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Writing Spells with the Spell Programmer

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Contents (4)
  1. Place the Spell Programmer
  2. Program a Spell Bullet
  3. Use trick crafting
  4. Practical tips

Place the Spell Programmer

The Spell Programmer is the block where you write and edit spell programs. Place it, then open its interface.

Program a Spell Bullet

Insert a Spell Bullet into the Spell Programmer. Build a program by chaining spell pieces. The program is stored on the bullet. When you are satisfied, remove the bullet — it now carries your program and can be loaded into a CAD.

Use trick crafting

Some spell pieces are obtained through psi:trick_crafting recipes at the Spell Programmer. Others require psi:dimension_trick_crafting, which needs materials from other dimensions. Check the Spell Programmer's recipe list to see which tricks you can unlock with your current items.

Practical tips

Start with a simple projectile program to test your CAD. Once that works, add conditions and modifiers. Keep a few spare Spell Bullets so you can carry multiple programs and switch between them without rewriting.

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