid. If multiple iotas are invalid, the error message will only tell me about the error deepest in the stack.
Causes dark gray sparks, and the invalid iota will be replaced with Garbage.
Vector Out of Ambit
The action tried to affect the world at a point that was out of my range.
Causes magenta sparks, and the items in my hands will be yanked out and flung towards the offending location.
Entity Out of Ambit
The action tried to affect an entity that was out of my range.
Causes pink sparks, and the items in my hands will be yanked out and flung towards the offending entity.
Entity is Immune
The action tried to affect an entity that cannot be altered by it.
Causes blue sparks, and the items in my hands will be yanked out and flung towards the offending entity.
Mathematical Error
The action did something offensive to the laws of mathematics, such as dividing by zero.
Causes red sparks, pushes a Garbage to my stack, and my mind will be ablated, stealing half the vigor I have remaining. It seems that Nature takes offense to such operations, and divides me in retaliation.
Incorrect Item
The action requires some sort of item, but the item I supplied was not suitable.
Causes brown sparks. If the offending item was in my hand, it will be flung to the floor. If it was in entity form, it will be flung in the air.
Incorrect Block
The action requires some sort of block at a target location, but the block supplied was not suitable.
Causes bright green sparks, and causes an ephemeral explosion at the given location. The explosion doesn't seem to harm me, the world, or anything else though; it's just startling.
Hasty Retrospection
I attempted to draw Retrospection without first drawing Introspection.
Causes orange sparks, and pushes the pattern for Retrospection to the stack as a pattern iota.
Delve Too Deep
Evaluated too many spells with meta-evaluation from one spell.
Causes dark blue sparks, and chokes all the air out of me.
Transgress Other
I attempted to save a reference to another player to a permanent medium.
Causes black sparks, and robs me of my sight for approximately one minute.
Disallowed Action
I tried to cast an action that has been disallowed by a server administrator.
Causes black sparks.
Catastrophic Failure
A bug in the mod caused an iota of an invalid type or otherwise caused the spell to crash. Please open a bug report!
Causes black sparks.
Source: Caduceus
As with vectors for more mundane tasks, it seems I will need a deeper understanding of Jump iotas (also called continuations) if I am to make the most of my new discoveries. I have collected some "light reading material" on the topic.
First, an encyclopedia entry on the concept of "first-class continuations", the abstract concept embodied by Jump iotas. It also discusses the "call/cc" operator, which is roughly equivalent to Iris' Gambit.
Next, a blog post on "delimited continuations", with some concrete examples that may be feasible to rewrite as Hexes for practice. I may find this useful if I am having trouble understanding Thetis' Gambit and Arke's Gambit.
Finally, if I can overlook a bit of fourth-wall breaking, this document gives an overview of the specific techniques employed by Nature to interpret my Hexes.
Source: Caduceus
This section documents the mishaps that can occur when manipulating Jump iotas and using delimited jumps.
Uncontained Arke
I attempted to draw Arke's Gambit without wrapping it in Thetis' Gambit.
Source: Hex Casting
A Stack, also known as a "LIFO", is a concept borrowed from computer science. In short, it's a collection of things designed so that you can only interact with the most recently used thing.
Think of a stack of plates, where new plates are added to the top: if you want to interact with a plate halfway down the stack, you have to remove the plates above it in order to get ahold of it.
Because a stack is so simple, there's only so many things you can do with it:
Adding something to it, known formally as pushing,
Removing the last added element, known as popping, or
Examining or modifying the last added element, known as peeking.
We call the last-added element the "top" of the stack, in accordance with the dinner plate analogy.
As an example, if we push 1 to a stack, then push 2, then pop, the top of the stack is now 1.
Actions are (on the most part) restricted to interacting with the casting stack in these ways. They will pop some iotas they're interested in (known as "arguments" or "parameters"), process them, and push some number of results.
Of course, some actions (e.g. Mind's Reflection) might pop no arguments, and some actions (particularly spells) might push nothing afterwards.
Even more complicated actions can be expressed in terms of pushing, popping, and peeking. For example, Jester's Gambit swaps the top two items of the stack. This can be thought of as popping two items and pushing them in opposite order. For another, Gemini Decomposition duplicates the top of the stack-- in other words, it peeks the stack and pushes a copy of what it finds.
Source: Hex Casting
The names given to actions by the ancients were certainly peculiar, but I think there's a certain kind of logic to them.
There seem to be certain groups of actions with common names, named for the number of iotas they remove from and add to the stack.
A Reflection pops nothing and pushes one iota.
A Purification pops one and pushes one.
A Distillation pops two and pushes one.
An Exaltation pops three or more and pushes one.
A Decomposition pops one argument and pushes two.
A Disintegration pops one and pushes three or more.
Finally, a Gambit pushes or pops some other number (or rearranges the stack in some other manner).
Spells seem to be exempt from this nomenclature and are more or less named after what they do-- after all, why call it a Demoman's Gambit when you could just say Explosion?
Source: Hex Casting
Influences are ... strange, to say the least. Whereas most iotas seem to represent something about the world, influences represent something more... abstract, or formless.
For example, one influence I've named Null seems to represent nothing at all. It's created when there isn't a suitable answer to a question asked, such as an Archer's Distillation facing the sky.
In addition, I've discovered a curious quartet of influences I've named Consideration, Introspection, Retrospection, and Evanition. They seem to have properties of both patterns and other influences, yet act very differently. I can use these to add patterns to my stack as iotas, instead of matching them to actions. My notes on the subject are here.
Finally, there seems to be an infinite family of influences that just seem to be a tangled mess of media. I've named them Garbage, as they are completely useless. They seem to appear in my stack at various places in response to mishaps, and appear to my senses as a nonsense jumble.
Source: Hex Casting
I have discovered new and horrifying modes of failure. I must not succumb to them.
Inert Mindflay
Attempted to flay the mind of something that I have either already used, or of a character not suitable for the target block.
Causes dark green sparks, and kills the subject. If a villager sees that, I doubt they would look on it favorably.
Lack Spell Circle
Tried to cast an action requiring a spell circle without a spell circle.
Causes light blue sparks, and upends my inventory onto the ground.
Lack Akashic Record
Tried to access an Akashic Record at a location where there isn't one.
Causes purple sparks, and steals away some of my experience.
Source: Slate Works
During my grand awakening, there was a term that pounded within my head. Begging to be made and released. Locus.
After countless days of research within my libraries, and the knowledge I had gained during my awakening, I have discovered the meaning of Locus and Loci.
Summerized, loci is the plural form of locus, and a locus is a block that interacts with a Spell Circle in a unique way. Slates, however, do not count as loci. But, I may see loci as a "subset" of Slates.
Inlaid with each-other, endless pathways bending and wefting through a labyrinthine depths. A dance that which no single mind can comprehend. A song that sings to the universe; and the universe whispers back.
Source: HexMapping
I have made a terrifying discovery. We are being observed...
I first thought it was an error within my anti-scrying hexes but upon further testing, it seems something is peering into our world and using Nature itself to do so.
This cannot stand...
I have started testing the limits of their perception.
Utilizing a Map, I have found a way to alter their perception by inscribing various Markers onto Nature's very own eyes.
I fear my actions may have drawn more observers... I hope I am wrong...
THEY SEE ME
they see you, [Playername]
Bluemap Reflection (→ [map])
Pushes a list of Maps for your current dimension from Bluemap to the stack
Dynmap Reflection (→ [map])
Pushes a list of Maps for your current dimension from Dynmap to the stack
Pl3xmap Reflection (→ [map])
Pushes a list of Maps for your current dimension from Pl3xmap to the stack
Squaremap Reflection (→ [map])
Pushes a list of Maps for your current dimension from Squaremap to the stack
Source: MoreIotas
I have discovered two additional types of iotas I can manipulate.
Item Type Iotas describe a singular item stripped of its properties, such as damage or enchantments.
Item Stack Iotas describe a stack of items as they might appear in my inventory, amount, custom names, enchantments, and all.
It would also seem Item Stack iotas referring to Foci containing other Item Stack iotas are somewhat faulty. A limit to the depth of my thought perhaps.
Source: Hex Casting
I devote this section to the magical and mysterious items I might encounter in my studies.
Source: Hex Casting
It seems that I'll find three different forms of amethyst when breaking a crystal inside a geode. The smallest denomination seems to be a small pile of shimmering dust, worth a relatively small amount of media.
The second is a whole shard of amethyst, of the type non-Hexcasters might be used to. This has about as much media inside as five Amethyst Dust.
Finally, I'll rarely find a large crystal crackling with energy. This has about as much media inside as ten units of Amethyst Dust (or two Amethyst Shards).
The old man sighed and raised a hand toward the fire. He unlocked a part of his brain that held the memories of the mountains around them. He pulled the energies from those lands, as he learned to do in Terisia City with Drafna, Hurkyl, the archimandrite, and the other mages of the Ivory Towers. He concentrated, and the flames writhed as they rose from the logs, twisting upon themselves until they finally formed a soft smile.
Source: Hex Casting
A Staff is my entry point into casting all Hexes, large and small. By holding it and pressing Use Item/Place Block, I begin casting a Hex; then I can click and drag to draw patterns.
It's little more than a chunk of media on the end of a stick; that's all that's needed, after all.
Staves
Click to show recipes
Click to hide recipes
Don't fight; flame, light; ignite; burn bright.
Source: Hex Casting
Media can have peculiar effects on any type of information, in specific circumstances. Coating a glass in a thin film of it can lead to ... elucidating insights.
By holding a Scrying Lens in my hand, certain blocks will display additional information when I look at them.
For example, looking at a piece of Redstone will display its signal strength. I suspect I will discover other blocks with additional insight as my studies into my art progress.
In addition, holding it while casting using a Staff will shrink the spacing between dots, allowing me to draw more on my grid.
I can also wear it on my head as a strange sort of monocle.
Click to show recipes
Click to hide recipes
You must learn... to see what you are looking at.
Source: Hex Casting
The forgetful often tie a piece of string about their finger to help them remember something important. I believe this idea might be of use in my art. A specially knotted piece of string should be able to hold a single iota stably, irregardless of my stack.
I will call my invention a Thought-Knot.
When I craft it, it stores no iota. Using Scribe's Gambit while holding a Thought-Knot in my other hand will remove the top of the stack and save it into the Thought-Knot. Using Scribe's Reflection will copy whatever iota's in the Thought-Knot and add it to the stack.
Once a Thought-Knot has been written to, the string is indelibly tangled; the iota can be read any number of times, but there is no way to erase or overwrite it. Fortunately, they are not expensive.
Also, if I store an entity in a Thought-Knot and try to recall it after the referenced entity has died or otherwise disappeared, the Scribe's Reflection will add Null to the stack instead.
Click to show recipes
Click to hide recipes
How would you feel if someone saw you wearing a sign that said, "I am dashing and handsome?"
Source: HexDebug
I have read vague descriptions of a strange object used by the ancients to help discover issues in complex Hexes. I believe I have managed to reproduce this item; I call it the Debugger.
It seems to work in a similar way to Artifacts. However, I can also use it to cast a Hex right from an item (like a Focus) in my off-hand.
Unfortunately, the Debugger is not very useful on its own; to get the most out of it, I will need to set up some sort of external tool.
Click to show recipes
Click to hide recipes
Thwack!
I can also switch between different "step modes" of the Debugger by sneak-scrolling (like with a Spellbook or Abacus).
Complementing the Debugger, I've also created a new type of staff: the Evaluator.
While debugging a Hex, patterns drawn with this staff will be cast using the current stack and ravenmind of the Debugger.
Clearing the grid seems to reset the Debugger to just before the first pattern was drawn with the Evaluator. It will not, of course, undo any effects performed by spells on the world.
Click to show recipes
Click to hide recipes
Thwonk!
Source: HexDebug
As my Hexes become more complex, I find myself spending more and more time fixing my own mistakes. Patterns such as Evanition and Surgeon's Exaltation can suffice for simple substitutions, but I think I can do better.
The Splicing Table is my solution to these woes: a full-fledged workstation for viewing and editing Hexes.
To begin, I must place an item containing a list iota (eg. a Focus) in the centre of the table. This reveals the first nine iotas in the list. The small arrows at the ends can be used to move my view of the list; I can also hold Sneak to move by a full page, or Sprint to move all the way to the start or end.
If I wish to share my Hexes with others, I can use the large button on the right side to copy the contents of the list to my "clipboard".
I can select iotas (or the space between them) by clicking on them. Holding Sneak and clicking again allows me to select a range of iotas.
Additionally, there are dedicated buttons to select the entire list (Select All) and to clear my selection (Select None).
Selecting iotas allows me to unlock the true power of the Splicing Table: editing Hexes.
With sufficient media, I can perform the following actions:
Nudge Left: Move the selected iota(s) one space to the left.
Nudge Right: Move the selected iota(s) one space to the right.
Delete: Remove the selected iota(s) from the list.
Duplicate: Create a copy of the selected iota(s).
Undo: Revert the last action performed.
Redo: Re-perform actions previously reverted with Undo.
For more advanced operations, some extra storage is required. I can place an iota-holding item in the slot to the left to unlock the following actions:
Copy: Write the selected iota(s) to a new list in the secondary item.
Cut: Same as Copy, but also delete the selected iota(s).
Paste: Replace the selected iota(s) with the iota in the secondary item. If the iota is a list, its contents are pasted instead; I can override this by holding Sneak.
Finally, I can insert a Staff into the lower left slot to reveal a miniature casting grid. Patterns drawn on this grid are inserted directly into the list, overwriting any selected iotas.
There are also six general-purpose inventory slots on the right side. These have no special functionality; they're just a convenient place to store a few extra items.
Unfortunately, all of this incredible versatility comes at a cost. In order to modify the contents of items, media is required - about a tenth of one Amethyst Dust per action performed.
I can supply media to the Splicing Table by putting it in the lower right slot. The table will consume up to ten Amethyst Dust at once; any surplus is ignored until it can be consumed without wasting media.
Click to show recipes
Click to hide recipes
She plugged in strings one after the other, the tiny metal cubes flying in and out as her fingers danced over the tray with blinding speed.
Source: Hex Casting
A Focus is like a Thought-Knot, in that iota can be written to or read from it. However, the advantage of a focus is that it is reusable. If I make a mistake in the iota I write to a Focus, I can simply cast Scribe's Gambit again and write over the iota inside.
If I wish to protect a focus from accidentally being overwritten, I can seal it with wax by crafting it with a Honeycomb. Attempting to use Scribe's Gambit on a sealed focus will fail.
Erase Item will remove this seal along with the contents.
Indeed, the only advantage of my Thought-Knots have over Foci is that Foci are more expensive to produce. My research indicates that the early practitioners of the art used exclusively Foci, with the Thought-Knot being an original creation of mine.
Whoever those ancient people were, they must have been very prosperous.
Click to show recipes
Click to hide recipes
Poison apples, poison worms.
Source: Hex Casting
Although there are patterns for drawing numbers, I find them ... cumbersome, to say the least.
Fortunately, the old masters of my craft invented an ingenious device called an Abacus to provide numbers to my casting. I simply set the number to what I want, then read the value using Scribe's Reflection, just like I would read a Thought-Knot or Focus.
To operate one, I simply hold it, sneak, and scroll. If in my main hand, the number will increment or decrement by 1, or 10 if I am also holding Sprint. If in my off hand, the number will increment or decrement by 0.1, or 0.001 if I am also holding Sprint.
I can shake the abacus to reset it to zero by sneak-right-clicking.
Click to show recipes
Click to hide recipes
Mathematics? That's for eggheads!
Source: Hexical
Click to show recipes
Click to hide recipes
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 up to 512 pattern-to-pattern-list bindings for the Grimoire to keep bouncing endlessly inside.
When I then cast a pattern associated with a list using my Staff with the Grimoire in my inventory, Nature acts as though I had drawn the full list, allowing me to create shortcuts for tedious tasks like the raycast mantra or large patterns. In addition to adding new patterns, the Grimoire can even overwrite Nature's patterns.
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.
Source: Hexical
A Scarab Beetle is an adorable little amulet that is highly sensitive to media. When activated, they can intercept patterns rejected by Nature.
Specifically when 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.
Click to show recipes
Click to hide recipes
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. I can reteach them at any time.
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 and allow 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 the 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.
Source: Hex Casting
A Spellbook is the culmination of my art-- it acts like an entire library of Foci. Up to sixty-four of them, to be exact.
Each page can hold a single iota, and I can select the active page (the page that iotas are saved to and copied from) by sneak-scrolling while holding it, or simply holding it in my off-hand and scrolling while casting a Hex.
Like a Focus, there exists a simple method to prevent accidental overwriting. Crafting it with a Honeycomb will lacquer the current page, preventing Scribe's Gambit from modifying its contents. Also like a Focus, using Erase Item will remove the lacquer along with the page's contents.
I can also name each page individually in an anvil. Naming it will change only the name of the currently selected page, for easy browsing.
Click to show recipes
Click to hide recipes
Wizards love words. Most of them read a great deal, and indeed one strong sign of a potential wizard is the inability to get to sleep without reading something first.
Source: Hexical
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.
Click to show recipes
Click to hide recipes
The Amethyst seeped into the paper allows me to modify these Animated Scrolls in a variety of aesthetic ways entirely for free.
I have documented these patterns on the following pages.
Of note, I can also read and write to these scrolls remotely using the standard patterns.
Source: Hexical
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.
Click to show recipes
Click to hide recipes
Why is the red carpet red? It can be any color.
Source: Hexical
When ignited for the first time, either magically or with a Flint and Steel, these delightful little candles have pale white flames. Their flames change to copy the Pigment of anyone who interacts with them. I can also give them a Pigment item directly to change its color.
To extinguish, sneak use.
Click to show recipes
Click to hide recipes
Like with regular Candles, I can place them on Cakes as well.
The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.
Source: Hexical
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.
Click to show recipes
Click to hide recipes
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 Jar to fill or imbue it with media. Items not designed for the containment of media are vulnerable to seepage, allowing the media to soak in and transmute the item in a variety of unpredictable and surprising ways.
This can be done in-world by using an item on the Jar, in my inventory just like a Bundle, a Hopper to insert and extract items, or the Hopper spell.
Click to show recipes
Click to hide recipes
Make Gold

Costs 5.0 dust
Transforms copper ingots to gold.
Click to show recipes
Click to hide recipes
Sadden Obsidian

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

Yields 2.0 dust
Returns the media from Crying Obsidian.
Therapy! :D
Click to show recipes
Click to hide recipes
Weave Thought-Knot

Costs 0.75 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.
Click to show recipes
Click to hide recipes
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.
Click to show recipes
Click to hide recipes
Coal

Costs 0.5 dust
Transforms Charcoal into Coal by infusing thought into it and then immediately killing it. Good for compacting.
Click to show recipes
Click to hide recipes
Charcoal

Yields 0.25 dust
Transforms Coal into Charcoal. Why?
Source: Oneironaut
I've discovered that using the Edify Sapling spell on a Sweet Berry Bush produces a rather interesting plant. It is much like the shrub it mutates from, however its thorns are imbued with a media field which siphons the minds of pricked creatures into the plant in order to grow. It can grow without this (albeit slowly), though it still requires minds nearby to provide small amounts of media.
Click to show recipes
Click to hide recipes
The fruit that this bush produces is quite sweet, and can be processed into sugar. Additionally, it releases bits of media during digestion, which seek out rechargeable items on my person. I should be wary of the thorns while picking the fruit.
Twigs sheared off of the mature bush remain dangerous, and can be used to craft a rather ominous blade.
This blade acts much like a sword enchanted with low-level Mind Render, though it is far more precise, able to rend minds while causing minimal collateral damage to the flesh. I can of course use it more like a conventional blade if I like, but this does risk killing the target outright.
Click to show recipes
Click to hide recipes
It's not rocket science.
Source: Hex Casting
A Scroll is a convenient method of sharing a pattern with others. I can copy a pattern onto one with Scribe's Gambit, after which it will display in a tooltip.
I can also place them on the wall as decoration or edification, like a painting, in sizes from 1x1 to 3x3 blocks. Using Amethyst Dust on such a scroll will have it display the stroke order.
In addition, I can also find so-called Ancient Scrolls in the dungeons and strongholds of the world. These contain the stroke order of Great Spells, powerful magicks rumored to be too powerful for the hands and minds of mortals...
If those "mortals" couldn't cast them, I'm not sure they deserve to know them.
Click to show recipes
Click to hide recipes
I write upon clean white parchment with a sharp quill and the blood of my students, divining their secrets.
Source: Oneironaut
I've found that by using materials unique to the Noosphere, I can create a special jar capable of producing and containing a tiny wisp. While this wisp cannot cast anything, it emits quite a bit of light, and will mimic pigments shown to it.
I can also craft a version with tinted glass, in case the wisp's light would disrupt my study's aesthetic.
Click to show recipes
Click to hide recipes
Additionally, by feeding this illumination wisp significant amounts of media, I can cause it to undergo mitosis, with the newly-created wisp being seemingly-identical to the wandering wisps produced by slipways.
The device to split the wisp in this way can be fed media-bearing items via hoppers or similar, and is capable of storing 640 charged amethyst worth of media.
Click to show recipes
Click to hide recipes
Simply apply a redstone signal to activate. Produces a wisp every four seconds, and consumes two charged amethyst to do so.
The capacity and fill level of the phial used make no difference.
Click to show recipes
Click to hide recipes
Alternatively, I can create a version which does not consume (or accept) any media, but produces wisps which yield only net-zero media when consumed.
All the sparkly shiny orbs, none of the prohibitive cost!
Using similar principles, I've designed a device which captures, stores, and releases wisps, though it does not work on unstable wandering wisps. Capturing one of my own wisps consumes one amethyst shard from its battery. Capturing someone else's wisp costs half again the media it contains. To capture a wisp, I must simply use the device on it, assuming it has enough media and isn't already occupied.
Click to show recipes
Click to hide recipes
When releasing a cyclic wisp, it is placed on the side of the block I use the item on. Projectile wisps are launched from my face, retaining their previous speed (but not direction). To discard a contained wisp, I need only use the item while crouching.
To initalize the device's media battery, I must use it on one of my own wisps, which will irretrievably consume it and set the battery's capacity to the wisp's stored media value, rounded up to the nearest dust. Should I wish to reset this (along with everything else about the device), I can simply place it in a crafting grid on its own.
Source: Hexical
Hexcasting is an Art just waiting for me to lose track of my casting and Nature is all too ready to punish my carelessness the moment it happens.
Fortunately, Nature also provides a method for me to reflect on my folly... only after suffering the consequences of them, of course.
Click to show recipes
Click to hide recipes
They call it the Error Media Log. I simply stab a shard of Amethyst through an Edified Log and for some reason, Nature is now ready to spill my errors straight into my mind.
The Media Log will only capture mistakes cast by my Staff and the casting devices I use.
By holding it tightly and meditating on it, it reveals to me the last handful of patterns cast sequentially (even by other patterns, all flattened out into a linear stream), the mishap that occured, and the top few iotas of the stack right before mishap.
I could hypothetically use it as a method of examining the contents of a casting device after casting it, although the short backlog of patterns makes getting a complete Hex out of anything but the simplest items impossible.
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.
Source: Hex Casting
Slates are similar to Scrolls; I can copy a pattern to them and place them in the world to display the pattern.
However, I have read vague tales of grand assemblies of Slates, used to cast great rituals more powerful than can be handled by a Staff.
Perhaps this knowledge will be revealed to me with time. But for now, I suppose they make a quaint piece of decor.
At the least, they can be placed on any side of a block, unlike Scrolls.
Click to show recipes
Click to hide recipes
Blank Slate

6
This is the letter "a." Learn it.
I'm also aware of other types of Slates, slates that do not contain patterns but seem to be inlaid with other ... strange ... oddities. It hurts my brain to think about them, as if my thoughts get bent around their designs, following their pathways, bending and wefting through their labyrinthine depths, through and through and through channeled through and processed and--
... I almost lost myself. Maybe I should postpone my studies of those.
Source: Oneironaut
In my search for a truly universal data storage method, I have designed a small device which allows me to read from Akashic Records in other dimensions while on my person. I need only write a spatial imprint to the item, and any future akashic read operations will be redirected to the stored dimension.
Unfortunately, it does not allow me to write to them, but this is certainly better than nothing.
Click to show recipes
Click to hide recipes
It seems to exude some kind of sticky gloop.
Source: Oneironaut
By "threading" pseudoamethyst through a block, I can create something which causes any raycast (including entity raycasts) that hits or passes through it to return null, as if it didn't hit anything.
Click to show recipes
Click to hide recipes
Strangely, combining pseudoamethyst with obsidian in the same way does not confer anti-raycast properties, instead making it nigh-indestructible to hexes. However, the resultant block loses much of its durability, being no stronger than common stone (though it retains its blast resistance).
Click to show recipes
Click to hide recipes
Source: Hex Casting
Although the flexibility of casting Hexes "on the go" with my Staff is quite helpful, it's a huge pain to have to wave it around repeatedly just to accomplish a basic task. If I could save a common spell for later reuse, it would simplify things a lot-- and allow me to share my Hexes with friends, too.
To do this, I can craft one of three types of magic items: Cyphers, Trinkets, or Artifacts. All of them hold the patterns of a given Hex inside, along with a small battery containing media.
Simply holding one and pressing Use Item/Place Block will cast the patterns inside, as if the holder had cast them out of a staff, using its internal battery.
Each item has its own quirks:
Cyphers are fragile, destroyed after their internal media reserves are gone, and cannot be recharged;
Trinkets can be cast as much as the holder likes, as long as there's enough media left, but become useless afterwards until recharged;
Artifacts are the most powerful of all-- after their media is depleted, they can use Amethyst from the holder's inventory to pay for the Hex, just as I do when casting with a Staff. Of course, this also means the spell might consume their mind if there's not enough Amethyst.
Once I've made an empty magic item in a mundane crafting bench, I infuse the Hex into it using (what else but) a spell appropriate to the item. I've catalogued the patterns here.
Each infusion spell requires an entity and a list of patterns on the stack. The entity must be a media-holding item entity (i.e. amethyst crystals, dropped on the ground); the entity is consumed and forms the battery.
Usefully, it seems that the media in the battery is not consumed in chunks as it is when casting with a Staff-- rather, the media "melts down" into one continuous pool. Thus, if I store a Hex that only costs one Amethyst Dust's worth of media, a Charged Crystal used as the battery will allow me to cast it 10 times.
Click to show recipes
Click to hide recipes
Click to show recipes
Click to hide recipes
We have a saying in our field: "Magic isn't". It doesn't "just work," it doesn't respond to your thoughts, you can't throw fireballs or create a roast dinner from thin air or turn a bunch of muggers into frogs and snails.
Source: Oneironaut
I've read legends of a particularly macabre form of weapon known as a Mind Render. This weapon, sometimes used by ancient hexcasters, is capable of severing a creature's very thoughts, dealing damage that bypasses all known forms of protection. What's more, if this damage leaves the target just on the brink of true death, it will fall into a vegetative state, never to recover. I shudder to think of what the ancients may have used this property for...
Empower Mind Render (entity →)
Accepts an item or item frame bearing the Sharpness enchantment, and converts it into Mind Render of the same level. Cost is based on enchantment level, and increases by 50% if the item is a book.
Source: Oneironaut
I've discovered that I can craft a peculiar sort of casting item, using the strange shards found in ancient cities.
This item is unusual in that it casts its imbued hex twenty times per second while I concentrate on it, until it either mishaps or I cast Finale or Encore. This initiates a cooldown period, usually about one second.
Click to show recipes
Click to hide recipes
The echo shards seem to bear some bizarre form of media, with a tendency to loop back on itself while retaining a bit of the previous cast.
Baton Reflection (→ vector)
When cast with a Reverberation Rod, returns my look vector from when I started the current cast loop.
Baton Reflection II (→ vector)
When cast with a Reverberation Rod, returns my eye position from when I started the current cast loop.
Metronome Reflection (→ number)
When cast with a Reverberation Rod, returns the timestamp from when I started the current cast loop.
Metronome Gambit (number →)
Accepts a positive integer. When cast with a Reverberation Rod, delays the current cast loop's next cast until that many twentieths of a second have passed.
Finale
When cast with a Reverberation Rod, forcibly halts the current cast loop.
Encore (number →)
Accepts a positive integer. Halts the current cast loop but also reduces the cooldown period from 1 second to ((1/20) * number) seconds. Cooldown due to mishap is unaffected.
Williams' Gambit (non-list →)
Accepts a non-list iota, and stores it inside the current cast loop. It will be lost when the cast loop ends.
Williams' Reflection (→ non-list)
Returns the iota stored in the current cast loop. Defaults to NULL.
Conductor's Reflection (→ bool)
Returns a boolean corresponding to whether the current cast is making use of a rod.
Williams' Gambit II (non-list →)
As Williams' Gambit, but can be cast from non-rod sources while a rod is in use.
Williams' Reflection II (→ non-list)
As Williams' Reflection, but can be cast from non-rod sources while a rod is in use.
Conductor's Reflection II (→ bool)
Returns whether the caster is currently using a rod, regardless of the current cast is from that rod.
Click to show recipes
Click to hide recipes
Echo shards can also be used in the construction of a staff, though it seems the only special property of such a staff is making sculk sounds.
Source: Hextended Staves
As I learn more about this art, I find myself yearning for variety in my instruments just as I do in my work. I've since cast some time into the craftmanship of these curious sticks. The length allows for a miniscule addition in grid space, but not as I might get from a Scrying Lens. As such, I find the choice between it and its shorter sibling can still be made of preference, rather than use.
Extended Staves
Click to show recipes
Click to hide recipes
An extension of an extension of your mind
Mossy Staves
Click to show recipes
Click to hide recipes
Extended Flowering Mossy Staff
No single one can possess greater wisdom than the many Scholars who are elected by all men for their wisdom.
...
Prismarine Staves
Click to show recipes
Click to hide recipes
Extended Prismarine Staff
Extended Dark Prismarine Staff
...
Yet we can. We do. We have fought against saying it, but now it is said. We do not care.
...
Obsidian Staff
Click to show recipes
Click to hide recipes
...
We forget all men, all laws and all things save our metals and our wires. So much is still to be learned!
...
Purpur Staff
Click to show recipes
Click to hide recipes
...
So long a road lies before us, and what care we if we must travel it alone!
Source: Hextended Staves
Of course, in my ingenuity, it would be narrow-minded to craft extensions of my staff only in the physical sense. If I'm to cultivate a flexible and oh so utile art, my tools must so be as well. The first, a cleverly-thought but crudely built staff of amethyst. Peculiarly, the amethyst block will more readily crumble when directly used to weave the media, providing itself to my Hexes.
Improvised Amethyst Staff
Click to show recipes
Click to hide recipes
Improvised Amethyst Staff
Improvised Extended Amethyst Staff
For when you forget wood and you're already ~100 blocks deep in the geode
Furthermore, should I find myself enamored in its impure yet ordered, crude yet elegant, pungent yet aloft, glistening yet vacuous yet glistening yet--
If I should like to keep it, I have found means of preventing its crumble, sealing it so that I may use it indefinitely. Though, of course, you cannot have your gleaming purple cake and eat it too, not more before the rapacious hands of Nature!
Sealed Improvised Amethyst Staff
Click to show recipes
Click to hide recipes
Sealed Improvised Amethyst Staff
Sealed Improvised Extended Amethyst Staff
We made it. We created it. We brought it forth from the night of the ages. We alone. Our hands. Our mind. Ours alone and only.
The second, a hefty sphere fashioned to hold iota, not unlike a Focus. While this on its own proved convenient, it bears its marvel in the form of bringing things once out of my range to the palm of my hand.
Seeking after the unique energy given off by player entities (which enables them to be affected by me from any distance), I've made something that can magnify any entity reference into the range of my Hexes, so long as I hold the orb in either hand.
Click to show recipes
Click to hide recipes
Accepts any iota, but only amplifies signals from entities.
who up pondering they orb
Source: Hex Casting
I find it quite ... irritating, how Nature refuses to give me change for my work. If all I have on hand is Charged Amethyst, even the tiniest Archer's Distillation will consume the entire crystal, wasting the remaining media.
Fortunately, it seems I've found a way to somewhat allay this problem.
I've found old scrolls describing a Glass Bottle infused with media. When casting Hexes, my spells would then draw media out of the phial. The liquid form of the media would let me take exact change, so to speak; nothing would be wasted. It's quite like the internal battery of a Trinket, or similar; I can even Recharge them in the same manner.
Unfortunately, the art of actually making the things seems to have been lost to time. I've found a hint at the pattern used to craft it, but the technique is irritatingly elusive, and I can't seem to do it successfully. I suspect I will figure it out with study and practice, though. For now, I will simply deal with the wasted media...
But I won't settle for it forever.
Drink the milk.
Source: Hex Casting
Peering through a Scrying Lens allows me to fit more patterns onto my casting grid. But what if I want to improve my casting even further? Alchemy has an answer.
By adding a pinch of Amethyst Dust to an Awkward Potion, I can create a brew that increases the size of my grid in much the same way as the Lens. I can even use both at once for the ultimate grid!
The Potion of Clarity can be extended, strengthened, and modified like any other potion.
It can also be corrupted with a Fermented Spider Eye to produce a variant with the opposite effect. This may be useful for dealing with enemy casters.
Source: Oneironaut
By combining materials native to the noosphere with certain ingredients associated with levitation, I can create a device which produces streams of propulsive energy capable of carrying me along them, with minimal risk of falling. To use it, it must be placed facing directly towards another one (which must be facing it in turn). Once I've done this, both ends must be activated with a
redstone signal, and the energy stream will form between the paired emitters, assuming they are within range of each other (64 meters horizontally, or 128 vertically). By stepping into the stream, I will be held in place until I look towards either end of the stream, at which point I will be accelerated in that direction until I hit a maximum speed proportional to how closely my vision parallels the stream. Crouching causes the stream to hold me in place regardless of my gaze.
Click to show recipes
Click to hide recipes
Best to don some long fall boots the first time I try these.
Bad and naughty hexcasters get sent to the hover cube.
Additionally, I can create a repeater capable of extending the range of the emitters when placed between them, such that the stream can continue on as if it had just left the emitter. Of course, such an extension requires more powerful components, and even then the stream can only be extended by three repeaters before it becomes too unstable to form.
Click to show recipes
Click to hide recipes
Hoverlift Repeater

3
Fortunately, this device seems to be rather immaterial for some reason, and I can pass straight through it without having to carefully twist around it in the stream.No, it does not make the stream pause for a moment before continuing.
Source: Hexical
Click to show recipes
Click to hide recipes
Once I have recovered some Periwinkles, I can string the flowers into a Lei! The Lei provides a few boons reminiscent of the Scrying Lens, although noticeably weaker.
When worn, the naturally calming abilities of Periwinkles helps to ward off my fall into madness. This is most noticeable in that it prevents Nature from claiming my life as payment for Hexes.
A Lei can be placed on another player who is not wearing a helmet. Hexcasters did this as a sign of endearment and affection due to the Lei's protective abilities, as well as the effort of obtaining the flowers.
Source: Hexical
There is an long-extinct species 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.
Induce Digging (entity →)
Fortunately, the Art of Hexcasting is a versatile one and provides the means to bring back near anything.
I believe that there is a certain creature capable of sniffing out these flowers. I can cast the previous spell on these Sniffers to compel them to immediately drop down and unearth these flowers for me.
Such a perversion of free will comes at a cost, around three Charged Amethyst. There may also be the occasional harmless mental error; I am not infallible after all, especially working with something as complex as the mind.
Some magic must be at play here: Sniffers can dig up Periwinkles from any block at all, even inorganic ones or ones orginating from other planes of reality.
I imagine that the spell doesn't just "ask" the Sniffer to find the flowers; it conjures them. It fishes around in the brain for the memory of Periwinkle and from that, it receives a template which it instantiates and allows the Sniffer to dig up. And if it can do it, so can I.
Source: Hex Casting
The old practitioners of my art sometimes identified themselves by a color, emblematic of them and their Hexes. Although their names have faded, their colors remain. It seems a special kind of pigment, offered to Nature in the right way, would "[...] paint one's thoughts in a manner pleasing to Nature, inducing a miraculous change in personal colour."
I'm not certain on the specifics, but I believe I have isolated the formulae for many different colors and blends of pigments. To apply a pigment, I hold it in one hand and cast Internalize Pigment with the other; this consumes the pigment.
The pigments seem to affect the color of the sparks of media emitted when I cast a Hex and my sentinel, but I don't doubt that the color will show up elsewhere.
Chromatic Pigments
Click to show recipes
Click to hide recipes
Pigments in all the colors of the rainbow.
Click to show recipes
Click to hide recipes
And finally, a pair of special pigments. Soulglimmer Pigment shines with colors wholly unique to me, and Vacant Pigment restores my original purplish-orange spread.
And all the colors I am inside have not been invented yet.
Click to show recipes
Click to hide recipes
Source: Hexical
Plushies
The ancient Hexcasters have created these delightful Plushies! They seem to be references to some of the patterns I use in Hexcasting. I'm not sure if they do anything, but they are a lovely little collector's item.
The occasional wandering merchant might have picked up one or two during their travels.
This one looks slightly deranged. I feel slightly anxious having it in my inventory.
This one seems to sleeping. I feel strangely assured with it on me, as if it were watching over me.
This one seems to stare directly at me no matter where I put it. What have you seen, great Irissy?
This one might have been made by a bad craftsman. It's not even on a hexagonal grid!
... I'm starting to think these were made intentionally.
The detail on this plushie is unnaturally good. Flexxy must have been quite the idol for this much effort to be poured into its effigy.
Source: Hexical
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.
Source: Hexical
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.
Click to show recipes
Click to hide recipes
A comfy bed for my sentinel, it always seems eager to return to it.
Source: Hex Casting
By infusing media into a sapling via the use of Edify Sapling, I can create what is called an Edified Tree. They tend to be tall and pointy, with ridged bark and wood that grows in a strange spiral pattern. Their leaves come in three pretty colors.
I would assume the wood would have some properties relevant to Hexcasting. But, if it does, I cannot seem to find them. For all intents and purposes it appears to be just wood, albeit of a very strange color.
I suppose for now I will use it for decoration; the full suite of standard wood blocks can be crafted from them.
Of course, I can strip them with an axe as well.
Click to show recipes
Click to hide recipes
Their smooth trunks, with white bark, gave the effect of enormous columns sustaining the weight of an immense foliage, full of shade and silence.
Source: Hex Casting
After being careless with the sources of my media one too many times, I have devised a tool to work around my clumsiness.
Using the delicate nature of crystallized media as a fixture for a pickaxe, I can create the Jeweler's Hammer. It acts like an Iron Pickaxe, for the most part, but can't break anything that takes up an entire block's space.
Click to show recipes
Click to hide recipes
Carefully, she cracked the half ruby, letting the spren escape.
Source: Hexodus
Ballasts are simple in concept: an extremely heavy mass encased in Charged Amethyst to allow for its manipulation via Hexcasting.
Once created, I can command a Ballast's Gravity with any direction or intensity I please and with it in my inventory, it simply drags me along with it.
The mass of a Ballast is so great that so long as it's active, its gravitational effects overpower that of nearly all Gravity-generating or affecting phenomena such as the Gravitate spell.
Fortunately, I can turn it on and off should I lose control of my Hexes and they will disable automatically upon leaving my body. I will not lose a Ballast to the sky, nor will I be dragged upwards by a maliciously planted Ballast.
Click to show recipes
Click to hide recipes
A Ballast seems to generate its own forces. Gravitate can only scale and redirect existing forces; a Ballast can restore order even regular forces do not apply.
Alter Ballast (vector, number →)
Commands a Ballast on my person to fall in a given direction with a given strength strength. Free.
Source: Hexical
Curios are decorative items created by whittling a piece of Charged Amethyst inside a Stonecutter.
They have an odd interaction with the Charm spell; after being charmed, being deprived of that charm via the Discharm spell or using up the media causes the Curio to shatter.
Based off rumors of a mineral called bismuth that tends into these geometric formations. I have yet to encounter it but I was able to replicate its supposed shape.
I don't believe that such an shape would emerge naturally but Nature delights in surprising me.
A four-leaved clover, based off a universal symbol of good luck. I can't imagine why four is the number that compels Nature to bless the holder with luck, if anything it should be six, but I have dutifully copied its appearance. I wonder if that superstitution still applies when it's carved out of a crystal.
A Compass. If the Charm Hex leaves a vector on top of the stack, the compass needle immediately swings to face the vector.
This even works in places with inconsistent spatial rules that scramble ordinary Compasses. I can also read it to get a unit vector.
An intricate seashell. When held close to the ear, I can make out the sound of ambient media; it sounds like waves on a beach.
Perhaps not thinking about it too deeply is the only thing stopping me from drowning in it. It feels like swimming through honey.
A boring, but classic simple cube. I live in a world of blocks, it is only fair to depict one.
A musical instrument. I can play it by looking up or down and using it.
If the Charm Hex leaves a number on top of the stack, the Curio will play a single note after use; the same note created by Make Note imitating a flute with the number as the second argument.
A small, quaint handbell that produces two short chimes when shaken. Branded with the symbol of a deity.
Historically, bells such as these have been used to call for assistance and summon helpers. I will need to charm it to conjure my own helpers.
Ancient Hexcasters often made Curios of this shape to communicate their adoration for each other.
I can feel it beat slightly in my hands despite being made of an inert crystal.. perhaps it is because I imagine that it should beat.
A pair of rings that I have intricately carved to be separate but interlocked and impossible to separate without breaking one of the rings.
To invoke its charm, I grab both rings and yank, slamming them against each other.
A caricature of a key. It does not fit any lock that I know of and lacks the parts to even work with a standard lock.
Perhaps I have to be the one to make a lock that fits the key instead of the other way around.
A very polished staff, somehow formed from a single crystal. I can not use it like a regular Staff sadly. When charmed, it produces audible wooshes of media.
I wonder if a Staff constructed of Amethyst would consume itself when I try to cast a Hex.
A cutting of a raw crystal into a generic gemstone shape that for some reason raises its perceived value tremendously.
Regrettably, it is too big and Amethyst is too cloudy of a material for it to have the radiance I was expecting. Perhaps perfection is boring.
A distortion of the Charm Curio, with deliberate overcutting and the introduction of protrusions.
Oddly enough, all the edges and sharp corners and knobs give it a much more vibrant and intricate play of light than the Charm Curio.
A small and dense bead of Amethyst. I have made it by sanding off much of the crystal it came from and compressing until I had produced a small, near-perfectly spherical object.
Like its concept, despite being small, it carries a great deal of weight.
As the opposition to the Beauty Curio and representing the abstract concept of truth, this Curio is sharper and multifacted, resembling a teardrop. I have cut it in an odd polarizing way such that each of the four quadrants along the gem catch the light in a slightly different way.
An upwards facing arrow. Cut in such a way that the center of balance faces downwards, making the item swing to face upwards at all times.
This design is often used by Hexcasters to express approval.
A downwards facing arrow. The cutting is slightly altered to be distinct from just holding the Up Curio upside down, letting it catch the light in a slightly different angle and always face down instead.
This design is often used by Hexcasters to express disapproval.
Source: Hex Casting
In the course of my studies I have discovered some building blocks and trifles that I may find aesthetically pleasing. I've compiled the methods of making them here.
Click to show recipes
Click to hide recipes
Brown dye works well enough to simulate the look of an ancient scroll.
Click to show recipes
Click to hide recipes
Amethyst Tiles

8
Amethyst Tiles can also be made in a Stonecutter.
Blocks of Amethyst Dust (next page) will fall like sand.
Click to show recipes
Click to hide recipes
Amethyst Sconces emit light and particles, as well as a pleasing chiming sound.
Source: Hexical
A Pedestal can keep an item suspended safely for me. Unlike an Item Frame or a Chest though, my Hexes can still interact with the item as though it were just dropped on the floor. An empty Pedestal can pull items near it and it interacts with Hoppers about how I would expect. It works even if the item is swapped out.
Click to show recipes
Click to hide recipes
A pedestal is as much a prison as any small, confined space.
Source: Hexal
Often I wish to link together multiple wisps, so that they can share media and information over long distances. However running long chains of wisps to transfer these over great distances is inconvenient, and has great upkeep costs. To resolve this issue I have made Relays. Since they are solid blocks rather than media constructs themselves, they are able to maintain the links without any upkeep costs at all.
Any relays connected together will form a network, with any wisps connected to a relay network able to share media between each other as if they were directly connected. Further, any iota sent to one relay in the network is passed on to every other non-relay connected to the network. Relays have a range of 32 blocks (this means two relays can connect at a distance of 64 blocks). The colour of a network's links can be changed by right clicking on any relay with a colouriser.
Click to show recipes
Click to hide recipes
Relays have no owner, so if you want your wisps to transfer media with them you must specifically allow them to do so.
Source: Slate Works
After finalizing the construction of my Librarian Impetus, I have found my self needing to be able to "reach" it from further away. After a flash of genius, combining a slate, some amethyst dust as a binding agent, and an Echo Shard; I now have a device that can listen to what I say whenever I hold it and speak.
When I click this onto a Librarian Impetus, it binds its self to the Impetus, stating its location and moniker. Then, whenever I state the moniker while holding the item, it silents me, and starts the bound Librarian Impetus.
However, if the impetus has had its moniker changed, I simply can just lightly "shake" the stone, and it will update.
Finally, the Whispering Stone can be unbound in 2 ways. If I crouch and use the stone, it clears its bound impetus. As well, if I attempt to speak into the stone while the bound impetus is destroyed and or relocated, it will unbind its self; but still silencing me for one last time.
Importantly: the Whispering Stone can not start the Impetus if it lays outside of "chunk loading"'s range.
Click to show recipes
Click to hide recipes
Whispers and mutterances, gasps and fears, I can hear these faintly echo from this stone. What was done to that shard?
Source: Hexchanting
I have found uses for many of Nature's resources outside of my work with Hexes, such as the construction of tools and armaments. It follows that I am able to do the same with amethyst. If I can align the crystalline structure correctly they can even channel media to cast Hexes.
After experimentation I have found that charged amethyst works best when crafting equipment. By substituting it for a material like iron or diamond I can craft items with comparable performance to their diamond equivalents, though they are less durable. Their true strength is how they interact with the world. When used they resonate with the latent media in the surrounding environment, providing a guide for hexes channeled through them.
Compromises have had to be made in the creation of these tools. They must be fed with external media when casting else they will cannibalize their own materials, possibly to the point of destruction. This is similar to a Cypher, though these tools can be recharged.
Regular use also slowly drains this reservoir - I believe the media is being expended to heal damage to the structure of the amethyst. Conventional means of equipment repair have proved ineffective due to difficulties in integrating a new matrix into the existing crystal.
Click to show recipes
Click to hide recipes
Axes, hoes, pickaxes and shovels cast after breaking a block. The stack is initialized with the location of the broken block. Break block spells cast through these tools behave as if broken by the tool, which includes any enchantment effects.
Click to show recipes
Click to hide recipes
Swords cast on hit and push the targeted entity to the stack.
My attempts to craft a bow on similar principles have failed. Amethyst simply doesn't have the flexibility required. I have instead resorted to crafting arrows with amethyst shards, in place of flint. These can be imbued like my other amethyst equipment but they can only draw on their internal media and affect a limited area. I am sure I could craft an equivalent out of media alone, but there are niches where I may find this useful.
Click to show recipes
Click to hide recipes
Amethyst Arrow

4
Arrows cast when striking an entity or a block. In the first case the entity is pushed to the stack, in the latter the block position. Arrows have an amethyst shard's worth of media and a 4 block ambit radius.
Click to show recipes
Click to hide recipes
Helmets casts when a mob, hostile or otherwise, begins to target me. The identity of the mob is pushed to the stack.
Click to show recipes
Click to hide recipes
Chestplates cast when I take damage. Two nullable entities and the amount of damage are pushed to the stack. The first entity is the direct source of the damage, such as an arrow, and the second is the indirect source, such as whoever fired the arrow.
Click to show recipes
Click to hide recipes
Leggings cast in the unfortunate event of my death. The source of my demise is pushed to the stack, in the same form as the chestplate. Because I am no longer alive to serve as a conduit this will always use the legging's internal media.
Click to show recipes
Click to hide recipes
Boots cast whenever I fall about 1.5 blocks, pushing the precise distance to the stack. This trigger is sensitive and can be fooled into resetting by going up.
Imbue Equipment ([pattern] →)
Imbues the supplied hexes into the amethyst equipment in my other hand, so that they will be cast whenever the item is used. Costs 9 charged amethyst except on arrows, which cost 5 shards.
Source: Special Efhexs
The Microphone is an all-in-one tool for sounds and particles! I simply turn it on near a source of sounds and particles, and when I turn it off, the particles and sounds are streamed for my Hexes to analyze and use.
Click to show recipes
Click to hide recipes
I need to get up close and personally experience particles or sound to utilize it in my Hexes.
Check, check, is this thing on?
Source: Hex Casting
A list of all the patterns I've discovered, as well as what they do.
Source: Hex Casting
I've divided all the valid patterns I've found into sections based on what they do, more or less. I've written down the stroke order of the patterns as well, if I managed to find it in my studies, with the start of the pattern marked with a red dot.
If an action is cast by multiple patterns, as is the case with some, I'll write them all side-by-side.
For a few patterns, however, I was not able to find the stroke order, just the shape. I suspect the order to draw them in are out there, locked away in the ancient libraries and dungeons of the world.
In such cases I just draw the pattern without any information on the order to draw it in.
I also write the types of iota that the action will consume or modify, a "→", and the types of iota the action will create.
For example, "vector, number → vector" means the action will remove a vector and a number from the top of the stack, and then add a vector; or, put another way, will remove a number from the stack, and then modify the vector at the top of the stack. (The number needs to be on the top of the stack, with the vector right below it.)
"→ entity" means it'll just push an entity. "entity, vector →" means it removes an entity and a vector, and doesn't push anything.
Finally, if I find the little dot marking the stroke order too slow or confusing, I can press Control/Command to display a gradient, where the start of the pattern is darkest and the end is lightest. This works on scrolls and when casting, too!
Source: Hex Casting
Mind's Reflection (→ entity | null)
Adds me, the caster, to the stack.
Compass' Purification (entity → vector)
Transforms an entity on the stack into the position of its eyes. I should probably use this on myself.
Alidade's Purification (entity → vector)
Transforms an entity on the stack into the direction it's looking in, as a unit vector.
Archer's Distillation (vector, vector → vector | null)
Combines two vectors (a position and a direction) into the answer to the question: If I stood at the position and looked in the direction, what block would I be looking at? Costs a negligible amount of media.
If it doesn't hit anything, the vectors will combine into Null.
A common sequence of patterns, the so-called "raycast mantra," is Mind's Reflection, Compass Purification, Mind's Reflection, Alidade Purification, Archer's Distillation. Together, they return the vector position of the block I am looking at.
Architect's Distillation (vector, vector → vector | null)
Like Archer's Distillation, but instead returns a vector representing the answer to the question: Which side of the block am I looking at? Costs a negligible amount of media.
More specifically, it returns the normal vector of the face hit, or a unit vector pointing perpendicular to the face.
If I am looking at a floor, it will return (0, 1, 0).
If I am looking at the south face of a block, it will return (0, 0, 1).
Scout's Distillation (vector, vector → entity | null)
Like Archer's Distillation, but instead returns the entity I am looking at. Costs a negligible amount of media.
Reveal (any → any)
Displays the top iota of the stack to me.
Stadiometer's Prfn. (entity → num)
Transforms an entity on the stack into its height.
Pace Purification (entity → vector)
Transforms an entity on the stack into the direction in which it's moving, with the speed of that movement as that direction's magnitude.
Source: HexDebug
Debugger's Reflection (→ bool)
Adds True to the top of the stack if executed by a Debugger or Evaluator, or False otherwise.
Debug Locator's Rfln. (→ int or null)
Adds the index of the next iota to be evaluated if executed by a Debugger or Evaluator, or Null otherwise.
Cognitohazard Rfln. (→ cognitohazard)
Adds a Cognitohazard to the top of the stack.
It seems certain debugging tools may pose a security risk for some high-level techniques. To help combat this, I have created this pattern.
When a Cognitohazard iota is executed normally, nothing happens. However, if one is present in a Hex executed by a Debugger, it will cause the Hex to terminate immediately - even before the Cognitohazard is actually executed.
Set Breakpoint Before
Pauses the Debugger before executing this pattern.
Set Breakpoint After
Pauses the Debugger after executing this pattern (ie. before executing the next pattern).
Craft Debugger (entity, [pattern] →)
Creates a Debugger that casts a Hex, similar to certain other patterns I've used in the past.
Costs about ten Charged Amethyst.
Source: Hexpose
After Enlightenment, I find myself acutely aware of certain patterns that aid with my newfound abilities. These patterns don't seem to require anything from me that I didn't have before; perhaps I was always able to cast them but was simply unaware of their existence. An unenlightened player will be able to use casting devices with these patterns.
Epiphany Purification (player entity → boolean)
Pushes whether the given player has achieved Enlightenment.
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...
Source: Hexal
Timekeeper's Reflection (→ number)
Adds a number to the stack which seems to be related to how Nature represents time; If I cast the pattern, then cast the same pattern a second later, the number it adds has increased by 20.
Diver's Purification (entity → num)
Removes a Living entity from the stack and returns how much breath it has left (i.e., how close it is to drowning).
Nurse's Purification (entity → num)
Removes a Living entity from the stack and returns how much health it has left (i.e., how close it is to dying).
Squire's Purification (entity → num)
Removes a Living entity from the stack and returns how much armour it has.
Boxer's Purification (entity → num)
Removes a Living entity from the stack and returns how much toughness it has (another property of armour).
Lamplighter's Prfn. (vec → num)
Removes a position vector from the stack and returns the light level at that position.
Source: Overevaluate
Jumble iota are a highly versatile and expressive method of stack manipulation; a single jumble iota can copy, remove, and reorder the stack while being highly readable and instantly understandable.
When a Hex tries to process a jumble iota, a number of iotas from the stack indicated by the first number in the jumble iota are popped.
These popped iotas are stored on a temporary list called the reference list. Then, the list of positive integers indicated by the jumble iota are read one by one, indexing into the reference list and pushing the iota to the stack.
The jumble iota 2 [1 0] will pop two iotas off the stack. Then, it will push the iota at index 1 of the reference list, followed by the iota at index 0. In practice, it is identical to Jester's Gambit.
Jumbling Gambit (number, list → jumble)
Creates a jumble iota corresponding to the argument count and the list of numbers.
Jumbling Decomposition (jumble → number, list)
Dissolves a jumble iota back into a number and a list of numbers.
Source: IoticBlocks
Chronicler's Prfn. (vec → any)
Like Scribe's Reflection, but the iota is read out of a block instead of my other hand.
Chronicler's Gambit (vec, any →)
Like Scribe's Gambit, but the iota is written to a block instead of my other hand.
Interestingly enough, it looks like I cannot write my own Name using this spell. I get a sense that I might be endangered if I could.
Tachygrapher's Dstl. (entity | vec, num → any)
Read a list iota out of an entity or block, then push the iota at the specified index to the stack.
It seems this and the next pattern may be useful for handling large amounts of data without causing a Too Many Iotas mishap.
Tachygrapher's Gambit (entity | vec, num, any →)
Read a list iota out of an entity or block, then set the element at the specified index of that list to the given iota, then write the resulting list back to the entity or block.
Auditor's Purification (vec → bool)
Like Auditor's Reflection, but the readability of a block is checked instead of my other hand.
Assessor's Purification (vec → bool)
Like Assessor's Reflection, but the writability of a block is checked instead of my other hand.
Source: Hex Casting
Numerical Reflection (→ number)
Irritatingly, there is no easy way to draw numbers. Here is the method Nature deigned to give us.
First, I draw one of the two shapes shown on the other page. Next, the angles following will modify a running count starting at 0.
Forward: Add 1
Left: Add 5
Right: Add 10
Sharp Left: Multiply by 2
Sharp Right: Divide by 2.
The clockwise version of the pattern, on the right of the other page, will negate the value at the very end. (The left-hand counter-clockwise version keeps the number positive).
Once I finish drawing, the number's pushed to the top of the stack.
Example 1
This pattern pushes 10.
Example 2
This pattern pushes 7: 5 + 1 + 1.
Example 3
This pattern pushes -32: negate 1 + 5 + 10 * 2.
Example 4
This pattern pushes 4.5: 5 / 2 + 1 + 1.
In certain cases it might be easier to just use an Abacus. But, it's worth knowing the "proper" way to do things.
Source: Hex Casting
Many mathematical operations function on both numbers and vectors. Such arguments are written as "num|vec".
Additive Distillation (num|vec, num|vec → num|vec)
Perform addition.
As such:
With two numbers at the top of the stack, combines them into their sum.
With a number and a vector, removes the number from the stack and adds it to each element of the vector.
With two vectors, combines them by summing corresponding components into a new vector (i.e. [1, 2, 3] + [0, 4, -1] = [1, 6, 2]).
Subtractive Distillation (num|vec, num|vec → num|vec)
Perform subtraction.
As such:
With two numbers at the top of the stack, combines them into their difference.
With a number and a vector, removes the number from the stack and subtracts it from each element of the vector.
With two vectors, combines them by subtracting each component.
In all cases, the top of the stack or its components are subtracted from the second-from-the-top.
Multiplicative Dstl. (num|vec, num|vec → num|vec)
Perform multiplication or the dot product.
As such:
With two numbers, combines them into their product.
With a number and a vector, removes the number from the stack and multiplies each component of the vector by that number.
With two vectors, combines them into their dot product.
Division Dstl. (num|vec, num|vec → num|vec)
Perform division or the cross product.
As such:
With two numbers, combines them into their quotient.
With a number and a vector, removes the number and divides it by each element of the vector.
With two vectors, combines them into their cross product.
In the first and second cases, the top of the stack or its components comprise the dividend, and the second-from-the-top or its components are the divisor.
WARNING: Never divide by zero!
Length Purification (num|vec → number)
Compute the absolute value or length.
Replaces a number with its absolute value, or a vector with its length.
Power Distillation (num|vec, num|vec → num|vec)
Perform exponentiation or vector projection.
With two numbers, combines them by raising the first to the power of the second.
With a number and a vector, removes the number and raises each component of the vector to the number's power.
With two vectors, combines them into the vector projection of the top of the stack onto the second-from-the-top.
In the first and second cases, the first argument or its components are the base, and the second argument or its components are the exponent.
Floor Purification (num|vec → num|vec)
"Floors" a number, cutting off the fractional component and leaving an integer value. If passed a vector, instead floors each of its components.
Ceiling Purification (num|vec → num|vec)
"Ceilings" a number, raising it to the next integer value if it has a fractional component. If passed a vector, instead ceils each of its components.
Vector Exaltation (num, num, num → vector)
Combine three numbers at the top of the stack into a vector's X, Y, and Z components (bottom to top).
Vector Disintegration (vector → num, num, num)
Split a vector into its X, Y, and Z components (bottom to top).
Modulus Distillation (num|vec, num|vec → num|vec)
Takes the modulus of two numbers. This is the amount remaining after division - for example, 5 % 2 is 1, and 5 % 3 is 2. When applied on vectors, performs the above operation elementwise.
Axial Purification (vec|num → vec|num)
For a vector, coerce it to its nearest axial direction, a unit vector. For a number, return the sign of the number; 1 if positive, -1 if negative. In both cases, zero is unaffected.
Entropy Reflection (→ num)
Creates a random number between 0 and 1.
Source: Hex Casting
True Reflection (→ bool)
Adds True to the top of the stack.
False Reflection (→ bool)
Adds False to the top of the stack.
Nullary Reflection (→ null)
Adds the Null influence to the top of the stack.
Vector Reflection Zero (→ vector)
Adds [0, 0, 0] to the stack.
Vector Rfln. +X/-X (→ vector)
The left-hand counter-clockwise pattern adds [1, 0, 0] to the stack; the right-hand clockwise pattern adds [-1, 0, 0].
Vector Rfln. +Y/-Y (→ vector)
The left-hand counter-clockwise pattern adds [0, 1, 0] to the stack; the right-hand clockwise pattern adds [0, -1, 0].
Vector Rfln. +Z/-Z (→ vector)
The left-hand counter-clockwise pattern adds [0, 0, 1]; the right-hand clockwise pattern adds [0, 0, -1].
Circle's Reflection (→ num)
Adds τ, the radial representation of a complete circle, to the stack.
Arc's Reflection (→ num)
Adds π, the radial representation of half a circle, to the stack.
Euler's Reflection (→ num)
Adds e, the base of natural logarithms, to the stack.
Source: Oneironaut
I've descovered a kind of iota which seems to represent a layer of reality itself. In lieu of better understanding, I've decided to call these Spatial Imprints.
Spatial Reflection (→ Imprint)
Returns a Spatial Imprint representing the dimension I am currently in. Costs a negligible amount of media.
Spatial Reflection II (→ Imprint | NULL)
Returns a Spatial Imprint representing the dimension my sentinel is currently in. Costs one-tenth of an amethyst dust.
Homeland Reflection (→ Imprint)
Returns a Spatial Imprint representing the overworld. Costs one-tenth of an amethyst dust.
Inferno Reflection (→ Imprint)
Returns a Spatial Imprint representing the nether. Costs one-tenth of an amethyst dust.
There seems to be some resistance when I cast this. Perhaps I'll be able to overcome it with greater skill...
Atlas' Decomposition (Imprint → num, num)
Accepts a Spatial Imprint, and returns the lowest and highest altitudes at which blocks can exist in the corresponding dimension.
Ratio Purification (Imprint → num)
Accepts a Spatial Imprint, and returns how many blocks you'd have to travel in the overworld to travel the equivalent of one block in the input dimension.
Source: Hexal
Factorial Purification (num → num)
Takes a number from the stack and computes its factorial, for example inputting 4 would return 4*3*2*1=24.
Running Sum Prfn. ([num] → [num])
Takes a list from the stack and computes its running sum, for example inputting [1,2,5] would return [1,3,8].
Running Product Prfn. ([num] → [num])
Takes a list from the stack and computes its running product, for example inputting [1,2,5] would return [1,2,10].
Source: HexTweaks
Progress Gambit
Turns the spellbook that your are holding one page to the right
Regress Gambit
Turns the spellbook that your are holding one page to the left
Heket's Gambit ([pattern] →)
Removes a pattern list from the stack. Examines (but does not remove) the iota beneath it, and evaluates the pattern list if and only if Augur's Purification would respond to that iota with True. Examination and evaluation repeats until the iota would no longer create truth.
Source: Ephemera
I've discovered a curious pattern which scrambles an iota into an unreadable mess. However, unlike Garbage iotas, this mess still contains data, and running the same iota through the pattern will always produce the same mess (known as a hash). While it is not possible to recover an iota from a hash, it can be quite useful for comparisons in situations where I cannot save the unaltered iota.
Hashing Purification (any → hash)
Accepts any iota, and converts it into its hashed form.
Source: Ephemera
I've found a couple patterns designed to interact with item frames. Nothing fancy, but they're nice utility for things like controlling my spell circles.
Additionally, it seems Sorter's Purification works on them just fine, so my attempts to find a dedicated frame-item pattern were pointless.
Decorator's Prfn. (item frame → number)
Accepts an item frame entity, and returns its rotation, from 0 to 7.
Decorator's Gambit (item frame, number →)
Accepts an item frame entity and an integer from 0 to 7, and sets its rotation to the number. Costs a negligible amount of media.
Scout's Exaltation ([type], vec, vec → entity | NULL)
As Scout's Distillation, but also accepts a list of entity type iotas. Any entity whose type is not present in the list will be ignored. Costs an amount of media slightly less negligible than that of the aforementioned pattern.
Entropy Reflection II (→ num)
Returns a random number with a gaussian distribution, with a mean of zero and a standard deviation of one.
Clearance Prfn. (vec → bool)
Accepts a vector, and returns whether that vector is within (or just on the edge of) the block in that space. Seems to involve the boxes I see in my mind's eye.
Flock's Rfln. II (→ num)
Returns the total size of all iotas on my stack, including the contents of lists and similar. If this number ever reaches 1024, my stack shall come crashing down into garbage.
Flock's Prfn. (→ num)
Accepts any iota, and returns its total size.
State Purification (vec → [string])
Accepts a vector, and returns a list of strings corresponding to values contained in the state of the block at the corresponding position.
State Distillation (vec, string → bool|num|vec|string)
Accepts a vector and a string, and uses the string as a key to retrieve the value it corresponds to in the target block's state, or null if there is no corresponding value.
Ride Wisp (wisp →)
Accepts one of my wisps (or a wandering wisp), and places me atop it, similar to sitting in a minecart. I must be within the wisp's ambit, or four blocks for wandering wisps. Costs one amethyst shard.
I should take care not to accelerate too quickly when riding a wisp, as unlike with Impulse, the acceleration is not applied evenly across my body, and can thus cause significant harm. The threshold for how quickly I can accelerate safely seems to be about 98 m/s over one second.
I should take care when mounting fast wisps, as the instantaneous velocity involved can contribute to this damage if I am too far from my final seated position.
Dismount
Takes me off of whatever entity I may be riding when cast. Costs 1/100 of a dust.
Equestrian Prfn. (entity → [entity])
Accepts an entity, and returns a list of entities seated atop it.
Equestrian Prfn. II (entity → entity)
Accepts an entity, and returns the entity it is seated atop.
Source: Hexical
I have discovered a set of patterns that concern the construction and manipulation of other patterns. Strangely, they can be used to construct patterns that are impossible to draw with a Staff, although fortunately I don't believe Nature has associated an effect with any of these "illegal" patterns. They can be considered free to use with my Scarab Beetle.
Glyphmaker's Dstl. (pattern, number → pattern)
Uses the number to shuffle the pattern into one of the same shape, but different stroke order. My notes hint that ancient Hexcasters used this for some grand library.
Congruence Distillation (pattern, pattern → boolean)
Pushes whether two patterns have the same shape, stroke order, and orientation.
Similarity Distillation (pattern, pattern → boolean)
Pushes whether two patterns have same shape but not necessarily the same stroke order.
Chirographer's Purif. (pattern → list of numbers)
Turns a pattern into a list of numbers for my splitting, analysis, and dissection. The inverse of Calligrapher's Purification.
Calligrapher's Purif. (list of numbers → pattern)
Turns a list of numbers into a pattern for my viewing and execution. The inverse of Chirographer's Purification.
The numbers returned by Chirographer's Purification correspond to individual strokes in the pattern. The diagonal stroke that travels upwards and rightwards is labeled 0 and all the other strokes are labelled incrementally in a clockwise manner.
If I pass in a list of numbers outside the 0-5 range into Calligrapher's Purification, it will apply a modulo to coerce numbers into the 0-5 range.
These lists have multiple fascinating properties. By adding or subtracting constant values, I can rotate the pattern. I can splice off the beginning and ends to check for pattern prefixes and suffixes. In cyclical patterns, I can rotate the list by moving the first element to the end or vice versa to cycle the starting position. By carefully altering numbers with list manipulation, I can also make some kind of backwards stroke.
Handwriting Distillation (pattern → list of vectors)
Takes a pattern and produces a normalized list of vectors. The z-component of these vectors is zero. I feel this may be useful for artistic Hexes.
Source: Ephemera
These patterns work with a type of iota that represents lingering effects on a creature, which can allow me to asses the state of a creature more thoroughly than with only Nurse's Purification.
While my research suggests that status iotas representing instantaneous effects are possible, they would be very difficult to obtain, and I cannot think of any use case for them at the moment.
Apothecary's Prfn. (entity → [status])
Accepts a living entity, and returns a list of status iotas representing all effects on the target.
Apothecary's Prfn. II (status → num)
Accepts a status effect type, and returns a number based on whether the effect is likely to be helpful, harmful, or neutral to a creature.
Pharmacist's Dstln. (entity, status → num)
Accepts an entity and a status effect type, and returns the effect on the target's duration in seconds.
Pharmacist's Distillation II (entity, status → num)
Accepts an entity and a status effect type, and returns the effect on the target's potency.
Entity Distillation: Status (status, vector → entity | NULL)
Accepts a status effect type and a vector, and returns an entity at that position which has that effect.
Zone Exltn.: Status (status, vec, num → [entity])
Accepts a status effect type, a vector, and a number (n), and returns a list of entities within radius n of the vector which have that effect.
Zone Exltn.: Not-Status (status, vec, num → [entity])
Accepts a status effect type, a vector, and a number (n), and returns a list of entities within radius n of the vector which do not have that effect.
Ablation Purification (entity → num)
Accepts a living entity, and returns how much damage it can Absorb before its health is affected.
Cleanse Status (entity, status →)
Accepts an entity and a status effect type, and removes that status effect from the entity. Cost is based on the effect's innate harmfulness, its potency, and its remaining duration.
Costs more if attempting to remove a positive effect from an entity other than myself.
All of the patterns which deal with a specific status effect on an entity have the side effect that if the entity does not currently have the specified effect, the pattern will fail and inflict nausea upon me.
Source: Hexpose
Text iotas represent textual information. Not only does it encode all the information required for reading, it also contains styles such as coloring and italics.
They can also encode an incredible amount of information in one iota. With how dense they are, they can quickly collapse into meaninglessness.
Reading Purification (any → text)
Takes an iota and returns a text iota representing it. If taking a text iota, strips all the styles of it.
Additive Distillation (text, text → text)
Pushes a text iota of the first followed immediately by the second.
Length Purification (text → number)
Pushes the length of the text iota.
Glyph Purification (text → list)
Splits a text iota into a list of individual glyphs.
Collage Purification (list → text)
Transforms all the elements of a list into text (or keeps them if they were) and pastes it all together.
Selection Distillation (text, number → text)
Pushes the nth glyph in the text.
Selection Exaltation (text, number, number → text)
Pushes the specified slice of the text.
Surgeon's Exaltation (text, number, text → text)
Replaces the glyph at the nth position in the text with another segment of text. Replacement can be longer than one glyph.
Excisor's Distillation (text, number → text)
Removes the nth glyph in the text.
Retrograde Purification (text → text)
Reverses the text.
Uniqueness Purification (text → text)
Keeps only the first instance of any glyph in the text. Styling is enough to distinguish a glyph.
The following are a set of patterns involving the styling of the text. Despite resembling distillations, they are actually gambits due to their unique argument structure.
If the regular arguments are passed in, they will style the text according to their speciality (example of modification included).
If passed in just a text however, they will return the current value of the setting that they target.
Lumière Gambit (text, vector → text)
Takes a text iota and a color encoded as a vector whose components range from 0 to 1, and produces a text iota of that color.
Gothic Gambit (text, boolean → text)
Takes a text iota and sets whether it is bold.
Manutius' Gambit (text, boolean → text)
Takes a text iota and sets whether it is in italics.
Notetaker's Gambit (text, boolean → text)
Takes a text iota and sets whether it is underlined.
Editor's Gambit (text, boolean → text)
Takes a text iota and sets whether it has been struck through.
Censor's Gambit (text, boolean → text)
Takes a text iota and sets whether it is obfuscated.
Source: Ephemera
It seems that the list which Thoth's Gambit forms as it iterates over a data set functions as a stack, simply one that is a bit out of the way. As such, I have devised a couple of patterns for interacting with this hidden stack, called the accumulator.
Source: Hex Casting
Novice's Gambit (any →)
Removes the first iota from the stack.
This seems to be a special case of Bookkeeper's Gambit.
Jester's Gambit (any, any → any, any)
Swaps the top two iotas of the stack.
Rotation Gambit (any, any, any → any, any, any)
Yanks the iota third from the top of the stack to the top. [0, 1, 2] becomes [1, 2, 0].
Rotation Gambit II (any, any, any → any, any, any)
Yanks the top iota to the third position. [0, 1, 2] becomes [2, 0, 1].
Gemini Decomposition (any → any, any)
Duplicates the top iota of the stack.
Prospector's Gambit (any, any → any, any, any)
Copy the second-to-last iota of the stack to the top. [0, 1] becomes [0, 1, 0].
Undertaker's Gambit (any, any → any, any, any)
Copy the top iota of the stack, then put it under the second iota. [0, 1] becomes [1, 0, 1].
Gemini Gambit (any, number → many)
Removes the number at the top of the stack, then copies the top iota of the stack that number of times. (A count of 2 results in two of the iota on the stack, not three.)
Dioscuri Gambit (any, any → any, any, any, any)
Copy the top two iotas of the stack. [0, 1] becomes [0, 1, 0, 1].
Flock's Reflection (→ number)
Pushes the size of the stack as a number to the top of the stack. (For example, a stack of [0, 1] will become [0, 1, 2].)
Fisherman's Gambit (number → any)
Grabs the element in the stack indexed by the number and brings it to the top. If the number is negative, instead moves the top element of the stack down that many elements.
Fisherman's Gambit II (number → any)
Like Fisherman's Gambit, but instead of moving the iota, copies it.
Bookkeeper's Gambit (many → many)
An infinite family of actions that keep or remove elements at the top of the stack based on the sequence of dips and lines.
Assuming that I draw a Bookkeeper's Gambit pattern left-to-right, the number of iotas the action will require is determined by the horizontal distance covered by the pattern. From deepest in the stack to shallowest, a flat line will keep the iota, whereas a triangle dipping down will remove it.
If my stack contains 0, 1, 2 from deepest to shallowest, drawing the first pattern opposite will give me 1, the second will give me 0, and the third will give me 0, 2 (the 0 at the bottom is left untouched).
Swindler's Gambit (many, number → many)
Rearranges the top elements of the stack based on the given numerical code, which is the index of the permutation wanted.
Although I can't pretend to know the mathematics behind calculating this permutation code, I have managed to dig up an extensive chart of them, enumerating all permutations of up to six elements.
If I wish to do further study, the key word is "Lehmer Code."
Source: Scryglass
I can use Hexcasting to conjure small strands of visible media just before my eyes using a family of spells called the oculus spells. The small strand of media—called an Icon—dissolves in just about a second after conjuration, but if I had some method to automatically cast a Hex, I could permanently augment my own vision to suit my needs.
All oculus spells take an integer henceforth referred to as an index, which will be used to refer to and distinguish Icons. Using a used index in an oculus spell will destroy the old Icon and reassign it to the new one.
Virtual instruments spread out in front of her like playing cards show her relative position and velocity, her airspeed and orientation, her oxygen levels, mana levels, and her degree of concentration.
Oculus spells also typically want a position to draw to, in the form of a vector. The x and y-components of the vector I pass in are coordinates on a coordinate plane whose origin is at the center of my vision. Periphery Reflection can be used to determine the full range of my vision. The z-component is used to determine which Icons appear over others.
Periphery Reflection (→ vector)
Returns the full width and height of my vision as a vector.
Icons Reflection (→ list of indices)
Pushes a list of the indices of all the Icons I have. This appears as a list of numbers.
Clear Icon (index →)
Immediately clears an Icon.
Draw Text (index, vector, number, any →)
Takes an index, a position, a number, and any iota. Conjures an Icon displaying that iota.
The number determines the mode of text justification. 0 centers the text at the position given, 1 aligns the left side to the position given, and 2 aligns the right side to the position given.
Rotate Icon (index, number →)
Takes an index and an amount of rotation counterclockwise in terms of a full circle. Rotates the icon.
Scale Icon (index, number →)
Takes an index and a scaling factor. Scales the icon.
Draw Rectangle (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures an Icon displaying that rectangle.
Draw Line (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures an Icon that joins between the two with a thin line.
Source: Hex Casting
Augur's Purification (any → bool)
Convert an argument to a boolean. The number 0, Null, False, and the empty list become False; everything else becomes True.
Length Purification (bool → number)
Convert a boolean to a number; True becomes 1, and False becomes 0.
Negation Purification (bool → bool)
If the argument is True, return False; if it is False, return True.
Disjunction Distillation (bool, bool → bool)
Returns True if at least one of the arguments are True; otherwise returns False.
Conjunction Distillation (bool, bool → bool)
Returns True if both arguments are true; otherwise returns False.
Exclusion Distillation (bool, bool → bool)
Returns True if exactly one of the arguments is true; otherwise returns False.
Augur's Exaltation (bool, any, any → any)
If the first argument is True, keeps the second and discards the third; otherwise discards the second and keeps the third.
Equality Distillation (any, any → bool)
If the first argument equals the second (within a small tolerance), return True. Otherwise, return False.
Inequality Distillation (any, any → bool)
If the first argument does not equal the second (outside a small tolerance), return True. Otherwise, return False.
Maximus Distillation (number, number → bool)
If the first argument is greater than the second, return True. Otherwise, return False.
Minimus Distillation (number, number → bool)
If the first argument is less than the second, return True. Otherwise, return False.
Maximus Distillation II (number, number → bool)
If the first argument is greater than or equal to the second, return True. Otherwise, return False.
Minimus Distillation II (number, number → bool)
If the first argument is less than or equal to the second, return True. Otherwise, return False.
Source: MoreIotas
Classifier's Purification (any → iotatype)
Remove an iota from the stack, and adds the type of that iota to the stack.
Physician's Purification (entity → entitytype)
Remove an entity from the stack, and adds the type of the entity at that location to the stack.
Sorter's Purification (itemtypable → itemtype)
Remove an iota with an associated item type (for example a location and the type of the block at that location, an item entity, or an item frame) from the stack and returns the item type to the stack (e.g. Grass, Stone, Stick, etc.).
Sorter's Reflection (→ itemtype)
Adds the type of the item in the caster's offhand to the stack if there is one present, or the type of the casting hand otherwise.
Entity Distillation: Type (entitytype, pos → entity | null)
Remove an entity type and a position from the stack, and returns an entity of that type at that position if one exists.
Zone Exaltation: Type (entitytype, pos, num → [entity])
Remove an entity type, a position, and a radius from the stack, and returns a list of all entities of that type within that radius of that position.
Zone Exaltation: Not-Type (entitytype, pos, num → [entity])
Remove an entity type, a position, and a radius from the stack, and returns a list of all entities not of that type within that radius of that position
Source: Hex Casting
Entity Purification (vector → entity or null)
Transform the position on the stack into the entity at that location (or Null if there isn't one).
Entity Prfn.: Animal (vector → entity or null)
Transform the position on the stack into the animal at that location (or Null if there isn't one).
Entity Prfn.: Monster (vector → entity or null)
Transform the position on the stack into the monster at that location (or Null if there isn't one).
Entity Prfn.: Item (vector → entity or null)
Transform the position on the stack into the dropped item at that location (or Null if there isn't one).
Entity Prfn.: Player (vector → entity or null)
Transform the position on the stack into the player at that location (or Null if there isn't one).
Entity Prfn.: Living (vector → entity or null)
Transform the position on the stack into the living creature at that location (or Null if there isn't one).
Zone Dstl.: Animal (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of animals near the position.
Zone Dstl.: Non-Animal (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of non-animal entities near the position.
Zone Dstl.: Monster (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of monsters near the position.
Zone Dstl.: Non-Monster (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of non-monster entities near the position.
Zone Dstl.: Item (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of dropped items near the position.
Zone Dstl.: Non-Item (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of non-dropped-item entities near the position.
Zone Dstl.: Player (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of players near the position.
Zone Dstl.: Non-Player (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of non-player characters near the position.
Zone Dstl.: Living (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of living creatures near the position.
Zone Dstl.: Non-Living (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of non-living entities near the position.
Zone Dstl.: Any (vector, number → list)
Take a position and maximum distance on the stack, and combine them into a list of all entities near the position.
Source: MoreIotas
Sorter's Purification (item stack → itemtype)
Transforms the Item Stack at the top of the stack into its Item.
Length Purification (item stack → int)
Transforms the Item Stack at the top of the stack into its size.
Duelist's Purification (entity → item stack)
Transforms the entity at the top of the stack into the Item Stack in its main hand. Also works on Item Frames and dropped items.
Shieldbearer's Purification (entity → item stack)
Transforms the entity at the top of the stack into the Item Stack in its off hand.
Hoarder's Distillation (vector, vector → list)
Removes two vectors from the stack representing position and side. Returns a list of Item Stacks in the block at the given position accessible from the given side (or all if second vector is zero).
Collector's Distillation (vector, vector → list)
Removes two vectors from the stack representing position and side. Returns a list of Items in the block at the given position accessible from the given side (or all if second vector is zero).
Treasurer's Distillation (item stack, int → list)
Transforms the Item Stack at the top of the stack into its size.
Source: Hexpose
Dousing 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.
Source: Hexical
Whereas Telepathy is concerned with reading my intentions and allowing my Hexes to inform me, Grokking deals with transferring iotas. The stack accessible with my Staff is persistent, unlike the ones of casting devices. These two patterns allow me to push and pull iotas directly to it.
Grokking Reflection (→ any)
Pushes the top iota from my staff stack and removes it or pushes Garbage. Subject to the Transgress Others mishap.
Grokking Gambit (any →)
Pops an iota and pushes it onto my staff stack. Subject to the Transgress Others mishap.
Source: Hex Casting
Selection Distillation (list, number → any)
Remove the number at the top of the stack, then replace the list at the top with the nth element of that list (where n is the number you removed). Replaces the list with Null if the number is out of bounds.
Selection Exaltation (list, num, num → list)
Remove the two numbers at the top of the stack, then take a sublist of the list at the top of the stack between those indices, lower bound inclusive, upper bound exclusive. For example, the 0, 2 sublist of [0, 1, 2, 3, 4] would be [0, 1].
Integration Distillation (list, any → list)
Remove the top of the stack, then add it to the end of the list at the top of the stack.
Derivation Decomposition (list → list, any)
Remove the iota on the end of the list at the top of the stack, and add it to the top of the stack.
Additive Distillation (list, list → list)
Remove the list at the top of the stack, then add all its elements to the end of the list at the top of the stack.
Vacant Reflection (→ list)
Push an empty list to the top of the stack.
Single's Purification (any → list)
Remove the top of the stack, then push a list containing only that element.
Length Purification (list → num)
Remove the list at the top of the stack, then push the number of elements in the list to the stack.
Retrograde Purification (list → list)
Reverse the list at the top of the stack.
Locator's Distillation (list, any → num)
Remove the iota at the top of the stack, then replace the list at the top with the first index of that iota within the list (starting from 0). Replaces the list with -1 if the iota doesn't exist in the list.
Excisor's Distillation (list, num → list)
Remove the number at the top of the stack, then remove the nth element of the list at the top of the stack (where n is the number you removed).
Surgeon's Exaltation (list, num, any → list)
Remove the top iota of the stack and the number at the top, then set the nth element of the list at the top of the stack to that iota (where n is the number you removed). Does nothing if the number is out of bounds.
Flock's Gambit (many, num → list)
Remove num elements from the stack, then add them to a list at the top of the stack.
Flock's Disintegration (list → many)
Remove the list at the top of the stack, then push its contents to the stack.
Speaker's Distillation (list, any → list)
Remove the top iota, then add it as the first element to the list at the top of the stack.
Speaker's Decomposition (list → list, any)
Remove the first iota from the list at the top of the stack, then push that iota to the stack.
Source: Hexical
Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of Hexcasters 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 flashes 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 others.
Hallucinate Click
Causes me to hear a click that is inaudible to others.
Offensive Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Attack/Destroy, or -1 if I am not.
Manipulative Reflection (→ number)
Pushes how many twentieths of a second I've been intending to Use Item/Place Block, or -1 if I am not.
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.
Source: Hex Casting
One of the many peculiarities of this art is that patterns themselves can act as iotas-- I can even put them onto my stack when casting.
This raises a fairly obvious question: how do I express them? If I simply drew a pattern, it would hardly tell Nature to add it to my stack-- rather, it would simply be matched to an action.
Fortunately, Nature has provided me with a set of influences that I can use to work with patterns directly.
In short, Consideration lets me add one pattern to the stack, and Introspection and Retrospection let me add a whole list.
Consideration
To use Consideration, I draw it, then another arbitrary pattern. That second pattern is added to the stack.
One may find it helpful to think of this as "escaping" the pattern onto the stack, if they happen to be familiar with the science of computers.
The usual use for this is to copy the pattern to a Scroll or Slate using Scribe's Gambit, and then perhaps decorating with them.
Introspection
Drawing Introspection makes my drawing of patterns act differently, for a time. Until I draw Retrospection, the patterns I draw are saved. Then, when I draw Retrospection, they are added to the stack as a list iota.
Retrospection
If I draw another Introspection, it'll still be saved to the list, but I'll then have to draw two Retrospections to get back to normal casting.
Also, I can escape the special behavior of Intro- and Retrospection by drawing a Consideration before them, which will simply add them to the list without affecting which the number of Retrospections I need to return to casting.
If I draw two Considerations in a row while introspecting, it will add a single Consideration to the list.
Evanition
Finally, if I make a mistake while drawing patterns inside Intro- and Retrospection I can draw Evanition to remove the last pattern that I drew from the pattern list that is being constructed.
Source: Hex Casting
This section deals with the storage of Iotas in a more permanent medium. Nearly any iota can be stored to a suitable item, such as a Focus or Spellbook, and read back later. Certain items, such as an Abacus, can only be read from.
Iotas are usually read and written from the other hand, but it is also possible to read and write with an item when it is sitting on the ground as an item entity, or when in an item frame.
There may be other entities I can interact with in this way. For example, a Scroll hung on the wall can have its pattern read off of it.
However, it seems I am unable to save a reference to another player, only me. I suppose an entity reference is similar to the idea of a True Name; perhaps Nature is helping to keep our Names out of the hands of enemies. If I want a friend to have my Name I can make a Focus for them.
Scribe's Reflection (→ any)
Copy the iota stored in the item in my other hand and add it to the stack.
Scribe's Gambit (any →)
Remove the top iota from the stack, and save it into the item in my other hand.
Chronicler's Prfn. (entity → any)
Like Scribe's Reflection, but the iota is read out of an entity instead of my other hand.
Chronicler's Gambit (entity, any →)
Like Scribe's Gambit, but the iota is written to an entity instead of my other hand.
Interestingly enough, it looks like I cannot write my own Name using this spell. I get a sense that I might be endangered if I could.
Auditor's Reflection (→ bool)
If the item in my other hand holds an iota I can read, returns True. Otherwise, returns False.
Auditor's Purification (entity → bool)
Like Auditor's Reflection, but the readability of an entity is checked instead of my other hand.
Assessor's Reflection (→ bool)
If I could save an iota into the item in my other hand, returns True. Otherwise, returns False.
Assessor's Purification (entity → bool)
Like Assessor's Reflection, but the writability of an entity is checked instead of my other hand.
The Ravenmind
Items are not the only places I can store information, however. I am also able to store that information in the media of the Hex itself, much like the stack, but separate. Texts refer to this as the ravenmind. It holds a single iota, much like a Focus, and begins with Null like the same. It is preserved between iterations of Thoth's Gambit, but only lasts as long as the Hex it's a part of. Once I stop casting, the value will be lost.
Huginn's Gambit (any →)
Removes the top iota from the stack, and saves it to my ravenmind, storing it there until I stop casting the Hex.
Muninn's Reflection (→ any)
Copy the iota out of my ravenmind, which I likely just wrote with Huginn's Gambit.
Source: Overevaluate
These patterns perform simple integer operations on an imaginary counter called the soroban. They may be useful when Ravenmind is occupied or unnecessarily complicated, for example to count iterations in a Thoth's loop.
Soroban Reflection (→ number)
Pushes soroban's current value and then increases it. Starts at 0.
Soroban Gambit
Resets the soroban to 0.
Soroban Gambit II (number →)
Pops a number from the stack and sets the soroban to it.
Source: Hex Casting
Sine Purification (num → num)
Takes the sine of an angle in radians, yielding the vertical component of that angle drawn on a unit circle. Related to the values of π and τ.
Cosine Purification (num → num)
Takes the cosine of an angle in radians, yielding the horizontal component of that angle drawn on a unit circle. Related to the values of π and τ.
Tangent Purification (num → num)
Takes the tangent of an angle in radians, yielding the slope of that angle drawn on a circle. Related to the values of π and τ.
Inverse Sine Prfn. (num → num)
Takes the inverse sine of a value with absolute value 1 or less, yielding the angle whose sine is that value. Related to the values of π and τ.
Inverse Cosine Prfn. (num → num)
Takes the inverse cosine of a value with absolute value 1 or less, yielding the angle whose cosine is that value. Related to the values of π and τ.
Inverse Tangent Prfn. (num → num)
Takes the inverse tangent of a value, yielding the angle whose tangent is that value. Related to the values of π and τ.
Inverse Tan. Prfn. II (num, num → num)
Takes the inverse tangent of a Y and X value, yielding the angle between the X-axis and a line from the origin to that point.
Logarithmic Distillation (num, num → num)
Removes the number at the top of the stack, then takes the logarithm of the number at the top using the other number as its base. Related to the value of e.
Source: MoreIotas
Matrices are a helpful tool for manipulating vectors to do as I wish, able to represent any linear transformation that can be applied to a vector. Of note with these patterns is that many are forgiving with their inputs, accepting in place of matrices things that can be easily mapped to matrices, namely numbers and vectors.
For example, attempting to multiply a 3x3 matrix with a vector, rather than mishapping, will return a new vector. For more information on how to make use of matrices to their fullest potential, the below is a helpful resource.
Transformation Prfct. (num | vec | list → mat)
Converts the iota on top of the stack into a matrix. This iota can be a number, vector, or list.
If it is a number, it becomes a 1x1 matrix. If it's a vector, it becomes a 3x1 matrix. If it's a list, it must be a list of purely numbers, purely vectors, or purely lists of numbers (each of which must be the same length). If it's a list of numbers it'll be 1 by n, if it's a list of vectors it'll be 3 by n, and if it's a list of lists it'll be n by m, where n is the inner list length and m is the outer list length.
Restoration Prfct. (mat → num | vec | list)
Converts the iota on top of the stack back from a matrix into a number, vector, or list depending on the vector's size.
A 1x1 matrix will become a number. A 1x3 or 3x1 matrix will become a vector. A 3 by n or n by 3 matrix will become a list of vectors, and any matrix not covered by the previous will become a list of lists of numbers, with each inner list being one column of the matrix.
Restoration Prfct. II (mat → [[num]])
As Restoration Purification, except it always returns a list of lists of numbers.
Identity Purification (int ≥ 0 → mat)
Accepts a positive integer n, and returns an n by n matrix with 1 along the diagonal and 0 elsewhere.
Zero Distillation (int ≥ 0, int ≥ 0 → mat)
Accepts positive integers n and m, and returns an n by m matrix of zeros.
Rotation Distillation (vec, num → mat)
Accepts a vec v and number θ, and returns a matrix representing rotating by θ radians around v.
Additive Distillation (mat, mat → mat)
Adds two matrices together; they must have the same number of columns and rows.
Multiplicative Dstl. (mat, mat → mat)
Multiplies the first n by m by with an m by p matrix to get an n by p matrix.
Division Dstl. (mat, mat → mat)
Divides the first n by m matrix with an m by m matrix to get an n by m matrix.
Power Distillation (mat, int → mat)
Accepts a square matrix and an integer, and raises the matrix to the power of the integer.
Multiplicative Dstl. II (mat, mat → mat)
Multiplies the first n by m matrix elementwise with another n by m matrix.
Division Dstl. II (mat, mat → mat)
Divides the first n by m matrix elementwise by another n by m matrix.
Power Distillation II (mat, mat → mat)
Raises the first n by m matrix elementwise to the power of another n by m matrix.
Retrograde Purification (mat → mat)
Accepts an n by m matrix and returns an m by n matrix where every entry has been flipped along the diagonal.
Inverse Purification (mat → mat)
Accepts an n by n matrix and returns the n by n matrix such that in*out = identity.
Determinant Purification (mat → num)
Accepts a square matrix and returns the determinant of that matrix. Mishaps for matrices larger than 4x4.
Tower Distillation (mat, mat → mat)
Accepts an n by m matrix and a p by m matrix and produces a (n+p) by m matrix by putting the first matrix on top of the second.
Sprawling Distillation (mat, mat → mat)
Accepts an n by m matrix and an n by p matrix and produces an n by (m+p) matrix by putting the first matrix to the left of the second.
Toppling Gambit (mat, num → mat, mat)
Accepts an n by m matrix and an int from 0 to n, and returns two matrices created by splitting the input matrix vertically at the inputted int.
Mitosis Gambit (mat, num → mat, mat)
Accepts an n by m matrix and an int from 0 to m, and returns two matrices created by splitting the input matrix horizontally at the inputted int.
Source: Complex Hex
UTF Purification (num/string → string/num)
Swaps between a string of a single character and an integer representing that character.
Uses the UTF-16 character map.
Source: Slate Works
As nice as the Pocket Simulator is, it amplifies its power through these patterns and spells.
These mishap when not cast in a Spell Circle. However, these preform nothing if the current Spell Circle is not bound to a Pocket Simulator.
Set Slot (int →)
This takes a number between 0 and 5 (inclusive), and sets the held slot of the bound Pocket Simulator. Free.
List Items (→ [item stack])
This returns all the items held within the Pocket Simulator as Item Stack Iotas. Free.
Source: Hex Casting
Set operations are odd, in that some of them can accept two numbers or two lists, but not a combination thereof. Such arguments will be written as "(num, num)|(list, list)".
When numbers are used in those operations, they are being used as so-called binary "bitsets", lists of 1 and 0, true and false, "on" and "off".
Disjunction Distillation ((num, num)|(list, list) → num|list)
Unifies two sets.
As such:
With two numbers at the top of the stack, combines them into a bitset containing every "on" bit in either bitset.
With two lists, this creates a list of every element from the first list, plus every element from the second list that is not in the first list. This is somewhat similar to Additive Distillation.
Conjunction Distillation ((num, num)|(list, list) → num|list)
Takes the intersection of two sets.
As such:
With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in both bitsets.
With two lists, this creates a list of every element from the first list that is also in the second list.
Exclusion Distillation ((num, num)|(list, list) → num|list)
Takes the exclusive disjunction of two sets.
As such:
With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in exactly one of the bitsets.
With two lists, this creates a list of every element in both lists that is not in the other list.
Negation Purification (num → num)
Takes the inversion of a bitset, changing all "on" bits to "off" and vice versa. In my experience, this will take the form of that number negated and decreased by one. For example, 0 will become -1, and -100 will become 99.
Uniqueness Purification (list → list)
Removes duplicate entries from a list.
Source: Slate Works
Wave Location Rfln. (→ vector)
Adds the current position of the Media Wave to the top of the stack.
Wave Facing Rfln. (→ vector)
Adds the current facing of the Media Wave to the top of the stack. If the current block does not have a facing, it returns a vector of [0,0,0].
Wave Speed Rfln. (→ number)
Adds the current speed of the Media Wave to the top of the stack. This is measured in how many 20ths of a second the Media Wave waits until going to the next Slate.
Source: Overevaluate
If the provided pattern list mishaps while being cast, the remainder of the list will be skipped and the main Hex continues without incurring the effects of the mishap. Pushes whether the pattern list mishapped.
Patterns documented on the next pages can request further information on the specific mishap.
Keep moving forward.
Starts with the first two elements of the list and casts the Hex on them. Then, the top iota remaining after casting and the next element in the list are placed on the stack and casted upon, repeating until the entire list has been exhausted. The top iota after all that is finally pushed onto the stack.
Euler did music too, you know
This pattern seems useless but is helpful in conjunction with Charon's Gambit or Janus' Gambit as the "other branch". Executing it does not consume an operation, consume media, produce particles, or have any other impact on the world.
The only winning move is not to play.
It's useful to end a Hex early once it has reached some desired state because it can bypass the "containment" of Hermes' Gambit and Thoth's Gambit unlike Charon's Gambit.
It is always important to know when something has reached its end.
This pattern is useful in order to break out of Hexes if certain programmed conditions are not met.
Order in the court.
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 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.
Source: Hex Casting
This can be very powerful in tandem with Foci.
It also makes the bureaucracy of Nature a "Turing-complete" system, according to one esoteric scroll I found.
However, it seems there's a limit to how many times a Hex can cast itself-- Nature doesn't look kindly on runaway spells!
In addition, with the energies of the patterns occurring without me to guide them, any mishap will cause the remaining actions to become too unstable and immediately unravel.
When the "Jump"-iota is executed, it'll skip the rest of the patterns and jump directly to the end of the pattern list.
While this may seem redundant given Charon's Gambit exists, this allows you to exit nested Hermes' invocations in a controlled way, where Charon only allows you to exit one.
The "Jump" iota will apparently stay on the stack even after execution is finished... better not think about the implications of that.
More specifically, for each element in the second list, it will:
Create a new stack, with everything on the current stack plus that element
Draw all the patterns in the first list
Save all the iotas remaining on the stack to a list
Then, after all is said and done, pushes the list of saved iotas onto the main stack.
No wonder all the practitioners of this art go mad.
But when combined with Hermes' or Thoth's Gambits, it becomes far more interesting. Those patterns serve to 'contain' that halting, and rather than ending the entire Hex, those gambits end instead. This can be used to cause Thoth's Gambit not to operate on every iota it's given. An escape from the madness, as it were.
Source: MoreIotas
Additive Distillation (str, str → str)
Removes the top two strings from the stack and combines them together.
Separation Distillation (str, str → [str])
Removes the top two strings from the stack and splits the first string, using the second string as the delimiter and returning as a list.
Input Purification (str → num | null)
Removes a string from the top of the stack and returns the number that string parses as (or null if it doesn't parse).
Locator's Distillation (str, str → num)
Removes two strings from the top of the stack, and returns the first index of the first string where the second string is a substring.
Selection Exaltation (str, num, num → str)
Removes a string and two positive integers from the top of the stack, and returns the substring from the first to the second (inclusive first, exclusive second).
Length Purification (str → num)
Removes a string and returns its length.
Blank Reflection (→ str)
Add an empty string to the stack, useful for combining with other strings.
Spacing Reflection (→ str)
Add a blank space string to the stack, useful for combining with other strings.
Comma Reflection (→ str)
Add a comma string to the stack, useful for combining with other strings.
Breaking Reflection (→ str)
Add a string to the stack representing a break between lines, useful for combining with other strings.
Whisper Reflection (→ str)
Adds the last message the caster sent to the stack as a string.
Listener's Reflection (→ str)
Adds the last message anyone sent to the stack as a string.
Sifter's Gambit (str | null →)
Accepts a string; All future chat messages starting with that string won't be seen by others, and only messages prefixed with that string can be read by Whisper Reflection.
Sifter's Reflection (→ str | null)
Returns the last string you passed to Sifter's Gambit.
Reader's Purification (vec → str | [str])
Removes a vector from the stack. If that vector is pointing at a sign or lectern, it returns that sign or lectern's text to the stack. Otherwise, it returns null.
Write (vec, str | [str] →)
Removes a vector and a string from the stack. If that vector is pointing at a sign or lectern, it writes that string to that sign or lectern. Costs a hundredth of an Amethyst Dust.
Scrivener's Purification (any → str)
Converts the iota on top of the stack into a string.
Patternmaster's Prfct. (pattern → str | null)
Converts the pattern on top of the stack into the string for that pattern's name. If there is no action associated with that pattern, or if the associated pattern is a Great Spell, it returns null.
Moniker Purification (entity → str)
Takes an entity and returns that entity's name. If it is an item entity, return the item's name.
Name (str, entity →)
Takes a string and an entity, and sets that entities name to the given string. If the entity is an item entity, also set the item's name. Costs a hundredth of an Amethyst Dust.
Case Distillation (str, bool | null → str)
Removes a string and a bool or null. If it was true, return the string in upper case. If false, lowercase. If null, toggle each character's case.
Source: Hexical
Being designed to be receptive to media and store information, it should not surprise me that there are more conveniences than meets the eye. I can use or magically interact with a filled Bookshelf to copy its iota onto my stack. I can also use Scroll to copy the pattern key onto it. There are also a set of patterns to read and write directly to a Bookshelf within ambit for free.
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.
Source: Complex Hex
Bubbles' Purification (any → {any})
Pushes a Bubbled Iota, which when popped via execution (by Hermes' or the likes), will push the contained iota to the stack.
Source: Caduceus
Thetis' Gambit ([pattern] | pattern → many)
Cast a pattern or list of patterns from the stack exactly like Hermes' Gambit, except that anything outside of this cast will not be captured by an Arke's Gambit within it.
Arke's Gambit ([pattern] | pattern → many)
Cast a pattern or list of patterns from the stack similarly to Iris' Gambit. Must be drawn within Thetis' Gambit.
All of the patterns that would have been drawn between the end of the pattern list and the end of the enclosing Thetis' Gambit are moved into a Call iota, which is pushed to the stack instead of a Jump iota.
When the Call iota is executed, the captured patterns will be cast as if by Hermes' Gambit. If the Call iota is not executed, the rest of the patterns within the enclosing Thetis' Gambit will be skipped.
Source: HexTweaks
Wave Reflection (→ vector)
Returns the posistion of the Wave of media passing through a Spell Circle
Normals reflection (→ vector)
Returns the normal of the slate the Wave is on in the Spell Circle
Source: Caduceus
Just like my Hexes interact with the stack, Nature uses a stack of its own (made up of "frames") when casting my Hexes. Jump iotas contain a snapshot of this stack at a particular moment in time, and I can use the patterns in this section to deconstruct and rearrange that snapshot.
Unfortunately, despite their similarity to Jump iotas, it seems these patterns do not work on Call iotas.
Additive Distillation (jump, jump → jump)
Remove the Jump iota at the top of the stack, then add all its frames to the bottom of the Jump iota at the top of the stack.
Length Purification (jump → num)
Remove the Jump iota at the top of the stack, then push the number of frames within it to the stack.
Flock's Disintegration (jump → many)
Remove the Jump iota at the top of the stack, then, for each of its frames, push a new Jump iota containing only that frame to the stack.
Speaker's Distillation (jump, jump → jump)
Remove the Jump iota at the top of the stack, then add its top frame to the top of the Jump iota at the top of the stack.
Speaker's Decomposition (jump → jump, jump)
Remove the top frame from the Jump iota at the top of the stack, then push a new Jump iota containing only that frame to the stack.
Ewer's Reflection (→ any)
Copy the iota stored in the jump tag of the current evaluation and add it to the stack.
Ewer's Purification (jump → any)
Like Ewer's Reflection, but the iota is read out of the jump tag of the top frame in a Jump iota.
Ewer's Gambit (any →)
Remove the top iota from the stack, and write it to the jump tag of the current evaluation.
As with Chronicler's Gambit, I cannot write my own Name using this spell.
I should be careful if using Ewer's Reflection or Ewer's Gambit at the very end of an invocation. The tag that it reads or writes may not be the one I expect.
Source: Hex Casting
These patterns must be cast from a Spell Circle; trying to cast them through a Staff will fail rather spectacularly.
Waystone Reflection (→ vector)
Returns the position of the Impetus of this spell circle.
Lodestone Reflection (→ vector)
Returns the direction the Impetus of this spell circle is facing as a unit vector.
Lesser Fold Reflection (→ vector)
Returns the position of the lower-north-west corner of the bounds of this spell circle.
Greater Fold Reflection (→ vector)
Returns the position of the upper-south-east corner of the bounds of this spell circle.
Source: Hex Casting
Akasha's Distillation (vector, pattern → any)
Read the iota associated with the given pattern out of the Akashic Library with its Record at the given position. This has no range limit. Costs about one Amethyst Dust.
Akasha's Gambit (vector, pattern, any →)
Associate the iota with the given pattern in the Akashic Library with its Record at the given position. This does have a range limit. Costs about one Amethyst Dust.
Source: Oneironaut
As the noosphere is a realm of thought, it stands to reason that it could be used for information storage. These patterns do just that, inscribing an iota into the noosphere and reading it back (regardless of my current dimension). They can also store iotas inside the minds of other beings, assuming their thoughts are as... unfettered as my own. In the notation for these patterns, "key" refers to any vector or compatible entity.
While this is quite versatile, the noosphere's ambient media is constantly in motion, and as such any iota stored in it will eventually be lost, similar to if I poured hot water into the ocean. It seems to take about an hour before such information decays into unusable garbage.
It seems that Akashic Libraries work based on similar principles, where the shelves serve as insulation to prevent decay.
Inscribe Idea (key, any →)
Accepts a valid key and any iota, and stores it in the corresponding location. Costs a quarter of an amethyst dust.
Retrieve Idea (key → any)
Accepts a valid key, and returns the corresponding iota. Costs one-eigth of an amethyst dust.
Metadata Purification (key → number)
Accepts a valid key, and returns when the corresponding iota was inscribed, or -1. Costs no media.
Metadata Distillation (key, player → bool)
Accepts a valid key and a player, and returns whether the corresponding iota was inscribed by that player. Costs no media.
Source: Hexal
Your Everbook is a strange space that your broken mind can now reach. There are many yous that seem to share this record, worlds and worlds of progress, beginning again and again. Your Everbook can store patterns paired with iotas like an Akashic Record, though the fragile nature of your mind these days makes it best to route all access to your Everbook through an Akashic Record. Any world that you reach enlightenment in, you will have access to the entries you add to it now.
Mnemosyne's Gambit (vector, pattern →)
Takes the position of an Akashic Record, as well as a Pattern as a key, and retrieves the iota at that key from your Everbook, storing it in the given Akashic Record if able.
Elysium's Gambit (vector, pattern →)
Takes the position of an Akashic Record, as well as a Pattern as a key, and stores the iota in that record at that key to your Everbook at the same key.
Lethe's Gambit (pattern →)
Takes a pattern and removes the entry with that pattern key from your Everbook.
Brigh's Gambit (pattern →)
Takes a pattern and marks that entry of your Everbook as a Pattern that when drawn by your hand will be treated as any other of Nature's patterns.
When you draw the key of an Everbook entry that has been marked as a Pattern, if that entry is a list Nature will execute each element of the list as it would with Hermes' Gambit, though it does not use up an evaluation. Attempting to mark an entry as a Pattern if it is non-existent or infinitely recursive will fail.
Source: Hexal
Every page in this entry displays the pattern key for one of the entries of your Everbook.
Source: HexGender
With the newfound transition spells I began to wonder if I could change the properties of my chest. With more help from the biomancy corps, I have developed patterns to do just that... within reason.
Oncologist's Purification (player → num)
Gives the bust size of the target
Oncologist's Gambit (num →)
Sets the bust size of the caster
Gainax Purification (player → num)
Gives the bounciness of the target's breasts
Gainax Gambit (num →)
Sets the bounciness of the caster's breasts
Lindhal's Purification (player → num)
Gives the floppiness of the target's breasts
Lindhal's Gambit (num →)
Sets the floppiness of the caster's breasts
Hookean Purification (player → bool)
Gives the physics of the target's breasts
Hookean Gambit (bool →)
Sets the physics of the caster's breasts
Cleavage Purification (player → num)
Gets the cleavage of the target's breasts
Cleavage Gambit (num →)
Sets the cleavage of the caster's breasts
Liposuction Purification (player → vec)
Gets the offset of the target's breasts
Liposuction Gambit (vec →)
Sets the offset of the caster's breasts
Symmastia Purification (player → bool)
Gets whether the target's breasts are a uniboob
Symmastia Gambit (bool →)
Sets whether the caster's breasts are a uniboob
Source: HexWeb
These patterns were taken from a series of notes scrawled on the walls of the room of a Douglas Crockford shortly before their disappearence.
They describe ways of creating and manipulating a dictionary-like object which uses Strings for keys and a select range of iotas as values. I wonder what the practical applications are...
Jason's Reflection (→ json)
Creates an empty JSON object.
Jason's Gambit (str → json)
Turns the given String into a JSON object. If it cannot be parsed into a JSON object itself, a wrapper JSON object will be created.
Jason's Purification (json, str → bool)
Checks whether the given JSON iota has the given key.
Jason's Purification II (json, str → any)
Gets the stored iota at the given key. Mishaps upon their being no iota.
Jason's Exaltation (json, str, any → json)
Sets the given iota at the given key. Setting a Garbage iota removes the key.
Source: Hexcassettes
As part of their nature, Hexes evaluate in their entirety instantly. To delay Hexes, Nature has devised a quite the whimsical solution: a cassette tape that must be crafted and then "consumed". Each Hex I request to delay takes up one cassette "slot" until it fires. These cassettes slots can be viewed when casting with a staff and I can simply click them to abort the Hex.
Click to show recipes
Click to hide recipes
After crafting it by plating a music disc with a hefty amount of charged amethyst to facilitate the assimilation, I can consume it to add it to my mind's collection. I can only have six cassettes at a time and any more eaten will simply be wasted.
Enqueue (list, number, any →)
Enqueues a Hex to cast after that many twentieths of a second. It takes an iota to use as the label for the cassette.
The label iota is used to distinguish cassettes from each other and only the first 32 characters are kept. Enqueuing two Hexes with the same label overwrites the older one. If I attempt to enqueue more Hexes than I have cassettes, I incur the Parallel Processing mishap which kills all my currently active cassettes.
Ibra oniki ra. QUINIO QUINIO QUINIO QUINIO alef a ra.
Once a Hex has been enqueued, I can use my staff to see all the cassettes I have eaten. Queued Hexes are represented as inserted cassettes with their label rendered to the side, and by pressing an cassette, I can cancel the corresponding Hex.
Dying also forcibly kills all of my cassettes so I can rest easy that I will not trap myself in an endless death cycle.
If a Hex casts a near-identical copy of itself, a phenomenon emerges that ancient Hexcasters call a daemon, which allow for passive Hexcasting. Study into this branch of Hexcasting seems limited and I shall be careful if I want to delve in: this type of casting uses exclusively the media from my inventory and if left unchecked, rapid automated casting can easily drain all my media and with nothing else to consume, my life.
Dequeue (any →)
I can also automate killing cassettes with this pattern. It takes an iota and dequeues the cassette with that label if it exists.
Disqueue
Terminates all cassettes, similar to the effects of the Parallel Processing mishap.
Threading Reflection (→ number)
Pushes the total number of cassettes slots that I currently have.
Threading Reflection II (→ number)
Pushes the number of non-busy cassette slots that I currently have.
Program Purification (any → null/list of patterns)
Pushes null if I do not have an active cassette with that label, or the cassette's Hex if I do. I hear rumors of this being used for iota storage and passing information between Hexes.
Program Purification II (any → null/number)
Pushes null if I do not have an active cassette with that label, or how many twentieths of a second until that cassette fires if I do.
I shall also note that rapidly changing cassette names (for example a cassette that enqueues itself with a different name) may be difficult to terminate. I can always resort to Disqueue in such cases.
Source: Hexcellular
I can etch iota as laws of the universe themselves, known as Properties. Any Hexcasting medium can interact with Properties via a reference called a property iota.
Two Hexcasters with property iotas pointing to the same Property can write to one copy and read from the other to instantly transmit information.
Properties can also be used to communicate state within and between my Hexcasting appliances. For instance, a casting device using a Property that it increments in order to remember how many times it has been used and do something different each time.
Spooky action from a distance...
Schrödinger's Refl. (→ property)
Creates a property iota for a random Property. Costs about five Charged Amethyst to etch this law into the universe.
When using Properties, the created property iota is the only reference to the Property. I should take care to immediately save the iota lest I lose the only interface to it.
While the cost to create one is steep, once created, the property iota allows for simple connection to the Property, allowing me to read and write to it cheaply forevermore.
Observation Purif. (property → any)
Observes the current value of the property iota.
Schrödinger's Gambit (property, any →)
Sets the property iota. Costs about a tenth of an Amethyst Dust.
Occasionally, I may want to pass out property iota without the risk of someone else overwriting their contents. In such cases, I can create read-only copies. They can still be read using Observation Purification and will refer to the Property as usual but they can not be written to with Schrödinger's Gambit.
To distinguish, read-only property iotas are bolden.
Schrödinger's Purif. (property → property)
Creates a read-only property iota that refers to the same Property as the given property iota.
Source: HexStruction
Inspired by my ability to both break and place blocks, I've devised a method to expand those capabilities. By breaking down a portion of the world itself into the mere concept of that space, I can store entire regions in my mind as a Structure iota, which I can manipulate and place back into the world. Unfortunately, it appears nature rejects my attempts to store Budding Amethyst and its ilk.
Nature prefers to conserve matter; as a result, every copy of the same Structure iota will reference the same structure. Once one is used to place the structure back into the world, no other copy will be able to do the same. Coercing the iota to a boolean will return whether or not the iota remains valid. When "devouring" a structure from the world, it appears to define an "origin" at the lower North-West corner of the supplied bounds. This appears to remain true even after applying any number of transformations to the structure.
Mirror Prfn. Z (structure → structure)
Flips a stored Structure front-to-back, or across the Z-axis.
Mirror Prfn. X (structure → structure)
Flips a stored Structure left-to-right, or across the X-axis.
Rotation Prfn. CW (structure → structure)
Rotates a stored Structure 90-degrees clockwise.
Rotation Prfn. CCW (structure → structure)
Rotates a stored Structure 90-degrees counterclockwise.
Bounding Prfn. (structure → [number])
Removes a Structure from the stack, returning its dimensions in the format [x, y, z].
Source: Hierophantics
Once I embed a mind into myself, I will need to instruct it as to its purpose. This is accomplished using mind reference iotas, which work much like entity iotas but for embedded minds. As such, I can freely create and destroy these iotas without affecting the existence of the minds themselves.
A Note on Privacy
Since mind references can be written to a storage medium, it's possible that another player may gain access to iotas refencing my own minds. Such an individual will not be able to modify my minds (the results will be similar to attempting to save my True Name) but they will be able to view the trigger and Hex associated with each mind.
Hierophant's Reflection (→ [mind])
Pushes a list of iotas representing all my embedded minds.
Stabilize Minds
When I die, my embedded minds become unstable and cease to function. This spell restores them to working order. Costs one Amethyst Dust per mind restored.
Payload Gambit (mind, [pattern] | null →)
Stores the provided Hex into the mind. If there is already a stored Hex, it will be overwritten. Costs one Charged Amethyst.
Payload Purification (mind → [pattern] | null)
Pushes the Hex stored in the provided mind, or Null if there isn't one.
Trigger Gambit (mind, trigger | null →)
Stores the provided trigger into the mind. If the mind already has a trigger, it will be overwritten. Costs one Amethyst Shard.
Trigger Purification (mind → trigger | null)
Pushes the trigger stored in the provided mind, or Null if there isn't one.
Mute Mind (mind, bool →)
Suppresses sound and particles from the provided mind's casting, based on the state of the bool. If true, the mind will be muted; if false, it will be unmuted.
Free Mind (mind →)
Permanently removes an embedded mind from my own consciousness.
I wonder what happens to them, when they go?
Source: Hierophantics
My embedded minds are independent to a point, but they cannot truly think for themselves. Thus, in order to begin casting, they require a trigger of some kind. The patterns listed here are used to create these triggers, based on a variety of common occurances. Once created, a trigger can be assigned to a mind using Trigger Gambit.
Some triggers, when activated, may cast their hex with an iota relevant to the triggering event already on the stack, to allow for a more fine-grained response. The triggers that do this are listed below, along with the iota they provide:
Damage: amount of damage
DmgType: amount of damage
Drop: dropped item entity
Attack: attacked entity
Break: position broken
Teleport: offset vector
Trigger Rfln: Damage (→ trigger)
Creates a trigger that activates whenever I take damage. To prevent a lethal chain-reaction, does not activate if the damage was caused by overcasting.
Trigger Rfln: DmgType (→ trigger)
Creates a trigger that activates whenever I take damage, but only if the damage was of a specific type. The trigger will be attuned to whatever type of damage I last received.
Trigger Prfn: Health (num → trigger)
Creates a trigger that activates when my health drops below the specified value. A full, standard healthbar has a value of 20.
Trigger Prfn: Breath (num → trigger)
Creates a trigger that activates when my breath drops below the specified value. A full bar of bubbles has a value of 10.
Trigger Prfn: Hunger (num → trigger)
Creates a trigger that activates when my hunger drops below the specified value. A full hunger bar has a value of 20.
Trigger Prfn: Velocity (num → trigger)
Creates a trigger that activates when my velocity (measured in blocks per tick) exceeds the specified value.
Trigger Prfn: Fall (num → trigger)
Creates a trigger that activates when I fall further than the specified number of blocks.
Trigger Rfln: Drop (→ trigger)
Creates a trigger that activates whenever I drop an item. This does not include involuntary dropping, such as on death or when using Greater Teleport.
Trigger Rfln: Attack (→ trigger)
Creates a trigger that activates whenever I strike another entity.
Trigger Rfln: Break (→ trigger)
Creates a trigger that activates whenever I break a block.
Trigger Rfln: Jump (→ trigger)
Creates a trigger that activates whenever I jump.
Trigger Rfln: Teleport (→ trigger)
Creates a trigger that activates whenever I teleport. For reasons I cannot discern, this will not detect teleports shorter than 1.5 blocks in length.
Source: Dynamic Trees - Hexcasting
After years of study, I have finally crafted a few patterns to make Nature speak of its' ever-growing pillars of brown and green.
It seems to describe the structure of the trees as a Base64 string and describes the type as a Species. I wonder what I can do with this knowledge...
Arborist Purification (pos → species)
Provided a tree's position, I can extract the Species of the tree.
Arborist Purification II (pos → str)
Provided a tree's position, I can extract the structure of the tree as a Base64 string.
Source: HexMapping
Circle Marker Exlt. (str, str, vec, num → marker)
Creates a new Circle Marker with the provided identifier, label, position, and radius
Rectangle Marker Exlt. (str, str, vec, vec → marker)
Creates a new Rectangle Marker with the provided identifier, label, top corner, and bottom corner
Polygon Marker Exlt. (str, str, [vec] → marker)
Creates a new Polygon Marker with the provided identifier, label, and list of positions
Polygon Marker Exlt. (str, str, [vec] | mesh → marker)
Creates a new Polygon Marker with the provided identifier, label, and list of positions OR a Hexical Mesh Entity
Polyline Marker Exlt. (str, str, [vec] → marker)
Creates a new Polyline Marker with the provided identifier, label, and list of positions
Polyline Marker Exlt. (str, str, [vec] | mesh → marker)
Creates a new Polyline Marker with the provided identifier, label, and list of positions OR a Hexical Mesh Entity
Icon Marker Exlt. (str, str, str, vec → marker)
Creates a new Icon Marker with the provided identifier, label, icon, and position
Marker Fill Dist. (marker, num → marker)
Sets the Fill Color of a marker, if applicable (Circle, Rectangle, and Polygon)
Marker Fill Dist. (marker, num | dye → marker)
Sets the Fill Color of a marker, if applicable (Circle, Rectangle, and Polygon)
Marker Line Dist. (marker, num → marker)
Sets the Line Color of a marker, if applicable (Circle, Rectangle, Polyline, and Polygon)
Marker Line Dist. (marker, num | dye → marker)
Sets the Line Color of a marker, if applicable (Circle, Rectangle, Polyline, and Polygon)
Marker Line Dist. II (marker, num → marker)
Sets the Line Weight of a marker, if applicable (Circle, Rectangle, Polyline, and Polygon)
Marker Dist. (map, str → marker)
Checks if a marker exists on the map under the provided identifier
Source: Hex Casting
Patterns and actions that perform a magical effect on the world.
Source: Hex Casting
Certain spells, such as Place Block, will consume additional items from my inventory. When this happens, the spell will first look for the item to use, and then draw from all such items in my inventory.
This process is called "picking an item."
More specifically:
First, the spell will search for the first valid item in my hotbar to the right of my staff, wrapping around at the right-hand side, and starting at the first slot if my staff is in my off-hand.
Second, the spell will draw that item from as far back in my inventory as possible, prioritizing the main inventory over the hotbar.
This way, I can keep a "chooser" item on my hotbar to tell the spell what to use, and fill the rest of my inventory with that item to keep the spell well-stocked.
Source: Hex Casting
Explosion (vector, number →)
Remove a number and vector from the stack, then create an explosion at the given location with the given power.
A power of 3 is about as much as a Creeper's blast; 4 is about as much as a TNT blast. Nature refuses to give me a blast of more than 10 power, though.
Strangely, this explosion doesn't seem to harm me. Perhaps it's because I am the one exploding?
Costs a negligible amount at power 0, plus 3 extra Amethyst Dust per point of explosion power.
Fireball (vector, number →)
Remove a number and vector from the stack, then create a fiery explosion at the given location with the given power.
Costs one Amethyst Dust, plus about 3 extra Amethyst Dusts per point of explosion power. Otherwise, the same as Explosion, except with fire.
Impulse (entity, vector →)
Remove an entity and direction from the stack, then give a shove to the given entity in the given direction. The strength of the impulse is determined by the length of the vector.
Costs units of Amethyst Dust equal to the square of the length of the vector, plus one for every Impulse except the first targeting an entity.
Blink (entity, number →)
Remove an entity and length from the stack, then teleport the given entity along its look vector by the given length.
Costs about one Amethyst Shard per two blocks travelled.
Make Note (vector, number, number →)
Remove a vector and two numbers from the stack. Plays an instrument defined by the first number at the given location, with a note defined by the second number. Costs a negligible amount of media.
There appear to be 16 different instruments and 25 different notes. Both are indexed by zero.
These seem to be the same instruments I can produce with a Note Block, though the reason for each instrument's number being what it is eludes me.
Either way, I can find the numbers I need to use by inspecting a Note Block through a Scrying Lens.
Source: Hextrogen
Estrogen seems to unlock in me a peculiar ability to Dash by tapping Activate Dash.
Dashing grants me a sudden burst of momentum for a few moments, during which my velocity can not be altered. Media being the energy of thought, I can use Hexcasting to stimulate the area of my brain responsible for this ability, with a surprising amount of directional control.
Dash (vector →)
Compels my mind to Dash according to the normalized vector. Cancels my velocity if given the zero vector. Free. If I am out of Dashes, does nothing. Requires Estrogen.
I must touch the ground again in order to "refresh" my Dash. However, I believe more potent forms of Estrogen can potentially unlock several consecutive Dashes before I require footing. Alternatively, I can utilize Hexcasting to instantly renew my Dashes.
I have discovered records of certain precise Dashes that can massively boost my mobility, but that art seems to have been lost to time.
Overdrive (entity →)
Instantly replenishes all of the player's Dashes. Costs about one Charged Amethyst. Nature really doesn't want me to dash infinitely, it seems. Requires Estrogen.
Source: Lesser Teleport
I am unable to cast the Great Spell Greater Teleport, as I do not have a scroll from the very careless people of old (a spell is a spell, damn it!) to help me. That irked me, so I attempted the creation of my own pattern to allow me to teleport in any way unlike Blink, even if it is weaker than what I wish for.
Lesser Teleport (entity, num|vec →)
Pass in an entity (within ambit) and a vector, and the entity's fractional position will change to the vector (clamped). A number means a vector with all its components as that vector. Negligible cost, but disappointing.
Source: Hex Casting
Place Block (vector →)
Remove a location from the stack, then pick a block item and place it at the given location.
Costs about an eighth of one Amethyst Dust.
Create Water (vector →)
Summon a block of water (or insert up to a bucket's worth) into a block at the given position. Costs about one Amethyst Dust.
Destroy Liquid (vector →)
Drains either a liquid container at, or a body of liquid around, the given position. Costs about two Charged Amethyst.
Conjure Block (vector →)
Conjure an ethereal, but solid, block that sparkles with my pigment at the given position. Costs about one Amethyst Dust.
Conjure Light (vector →)
Conjure a magical light that softly glows with my pigment at the given position. Costs about one Amethyst Dust.
Overgrow (vector →)
Encourage a plant or sapling at the target position to grow, as if Bonemeal was applied. Costs a bit more than one Amethyst Dust.
Edify Sapling (vector →)
Forcibly infuse media into the sapling at the target position, causing it to grow into an Edified Tree. Costs about one Charged Amethyst.
Ignite (entity | vector →)
Start a fire on top of the given location, as if a Fire Charge was applied, or sets fire to a creature. Costs about one Amethyst Dust.
Extinguish Area (vector →)
Extinguish blocks in a large area. Costs about six Amethyst Dust.
Source: Hexical
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 and analyze its composition with a Scrying Lens.
Conjure Mage Block (vector →)
Conjures a Mage Blocks at the location. Costs about three Amethyst Dust.
I can create a city out of nothing, or I can cover it in volcanic rock.
Reset Mage Block (vector →)
Conjures a Mage Blocks 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 →)
Makes the block bouncy, like a Slime Block. Bounces me regardless of whether I am sneaking. Delightfully fun!
Energized (vector, number →)
Sets the Redstone power outputted by this Mage Block.
Ephemeral (vector, number →)
Sets the duration after which a Mage Block will spontaneously disappear.
Volatile (vector →)
Breaking volatile Mage Blocks shatters others it is touching. This can cascade until every connected volatile block shatters.
Source: Hexical
Rotation is done via with stationary teleportation at a different orientation. The sudden perspective change is already highly disorienting; the floor leaving your feet only to be shoved back onto it again is more so.
For this reason, Nature abhors entity rotation... or perhaps it trivializes Nature's carefully constructed schemes.
Rotate Block (vector, vector →)
Rotates a block to face a certain vector direction. Requires a rotatable block. Costs about an eighth of an Amethyst Dust.
Rotate Entity (entity, number, number →)
Rotates an entity by a given change in pitch and yaw, expressed in radians.
Nature seems to be against entity rotation. Rather than a straightforward vector, Nature demands measurements in radians by which to turn horizontally and vertically.
The cost is strange and multilayered too. Free if cast on myself, about half of an Amethyst Dust for other entities, and the natural aura of media surrounding a player elevates the cost to about a whole Charged Amethyst.
Source: Hexical
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.
Source: Hexical
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.
Source: Hexical
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.
Source: Hex Casting
This family of spells all impart a negative potion effect upon an entity. They all take an entity, the recipient, and one or two numbers, the first being the duration and the second, if present, being the potency (starting at 1).
Each one has a "base cost;" the actual cost is equal to that base cost, multiplied by the potency squared.
According to certain legends, these spells and their sisters, the Zeniths, were "[...] inspired by a world near to this one, where powerful wizards would gather magic from the land and hold duels to the death. Unfortunately, much was lost in translation..."
Perhaps that is the reason for their peculiar names.
White Sun's Nadir (entity, number, number →)
Inflicts weakness. Base cost is one Amethyst Dust per 10 seconds.
Blue Sun's Nadir (entity, number →)
Inflicts levitation. Base cost is one Amethyst Dust per 5 seconds.
Black Sun's Nadir (entity, number, number →)
Inflicts withering. Base cost is one Amethyst Dust per second.
Red Sun's Nadir (entity, number, number →)
Inflicts poison. Base cost is one Amethyst Dust per 3 seconds.
Green Sun's Nadir (entity, number, number →)
Inflicts slowness. Base cost is one Amethyst Dust per 5 seconds.
Source: Hexical
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 me.
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.
Source: Hexical
Rather than a specific effect, this spell performs dozens of minor magical feats. It interacts with a vast array of blocks and entities, and I always discovering new applications for it.
Notes simply describes it as "do magic"; the general rule of thumb is any small effect a wizard can effortlessly will into existence, this spell can replicate.
Prestidigitation (entity/vector →)
Causes a small magical effect, not too distinct from the original nature or function of the target. Costs about a tenth of one Amethyst Dust.
I've compiled all of its recorded uses but there is no guarantee all have been found: opens and closes fence gates, trapdoors, and doors of any materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fires of all kinds; lights and extinguishes candles, candle cakes, and campfires; ignites soul fire on blocks that support it; rings bells; strips wood; carves pumpkins; makes a note block play its sound; dries mud into clay; toggles Redstone lamps;
triggers dispensers and droppers; turns most soil blocks into path blocks and path blocks into tilled soil; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors; ignites and deprimes TNT and creepers; shears sheep; toggles armor stand arms; squirts squid; makes pandas sneeze; removes the helmet of a snow golem; inflates pufferfish; takes honeycomb from beehives and nests, and activates some grand Hexcasting work.
Source: Hexical
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.
While the items disappear from reality in almost all measurable aspects, certain items' effects can still function even when hidden in the wristpocket.
I hear of certain Totems that still function within the wristpocket. Phials also can still provide for my Hexes within the wristpocket.
Wristpocket Reflection (→ item)
Returns the item in my wristpocket, or Null 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 only brings forth a mind's hand, it is still tied to me and will not work for casting methods not attached to a player. I can however use it to open Chests.
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.
Source: Hex Casting
These three spells each create an item that casts a Hex.
They all require me to hold the empty item in my off-hand, and require two things: the list of patterns to be cast, and an entity representing a dropped stack of Amethyst to form the item's battery.
See this entry for more information.
Craft Cypher (entity, [pattern] →)
Costs about one Charged Amethyst.
Craft Trinket (entity, [pattern] →)
Costs about five Charged Amethysts.
Craft Artifact (entity, [pattern] →)
Costs about ten Charged Amethysts.
Recharge Item (entity →)
Recharge a media-containing item in my other hand. Costs about one Amethyst Shard.
This spell is cast in a similar method to the crafting spells; an entity representing a dropped stack of Amethyst is provided, and recharges the media battery of the item in my other hand.
This spell cannot recharge the item farther than its original battery size.
Erase Item
Clear a Hex-containing item in my other hand. Costs about one Amethyst Dust.
The spell will also void all the media stored inside the item, releasing it back to Nature and returning the item to a perfectly clean slate. This way, I can re-use Trinkets I have put an erroneous spell into, for example.
This also works to clear a Focus or Spellbook page, unsealing them in the process.
Source: Hex Casting
Hence, away! Now all is well,
One aloof stand sentinel.
A Sentinel is a mysterious force I can summon to assist in the casting of Hexes, like a familiar or guardian spirit. It appears as a spinning geometric shape to my eyes, but is invisible to everyone else.
It has several interesting properties:
It does not appear to be tangible; no one can touch it.
Only my Hexes can interact with it.
Once summoned, it stays in place until banished.
I am always able to see it if I'm close enough, even through solid objects.
Summon Sentinel (vector →)
Summons my sentinel at the given position. Costs about one Amethyst Dust.
Banish Sentinel
Banish my sentinel, and remove it from the world. Costs a negligible amount of media.
Locate Sentinel (→ vector)
Add the position of my sentinel to the stack, or Null if it isn't summoned. Costs a negligible amount of media.
Wayfind Sentinel (vector → vector)
Transform the position vector on the top of the stack into a unit vector pointing from that position to my sentinel, or Null if it isn't summoned. Costs a negligible amount of media.
Source: Hex Casting
Internalize Pigment
I must be holding a Pigment in my other hand to cast this spell. When I do, it will consume the dye and permanently change my mind's coloration (at least, until I cast the spell again). Costs about one Amethyst Dust.
Source: Hexical
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.
Source: Hex Casting
Caster's Glamour
Certain items I create seem oddly receptive to the influence of media. By holding a Cypher, Trinket, Artifact, Focus, or Spellbook in my other hand, I can use this spell to change the appearance of the item. Costs about one Amethyst Dust.
Source: Ephemera
Externalize Pigment (Vector, itemtype →)
Accepts a vector and an itemtype representing a pigment. Costs a negligible amount of media if targeting my own block, or 1 Amethyst Dust if not.
Sets the colors of the conjured block corresponding to the vector to the colorset represented by the passed pigment, or mine if passed a NULL iota.
Not guaranteed to work with unconventional forms of conjured matter.
Feels strangely celebratory, as if something similar was once used in grand festivals where teams would splatter their colors all over their opponents' territory in a bid for ideological dominance.
Source: Ephemera
Postman's Gambit (Player, any →)
Accepts a player and any iota less than 256 characters long, and shows that iota to them as if they had cast Reveal, also telling them who sent the message. Cost is inversely proportional to the length of time since they were last targeted by this spell.
Postage Purification (Player → num)
Accepts a player and returns how much amethyst dust it would cost to send them a message via Postman's Gambit, between 1/10 of a dust and 10 dust.
Postman's Gambit II
Resets the cost of sending me a message via Postman's Gambit back to 1/10 of a dust. Costs 1/10 of a dust.
Source: Ephemera
Particle Burst (vec, vec, num, num →)
Accepts two vectors and two numbers, and uses them to define a burst of particles. Costs a negligible amount of media.
The first vector determines the burst's origin position, and the second vector determines its direction and speed. The first number determines the scale of random numbers added to each position component, and the second does the same for the direction vector.
Mod author's note for Forge users: This spell does not work on Forge. I do not know why. I've set the cost on Forge to zero so at least it won't waste media. Sorry.
I'll try to get it working eventually.
Source: Hex Casting
Although it seems that true, limitless flight is out of my grasp, I have nonetheless found some methods of holding one in the sky, each with their respective drawbacks.
All forms produce a shimmer of excess media; as the spell gets closer to ending, the sparks are shot through with more red and black.
Other forms of flight do exist, of course. For example, a combination of Impulse and Blue Sun's Nadir has been used since antiquity for a flight of sorts.
I've also heard tell of a thin membrane worn on the back that allows the ability to glide. From my research, I believe the Great spell Altiora may be used to mimic it.
Anchorite's Flight (entity, number →)
A flight limited in its range.
The second argument is a horizontal radius, in meters, in which the spell is stable. Moving outside of that radius will end the spell, dropping me out of the sky. As long as I stay inside the safe zone, however, the spell lasts indefinitely. An additional shimmer of media marks the origin point of the safe zone.
Costs about 1 Amethyst Dust per meter of safety.
Wayfarer's Flight (entity, number →)
A flight limited in its duration.
The second argument is an amount of time in seconds for which the spell is stable. After that time, the spell ends and I am dropped from the sky.
It is relatively expensive at about 1 Charged Crystal per second of flight; I believe it is best suited for travel.
Aviator's Purification (entity → boolean)
Returns whether the given player is under the effects of Anchorite's or Wayfarer's Flight.
Does not detect whether the player can fly by other means.
It is unclear to me what use this has. But I suppose its utility is in the eye of the beholder.
Source: Ephemera
I've often found the preexisting suite of flight-related patterns to be a bit lackluster. They work perfectly well if all you want to do is cast the spell and go, but they are not well-suited to doing anything more complex. These patterns should help with that.
Terminate Flight
Cancels my current flight ability, at a cost of one tenth of an Amethyst Dust. Casting a new flight spell in the same instant allows me to continue flying, potentially with different parameters.
Aviator's Purification II (player → bool | null)
Returns true if the target is under the effects of Anchorite's Flight, false if Wayfarer's Flight, null if neither.
Aviator's Purification III (player → num | null)
Returns how close the target is to the end of their flight spell, represented as either their distance to the boundary or how many seconds remain.
Source: Hierophantics
A spell that makes the target tired sounds like it would be quite useful in combat, or even for myself should I have trouble sleeping. To my great disappointment, however, this one appears to only work on villagers.
Perhaps I'll find a better use for it later?
Induce Exhaustion (villager →)
Causes the villager to seek out its bed and take a short nap. Not effective if the villager lacks a bed to use. Costs one Charged Amethyst.
Further Developments
Following my recent experiments with the Imbuement Bed, I have discovered something interesting, and perhaps a bit worrying. With a villager mind woven into my own, I'm apparently enough like a villager that this spell can now affect me.
It's not strong enough to put me to sleep during the day, but it will certainly be handy if I'm caught out at night without a convenient bed.
Source: HexGender
I would occasionally wonder what being born another sex would have been like...
So, with a helping hand from the biomancy corps, I have made a few spells which would allow for instant transitions between sexes!
Transition: Feminine
Transitions the caster to a female!
I wonder how I'd look in a skirt...
Transition: Masculine
Transitions the caster to a male!
No more periods!
Transition: Non-binary
Transitions the caster to androgynous!
Hmm... this is... interesting...
Gender Identity Prfn. (player → num)
Obtains the target's selected gender as an ordinal (number)
Source: Hexodus
While I can use a Ballast to alter Gravity's effects on my own body, I have also discovered a spell capable of adjusting Gravity's pull on any entity, albeit very shortly.
There is an art, it says, or rather, a knack to flying. The knack lies in learning how to throw yourself at the ground and miss.
Gravitate (entity, vector, number →)
Takes an entity, an axial vector for new gravity, and a strength scalar relative to standard pull. Specifics are detailed on the next page.
The scalar can be any number 0 to 5 inclusive.
If the target is myself, this spell costs about one-fourth of an Amethyst Dust. If the target is another player, costs about one Amethyst Shard. Otherwises, costs about one Amethyst Dust.
Each cast of the spell only lasts for about two and a half seconds; for sustained gravitation, I will need some kind of automated Hexcasting to periodically reapply the effects.
Grasp Purification (entity → number)
Pushes the remaining twentieths of a second that Gravitate will affect an entity. Zero if the entity is not under the effects of Gravitate.
Falling Purification (entity → vector)
Pushes the direction that Gravitate is attempting to drag an entity, or Null if the entity is not under the effects of Gravitate.
Impact Purification (entity → number)
Pushes the scaling factor of Gravitate's gravity compared to baseline, or Null if the entity is not under the effects of Gravitate.
I have discovered some theorywork about Gravity. It appears every Gravity-generating phenomenon has a numerical priority. The direction Gravity pulls a given entity along is dictated by whichever force has most priority upon that entity.
The Gravity created by Gravitate is notably rather weak; other sources of Gravity often overpower it. I can use this to anchor myself against hostile Hexcasters.
Gravitational strength is settled through a much more democratic process. Each source of Gravity declares some scaling factor. For Gravitate, that is a number between and including 0 and 5.
When pulling, Gravity multiplies all the provided scaling factors together to determine the force with which to pull.
On the next few pages are some patterns used to measure "true" gravity.
Falling Purification II (entity → vector)
Pushes the direction of Gravity acting on an entity.
Impact Purification II (entity → number)
Pushes strength of Gravity acting on an entity compared to baseline.
Source: Hexal
Smelt (vec | entity | mote →)
Remove a location, item entity, or mote from the stack, then either smelt the block at the location or smelt all the items in the item entity or mote.
Costs three quarters of an Amethyst Dust per item smelted (i.e. three quarters of an Amethyst Dust for smelting a block, 6 Amethyst Dust to smelt a stack of 8 items.)
Freeze (vec →)
Freezes the block at a block location. For example, turns water into ice, and ice into packed ice. Costs one Amethyst Dust.
Falling Block (vec →)
Remove a location from the stack, and force the block there to fall as if it were sand or gravel. Costs one and a half Amethyst Dust.
Place Block II ((itemtype | mote), vec →)
Accepts an item type or mote and a location, and attempts to place a block of that item type at that location. If a mote was passed it will instead place from the record referenced by that mote. Costs an eighth of an Amethyst Dust.
Particles (vec | [vec] →)
Accepts a location or a list of locations, and either creates a particle at the location, or creates lines of particles between the locations in the list. Costs two thousandths of an Amethyst Dust per location.
Source: Hexical
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.
Vibrate (vector, entity/vector, number →)
Causes a visible pulse of vibration from a vector to an entity or vector over a number of seconds. Costs about a sixteenth of one Amethyst Dust.
The effect, while resembling the pulses produced by Sculk Sensors, is entirely distinct. It is a purely visual effect.
The duration can range anywhere from zero seconds to ten seconds.
If a tree falls in a forest and no one is around to hear it, does it make a sound?
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.
Crack Device
Cracks the unprogrammed casting device or Curio in my offhand. 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.
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.
By holding a Scrying Lens, I can see the lights and place a block in their place to remove them.
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...
Source: Hexical
While conjuring projectiles from pure media manipulation should be prohibitively expensive, Nature offers a set of cheaper spells to create certain 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.
Source: Slate Works
As wonderful as Vessels are for storage, they have an... opaque method of interaction. The main way of interaction is with Hexes; more specifically, using a Hex to describe what I wish to retrieve. Importantly, these all mishap when not cast in a Spell Circle.
“Riddles,” I said.
“Always preferable to no answer at all,” he responded.
To elaborate more, Vessels respects Nature's silly rules regarding the "Stack Limit" by working around them. Rather than directly calling an item based on its name, I more-or-less supply a "description;" this is a Hex that takes an Item Stack Iota, and needs to return a boolean. Also, all patterns to do with the retrieving of Storage Vessels take a copy of the Stack, and puts it onto the 'inner' stack (much like Thoth's Gambit).
Lay Item (entity →)
It is much easier to store an item into a Vessel than to pull it out. This pattern simply takes an Item Entity, and neatly sorts it into the activated Storage Vessels. Costs an 1/8th of a dust per activated Vessel.
Get Vessels (→ [vecs])
This simply returns what Vessels the current Spell Circle has activated. I should likely use this to check if the Spell Circle has collected any Vessels.
Reawaken Item ([patterns] →)
This takes a Hex and runs it on every Item Stack stored (with it on top of the stack). Once the Hex is executed, it requires a Integer, Vector, and Boolean, left on the stack, in that order.
Further explained: this runs the given Hex on every stored Item in the Vessels. The Hex must return (top to bottom) either a False (omits the Vector, and Number) or True, Vector, and Number. The Vector corresponds to where to output the items into the world (respecting ambit), and Number relates to how many of that type of item to retrieve.
Costs a 1/4th of a dust per activated Vessel.
Check Item ([patterns] → bool)
Check Item functions much like Reawaken Item; however, it only requires a Boolean from the inputted Hex. If the Boolean is ever True, the spell ends, and returns True.
Reorient Items
In some rare scenarios, Vessels can get jumbled up and have items of the same type spread across different Vessels. This is a neat spell to resort them at a cost. That cost being 5 Charged Amethyst.
Set Recipe (vec, [item|identifier|null] →)
Sets the crafting recipe of a Patterned Assembler. Takes a list of Nulls, items, or item variants, and applies it to the targeted Assembler.
To note: the given list gets "formatted" as left to right, top to bottom in the Patterned Assembler. As well, the Nulls represent blank spots in recipes. Finally, the Spell will mishap if the given list is longer than 9 items (but passes with less than or equal to 9 items).
Does not mishap if cast outside of a Spell Circle. Costs a negligible amount of media.
Bind Macro (vec, any iota, pattern →)
This binds both a pattern and an iota to a Spell Imprinter, which is at the targeted vector.
Does not mishap if casted outside of a Spell Circle. Costs a negligible amount of media.
Review Broadcast (vec → any)
Attempts to read an Iotic Door at the given vector. If there is not a Door, returns garbage.
Does not mishap if casted outside of a Spell Circle, free, and does not require ambit.
Source: Slate Works
Sentinel Caches have an odd method of interaction compared to their non-Spell Circle counter parts. They are interfaced via a list of vectors, opposed to a single vector.
These all mishap when not cast in a Spell Circle.
It's doing physical and mental damage to it, as if it had body parts and organs and memories being consumed as Media.
It burns its life story for fuel.
It burns its fingers and toes and its attachments to the ground until there's nothing but pure cognition.
Apply Pseudosentinels ([vectors] →)
This takes a list of vectors, and attempts to move the Pseudosentinels to the positions.
Helpfully, the list of vectors from Locate Pseudosentinels will always match the order of Apply Pseudosentinels, meaning I need not worry about the ordering.
This will mishap if the given list is larger than the current awoken Cache amount. Costs 1 dust to command the Pseudosentinel, and due to fatigue, an extra 1/8th of a dust (stacking) for each Pseudosentinel that was already moved in the same instance.
Locate Pseudosentinels (→ [vectors])
This retrieves the current positions of all Pseudosentinels in the order they were awoken. Free to cast.
Source: Hexical
Extract Block (vector, number →)
Targets structural faults in a block, resulting in a higher yield. Costs about one, three, and five Amethyst Dust when power input is 0, 1, and 2 respectively.
Collect Block (vector →)
Breaks a block gently, perserving the block better than standard mining. Costs about half of an Amethyst Dust.
Source: Hexal
I have discovered a way to create constructs from the media itself, visible to others and able to move and act somewhat on their own. They are able to cast hexes in my place, similar to how a Hermes' Gambit evaluates patterns. They do take some of my attention to operate this however, and if too many try and execute at once I will only be able to run some of them, leaving the rest for the next instant.
When they are created I assign them a 'reservoir' of media that they have access to, which is taken from me and used to form the wisp. A wisp uses up part of its reservoir simply existing, and when it evaluates the pattern list it is carrying any costs incurred are removed from its reservoir. All wisps seem to take three Amethyst Dust to summon, in addition to whatever media is used for their reservoir.
Summon Projectile Wisp ([pattern], vec, vec, number →)
This wisp is summoned and launched like an arrow, casting its hex on whatever it hits. The initial stack when it executes will be a reference to itself, then a reference to what it hit.
This could be a block position or an entity reference. The first vector accepted is the location the wisp will be summoned, while the direction of the second is the direction the wisp will be launched, and the second's magnitude seems to affect the wisp's velocity. The cost of the spell increases with the squared magnitude of velocity. The number accepted determines the wisp's reservoir in Amethyst Dust. It loses approximately 3 tenths of an Amethyst Dust of media every second once summoned, and has a range of influence of 4 blocks.
Summon Cyclic Wisp ([pattern], vec, number →)
Similar to Summon Projectile Wisp, but with only one vector input for the position to summon the wisp. Cyclic wisps are unmoving once summoned, instead executing their hex up to 20 times each second.
The first time it casts the stack will start with a reference to itself, from which point it will always start with the stack and ravenmind in the state they finished on the last cast. This wisp has a less stable form making it lose significantly more media every second, losing approximately seven tenths of an Amethyst Dust per second once summoned. It has a range of influence of 8 blocks.
Identity Reflection (→ entity)
Add a reference to the casting wisp to the stack. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.
Manager's Purification (entity → [pattern])
Removes a reference to a wisp from the stack, and replaces it with the wisp's contained hex. Must be a wisp you summoned, or a wisp that has allowed transfer with the caster or caster's owner.
Allegiance Distillation (entity, entity → bool)
Removes a reference to a wisp and an entity from the stack, and returns true if that entity owns that wisp, and false otherwise.
Pathfinder's Gambit (vec →)
Removes a position vector from the stack; The Cyclic Wisp that executed this pattern will move in a straight line towards that position (colliding with terrain in its path) until it reaches it.
Pathfinder's Reflection (→ vec)
Adds to the stack the position vector that the executing Cyclic Wisp is currently moving towards.
Haste (num →)
Removes a number from the stack, and sets the executing Cyclic Wisp's maximum speed to that number.
Speedometer's Reflection (→ num)
Gets the executing Cyclic Wisp's current maximum speed.
Allow Transfer (num →)
When two wisps are linked together, they transfer media between each other until they are balanced. By default this only happens between wisps with the same owner. This takes an index, and explicitly allows the wisp to exchange media with the linkable at that index.
Disallow Transfer (num →)
Correspondingly, this takes an index and disallows the wisp from exchanging media with the linkable at that index.
Allow Transfer Others (wisp, num →)
This takes a wisp that you own and an index, and allows the wisp to exchange media with the linkable at that index.
Disallow Transfer Others (wisp, num →)
This takes a wisp that you own and an index, and disallows the wisp from exchanging media with the linkable at that index.
Entity Prfn.: Wisp (vec → entity | null)
Transform the position on the stack into the wisp at that location (or Null if there isn't one).
Zone Dstl.: Wisp (vec, num → [entity])
Take a position and maximum distance on the stack, and combine them into a list of wisps near the position.
Zone Dstl.: Non-Wisp (vec, num → [entity])
Take a position and maximum distance on the stack, and combine them into a list of non-wisp entities near the position.
Delay Wisp (number →)
Removes an integer from the stack, then delays the wisp's next cast until at least that many twentieth's of a second have passed. This and other triggers like it will halve the wisp's upkeep cost while it isn't casting.
Listen
The wisp's next cast will not occur until it has received at least one communication.
Wander
The wisp's next cast will not occur until it has reached the position it is navigating towards.
Source: Hexal
These patterns outline a system that I have found for communicating information from one wisp to another, among other things. There are a number of patterns related to creating these links, and a number of patterns related to sending and receiving iotas over a link once it is created. A wisp can have any number of links active, with each costing a negligible amount of media to maintain each twentieth of a second.
The links of a given linkable are indexed by the order they are created, with this number used by a number of patterns. "Linkable" is not its own type, but a shorthand for any type that can be coerced into a linkable (e.g. Entity -> Linkable entities, Vec -> Linkable blocks, ...). Links can span up to double the sum of the two linkable's ranges. To connect linkables over truly vast distances I would do well to look into building some Relays.
Link (linkable →)
Links the caster to the entity removed from the stack, which must be linkable. This costs one Amethyst Shard.
Link Others (linkable, linkable →)
May be evaluated by any casting instrument. Links two entities, which must be linkable. This costs one Amethyst Shard.
Unlink (num →)
Removes the link at the given index from the caster's links. This costs two Amethyst Dust.
Unlink Others (linkable, linkable →)
Takes two linkables and unlinks them if they are linked. This costs two Amethyst Dust.
Phonebook Purification (num → linkable)
Removes an index from the stack, and adds the entity connected to the link at that index to the stack.
Recognition Purification (linkable → num)
Removes an entity from the stack, and adds the index to the link to that entity to the stack (or -1 if the caster isn't linked to that entity).
Popularity Reflection (→ num)
Adds the number of links to the wisp to the stack.
Send Iota (num, any →)
Removes an iota from the stack, then removes an index from the stack and sends the iota along the link at the given index. This costs one hundredth of an Amethyst Dust.
Recitation Reflection (→ any)
When something receives an iota along a link it is added to a queue. This pattern adds the first iota in the queue to the stack, removing it from the queue.
Postmaster's Reflection (→ num)
Adds to the stack the number of unread iota in the caster's received iota queue.
Unclogging Gambit
Removes all unread iota from the caster's received iota queue.
Open Transmit (num →)
Similar to Introspection, until drawing a Close Transmit all patterns I draw are sent along the link whose index is at the top of the stack.
Close Transmit
When drawn after Open Transmit I stop transmitting drawn patterns. If either Open Transmit or Close Transmit are executed by an intermediary caster such as a wisp, they will mishap.
Source: Ephemera
I've devised a suite of patterns (plus a couple of blocks) to make links a bit more useful for things other than data transmission and media sharing.
Note that the patterns which fetch information about the network make no promises regarding whether returned linkables are within ambit.
Network Dstln. (linkable, num → [linkable])
Scans the link network connected to the input linkable up to a recursion depth equal to the input number (max 32), and returns a list of all connected linkables. Costs a negligible amount of media.
Network Gateway (entity, linkable, vec →)
Accepts an entity to teleport, a linkable to use for access to its network, and a destination. If the entity is within 8 blocks of the linkable, and there is a network node within 4 blocks of the destination, the entity will be teleported. Cost varies based on what entity is teleported.
Click to show recipes
Click to hide recipes
Outputs a brief redstone signal when an adjacent relay is used as the output for a casting of Network Gateway.
Click to show recipes
Click to hide recipes
When rclicked with a focus in the main hand, attempts to store its iota in the block. When the focus is in the offhand, writes the stored iota to the focus.
Routing Dstln. (linkable, iota → vec)
Accepts a linkable to use for network access, and any iota. If a relay connected to the network has an adjacent Network Routing Index with the same iota, returns that relay's position. Costs half an amethyst dust.
Source: Hexal
This entry deals with bringing items into the media, making them referencable, countable, bringing order to them and to me and to my mind and-. A mediafied item iota (known as a mote) that has been added to the stack references a specific mote record in a Mote Nexus, since without something holding the thought-pattern of the item to this world it will wither away -away like my cognition is flensing-.
Any duplicate of that first mote iota referencing a record references the same record, and any change to one affects them all for they all point to the one and only in the media. Splitting and merging and crafting and trading all affect all affect all-.
A Mote Nexus is limited in some ways, but only some. It can contain 1023 different records, but each record can store items innumerable. I have yet to find any limit, I can merge and merge and merge forever and the record keeps growing and growing and growing...
Click to show recipes
Click to hide recipes
The Mote Nexus is built from the mind of a cartographer endlessly mapping the contents of the Shulker Box that it has been flayed into.
Bind Storage (vec →)
Target a Mote Nexus block in the world and bind yourself to it, meaning all items you mediafy will be added to that nexus' capacity. Targeting any other block will unbind you from your currently bound nexus. Costs 32 Amethyst Dust.
Bind Storage - Temp. (vec →)
Target a Mote Nexus block in the world and bind to it for the remainder of this cast, temporarily overriding your primary binding. Costs one thousandth of an Amethyst Dust.
Stocktake Reflection (→ [itemtype])
Gets all the types of motes contained in the currently bound Mote Nexus.
Stocktake Purification (mote | itemtype → [mote])
Gets all the mote records from the currently bound Mote Nexus that match the passed item type or could be combined with the passed mote.
Capacity Reflection (→ int)
Gets the remaining capacity of the bound Mote Nexus.
Containment Distillation (vec, (itemtype | mote) → bool)
Returns true if the Mote Nexus at the given position contains a mote of the given type, or that would stack with the given mote, and false otherwise.
Mediafy Item (item | item, mote → mote)
Convert an item in the world (either an item entity or an item frame) into a mote on your stack. If passed an existing mote instead adds the items from the entity to the mote. Mediafying an item costs a tenth of an Amethyst Dust.
Return Item (mote, vec | mote, vec, num →)
Returns all the items from a mote to the world at the location of your choosing. If passed a number returns at most that many items. Costs a tenth of an Amethyst Dust.
Length Purification (mote → int)
Accepts a mote and returns the number of items in the record referenced by that mote.
Additive Distillation (mote, mote → mote)
Combines two motes into one, merging the mote records they point to. Any pointers to the second mote will become null, any pointers to the first will remain. This can make motes holding many more items than I could carry in a stack naturally!
Stacking Distillation II (mote, (mote | item) → bool)
Returns true if the first mote can be combined with the items in the second argument (which can be a mote, item stack, item entity, or item frame), and false otherwise.
Splitting Gambit (mote, int → mote, mote)
Splits the specified number of items off of the passed mote, creating a new mote pointing to a new mote record.
Depot Purification (mote → vec)
Get the position of the Mote Nexus that contains the passed mote.
Depot Gambit (mote, vec → mote)
Move the record referenced by the passed mote to the Mote Nexus at the passed position. This returns a new mote pointing to that record, and invalidates all previous motes pointing to that record.
Craft (mote | [mote] | [[mote]] → [mote])
Takes a mote, list of motes, or list of list of motes. returns a list containing the results of crafting with those items. For example, the input Stone x128 would return [Stone Button x128].
For more complex crafts, inserting nulls to space items properly will be required. A diamond pickaxe for example would require [[Diamond x2, Diamond x2, Diamond x2], [null, Stick x2], [null, Stick x2]] to get [Diamond Pickaxe x2]. Costs a tenth of an Amethyst Dust.
Preview Craft (item | [item] | [[item]] → [item])
Takes the same input as Craft, except it can take Item Stack Iotas as well as motes. Returns a list of Item Stack Iotas representing what the results of Craft would have been with motes containing those inputs.
Seniority Purification (villager → int)
Accepts a villager, returns a number representing that villager's seniority and skill at their craft.
Offering Purification (villager → [complicated!])
Accepts a villager and returns all of the trades that villager is offering. This is a list of lists of lists. Each trade comprises two lists, the cost, and the returned items. The returned items is a list containing the type of item, and the number of items.
The cost is a list of one or two pairs of item and number of items required by the villager for the trade to be accepted. For example, one trade offer could be [[[Emerald, 1]], [Redstone, 1]].
Trade (villager, [mote], int? → item)
Accepts a villager, a list of motes to trade with to villager, and optionally an int for which of that villager's trades to attempt. (int? above means that you can pass 2 or 3 arguments, the optional 3rd being an int).
If no trade number was passed, it will try each of the villager's trade until finding one that accepts the passed items. If a trade number was passed it will skip straight to using that trade. It will then repeat that trade for as long as it has enough items and the villager is still willing to trade. It will then return the items the villager traded away as a mote to the stack.
The villager will find this trade to be a learnable experience as it would if trading with you directly, and will improve its skills and trade offerings commensurately. Costs a tenth of an Amethyst Dust.
Use Item On (mote, (entity | vec, vec) →)
Accepts a mote, and either an entity, or a target block and a normal vector. Uses the item on the entity/block. The mote must either only have one item in it, or the items contained must be extremely simple (no NBT data).
Source: Hexical
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.
Source: Hexical
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 Dust.
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.
Source: HexWeb
While pondering the depths of one's mind, Sir Bernes-Lee caught a glimpse into another universe. With this view fresh in his mind, he quickly conjured a JSON object, imbued it with information, and sent it hurdling into the other universe.
These are the patterns recovered after Berners-Lee was found dead having received enough information back to fry his mind.
Request (url, headers, method, json → res)
Sends an HTTP request made of the given data, method, and headers to the provided URL.
The Response is truthy if a response is received.
Get Response (res → json)
Given a Response Iota, attempt to parse the results. Will Mishap if too early or an IOException is thrown.
Source: Hexical
The Art of Hexcasting is a versatile craft; I can use media to simulate a lot of the actions that I rely on blocks to perform without requiring any physical infrastructure. With just my staff, I can cut stone into stairs, launch arrows, and cook my items for me.
Tales speak of ancient Hexcasters that have set up entire magical factories without placing a single block.
And I need a bigger office, I need a bigger chair
A bigger desk, a bigger staff
A bigger hat to wear
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.
Cook (item entity →)
Takes an item entity and cooks it as if in a Furnace. Costs about one Amethyst Dust for every ten seconds that the Furnace would need to have been active.
Roast (item entity →)
A specialized variant of Cook that simulates a Campfire instead. This has a much more limited set of possibilities; I am unsure why I would ever use this.
Smoke (item entity →)
A specialized variant of Cook that simulates a Smoker instead, making it unable to process anything but foods but at a faster rate, making the spell cheaper.
Blast (item entity →)
A specialized variant of Cook that simulates a Blast Furnace instead, making it unable to process anything but ores but at a faster rate, making the spell cheaper.
Cut Stone (item entity, identifier →)
Takes an item entity and cuts the item into the shape of an item identifier. Costs about an eighth of one Amethyst Dust.
The target item must be possible to carve from the source item in a Stonecutter. For instance, Stone can be cut into all manners of stairs, slabs, and walls.
I saw the angel in the marble and carved until I set him free.
Source: Hexical
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 or properties of the circle itself and are to only be cast by an Impetus.
Displace (entity, vector →)
Teleports an entity within the circle to another point within the same circle. Unlike Greater Teleport, this spell takes in world coordinates rather than an offset. Costs about half of an Amethyst Dust.
Appendage (vector →)
Allows a circle to hook onto a Pedestal within ambit to use as its other arm. Useful for certain spells that demand an item held in my other hand.
Export Media (vector, number →)
Exports media out of an Impetus at a rate of about eleven Amethyst Dust spent per ten Amethyst Dust created. Takes a location and a number of up to a stack of Amethyst Dust.
Source: Hexical
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.
Source: Hexical
This spell is explicitly designed for the precise and mass transport of items from place to place, supporting a wide array of blocks and entities to pull and push to.
allows arbitrary objects to be retrieved... and instantiated in reality... arbitrary information between arbitrary data sources
Hopper (source, num?, dest., num? →)
Instantly transports all items from source to destination. Cost scales based on the amount of mass transferred - a stack of 64 items will cost about three Amethyst Dust. Numbers are optional; details later.
Entity references to the caster, an Armor Stand, a Minecart with a Chest, a Hopper Minecart, or a Boat with a Chest within ambit are valid sources that refer to the respective inventory. They also serve as valid destinations.
Entity references to Item Frames and dropped Items are also valid sources and destinations. For Items, pushes will attempt to stack onto it.
Vectors are also possible sources and destinations. If a block with an inventory does not exist at a location, it is a valid destination to push items out into the world.
If a block with an inventory does exist, it serves as both a source and a destination. If the vector is closest to the center, it pushes and pulls from any inventory slot; if it is instead closer to a face, it will only push to and pull from that face, similar to Hoppers.
If I pass in Null, it seems to refer to my Ender Chest's inventory. Naturally, this means it will only work for humans casting this spell.
Because sources and destinations can never be numbers, it is distinguishable to pass an optional number after a source or destination. This is the num? in the pattern signature and correlates to slot.
Slots are a slightly esoteric way that Nature has chosen to represent specific spaces in the inventory. For example, 0, 1, 2, and 3 corresponds to boots, leggings, chestplate, and helmet spaces of an Armor Stand source respectively. Passing in slots allows me to dictate to Hopper which space to take items from and move items to.
For quick reference, my hotbar is 0-8, my offhand is 40, and my Wristpocket is -1.
Hopper Purification (source → list)
Applies to sources that support slots; inventories. Returns a list of the item stacks contained within them, with their index in the list being their slot number.
While the slot number is generally fairly logical, it can feel arbitrary for storages such as a player's inventory.
This pattern will be useful in ascertaining the slot number of any given location in a source or destination's inventory. It can also be useful for processing: scanning a source for what items it contains, evaluating them based on some metrics, and from there deciding whether and where to move them.
Source: Hexical
Handy Reflection (→ number)
Pushes a number relating to which of my current items I am currently holding.
Switch (number →)
Takes a number 0 to 8 and switches my current item to it.
Remember, switching to your pistol is always faster than reloading.
Source: Hexical
Name Item (entity, text/null →)
Takes an item and renames it to the text given. Resets name if given Null. Free.
Describe Item (entity, list of text/null →)
Takes an item and a list of text to append as a description. Clears if given Null. Free.
Source: Hexical
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.
Source: Hexical
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.
Source: Hexical
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...
Source: HexStruction
Devour Structure (vec, vec → structure)
Removes the locations of two corners from the stack, then consumes a region of space defined by those two corners, storing the result in a Structure iota.
Costs about an eighth of one Amethyst Dust for every block consumed.
Actualize Structure (vec, structure →)
Removes the location of the structure's origin and a structure from the stack, then attempts to place the structure at the origin, erasing the structure from all memory. Mishaps if any part of the structure overlaps with another block.
Costs about an eighth of one Amethyst Dust for every block placed.
Visualize Structure (vec, structure, num →)
Removes the location of the structure's origin and a structure from the stack, followed by a duration between 0 and 72000.
Displays a phantom structure at that location for the specified duration (in ticks). Does not erase the structure from memory.
Costs about a hundredth of one Amethyst Dust for every block displayed.
Source: Special Efhexs
I have discovered various spells for creating particles and sounds but initially, these are plainly visible to everyone. What if instead, I wanted to only create effects for myself or haunt a specific player? That's where this pattern comes in. For the remainder of the Hex, I can choose only certain players to be made privy.
Haunt (null | list of entities →)
Sets a list of players to be exclusively influenced by my special effects. If Null, all can see my effects again.
Source: Special Efhexs
Somehow, my Microphone is able to record the particles in the air! I can query and replay them to add a bit of flair to my Hexes for essentially free.
All those moments will be lost in time, like tears in rain.
Particulate Reflection (→ list of identifiers)
Pushes the last sixteen unique particles picked up by my Microphone.
Conjure Particle (identifier, vector, vector →)
Conjures a particular particle with a specified position and velocity (blocks per twentieth of a second). Costs about 1/32th of an Amethyst Dust.
This spell only works for "simple" particles, which are the majority. The remaining are too complicated to be boiled down into just a position and velocity but fortunately, I have documented various patterns for these more complicated effects.
They are all priced like the general spell and take a position and a velocity (compressed as "...") along with extra parameters.
Conjure Dust (..., vector, number →)
Conjures a small mote of dust of a given color. The number relates vaguely to scale and lifespan.
Conjure Sparkly Dust (..., vector, vector, number →)
Conjures a gradient-like mote of dust, which smoothly transitions between the two colors given over the given number of seconds.
Conjure Debris (..., identifier →)
Conjures a visual bit of debris, similar to that caused by breaking a block. Takes in a block identifier.
Conjure Sediment (..., identifier →)
Conjures particles similar to that caused by suspended gravity-affected blocks. Takes in a block identifier.
Conjure Fragments (..., item →)
Conjures a visual bit of fragments, similar to that caused by a tool breaking after wearing. Takes in an item iota.
Conjure Media (..., vector →)
Conjures a blob of visible media, not unlike the waste product of my Hexes. Takes in a color.
Source: Special Efhexs
Using the Microphone, I can query the sounds that I have been close to. After that, I am able to replay them to add fun sound effects to my Hexes.
If a tree falls in a forest and no one is around to hear it, does it make a sound?
Audio Reflection (→ list of identifiers)
Pushes the last sixteen unique sounds picked up by my Microphone.
Play Sound (id, vec, num, num →)
Plays a sound at a particular location, volume, and pitch. Costs about a sixteenth of an Amethyst Dust.
Volume and pitch are all numbers that range between 0 and 2. Volume controls both loudness and distance that sound can be heard. Meanwhile, pitch controls the "speed" the sound is played.
The sound is entirely disembodied to any body or event. It seems that the spell essentially uses tiny bits of media manipulation to vibrate the air precisely into a given sound.
Source: Dynamic Trees - Hexcasting
As I suspected, the knowledge I have pried from Nature's hands can indeed be used to influence and even restructure any tree to my hearts desire...
Source: HexMapping
Set Marker (map, marker →)
Adds the provided marker to the map under the provided identifier
Ambit validation is done here
Each marker has a distinct ambit test. They are as follows:
Circle Marker has its center position tested, then offset in the cardinal directions by the radius and tested again
Rectangle Marker has both its corners tested
Polygon and Polyline Markers have all points tested
Icon Marker has its position tested
Remove Marker (map, str →)
Removed the marker on the map under the provided identifier
Source: Hexical
Of all the spells I have discovered in my exploration of ancient Hexcasting notes, there has not been a single pattern remotely like this one. I believe its existence is proof of some greater force that had compelled Hexcasters to draw it.
How does one even begin to draw this, let alone discover it?
Horrible (vector → entity)
Judging by the pattern signature, I can only imagine that it summons something.
Source: Hex Casting
The spells catalogued here are purported to be of legendary difficulty and power. They seem to have been recorded only sparsely (for good reason, the texts claim). It's probably just the ramblings of extinct traditionalists, though -- a pattern's a pattern.
What could possibly go wrong?
Source: Hex Casting
Create Lava (vector →)
Summon a block of lava (or insert up to a bucket's worth) into a block at the given position. Costs about one Charged Amethyst.
It may be advisable to keep my knowledge of this spell secret. A certain faction of botanists get... touchy about it, or so I've heard.
Well, no one said tracing the deep secrets of the universe was going to be an easy time.
Source: Oneironaut
Conceptually, this spell is quite similar to Edify Sapling.
However, the media that the target block receives is far more finely-tuned, and can thus achieve far more interesting results.
Source: Oneironaut
Noetic Gateway (Entity, Imprint →)
Accepts an entity and a Spatial Imprint and teleports the entity to its position in the proper dimension. Generally costs 20 Charged Amethyst.
Will fail if supplied a player other than myself.
If I use this to return to a dimension that I previously left within the same instant, the cost drops to five amethyst dust, as the spell can take advantage of a lingering strand of media leading back to my original position. Otherwise, it will attempt to find a safe spot to deposit me, potentially conjuring a block to prevent me from falling to my doom.
Strangely, I feel an odd sense of acceleration when transporting myself this way, along some incomprehensible axis.
Source: Oneironaut
Spatial Interchange ([vec, vec], [vec, vec], Imprint →)
Accepts two lists of two vectors, to define two cuboids, and a Spatial Imprint. These cuboids must have the exact same dimensions and rotation.
I'm not quite sure what this one is supposed to do, it's always yelling at me about special dimensions. Perhaps it needs to use this special dimension as an intermediary?
Exchanges the blocks within the first cuboid in your current dimension (which must be within ambit) for the blocks within the second cuboid in the dimension corresponding to the Spatial Imprint. Cost (in amethyst dust) is logarithmic for the first 1001 blocks, after which it increases linearly.
Will not exchange any unbreakable blocks.
One or both of the endpoint dimensions must be the noosphere.
Source: Hexxy Dimensions
When I saw IT.
I realized it could be shaped by my will.
I just need the right pattern
There also appear to be a few new mishaps I can encounter. most of them being that the room is not ready yet or was removed.I shouldn't punch the walls, that may draw their attention, and they do not like intruders
Alongside this there appear to be two new Iotas which I have named room and entry
a room Iota appears to give me extensive powers over a domain, and most places that can take entry can take a room in the same place
a entry iota though only appears to let me into a room. much safer to give to others.
(if it wasn't clear you can "break" the walls. which will deal upto 2 hearts of dammage (it cannot kill))
Everett's Exaltation (num, num, num → room)
Creates a new room for me
When I first make a room it appears I must wait for it to be "carved"
I am unable to do anything practical in the dim until I let nature carve it out.
Carving appears to be 20-ish blocks per seconds. I can Figure out how many are left with a simple pattern, cost 1/2 a quenched allay per block
Everett's Gateway (room | entry →)
Lets actually go there
Although I cannot enter a room when it is being carved. once it is done I can finally go into it.
I must be careful though because if I use my room Iota it will put me into the exact center of the room which could be problematic.
luckily I can create a iota that will put me at a relative position to a corner.
Cost 1 amethyst shard
Everett's Abduction (room | entry, entity | [entity] →)
You are going to Brazil, My Domain, T H E F U N Z O N E
It takes my "Willing" participants to the room/entry specified. same as if they casted Everett's GatewayThere is no will save. should probally prepare countermeasures for if I find myself taken
Everett's Environment (room → room)
My own personal casting space
When I cast this it mutates my environment and forces it to cast in the provided room giving me full ambit.
Trying to enter a env while already having one active results in a Mishap.
My staff appears to actively conflict with the env unless I execute it all at once
Everett's Environment II
Look Ma two dimensions
When I cast this it removes the mutation to my environment.
This can be usefull for if I want to refrence data in my current dimension and then swap to read something really quick from my personal space
Everett's Expulsion (entity | [entity] →)
G E T O U T
This expels entities to the overworld that I pass into it from my room.
It mishaps when I am not running in a environment though. And the entities have to be within the room the env is bound to
Everett's Relative Prfn. (room, vec3 → vec3)
This should make things easier
This pattern when given a room converts a position to a be relative to the North West corner of the room.
It should be fairly usefull when making cordinates in this room
Everett's Relative Prfn. II (room, vec3 → vec3)
I can access blocks easier
This pattern when given a room converts a position from a relative to North West corner
It should be fairly usefull when accessing block/entities within this room.
Only Positive numbers lead into the room. negative numbers lead into the "wall" between rooms
Everett's Room Prfn. (room → entry)
Roommates perhaps?
This allows me to turn a room into a entry Iota
A entry iota is safer for me to share or make public since it wont allow my peers to cast with full ambit in my room
Everett's Distl. (room, vec3 → entry)
Custom door location?
This allows me to turn a room into a entry Iota and give it a relative position.
This entry iota's Position is relative to the North West corner of my room
Everett's Timing Prfn. (room → num)
How much longer must I wait
When I pass a room/entry into this pattern it returns the number of blocks left to be carved
(which I can then roughly calculate into a time remaing till avaliable)
Everett's Carving Prfn. (room → bool)
Are we done yet
It takes the room and tells me if it is carved and able to be used.
Source: Hex Casting
Summon Lightning (vector →)
I command the heavens! This spell will summon a bolt of lightning to strike the earth where I direct it. Costs about three Amethyst Shards.
Summon Rain
I control the clouds! This spell will summon rain across the world I cast it upon. Costs about one Charged Amethyst. Does nothing if it is already raining.
Dispel Rain
A counterpart to summoning rain. This spell will dispel rain across the world I cast it upon. Costs about one Amethyst Shard. Does nothing if the skies are already clear.
Source: Hex Casting
Altiora (player →)
Summon a sheaf of media about me in the shape of wings, endowed with enough substance to allow gliding.
Using them is identical to using Elytra; the target (which must be a player) is lofted into the air, after which pressing Jump will deploy the wings. The wings are fragile, and break upon touching any surface. Longer flights may benefit from Impulse or (for the foolhardy) Fireworks.
Costs about one Charged Crystal.
Source: HexTweaks
Infuse Will (pattern → pattern)
Takes a pattern and makes it unique to me by injecting patterns that I cannot draw by hand
also seems to put more power into certain spells
Source: Hexical
The Charm spell transforms any item into a self-contained magical item, not unlike a Cypher. They have a battery of media, disenchant when empty, and can't be recharged or reprogrammed.
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
Charmed items also have a few special features that distinguish them from any other casting device.
They have two patterns for interfacing with an internal iota storage within them. This storage can only be read from and written to within the charmed item.
They also have the power of input interception.
Charm (entity, list, num, list of num, list of num →)
Charms an item. Takes the item to charm, the Hex, and an amount of media in Amethyst Dust. Consumes that amount and about three Charged Amethyst.
The first and second list are used when I am standing and sneaking respectively. When I hold a charmed item, my inputs have an assigned number up to seven; 0 and 1 are the basics for attacking and using respectively.
The charm replaces the original function with the Hex if I provide an input that exists in the list corresponding to my current pose, starting the stack with the number.
Charmed Gambit (any →)
Writes an iota to the charmed item’s internal storage. Subject to the Transgress Others mishap.
Charmed Reflection (→ any)
Pushes the stored iota from the charmed item’s internal storage.
Charmed Gambit II (any →)
If the item charged features an iota storage by default, such as a Focus, writes an iota into it.
Charmed Reflection II (→ any)
If the item charged features an iota storage by default, such as a Focus, reads an iota from it.
Discharm (entity →)
Removes a charm from an item without affecting any other property. Costs about one Amethyst Dust.
Source: Hexical
Greater Blink is a significantly cheaper alternative to Greater Teleport. It also does not carry the risk of splattering my items upon arrival. However, it only has pitiful range compared to Greater Teleport and its destination calculations are... esoteric. Its target is also exclusively myself.
Greater Blink (vector →)
Teleports me up to 128 blocks away, relative to my position and rotation. Costs about two Amethyst Dust.
A vector of (0, 0, 1) would teleport me one block in the direction I'm facing. A vector of (0, 1, 0) would teleport me one block "up" from the top of my head. A vector of (0, 1, 10) would teleport me ten blocks forward in the direction I'm facing and one block upwards from the top of my head. A vector of (1, 0, 0) teleports me one block to my right.
I felt three numerical axes perfectly pierce all six faces of my head. For a moment, I was skewered—suspended midair—and then at my specifications, I was violently dragged along the geometrical scaffolds at speeds indistinguishable from instantaneousness.
I must have been no longer a part of the world, for I was yanked through walls without causing even the smallest disturbance.
Source: Hex Casting
Greater Teleport (entity, vector →)
Far more powerful than Blink, this spell lets me teleport nearly anywhere in the entire world! There does seem to be a limit, but it is much greater than the normal radius of influence I am used to.
The entity will be teleported by the given vector. Curiously, this vector seems to be an offset, not an absolute position in the world; for example, if I use Vector Reflection +X, the entity will end up precisely one block east of its original position. No matter the distance, it always seems to cost about ten Charged Amethyst.
The transference is not perfect, and it seems when teleporting something as complex as a player, their inventory doesn't quite stay attached, and tends to splatter everywhere at the destination. In addition, the target will be forcibly removed from anything inanimate they are riding or sitting on ... but I've read scraps that suggest animals can come along for the ride, so to speak.
Source: Ephemera
Induce Mending (entity →)
Accepts a raw media item on the ground, and attempts to use it to repair a tool in my other hand.
Generally only works on items enchanted with Mending, which are already damaged. Restores twenty points of damage for each amethyst dust's worth of media.
Menderbug's Rfln. (→ num)
Returns how many times the item in my other hand can be used without breaking, durability-manipulating effects notwithstanding.
Menderbug's Rfln. II (→ num)
As previous, targeting the item in the hand I'm casting this with. Most useful with delayed casts of one form or another.
Source: Ephemera
I've discovered a rather interesting spell, capable of producing a defensive media barrier that can match and even exceed the protective abilities of many kinds of conventional armor. It can even apply a wide array of persistent effects to the wearer, allowing for incredible versatility.
Instant Aegis (entity, num, num, status, num →)
Accepts a player to grant the armor to, the durability of the armor, the protection value of the armor (max 10), a status effect to apply, and that effect's level. The latter two can be replaced with any non-status iota to ignore them.
Of course, this barrier is by no means indestructible, and its durability decays steadily in addition to any damage it takes from hits. The base rate of this decay can be described as one "point" per second, plus additional points equal to the squared strength of any effect imbued into it. Additionally, it will disappear instantly if removed from the wearer, so there is no way to repair it, short of recasting the spell to overwrite its current state.
The media cost for this spell is a bit complicated: A base of one amethyst dust per 60 durability, multiplied by the armor's protection value raised to the power of 1.5, times the level+1 of any status effect. Thus, producing no-status strength 10 armor with one minute's worth of durability costs ~31.5 dust. Adding Regeneration 2 increases that media cost to ~94.5 dust, and causes it to only last 36 seconds.
This explanation assumes I am wearing no other armor, in practice the cost can be reduced to as little as 25% of that formula's output if all but one of my armor slots is already occupied by more conventional armor.
Source: Ephemera
Hidden Sun's Zenith (entity, num →)
Functions just like the normal Zeniths, applying Invisibility. Costs one amethyst dust per three seconds.
Source: Hex Casting
This family of spells all impart a positive potion effect upon an entity, similar to the Nadirs. However, these have their media costs increase with the cube of the potency.
White Sun's Zenith (entity, number, number →)
Bestows regeneration. Base cost is one Amethyst Dust per second.
Blue Sun's Zenith (entity, number →)
Bestows night vision. Base cost is one Amethyst Dust per 5 seconds.
Black Sun's Zenith (entity, number, number →)
Bestows absorption. Base cost is one Amethyst Dust per second.
Red Sun's Zenith (entity, number, number →)
Bestows haste. Base cost is one Amethyst Dust per 3 seconds.
Green Sun's Zenith (entity, number, number →)
Bestows strength. Base cost is one Amethyst Dust per 3 seconds.
Source: Oneironaut
While conventional invisibility potions work just fine for fooling human senses, they are useless against hexes, so I've yet to find any method of making oneself completely undetectable. However, this spell I've discovered allows me to get closer to that goal, scattering media around a creature like chaff, in order to interfere with hex-based detection methods.
Stealth Shroud (entity, number →)
Accepts a living entity and a number (n), and shields the entity from hex-based detection for n seconds. Costs two amethyst dust per second.
Also drains media from the entity at a rate of 1/10 of a dust per second, as the shielding effect collects it to produce the chaff.
I should be careful with what I apply this to, as creatures with no loose media of their own will have their very minds fractured in order to provide this media.
While this is very effective at blocking effects such as Scout's Distillation and the various forms of Zone Distillation, it has no effect on Entity Purification variants, as those already have a fairly precise idea of where you are. What's more, the chaff itself produces an energy signautre, which, while dim, is detectable by a specialized pattern.
Discern Shroud (vector, number → [vector])
Accepts a vector and a number, and returns a list of unit vectors pointing from the initial vector to shrouded entities within a radius defined by the number.
Source: Hex Casting
Summon Greater Sentinel (vector →)
Summon a greater version of my Sentinel. Costs about two Amethyst Dust.
The stronger sentinel acts like the normal one I can summon without the use of a Great Spell, if a little more visually interesting. However, the range in which my spells can work is extended to a small region around my greater sentinel, about 16 blocks. In other words, no matter where in the world I am, I can interact with things around my sentinel (the mysterious forces of chunkloading notwithstanding).
Source: Oneironaut
Despite diligent research, the source of the special properties of other hexcasters' entity references has eluded me. However, I've discovered a way to bestow one such property upon other beings, at least temporarily (and flashily).
This spell allows casters to affect creatures from great distances just like the infinite-range aspect of a player reference. However, one must still be close to the target in order to perform the initial application.
Uplifting Resonance (entity →)
Accepts a living entity, and allows it to be accessed from anywhere for one minute. Has a base cost of one amethyst shard, plus one additional shard per application before allowing it to expire.
It seems that this effect functions by causing the target to emit some sort of psionic resonance, strong enough to cause its outline to be "visible" through all manner of barriers (perhaps hexcasters naturally produce this same resonance, but much subtler?). However, this glow is distinct from that induced by spectral arrows and similar, so don't bet on things to detect that working for this.
Source: Hex Casting
Craft Phial (entity →)
Infuse a bottle with media to form a Phial.
Similarly to the spells for Crafting Casting Items, I must hold a Glass Bottle in my other hand, and provide the spell with a dropped stack of Amethyst. See this page for more information.
Costs about one Charged Amethyst.
Source: Hex Casting
Flay Mind (entity, vector →)
I cannot make heads or tails of this spell... To be honest, I'm not sure I want to know what it does.
Source: Complex Hex
These are patterns to manipulate Block, Item, and Text Displays (BITs for short).
Oddly, Scout's Distillation does not seem to work on these, thus I must depend on Entity Prfn. or Zone Dstn.
Summon Block Display (vector, string →)
Summons a Block Display entity at the given position, displaying the given block. (The string must be the internal name i.e "minecraft:dirt", not "Dirt").
Costs about a Charged Amethyst
Summon Item Display (vector, string →)
Summons an Item Display entity at the given position, displaying the given item (The string must be the internal name i.e "minecraft:stick", not "Stick").
Costs about a Charged Amethyst
Summon Text Display (vector, string →)
Summons a Text Display entity at the given position, displaying the given string. Costs about a Charged Amethyst
Entity Purification: BIT (vector → entity)
Transform the position on the stack into the BIT at that location (or Null if there isn't one)
Zone Distillation: BIT (vector, number → [entity])
Take a position and a maximum distance on the stack, and combine them into a list of BIT's near the position.
Zone Distillation: Not BIT (vector, number → [entity])
Take a position and a maximum distance on the stack, and combine them into a list of non-BIT's near the position.
Translate BIT (BIT, vec →)
Translates the BIT to the given offset.
Rotate BIT (BIT, quat →)
Rotates the BIT to the given Quaternion.
Scale BIT (BIT, vec →)
Scales the BIT to the given vector.
Kill BIT (BIT →)
Kills & removes the given BIT.
Get BIT 4x4 (BIT → matrix)
Pushes a 4x4 matrix representing the Bit's Transformation.
Set BIT 4x4 (BIT, matrix →)
Sets the Transformation of a BIT to the given 4x4 matrix.
A 4x4 Transformation Matrix is a way of representing translation, rotation, scaling and shearing using a single matrix.
The bottom row of the matrix must be [0, 0, 0, 1] for the transformation to stay Affine, however there is nothing to enforce this.
The upper-left 3x3 sub-matrix represents an orientation in space, while the last column vector is a position in space.
Source: Hexal
Accelerate (vec →)
Causes the block at the passed vector to perform its normal actions faster in the instant that this spell is cast.
Casting it costs a tenth of an Amethyst Dust, plus a thousandth of an Amethyst Dust for each time it has previously been cast on that block in this hex.
Source: Hexal
Consume Wisp (entity →)
Remove a wisp from the stack, and disassemble the wisp. The patterns contained are lost, but the media that it contained can be repurposed if this spell is cast by another wisp.
Costs either an Amethyst Shard if the wisp is owned by you or has allowed transfer with the caster or caster's owner, or half again as much media as the consumed wisp contains if the wisp is owned by another and has now allowed it. Repurposing the media is not completely efficient, losing one twentieth of the consumed wisp's reserve in transfer.
Bind Wisp (entity →)
Bind one of my wisps closer to me; I may only have one bound wisp at a time, but whichever wisp is bound costs significantly less upkeep and increased range.
Familiar's Reflection (→ entity | null)
Returns my currently bound wisp. A new wisp can only be bound when this returns null. (This is not a great spell, I have simply placed it here for convenience.)
Source: Hexal
Gates are the latest in my long line of experimentation with breaking space to connect distant points and allow instantaneous travel. What gates allow me to do, that none of my previous attempts have succeeded at, is to do it efficiently. There are three varieties of gates that I have learned how to construct, all of which take a large amount of media to burn into reality, but are significantly cheaper to operate afterwards.
Location Anchored Gates are bound to a specific position in the world, and send all that move through them to that position. Entity Anchored Gates are bound to a being that inhabits the world, and send those moving through them to the position of that being (plus an offset, chosen when burning in the gate).
Drifting Gates are not bound at all, and can be used to send entities anywhere, however they lose efficiency as a result, and can only send entities to places that are in my ambit. When a gate is burnt in I will obtain on my stack a reference to that gate. With that gate reference, I can mark entities with that gate, and I can close the gate, which sends all entities marked with that gate to the gate's destination. Note that closing a gate doesn't use it up; once I have acquired a gate iota I can use it in perpetuity.
Gate's Reflection (null | vec | vec, entity → gate)
Adds a new gate iota to the stack. Any copy of this iota will point to the same numbered gate. Costs 32 Charged Amethyst. If passed null, makes a Drifting Gate. If passed a vector, makes a Location Anchored Gate, If passed a vector and an entity, makes an Entity Anchored Gate.
Gate's Opening (gate, entity →)
Consumes a gate iota and an entity. Marks that entity to be teleported the next time that gate is closed. Costs one twentieth of an Amethyst Dust.
Gate's Dismissal (gate, entity →)
Consumes a gate iota and an entity. Unmarks that entity so that if it was marked with Gate's Opening it will no longer be teleported the next time that gate is closed.
Length Purification (gate → num)
Consumes a gate iota, returns how many entities are marked by that gate.
Marked Distillation (gate, entity → bool)
Consumes a gate iota and an entity, returns whether that entity is marked by that gate.
Gate's Closing (gate | gate, vec →)
Consumes a non-drifing gate iota, or a drifting gate iota and a position. Transports all the entities marked with the passed gate to the stored or given position, as relevant. Costs half an Amethyst Shard, plus an Amethyst Dust per metre transported per entity, if the gate was drifting.
Source: Hexical
Meshes are the natural evolution of specks. Rather than being restricted to iotas and patterns on a two-dimensional plane, meshes accept a list of vectors in three-dimensional space and connect them with lines, allowing for infinite creative constructions. It's also responsive to most patterns used for manipulation of specks.
Conjure Mesh (vector → entity)
Conjures a mesh with the location and leaves a mesh entity on the stack. Costs about one Amethyst Dust.
When initally conjured, the mesh is invisible and must be woven to gain form. The constraints for the list of vectors provided to a mesh are quite minimal. The list must be no more than 32 vectors long, and those vectors must have magnitudes less than 10. The mesh will then connect each of those points.
Weave Mesh (entity, list of vectors →)
Takes a list of vectors, with constraints defined on the prior page, and weaves the mesh into that shape. Free.
Tangle Purification (entity → list of vectors)
Pushes the shape of a mesh as a list of vectors.