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Scriptor Magicae is a Vanilla-style mod adds various kinds of magic spell to the world with the aim of making discovery and spellcrafting simple, interesting, and reasonable when compared to Vanilla gear and capabilities.
Craft in-game guidebook Simple Scriptomagy for more information.
Actions, sometimes known as effects among other things, are a required part of any spell.
These components decide what a spell primarily does, with actions that allow starting fires, healing the sick, moving things around, and more!
There must be at least one action in every spell, but there can be numerous if the containing spell is formatted correctly.
| INFLAME | heats or sets the target on fire |
|---|---|
| LIGHT | places a light where it is cast |
| HEAL | heals or repairs the target |
| SMITE | electrifies the target |
| EXPLOSION | creates an explosion on the target |
| GOTO | takes the caster to the target |
| SWAP | switches the position of the caster and target |
| BRING | brings the target to the caster |
| BREAK | breaks down items and blocks |
| DRY | dries up fluids |
| PLACE | places a block |
| CONJURE_WATER | conjures water |
| HARM | harms the target |
| COLOR | changes the target's color |
| TIME | marches the clock forwards |
| CLEAR_WEATHER | The clouds part |
| RAIN | summons a storm |
| BOUND_SWORD | summons an ethereal sword |
| BOUND_AXE | binds magic into an axe |
| BOUND_SHOVEL | coalesces energy into a shovel |
| BOUND_PICKAXE | brings forth a magical pickaxe |
Descriptors, which some know as modifiers, are an optional but powerful component in any spell.
These components can do a very wide array of things, like modifying a spell's strength, changing what a spell targets, and even reducing the cooldown and cost requirements of a spell!
Every Action in a spell can be paired with any amount of Descriptors.
Descriptors are one of the most dynamic parts of a spell;
You can include many in each part of a spell, and they will all contribute in some way.
But some Descriptors don't add exclusive effects.
What if you could use the same Descriptor multiple times?
For instance, maybe two Descriptors consume reagents to reduce cost.
In this case, the effect will simply resolve twice:
Two of the reagent will be consumed, and the cost of the spell will be dropped twice as much.
Sometimes, though, an effect doesn't make sense to resolve twice, like in the case of colors.
I wonder what happens if you add multiple of these to one spell…
| LONG | makes effects last longer |
|---|---|
| LONGER | lasts somewhat longer than usual |
| VERY_LONG | lasts a very long time |
| STACKING_LONG | last slightly longer |
| SLOW | makes it slower than usual |
| FAST | makes it faster than usual |
| CHAIN | reaches out to nearby targets |
| NETHER | The target is changed to a different plane |
| COLLIDE_WITH_WATER | makes the spell able to be cast on fluids |
| BLOOD_COST | You feel a brutal efficiency in this spell. It may hurt to use |
|---|---|
| CHEAP | For some reason, this spell costs less than most |
| HEALTHY | This spell demands perfect health |
| POISONED | You must be poisoned to channel this spell |
| WEAKENED | This spell draws from the user's weakness |
| ON_FIRE | This spell's user must be on fire |
| CRITICAL | This spell pulls power from the caster's grave injuries |
| NIGHT | This spell only works under cover of night |
| RAIN | This spell is aided by the falling rain |
| CLEAR_SKIES | This spell won't work in the rain |
Subjects are the core of a spell, and define what a spell affects.
These are the only component there can only be one of.
Subject determine targets, such as what a projectile hits, whatever contacts a rune placed on the ground, the first thing the caster can touch, and more.