We've seen tons of Magic mods released for Minecraft, and each of them has something new to offer. Take Blood Magic, where you use your own blood to power rituals and spells. Ars Magica 2 uses a mana system, and has you progress by defeated unique and challenging bosses. Witchery lets you learn the arts of voodoo and witchcraft, while forming your own coven. And, more recently, Roots lets you harvest the trees and nature around you to empower your own magical abilities. There are many more I'm leaving out, but you get the point. There's one magic mod that hasn't been created yet... one about water.
Water... It's everywhere in Minecraft. You see gigantic oceans, and long, flowing rivers, all filled with water. Sure, you can swim in the water, and obtain fish from it, and use it for farms, but other than that, it doesn't serve too much of a specific purpose (unless you have other mods installed). This is what I present the coders of the 1.7.10 modding scene; the Hydromancy Mod.
To get started with the mod, you would need the progress tracking book (similar to Botania's Lexica), which is the Hydromancer's Handbook. To get this, you need to create a 2x2x1 hole in the ground, and fill it with water. Next, take a normal book, and throw it in the water. Pick it up out of the water, and you should have a Wet Book (if you want to dry it back off, smelt it in a furnace). Next, take the Wet Book over to a crafting table, and combine the book with a diamond. This will create the Hydromancer's Handbook.
The first spell you are going to learn is going to be Water Bolt. You are going to need to collect some magical materials from the bottom of the ocean first, though... 6 pieces of coral, 2 Aqua Plumes (little blue, underwater flowers that spray a thin jet of water into the air), and a diamond. You will also need a Coral Crafting Bench. To make that, just surround a normal crafting bench with eight pieces of coral. You will be making your first two spell orbs here, as well as your staff.
Once you have the Coral Crafting Bench, combine the 6 coral pieces, 2 aqua plumes, and diamond like this:
C C C
P D P
C C C
This will create the Water Bolt Orb. You cannot do anything with this orb until you have a staff. Simply put two iron bars underneath the Orb in the Coral Crafting Bench, and you will create a Staff of Water Bolts!
You have now begun your journey in Hydromancy!
Really, it took me forever to think of all of this, so please, could I get some feedback. Any and all criticism should be constructive. I hate it when people just bash your work, but don't tell you what they don't like about it. So... Yeah... Hyrdomancy. If you are a coder, and would be interested in making this, please let me know in some way. You would get your rights to the mod, I'd get credited for some of the ideas .
I absolutely love this idea. I'm a big fan of magic mods, and I agree; water is a pretty much unused resource, even in mods. Making a magic mod out of this would be amazing. My only thing I would say is: How? water is so easy to get, because you just make an infinite water source. Most magic mod's materials come at a price, (for instance, blood magic's life essence) and water really doesn't. If you sorted through this problem or gave a more detailed description of how you would use water in this mod, I would find this idea perfect.
One last thing, I'm a coder, but not a very experienced one, so sadly, I couldn't make this mod a reality.
I absolutely love this idea. I'm a big fan of magic mods, and I agree; water is a pretty much unused resource, even in mods. Making a magic mod out of this would be amazing. My only thing I would say is: How? water is so easy to get, because you just make an infinite water source. Most magic mod's materials come at a price, (for instance, blood magic's life essence) and water really doesn't. If you sorted through this problem or gave a more detailed description of how you would use water in this mod, I would find this idea perfect.
One last thing, I'm a coder, but not a very experienced one, so sadly, I couldn't make this mod a reality.
You make a fantastic point, but I've really only barely scratched the surface of the mod's total plans. The late game things will be so much harder to get, I will find a way to make them hard to obtain. Also, I love that picture of yours (King Shrimp )! You and I could totally plan a more fully fleshed out idea of what we'd want the mod to be. I send you a PM .
Thanks, I like the picture too ! I'll try my best to help with ideas about the mod, because it looks like it has tons of potential, with many possibilities. One idea that comes to mind would be integrating it with other mods, like maybe thaumcraft. Just so you know ahead of time, if you reject or don't like any of my ideas, it's totally fine. They're just ideas, not plans, and I won't be hurt in any way
My thoughts: Sure, water is easy to get, but not so easy to carry with you. Starting out by caring a bunch of buckets can only get you so far.
The player should be using the water they have on them to cast spells, while they can take water directly from their surroundings, this takes more energy/mama/whatever, and won't work where there is no water at all.
So, Have the mod provide a container with a large capacity in forge millibuckets. the container can be upgraded to have larger capacity as you progress.
Another way you could manage resources is by having ways to improve the water you use.
Purifier: this device will cleanse water for you. Pure water is better for hydromancy, being easier to manipulate, and will last longer.
Compressor: This device takes pure water and stores I under high pressure. Compressed water capsules are useful for damage dealing, long range, and explosive spells (yes, water can explode).
Enchanter: Enchanted water is infused with magic ahead of time, awing for ease of casting far beyond pure water. enchanted water can also be compressed.
Rollback Post to RevisionRollBack
WARNING:
My output of snark depends on your output of stupidity.
I had a few more ideas for things. I really like your idea of using underwater world gen. to start progression, and I thought of more things:
-Oysters, that when you create a certain item (mid-game?) could open to give you pearls, necessary for mid-end-game items/spells (they would be harder to find underwater)
-Water Anvil, that holds pure water (from Sailing's idea) to repair tools for you.
-Magic Essence, coming from a super rare ore, could be infused with water to make Magical Water, capable of many magical tasks.
-Magic Infuser, used to infuse water and other things with Magical Essence.
-Water Furnace: By filling this furnace's tank with water, using a piece of coal would make the water boil for 2 minutes, allowing it to smelt anything for 2 minutes. uses pure water to work. (this should be end or mid game, for it saves lots of fuel with easy resources.)
-Modular Tanks: different modules for a base tank that could increase storage capacity, output/input rate, and other things that could make a tank more useful.
-Water Infusion: A multi block structure similar to Thaumcraft's Infusion Altar, allowing you to infuse items with Magical Water.
This idea is great, although I don't like the start you've suggested. I would prefer book and then you would have to find some shards of water knowledge in water shrines. That would unlock chapters in the book...
Also kinda great way to compensate those amounts of water is to waste it. Imagine water mage, those guys (especialy apprentices and begginers) before they get the perfect knowledge of water control, they would waste so much of it (I imagine like 12 water blocks per 1 minute of water stream). And then you would have to as Sailing94 said purify the water because it would be dirty water. That water would be purified to just water then pure water and then crystal clear water. Each of them would have different effects.
In regards of coding, I could try, I am not experinced in coding in java, but what can I lose?
Do you mean the start should be like Chromaticraft's lexicon, where you have to find the missing 200 pages in dungeons?
This idea seems cool!, I agree water is a bit underused, one thing I'm a bit confused about is to collect all theese underwater materials how are you going to breath?, so maybe you have to do some kind of ritual to become a "Water mage/wizard (whatever you want)" to gain extra breath, then you can slowly level up your breath and vision?. I'm not really sure, but it's a idea, feel free to ignore it.
Rollback Post to RevisionRollBack
", sans-serif">", courier, monospace">Do not call me "TabbyExplosive" it drives me insane.
", sans-serif">This idea seems cool!, I agree water is a bit underused, one thing I'm a bit confused about is to collect all theese underwater materials how are you going to breath?, so maybe you have to do some kind of ritual to become a "Water mage/wizard (whatever you want)" to gain extra breath, then you can slowly level up your breath and vision?. I'm not really sure, but it's a idea, feel free to ignore it.
I think the water breathing issue could prove to be a little challenge for getting the early game materials.
Water bolt: Sends out a quick jet of water, doing slightly more damage than a bow. Using pure water costs less. Enchanted water raises the projectile speed and lowers casting time. Compressed water causes a small explosion, damaging multiple targets.
Water blade: A close range spell. Does slightly more damage than a diamonds sword. Requires compressed water. Enchanted compressed water will last longer, and deal higher damage.
Water spray: Pushes all entities away from the player. Deals no damage unless using compressed water. (RIOT HOSE)
Water Shield. :Blocks damage. Uses a small amount of water while active, and blocking damage will cost water in proportion to the damage blocked. Compressed water let's it inflict damage in return, enchanted reflects projectiles.
Ice cast: Deals damage and inflicts slowness. Using compressed water will cause more damage, Enchanted water will encase the target in Ice blocks. Trap a creeper and laugh at how helpless it is now. (may not work on larger enemies)
Water Whip: A wide attack, less damaging than Water blade, but can hit multiple targets. Compressed water has more range. Enchanted water can act as a grappling hook.
Mud Pit: Turns Dirt into quicksand. Eventually it will dry out again. Enchanted water will convert a larger area.
Water Clone: Endgame summonable ally. High water cost, must be enchanted water. can use any spells you have on you when you summon it. It's health is measured in the water used to make it. It casts spells from it's own water supply, and dies when it runs out. Use water bolt on it to replenish it's health. Recast to reclaim the water used to summon it
Hydromancer's robes: A set of armor that gives buffs to your spells, and allows you to swim as freely as if you were flying. The protection you get from it is in between leather and iron, but it can be upgraded.
Ice shell: Spell/ Armor. Casting the spell places the armor on you. Blocks most damage, but is constantly loosing durability over time.
Steam Shell: Spell/ Armor. Casting the spell places the armor on you. Deals High thorns damage to attackers, far more than they do to you. Lasts for 30 seconds
Ice robes. Casting Ice Armor while wearing Hydromancer's robes changes them into ice robes. Reverts back to fully repaired robes when the durability runs out. Lasts longer than Ice armor.
Steam Robes: you get the picture by now. High throns damage, lasts one minute, can be dispelled manually.
HydroRune Armor. Endgame Upgrade over Hydromancer's robes. Default protection is that of Iron.
IceRune Armor. Casting Ice armor on HydroRune armor. Durability does not decline over time. You are invulnerable until the ice breaks. Can be dispelled manually
SteamRune Armor: ETC. DOT to everything around you, friend and foe alike. Drains water until dispelled. Compressed water gives higher radius. Enchanted water gives higher damage.
Concept for Hydrorune water: You can set spell crystals into the armor after crafting it, and set them to autocast under specific conditions, Taking damage a spell ending, a spell being manually cast ETC,
Rollback Post to RevisionRollBack
WARNING:
My output of snark depends on your output of stupidity.
You ever get hit in the face with a water bottle? It hurts. Water is not soft. It's dense and heavy. Do me a favor and look up videos of water cutting machines. Pressurized water can cut steel.
my concepts are backed up by real science to go with the magic.
Question: Anybody have any input on what spells should use as fuel, and how it would be used?
EDIT: I thought maybe a Blood Magic Should Network-like system, to store energy that could be used.
I also came up with ideas for basics of the mod. Please give me feedback
Ideas:
Early-game machine: Purifier
Made with iron mesh and a iron case, when putting a water bucket in, it makes it into Pure Water.
Magic Infusion: This structure allows you to imbue water and other things with Magical Essence. Ritual is activated when right clicking the main block. This is how you create Magical Water.
Magical Essence (This page in the lexicon doesn’t have a chance of spawning in your lexicon. You must find it in water dungeons.: You found in a lost page of your lexicon that the world hums with magical power. In certain spot of it, there are concentrated blocks of this power, able to be harvested and used to infuse other objects with its power.
How to make the Hydromancer’s Lexicon:
Make a 2x2x1 Pure Water pit, and throw in a book. It should be missing pages, with random pages already in your book. The Pure Water should be consumed.
Missing Pages: Find them in underwater dungeons, random pages spawn in chests within the dungeon. There would be no water inside, so that the player could breathe. Every item (Or set of items) has its own page. Sets of items mean things like tools.
Basic Ocean World Gen: In ocean biomes, Coral spawns on the ocean floor. A rarer object is the oyster, which can only be opened with a special item/spell. A single pearl can be found inside.
Hydromancer’s Workbench: used to craft most Hydromancy Items, this workbench is crafted with 4 coral and 4 water buckets, around a crafting table.
Water Binding Ritual: like Blood Magic’s binding ritual, this structure allows you to bind diamond tools, making them perform with different abilities. Instead of consuming LP, it consumes nearby Magical Water source blocks or Magical Water from a tank.
-Hydromancer’s Pickaxe Mines a 5x5 area, destroying everything but ores. Requires lots of Magical Water to be repaired, like said in “Hydromancer's Spade” below.
-Hydromancer's Spade: Acts like a Tinker’s Construct excavator, but can be repaired simply by right clicking a source block of Magical Water.
-Hydromancer's Axe: Able to chop down entire trees, this axe uses water to eat away the base of the tree, making it fall over and give you all the wood.
-Hydromancer's Hoe: Infused with the magical properties of pure water, this plow hoes 3x3 areas of ground, while making the crops grow faster on it.
-Hydromancer's Bow: The only now with strong enough string to shoot Hydromancer’s Arrows.
-Hydromancer's Blade: When killing hostile mobs, has a chance to give you water shards, used to craft other items.
-Hydromancer's Arrows: can be made 64 at a time in the binding ritual, gives the victim the potion effect “drown”, which slowly kills them.
Spell Pouch: Similar to Thaumcraft’s Focus Pouch, this holds your spells in one item, which can be accessed with a keyboard key, allowing you to choose a spell and put it in an open slot in your hot bar (if no slots are open, somewhere in your inventory). Crafted with leather, iron, and Magical String in the Hydromancer's Workbench.
Magical string: String infused with Magical Essence. Used as a crafting components for other items.
SPELLS
-Water Breathing Spell: Gives you water breathing, allowing more time underwater.
-Swimmer Spell: Let's you move faster above/below water.
-Water Jet Spell: shoots a bean of highly pressurized water to damage creatures.
-Anti-Fire Spell: When activated, if you walk or fall into lava or fire, it will nullify the effects.
-Water Bridge Spell: Condenses water from the air into temporary “clouds, making a bridge from where you are standing to where you are looking.
-Watering Spell: waters plants in a 3 block radius from where you are standing, making them grow faster.
-Reinforcing Spell: Infuses blocks with pure water, allowing it to withstand explosions and other block-breaking things.
Water Teleporters: no longer must you swim up waterfalls slowly to get to where you want. These Teleporters link to each other, and use Magical Water to teleport you anywhere in a 50 block radius. Consumes 100 Mb of Magical Water per use.
Wow, I like this idea. I'm a C coder but am going to be learning Java next school year. I'm trying to start learning Java so I may be of assistance in the near future to help you bring this thing to life. No promises though.
Wow, I like this idea. I'm a C coder but am going to be learning Java next school year. I'm trying to start learning Java so I may be of assistance in the near future to help you bring this thing to life. No promises though.
Glad to hear you want to help. When you learn Java, feel free to contact me Glad to see a few people are liking the idea. We're actually forming a team, all we need now is that coder.
I actually might be interested in helping out with the development. Though I don't think, with my own projects, I would be able to 100% devote myself to this project, and having some extra hands from a developmental perspective would definitely be beneficial. But at the very least, I'd be interested in contributing.
I actually might be interested in helping out with the development. Though I don't think, with my own projects, I would be able to 100% devote myself to this project, and having some extra hands from a developmental perspective would definitely be beneficial. But at the very least, I'd be interested in contributing.
We've seen tons of Magic mods released for Minecraft, and each of them has something new to offer. Take Blood Magic, where you use your own blood to power rituals and spells. Ars Magica 2 uses a mana system, and has you progress by defeated unique and challenging bosses. Witchery lets you learn the arts of voodoo and witchcraft, while forming your own coven. And, more recently, Roots lets you harvest the trees and nature around you to empower your own magical abilities. There are many more I'm leaving out, but you get the point. There's one magic mod that hasn't been created yet... one about water.
Water... It's everywhere in Minecraft. You see gigantic oceans, and long, flowing rivers, all filled with water. Sure, you can swim in the water, and obtain fish from it, and use it for farms, but other than that, it doesn't serve too much of a specific purpose (unless you have other mods installed). This is what I present the coders of the 1.7.10 modding scene; the Hydromancy Mod.
To get started with the mod, you would need the progress tracking book (similar to Botania's Lexica), which is the Hydromancer's Handbook. To get this, you need to create a 2x2x1 hole in the ground, and fill it with water. Next, take a normal book, and throw it in the water. Pick it up out of the water, and you should have a Wet Book (if you want to dry it back off, smelt it in a furnace). Next, take the Wet Book over to a crafting table, and combine the book with a diamond. This will create the Hydromancer's Handbook.
The first spell you are going to learn is going to be Water Bolt. You are going to need to collect some magical materials from the bottom of the ocean first, though... 6 pieces of coral, 2 Aqua Plumes (little blue, underwater flowers that spray a thin jet of water into the air), and a diamond. You will also need a Coral Crafting Bench. To make that, just surround a normal crafting bench with eight pieces of coral. You will be making your first two spell orbs here, as well as your staff.
Once you have the Coral Crafting Bench, combine the 6 coral pieces, 2 aqua plumes, and diamond like this:
C C C
P D P
C C C
This will create the Water Bolt Orb. You cannot do anything with this orb until you have a staff. Simply put two iron bars underneath the Orb in the Coral Crafting Bench, and you will create a Staff of Water Bolts!
You have now begun your journey in Hydromancy!
Really, it took me forever to think of all of this, so please, could I get some feedback. Any and all criticism should be constructive. I hate it when people just bash your work, but don't tell you what they don't like about it. So... Yeah... Hyrdomancy. If you are a coder, and would be interested in making this, please let me know in some way. You would get your rights to the mod, I'd get credited for some of the ideas .
Current project: Adventure Awaits!
forum not yet created
I absolutely love this idea. I'm a big fan of magic mods, and I agree; water is a pretty much unused resource, even in mods. Making a magic mod out of this would be amazing. My only thing I would say is: How? water is so easy to get, because you just make an infinite water source. Most magic mod's materials come at a price, (for instance, blood magic's life essence) and water really doesn't. If you sorted through this problem or gave a more detailed description of how you would use water in this mod, I would find this idea perfect.
One last thing, I'm a coder, but not a very experienced one, so sadly, I couldn't make this mod a reality.
You make a fantastic point, but I've really only barely scratched the surface of the mod's total plans. The late game things will be so much harder to get, I will find a way to make them hard to obtain. Also, I love that picture of yours (King Shrimp )! You and I could totally plan a more fully fleshed out idea of what we'd want the mod to be. I send you a PM .
Current project: Adventure Awaits!
forum not yet created
Thanks, I like the picture too ! I'll try my best to help with ideas about the mod, because it looks like it has tons of potential, with many possibilities. One idea that comes to mind would be integrating it with other mods, like maybe thaumcraft. Just so you know ahead of time, if you reject or don't like any of my ideas, it's totally fine. They're just ideas, not plans, and I won't be hurt in any way
My thoughts: Sure, water is easy to get, but not so easy to carry with you. Starting out by caring a bunch of buckets can only get you so far.
The player should be using the water they have on them to cast spells, while they can take water directly from their surroundings, this takes more energy/mama/whatever, and won't work where there is no water at all.
So, Have the mod provide a container with a large capacity in forge millibuckets. the container can be upgraded to have larger capacity as you progress.
Another way you could manage resources is by having ways to improve the water you use.
Purifier: this device will cleanse water for you. Pure water is better for hydromancy, being easier to manipulate, and will last longer.
Compressor: This device takes pure water and stores I under high pressure. Compressed water capsules are useful for damage dealing, long range, and explosive spells (yes, water can explode).
Enchanter: Enchanted water is infused with magic ahead of time, awing for ease of casting far beyond pure water. enchanted water can also be compressed.
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
I had a few more ideas for things. I really like your idea of using underwater world gen. to start progression, and I thought of more things:
-Oysters, that when you create a certain item (mid-game?) could open to give you pearls, necessary for mid-end-game items/spells (they would be harder to find underwater)
-Water Anvil, that holds pure water (from Sailing's idea) to repair tools for you.
-Magic Essence, coming from a super rare ore, could be infused with water to make Magical Water, capable of many magical tasks.
-Magic Infuser, used to infuse water and other things with Magical Essence.
-Water Furnace: By filling this furnace's tank with water, using a piece of coal would make the water boil for 2 minutes, allowing it to smelt anything for 2 minutes. uses pure water to work. (this should be end or mid game, for it saves lots of fuel with easy resources.)
-Modular Tanks: different modules for a base tank that could increase storage capacity, output/input rate, and other things that could make a tank more useful.
-Water Infusion: A multi block structure similar to Thaumcraft's Infusion Altar, allowing you to infuse items with Magical Water.
Do you mean the start should be like Chromaticraft's lexicon, where you have to find the missing 200 pages in dungeons?
This idea seems cool!, I agree water is a bit underused, one thing I'm a bit confused about is to collect all theese underwater materials how are you going to breath?, so maybe you have to do some kind of ritual to become a "Water mage/wizard (whatever you want)" to gain extra breath, then you can slowly level up your breath and vision?. I'm not really sure, but it's a idea, feel free to ignore it.
", sans-serif">", courier, monospace">Do not call me "TabbyExplosive" it drives me insane.
I think the water breathing issue could prove to be a little challenge for getting the early game materials.
Current project: Adventure Awaits!
forum not yet created
This is a great idea, I like it!
I'd help you coding the mod but I'll be on vacation for about a month now, so maybe I'll come back soon to help you guys out
Water bolt: Sends out a quick jet of water, doing slightly more damage than a bow. Using pure water costs less. Enchanted water raises the projectile speed and lowers casting time. Compressed water causes a small explosion, damaging multiple targets.
Water blade: A close range spell. Does slightly more damage than a diamonds sword. Requires compressed water. Enchanted compressed water will last longer, and deal higher damage.
Water spray: Pushes all entities away from the player. Deals no damage unless using compressed water. (RIOT HOSE)
Water Shield. :Blocks damage. Uses a small amount of water while active, and blocking damage will cost water in proportion to the damage blocked. Compressed water let's it inflict damage in return, enchanted reflects projectiles.
Ice cast: Deals damage and inflicts slowness. Using compressed water will cause more damage, Enchanted water will encase the target in Ice blocks. Trap a creeper and laugh at how helpless it is now. (may not work on larger enemies)
Water Whip: A wide attack, less damaging than Water blade, but can hit multiple targets. Compressed water has more range. Enchanted water can act as a grappling hook.
Mud Pit: Turns Dirt into quicksand. Eventually it will dry out again. Enchanted water will convert a larger area.
Water Clone: Endgame summonable ally. High water cost, must be enchanted water. can use any spells you have on you when you summon it. It's health is measured in the water used to make it. It casts spells from it's own water supply, and dies when it runs out. Use water bolt on it to replenish it's health. Recast to reclaim the water used to summon it
Hydromancer's robes: A set of armor that gives buffs to your spells, and allows you to swim as freely as if you were flying. The protection you get from it is in between leather and iron, but it can be upgraded.
Ice shell: Spell/ Armor. Casting the spell places the armor on you. Blocks most damage, but is constantly loosing durability over time.
Steam Shell: Spell/ Armor. Casting the spell places the armor on you. Deals High thorns damage to attackers, far more than they do to you. Lasts for 30 seconds
Ice robes. Casting Ice Armor while wearing Hydromancer's robes changes them into ice robes. Reverts back to fully repaired robes when the durability runs out. Lasts longer than Ice armor.
Steam Robes: you get the picture by now. High throns damage, lasts one minute, can be dispelled manually.
HydroRune Armor. Endgame Upgrade over Hydromancer's robes. Default protection is that of Iron.
IceRune Armor. Casting Ice armor on HydroRune armor. Durability does not decline over time. You are invulnerable until the ice breaks. Can be dispelled manually
SteamRune Armor: ETC. DOT to everything around you, friend and foe alike. Drains water until dispelled. Compressed water gives higher radius. Enchanted water gives higher damage.
Concept for Hydrorune water: You can set spell crystals into the armor after crafting it, and set them to autocast under specific conditions, Taking damage a spell ending, a spell being manually cast ETC,
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
Wow... you have immense creativity with your ideas. I will add you to the PM, and we can discuss this stuff there.
Current project: Adventure Awaits!
forum not yet created
True, I guess water breathing/better water vision would be mid/late game.
", sans-serif">", courier, monospace">Do not call me "TabbyExplosive" it drives me insane.
You ever get hit in the face with a water bottle? It hurts. Water is not soft. It's dense and heavy. Do me a favor and look up videos of water cutting machines. Pressurized water can cut steel.
my concepts are backed up by real science to go with the magic.
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
Question: Anybody have any input on what spells should use as fuel, and how it would be used?
EDIT: I thought maybe a Blood Magic Should Network-like system, to store energy that could be used.
I also came up with ideas for basics of the mod. Please give me feedback
Ideas:
Early-game machine: Purifier
Made with iron mesh and a iron case, when putting a water bucket in, it makes it into Pure Water.
Magic Infusion: This structure allows you to imbue water and other things with Magical Essence. Ritual is activated when right clicking the main block. This is how you create Magical Water.
Magical Essence (This page in the lexicon doesn’t have a chance of spawning in your lexicon. You must find it in water dungeons.: You found in a lost page of your lexicon that the world hums with magical power. In certain spot of it, there are concentrated blocks of this power, able to be harvested and used to infuse other objects with its power.
How to make the Hydromancer’s Lexicon:
Make a 2x2x1 Pure Water pit, and throw in a book. It should be missing pages, with random pages already in your book. The Pure Water should be consumed.
Missing Pages: Find them in underwater dungeons, random pages spawn in chests within the dungeon. There would be no water inside, so that the player could breathe. Every item (Or set of items) has its own page. Sets of items mean things like tools.
Basic Ocean World Gen: In ocean biomes, Coral spawns on the ocean floor. A rarer object is the oyster, which can only be opened with a special item/spell. A single pearl can be found inside.
Hydromancer’s Workbench: used to craft most Hydromancy Items, this workbench is crafted with 4 coral and 4 water buckets, around a crafting table.
Water Binding Ritual: like Blood Magic’s binding ritual, this structure allows you to bind diamond tools, making them perform with different abilities. Instead of consuming LP, it consumes nearby Magical Water source blocks or Magical Water from a tank.
-Hydromancer’s Pickaxe Mines a 5x5 area, destroying everything but ores. Requires lots of Magical Water to be repaired, like said in “Hydromancer's Spade” below.
-Hydromancer's Spade: Acts like a Tinker’s Construct excavator, but can be repaired simply by right clicking a source block of Magical Water.
-Hydromancer's Axe: Able to chop down entire trees, this axe uses water to eat away the base of the tree, making it fall over and give you all the wood.
-Hydromancer's Hoe: Infused with the magical properties of pure water, this plow hoes 3x3 areas of ground, while making the crops grow faster on it.
-Hydromancer's Bow: The only now with strong enough string to shoot Hydromancer’s Arrows.
-Hydromancer's Blade: When killing hostile mobs, has a chance to give you water shards, used to craft other items.
-Hydromancer's Arrows: can be made 64 at a time in the binding ritual, gives the victim the potion effect “drown”, which slowly kills them.
Spell Pouch: Similar to Thaumcraft’s Focus Pouch, this holds your spells in one item, which can be accessed with a keyboard key, allowing you to choose a spell and put it in an open slot in your hot bar (if no slots are open, somewhere in your inventory). Crafted with leather, iron, and Magical String in the Hydromancer's Workbench.
Magical string: String infused with Magical Essence. Used as a crafting components for other items.
SPELLS
-Water Breathing Spell: Gives you water breathing, allowing more time underwater.
-Swimmer Spell: Let's you move faster above/below water.
-Water Jet Spell: shoots a bean of highly pressurized water to damage creatures.
-Anti-Fire Spell: When activated, if you walk or fall into lava or fire, it will nullify the effects.
-Water Bridge Spell: Condenses water from the air into temporary “clouds, making a bridge from where you are standing to where you are looking.
-Watering Spell: waters plants in a 3 block radius from where you are standing, making them grow faster.
-Reinforcing Spell: Infuses blocks with pure water, allowing it to withstand explosions and other block-breaking things.
Water Teleporters: no longer must you swim up waterfalls slowly to get to where you want. These Teleporters link to each other, and use Magical Water to teleport you anywhere in a 50 block radius. Consumes 100 Mb of Magical Water per use.
Wow, I like this idea. I'm a C coder but am going to be learning Java next school year. I'm trying to start learning Java so I may be of assistance in the near future to help you bring this thing to life. No promises though.
May the force be with you
Glad to hear you want to help. When you learn Java, feel free to contact me Glad to see a few people are liking the idea. We're actually forming a team, all we need now is that coder.
Current project: Adventure Awaits!
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I actually might be interested in helping out with the development. Though I don't think, with my own projects, I would be able to 100% devote myself to this project, and having some extra hands from a developmental perspective would definitely be beneficial. But at the very least, I'd be interested in contributing.
Great! Would you like to be added to the PM?
Current project: Adventure Awaits!
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Yup, that sounds good.