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Writing Spells with the Spell Programmer

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.