Iron's Spells 'n Spellbooks
I came across this other magical art, which is focused on "Iron's Spells" - ancient incantations capable of bending the forces of nature. While they lack the precise control that hexes provide me, they are of a great utility in their own right, especially for combat. Moreover, I was able to devise some hex patterns to interact with Iron's spells, allowing me to integrate them into my hexes!
Notable observations
There's a Hex Grid Iron's spell that allows to open hex casting grid without a staff.
Being hit by Counterspell closes and clears hex casting grid.
Cast Iron's Spell (ironSpell, entity →)
Makes the entity cast the given spell. Costs the mana required for spell, spell cooldown, plus 1 dust per 30 mana, but not more than 1 charged crystal. Works only if I am capable of casting the given spell.
Spellcaster types
I divided entities who can cast Iron's spells into three categories:
First, there are Players like me. We draw mana from our reserves, which regenerate over time. Spells become unusable for a short time after being cast.
Then, there are other entities who specialize in spellcasting. They seem to have neither limited mana supplies nor spell cooldowns.
Their capabilities are only limited by their own minds, which suggests that Nature imposed additional limitations on us because of our intelligence.
At last, there are mundane entities who can't use magic on their own at all. I can only make them cast spells at the expense of my own mana and cooldown. They can't maintain continuous spells at all, but also cast all spells instantly.
Conjure Spellbook (vector →)
Conjures spellbook at the given position. Spellbook is a spellcaster entity, capable of casting Iron's spells. Costs one shard. Counterspell destroys spellbooks.
Conjure Lesser Spellbook (vector →)
Conjures lesser spellbook at the given position. Lesser spellbook dissipates after casting a spell. Costs three dust.
Direct Spellbook (entity, vector|entity →)
Directs conjured spellbook in the direction of the vector, or locks it onto the given entity. Spellbook will automatically rotate to follow target entity. Costs one dust.
Disperse Spellbook (entity →)
Destroys conjured spellbook. Costs one thousandth of a dust if spellbook was conjured by me, and one charged crystal otherwise.
Rebound Gambit (ironSpell | ironSpell, player → number)
Returns spell cooldown (in ticks). If player is provided, takes into account their attributes. Costs one dust.
Recess Distillation (ironSpell, player → number)
Returns remaining spell cooldown for the given player (in ticks). Costs one dust.
Priming Gambit (ironSpell | ironSpell, entity → number)
Returns spell cast time (in ticks). If entity is provided, takes into account their attributes. Costs one dust.
Pledge Purification (ironSpell → number)
Returns amount of mana required for casting the given spell.
Formation Purification (ironSpell → number)
Returned number describes how the given spell is casted - 1 for instant spells, 2 for long, and 3 for continuous.
Reduction Distillation (ironSpell, number → ironSpell)
Reduces spell level by the given number. Won't reduce below first level. Costs one dust.
Tidal Purification (player → number)
Returns current mana amount of the given player. Costs one dust.
Countdown Purification (entity → number)
Returns time (in ticks) until the given entity finishes casting. Zero if not casting. Costs one dust.
Kleptographist's Prfn. (entity → ironSpell | null)
Returns the spell that the given entity is casting. Null if not casting. Costs one shard.
Recess Reduction (ironSpell, player →)
Halves remaining spell cooldown for the given player. Costs (full cooldown)/(remaining cooldown) charged amethyst crystals.
Cross-Mod Compatibility