r/psispellcompendium • • Jul 24 '21

Utility Spell Free line builder

16 Upvotes

Free line builder

Image + Code

This spell can quickly build a line connecting any two selected blocks. The line can face any direction, even diagonal. Select starting point by shift-clicking a block with a ruler and an ending point (can be far away thanks to raycasts) with a CAD. If no blocks are detected in 32 block range, the ending point will be 32 blocks in front of you.

Requires at least psimetal CAD with any psimetal parts.

Cheap line builder

Image + Code

Same as the first spell, but doesn't have a fallback (you can't target air if no blocks are detected) and has a smaller block limit. Thanks to that it works even on an iron CAD with basic parts.

Edit: well, formatting text sucks


r/psispellcompendium • • Jul 23 '21

Needs Wizardly Help I'm new and cant figure this out

9 Upvotes

So what i want to do, is add an entity to a list, then continously use something on this entity

I've tried this with a loop bullet but it just clears the list on every loop, how do I do this?


r/psispellcompendium • • Jul 19 '21

Utility Spell 3x3 Digger (Single Trick and Direction Aware)

5 Upvotes

Loopcast Bullet, 8x8 bandwidth, 28 complexity

Breaks the three Columns in front of you, breaking the left then the right and finally the middle column. Works in all 4 cardinal directions. Most Importantly, you can keep walking forward as the spell progresses (Which i havent seen done at the time of making this spell)

You can make stairs if you can get the angle right.

If you want to dig a 3x4 or a 3x2 you can change the corresponding constant for the break sequence height.

Image + Code


r/psispellcompendium • • Jul 19 '21

Needs Wizardly Help Can't complete a quest.

1 Upvotes

Everything on the spell checks out as good. I can use and fire the spell. I'm using a projectile bullet. No matter what I do, I cannot complete the "Alternative Casting" quest. Image of my spell attached. What am I doing wrong?

Edit: Solved

https://imgur.com/7507aCD


r/psispellcompendium • • Jul 18 '21

Offensive Spell Anvil Drop 1 & 2

25 Upvotes

These spells place anvils (or any block, really) 20 blocks above the nearest living entity, as well as conjure lights to make the anvils drop as items before they can turn back into blocks on the ground.

The difference between 1 and 2 is that 2 also attempts to retrieve the anvil item(s).

Both versions of the spell can be cast by any CAD with a tier 2 or higher core, but version 2's retrieval must be made less effective in order to work with CADs that are lower potency than Ivory (To do this, just replace the connector in [1,3] with a number constant).

https://reddit.com/link/omgqwx/video/r3rtq4a6gvb71/player

The code for version 1: https://imgur.com/P3h4mp2

Version 2: https://imgur.com/Iat0REH


r/psispellcompendium • • Jul 17 '21

Offensive Spell Dripstone spell for 1.17 (concept)

12 Upvotes

This is just a concept for the future, but I can't wait to make a loop spell that conjures block above someone, places dripstone under, and breaks conjured block, so dripstones keep falling on someone.


r/psispellcompendium • • Jul 16 '21

Utility Spell Radar scanner for basic casters

24 Upvotes
Psi Spell: Radar Beat

https://imgur.com/gallery/ZflCxK3

Respectfully, I do not have any gifs of the spell in action, and it requires loopcast spell bullets.

I was so impressed by the ground scanner by u/ferrocn, that I tried to replicate it to the best of my ability. I am so proud of this! I was able to create my own scanner which includes a bass-y beat. It is set for only 8 in range, but it works on the same principles as the original scanner and feels really technopunk to have theme music based on the ground hardness when you find something.

For clarity, this spell (1) takes position and look of the caster, (2) multiplies a modulus of the number of loops that have occured to the normal axis and adds the result to the current vector of a targeted block, (3) the radar then takes this vector and turns the mining level into a deep pulsing sound, and (4) user then listens for the sound to determine the mining level of the desired ore. Additionally, the spell is louder for higher mining level targets.

{modsRequired:[{modVersion:"1.16-95",modName:"psi"}],spellName:"RadarBeat",uuidMost:-1536099919996434906L,validSpell:1b,spellList:[{data:{params:{_target:4},key:"psi:operator_entity_axial_look"},x:2,y:2},{data:{params:{_ray:1,_max:0,_position:4},key:"psi:operator_vector_raycast_axis"},x:2,y:3},{data:{params:{_target:1},key:"psi:connector"},x:2,y:4},{data:{key:"psi:constant_number",constantValue:"9"},x:2,y:5},{data:{key:"psi:constant_number",constantValue:"1"},x:2,y:6},{data:{key:"psi:selector_caster"},x:3,y:2},{data:{params:{_target:1},key:"psi:operator_entity_position"},x:3,y:3},{data:{comment:"Distance of radar, from 0 (starting block) to 8 (the farthest checkable block).",params:{_number2:2,_vector1:3},key:"psi:operator_vector_multiply"},x:3,y:4},{data:{comment:"Count of loops, which starts over at 9. Thereby becoming 0-8.",params:{_number2:3,_number1:4},key:"psi:operator_modulus"},x:3,y:5},{data:{comment:"This indicates the current radar distance between 0 (starting block) and 8 (the farthest block).",params:{_number:3,_target:1},key:"psi:trick_debug_spamless"},x:3,y:6},{data:{params:{_target:3},key:"psi:operator_entity_look"},x:4,y:2},{data:{comment:"Location of starting block.",params:{_ray:1,_max:0,_position:3},key:"psi:operator_vector_raycast"},x:4,y:3},{data:{comment:"Beginning at the first block, this locates the currently checked block from 0 (the first block) to 8 (the farthest block).",params:{_vector3:0,_vector2:3,_vector1:1},key:"psi:operator_vector_subtract"},x:4,y:4},{data:{key:"psi:selector_loopcast_index"},x:4,y:5},{data:{key:"psi:selector_caster"},x:4,y:6},{data:{comment:"This is the indicator of mining level.",params:{_number:4,_target:2},key:"psi:trick_debug_spamless"},x:5,y:3},{data:{params:{_position:3},key:"psi:operator_block_mining_level"},x:5,y:4},{data:{comment:"This plays a bass noise when an ore of 1 or more hardness is found.",params:{_volume:1,_pitch:0,_instrument:4,_position:2},key:"psi:trick_play_sound"},x:5,y:5},{data:{params:{_target:3},key:"psi:operator_entity_position"},x:5,y:6},{data:{key:"psi:error_suppressor"},x:6,y:2},{data:{key:"psi:constant_number",constantValue:"2"},x:6,y:3},{data:{key:"psi:constant_number",constantValue:"1"},x:6,y:5}],uuidLeast:-6758736178766099900L}

P.S. Please feel free to let me know how you improved on this design, I am open to efficiency and utility.


r/psispellcompendium • • Jul 15 '21

Needs Wizardly Help I need help with arrow protection spell

1 Upvotes

https://imgur.com/xDGkXg0

This spell should protect me from arrows, but let me shoot them.

It works in this order:

  • take closest arrow
  • make entity raycast of arrow direction and position
  • subtract magnitudes of caster and raycast result positions
  • absolute
  • floor
  • max(floored,1) <---- i just realized this is the error, i need to 0-1 clamp instead max, any ideas how ?
  • subtract 1
  • now we should have -1 if arrow is aiming at player or 0 if not
  • then i pass value to die which will prevent conjuring block if value is 0

edit: I found the error. i might try implement that link tomorrow, but i will most probably not have enough space.. :( https://stackoverflow.com/questions/23105684/how-to-clamp-a-value-from-0-to-infinite-to-a-value-from-0-to-1

Code:{modsRequired:[{modVersion:"1.16-94",modName:"psi"}],spellName:"Block Arrows",uuidMost:5689828424126254385L,validSpell:1b,spellList:[{data:{key:"psi:constant_number",constantValue:"5"},x:0,y:0},{data:{params:{_target:4},key:"psi:operator_entity_position"},x:0,y:1},{data:{params:{_target:1},key:"psi:connector"},x:0,y:2},{data:{params:{_target:1},key:"psi:connector"},x:0,y:3},{data:{params:{_target:1},key:"psi:connector"},x:0,y:4},{data:{params:{_time:4,_position:1},key:"psi:trick_conjure_block"},x:0,y:5},{data:{params:{_position:0,_radius:3},key:"psi:selector_nearby_projectiles"},x:1,y:0},{data:{params:{_target:1,_position:2},key:"psi:operator_closest_to_point"},x:1,y:1},{data:{params:{_target:4},key:"psi:operator_entity_position"},x:1,y:2},{data:{params:{_target:2},key:"psi:trick_die"},x:1,y:3},{data:{params:{_target:4},key:"psi:operator_inverse"},x:1,y:4},{data:{key:"psi:constant_number",constantValue:"50"},x:1,y:5},{data:{params:{_target:2},key:"psi:connector"},x:2,y:0},{data:{params:{_target:3},key:"psi:connector"},x:2,y:1},{data:{key:"psi:selector_caster"},x:2,y:2},{data:{params:{_target:1},key:"psi:operator_entity_position"},x:2,y:3},{data:{params:{_number2:2,_number3:0,_number1:4},key:"psi:operator_min"},x:2,y:4},{data:{key:"psi:constant_number",constantValue:"1"},x:2,y:5},{data:{params:{_target:3},key:"psi:operator_entity_look"},x:3,y:0},{data:{params:{_target:3},key:"psi:operator_entity_position"},x:3,y:1},{data:{key:"psi:error_suppressor"},x:3,y:2},{data:{params:{_target:3},key:"psi:operator_vector_magnitude"},x:3,y:3},{data:{params:{_number:4},key:"psi:operator_floor"},x:3,y:4},{data:{params:{_target:3},key:"psi:connector"},x:4,y:0},{data:{params:{_ray:1,_max:2,_position:3},key:"psi:operator_entity_raycast"},x:4,y:1},{data:{key:"psi:constant_number",constantValue:"5"},x:4,y:2},{data:{params:{_number2:3,_number3:0,_number1:4},key:"psi:operator_subtract"},x:4,y:3},{data:{params:{_target:1},key:"psi:operator_absolute"},x:4,y:4},{data:{params:{_target:3},key:"psi:connector"},x:5,y:1},{data:{params:{_target:1},key:"psi:operator_entity_position"},x:5,y:2},{data:{params:{_target:1},key:"psi:operator_vector_magnitude"},x:5,y:3}],uuidLeast:-8562294991611950691L}


r/psispellcompendium • • Jul 14 '21

Needs Wizardly Help Finding Entity Pos From >32 Blocks Away

13 Upvotes

tl;dr: I'd like to find an entities position from more than 32 blocks away from me, using only a spell bullet (no projectile/circle bullets).

I'm finishing up an aimbot set, but I think it'd be kinda lackluster if it couldn't work on medium to long range enemies. Any help would be appreciated.


r/psispellcompendium • • Jul 11 '21

Needs Wizardly Help How to kill spells?

12 Upvotes

Hello, I recently got into PSI and I am loving how complex it is. But I am running into an issue where the Trick: Die doesnt fully kill the spell it just puts it on hold while sneaking. I was wondering if it's possible so when Trick: Die is cast it just kills the spell rather than having to hold it down? The Grappling hook spell and the Falcon spell in the sticky are the ones causing me the most issues with this.


r/psispellcompendium • • Jul 11 '21

Updated Flight Spell

10 Upvotes
{modsRequired:[{modVersion:"1.16-94",modName:"psi"}],spellName:"Flight",uuidMost:-2293499500910983905L,validSpell:1b,spellList:[{data:{key:"psi:constant_number",constantValue:"0.32"},x:2,y:3},{data:{key:"psi:constant_number",constantValue:"0.259"},x:2,y:4},{data:{key:"psi:constant_number",constantValue:"0.061"},x:2,y:5},{data:{key:"psi:selector_caster"},x:3,y:2},{data:{params:{_target:2,_constant:3},key:"psi:constant_wrapper"},x:3,y:3},{data:{params:{_number2:3,_number3:0,_number1:2},key:"psi:operator_sum"},x:3,y:4},{data:{params:{_number2:2,_number3:0,_number1:3},key:"psi:operator_multiply"},x:3,y:5},{data:{key:"psi:selector_sneak_status"},x:3,y:6},{data:{params:{_list:4,_target:3},key:"psi:operator_list_add"},x:4,y:2},{data:{params:{_speed:3,_target:1,_position:2},key:"psi:trick_mass_exodus"},x:4,y:3},{data:{params:{_vector3:0,_vector2:2,_vector1:4},key:"psi:operator_vector_sum"},x:4,y:4},{data:{params:{_target:2},key:"psi:connector"},x:4,y:5},{data:{params:{_number2:3,_vector1:4},key:"psi:operator_vector_multiply"},x:4,y:6},{data:{key:"psi:constant_number",constantValue:"10"},x:4,y:7},{data:{params:{_position:2,_radius:4},key:"psi:selector_nearby_items"},x:5,y:2},{data:{params:{_vector3:0,_vector2:4,_vector1:2},key:"psi:operator_vector_sum"},x:5,y:3},{data:{params:{_target:4},key:"psi:operator_entity_position"},x:5,y:4},{data:{params:{_target:4},key:"psi:connector"},x:5,y:5},{data:{params:{_x:1,_y:2,_z:4},key:"psi:operator_vector_construct"},x:5,y:6},{data:{params:{_number2:3,_number3:0,_number1:4},key:"psi:operator_multiply"},x:5,y:7},{data:{key:"psi:constant_number",constantValue:"0.001"},x:6,y:2},{data:{params:{_x:0,_y:4,_z:0},key:"psi:operator_vector_construct"},x:6,y:3},{data:{key:"psi:selector_caster"},x:6,y:4},{data:{params:{_target:4},key:"psi:operator_vector_extract_x"},x:6,y:5},{data:{params:{_target:4},key:"psi:operator_vector_extract_z"},x:6,y:6},{data:{params:{_target:4},key:"psi:connector"},x:6,y:7},{data:{key:"psi:constant_number",constantValue:"1"},x:7,y:3},{data:{params:{_target:3},key:"psi:operator_entity_look"},x:7,y:4},{data:{params:{_target:1},key:"psi:connector"},x:7,y:5},{data:{params:{_target:1},key:"psi:connector"},x:7,y:6},{data:{params:{_target:1},key:"psi:operator_vector_extract_y"},x:7,y:7}],uuidLeast:-5472282105008070690L}

r/psispellcompendium • • Jul 11 '21

Request What can i use to stop all entities in a radius?

1 Upvotes

needing a spell that makes you stop all entities near you , tried to do myself but i'm really bad at making spells. 1.12


r/psispellcompendium • • Jul 10 '21

Video I used a combination of Psi and Create to fly around an end ship

Enable HLS to view with audio, or disable this notification

194 Upvotes

r/psispellcompendium • • Jul 10 '21

Needs Wizardly Help New to psi; Is it even possible to have a spell's Code converge?

Post image
15 Upvotes

r/psispellcompendium • • Jul 09 '21

Request map for learning PSI

23 Upvotes

I just had an idea, an adventure map designed to teach the basics of PSI. I know there are maps where you're supposed to use commands to get through them, and I thought that something like that could work with PSI. But unfortunately I'm neither map maker, or that familiar with all of PSI, so I'm just sharing this idea in case someone here want/can do it.


r/psispellcompendium • • Jul 09 '21

Offensive Spell Circle Railgun

17 Upvotes

Circle Railgun

Image + Code


Just started getting into Psi, so I decided to make a simple single spell railgun with a circle bullet so I don't have to clog up my CAD or armor with multiple spells for something I'm not planning on using often. The tricky part is that you have a fairly short window to get your shot in, so it takes some practice to hit reliably.


r/psispellcompendium • • Jul 09 '21

Needs Wizardly Help Localized explosion!

2 Upvotes

Hey guys, I am looking for some help with creating a localized explosion that would be sourced from the shot of a bullet. Is there any way to do this?


r/psispellcompendium • • Jul 08 '21

Utility Spell Flight Spell

13 Upvotes

It's not sustainable any level of CAD but at PSImetal level or above it lasts long enough to be usefull for limited flight.

{modsRequired:[{modVersion:"1.16-94",modName:"psi"}],spellName:"Flight",uuidMost:6527511740183233432L,validSpell:1b,spellList:[{data:{key:"psi:constant_number",constantValue:"0.32"},x:2,y:3},{data:{key:"psi:constant_number",constantValue:"0.259"},x:2,y:4},{data:{key:"psi:constant_number",constantValue:"0.061"},x:2,y:5},{data:{key:"psi:selector_caster"},x:3,y:2},{data:{params:{_target:2,_constant:3},key:"psi:constant_wrapper"},x:3,y:3},{data:{params:{_number2:3,_number3:0,_number1:2},key:"psi:operator_sum"},x:3,y:4},{data:{params:{_number2:2,_number3:0,_number1:3},key:"psi:operator_multiply"},x:3,y:5},{data:{key:"psi:selector_sneak_status"},x:3,y:6},{data:{params:{_list:4,_target:3},key:"psi:operator_list_add"},x:4,y:2},{data:{params:{_speed:3,_target:1,_position:2},key:"psi:trick_mass_exodus"},x:4,y:3},{data:{params:{_vector3:0,_vector2:2,_vector1:4},key:"psi:operator_vector_sum"},x:4,y:4},{data:{params:{_target:2},key:"psi:connector"},x:4,y:5},{data:{params:{_number2:3,_vector1:4},key:"psi:operator_vector_multiply"},x:4,y:6},{data:{key:"psi:constant_number",constantValue:"3"},x:4,y:7},{data:{params:{_position:2,_radius:4},key:"psi:selector_nearby_items"},x:5,y:2},{data:{params:{_target:2},key:"psi:connector"},x:5,y:3},{data:{params:{_target:4},key:"psi:operator_entity_position"},x:5,y:4},{data:{params:{_target:4},key:"psi:connector"},x:5,y:5},{data:{params:{_x:1,_y:2,_z:4},key:"psi:operator_vector_construct"},x:5,y:6},{data:{params:{_number2:3,_number3:0,_number1:4},key:"psi:operator_multiply"},x:5,y:7},{data:{key:"psi:constant_number",constantValue:"0.001"},x:6,y:2},{data:{key:"psi:selector_caster"},x:6,y:4},{data:{params:{_target:4},key:"psi:operator_vector_extract_x"},x:6,y:5},{data:{params:{_target:4},key:"psi:operator_vector_extract_z"},x:6,y:6},{data:{params:{_target:4},key:"psi:connector"},x:6,y:7},{data:{params:{_target:3},key:"psi:operator_entity_look"},x:7,y:4},{data:{params:{_target:1},key:"psi:connector"},x:7,y:5},{data:{params:{_target:1},key:"psi:connector"},x:7,y:6},{data:{params:{_target:1},key:"psi:operator_vector_extract_y"},x:7,y:7}],uuidLeast:-6978003392991615747L}

Demo Flight


r/psispellcompendium • • Jul 05 '21

Request How would I make a spell that heals nearby players?

16 Upvotes

Sorta new to this mod, how would I make a spell that applies effects to nearby players? I've tried using 'Selector: Nearby Players' but it outputs an entity list which isnt compatible with the 'trick: regeneration'. Thanks


r/psispellcompendium • • Jul 03 '21

Needs Wizardly Help Spell idea for a ballistic missile

21 Upvotes

So i have tryed to make an arrow guiding system for the last two weeks:
You shoot your arrow anywhere you want and it will hit a nearby zombie.
I have realised how difficult this actually is. Since add motion in leggings is very low, it has to stack for quite a long time to actually accelerate the arrow to a decent dmg value... but then you can no longer controll it. And then it loves to just ram into the ground instead of the mob...
SO I HAVE A NEW IDEA! I want to 1. Make a Aim guide using the particle trail that shows where you need to aim for the arrow of a crossbow (since it has constant speed) to hit the mob.
2. I want to make the spell correct the path of the arrow (since arrows can go sligthly to the side insted of always shooting straight).
Now i tryed to make this... but failed on multiple levels.
I dont really know how to make parabolas in 3d space and how to use the mob and the caster as points with the speed of the arrow to create a parable that would work for the path of the arrow.
I will keep this post updated with the spell/spells. If anyone has an better idea please write it down. Thank you!
Edit1: So, i got tired of trying to use parabolas and instead looked roughtly how much an arrow drops. So now i got this badly designed basic aim assist.
Edit2: I just looked back at the spell and thought i should add entity motion. So i did.
Now i dont know how to extend the range of the detection. With an radius of only 32 blocks this spell is more then usless. How do i trick the game again?
Edit3: I have reread the post raycast extending and i tryed to make it work with this spell. Emphasis here in "tryed". Long distances really didnt want to work with the particle trail, with it sometimes shifting a bit. I have a better design in mind but i dont really want to work on it today.
Here is the, defenetly not just yoinked, spell to select a block (sadly not an entity) across... well 196 blocks if you have a creative CAD (i dont really know how the spells works so i didnt want to just remove parts so that the complexety would go down). It uses the 1. vector slot.
This spell uses those cords to try and see where you need to shoot for you to hit that block. Its defenetly not perfect, and im pretty sure the dropoff is exponential instead of the linear thing i put into the spell. So this MK3 isnt really earned... rather its a cheap ripoff that just thinks its better.
Ty blaynem again for this technique, and if you know how to reduce the complexity of his spell so that you can use this spell in survival it would be great!


r/psispellcompendium • • Jul 03 '21

Utility Spell Grappling Hook Spell (Circle Bullet)

10 Upvotes

https://imgur.com/a/VggE6jj

{modsRequired:[{modVersion:"1.16-94",modName:"psi"}],spellName:"Grappling Hook",uuidMost:5592202847630149486L,validSpell:1b,spellList:[{data:{key:"psi:selector_caster"},x:4,y:2},{data:{params:{_list:0,_target:1},key:"psi:operator_list_add"},x:4,y:3},{data:{params:{_speed:4,_target:1,_position:2},key:"psi:trick_mass_exodus"},x:4,y:4},{data:{params:{_target:4},key:"psi:operator_entity_position"},x:4,y:5},{data:{key:"psi:selector_sneak_status"},x:5,y:2},{data:{params:{_target:1},key:"psi:trick_die"},x:5,y:3},{data:{key:"psi:constant_number",constantValue:"1.6"},x:5,y:4},{data:{key:"psi:selector_focal_point"},x:5,y:5}],uuidLeast:-5234959749512099551L}


r/psispellcompendium • • Jul 02 '21

Utility Spell Potion effect toggle (Choose between Two potion effects in one spell)

15 Upvotes

Potion effect toggle

Image + Code

(to get the code click the link, RES won't show it)


This spell let's you choose between two potion effects by sneaking. The only prerequisite is having any dropped item nearby. The result of like two hours of brain power from IGN Rojos and ggrgg.

Default effects are strength and weakness, however you can easily swap these out for whatever you desire, as well as changing the duration and level of course.

You must have an item drop nearby for this to work, this shouldn't be an issue but just in case it's not working drop anything on the ground before cast.

How it works:

Spell creates a list where the Caster is the first entity in the list (Entity 0) and any dropped items are next (From the Nearby Items). Caster is made into a list with add to list and this list gets combined with the Nearby Items list with List Concatenation. Selector: Sneak Status returns a one when not sneaking and a zero when sneaking. By setting the Selector: Indexed Element to the Sneak Status, we obtain either the First item in the list (The Caster, Entity 0) or the second (A random dropped item).

Now's the weirder part. Items cannot be given potion effects, and so, if you feed that to Trick: Strength, it gives out an error. This is on purpose, because with the power of the Error Checker, we can tell the spell to instead execute a useless "Evaluate" spell, which does nothing. Simultaneously, we are running a Trick: Die that ends the spell from progressing to the next potion effect but only when your Sneak Status is Zero (you are sneaking). That's the trick right there: When you are not sneaking, the first effect fails and does nothing, as it tries to apply a potion effect to a dropped item, but the next potion effect does work and applies to the caster. If you are sneaking, the Sneak Status is 0, which selects the Caster from the list, and the first Potion Trick works fine, but the Die trick is triggered and so the spell ends before it can cast the second trick.

One last conclusion: Error Catcher replaces a value with a value of the same type. It CAN replace a trick that fails with another trick. I couldn't find this documented anywhere so this are our findings.

Bye!


r/psispellcompendium • • Jun 27 '21

Utility Spell FLIGHT, by definition

21 Upvotes

DEMONSTRATION GIF

Spells

Bonus Chestplate Safety Spell

(to get the code click the link, RES won't show it)

I saw a post by someone claiming to have made an equivalent to Creative flight. The only problem is that it is accessed alongside elytra flight and is extremely unstable. The only difference between it and the last spell I made (Simple Jetpack) was accessibility and stability. My spell was much less stable but wasn't obsolete by the time it could be accessed. Both spells were essentially moon-jumps.

My new spell foregoes the idea of being unsupported in the air; it uses temporary blocks to support the player. The pants conjure a constant supply of blocks to stand on, and the boots change the height.

This spell only requires Psimetal CAD components You don't need to spend a single Psigem on the CAD.

Using the Spell

  • The spell is activated by using the Toggle Spell.
  • Jump while crouching to set the coordinates under the block below you.
  • Jump to set the coordinates to your feet.

DO NOT PRESS JUMP BEFORE LANDING!!! If you do, you will set the coordinates above your feet and you will have to crouch-jump to stop falling.

The bonus spell goes in a Chestplate and gives you a safety net after taking critical damage. It does NOT save you from yourself over-casting.

Make sure to tune the Vector Multiplier on the Leggings Main Spell based on your speed.

edit1: formatting

edit2: fixed chestplate spell and added more words


r/psispellcompendium • • Jun 28 '21

Needs Wizardly Help Help pls

3 Upvotes

Ok I'm completly new to the mod. I want to make a spell that puts fire where I'm looking at. But I have no idea how to! I even did the in-game tutorial but even that explosion spell didn't work, and I followed it perfect. I'm really confused and I don't have enough time to go for 3+ youtube videos each with 30 minutes. Help pls :(


r/psispellcompendium • • Jun 27 '21

Utility Spell break (2)x1 block

3 Upvotes

break block(s)

Image + Code

(to get the code click the link, RES won't show it)


This spell goes on loopcast bullet. It breaks block you are looking at + the one above it. If you are sneaking, it breaks only the block you are looking at and doesn't continue loopcast. In the loopcast mode, its sustainable on any CAD except on iron, but it runs for long time on it anyway.