Welcome! This post may look somewhat familiar to some of you. I made the original version some months ago, but I've been thinking it over this last little while and I really wanted to give the whole thing another go. Not that response wasn't good the first time around. I just feel I could have done things better, and I still feel this suggestion could fit in very nicely with Vanilla Minecraft.
So with no further ado, the topic proper:
Casting Spells: The Cauldron Method
The two magic systems currently in-game (Enchanting and Brewing) have their respective niches. Enchanting affects gear: tools, weapons, and armour. Brewing affects players and, through splash potions, mobs.
To make spells distinct from the other magics, I decided they should focus on altering the world itself. Bending nature to the will of the player, but at a cost. What's more, you can't just step right into Minecraft and start slinging spells. Like most other aspects of the game, you have to work for it.
In the previous incarnation of this topic I outright stated that combat magic (such as being able to throw fireballs or make whatever you're looking at explode) had no real place in Minecraft. I've since softened on that viewpoint, but I still don't think offensive spells should be the main focus of either spellcasting or combat.
And this will be your only warning: this topic is pretty long. I've spoilered the individual sections to cut down on clutter, but there wasn't much I could do to cut down on actual length without sacrificing detail. So now that you know what to expect, you can delve in if you choose.
Setting up
As I mentioned above, there are a few steps you'll have to take before being able to start your career as a sorcerer.
First, and most obvious from the title, you need a cauldron. The cauldron is where you will prepare all your spells, and also where you'll cast many of them. But before that, you'll have to season it.
Seasoning is done by right-clicking a placed cauldron with Magma Cream. This turns the cauldron into a distinct item, which I feel is important as it would allow plain cauldrons to have other uses in the future. Uses that might otherwise interfere with using the cauldron for spells. (Things like catching rain, or cooking, or other uses suggested on these very forums.)
So now you've got your cauldron and you've prepared it for casting. You must be ready for magic lessons now, right?
Unfortunately not. There is one other step: you must have a Familiar. I have another topic about Familiars. In fact, that topic spawned this topic. But my Familiars topic is somewhat lengthy and rambling (and needs a revamp, just like this topic got) so I'll give you the gist here:
To get a Familiar you need a cat, and you need an Enchanting Table. Perform enough enchantments with your cat nearby and it will turn into your Familiar. Once that's done, and you have your cauldron all set up, you can start spellcasting.
How to cast spells
You've got your magic cauldron and you've got your magic cat. It's time to start making magic!
Well, I actually lied, you still need a few more things... But these are, for the most part, simple to obtain.
See, every spell requires components that you have to burn in your cauldron in order to cast it. So you need a flint and steel, and whatever items the spell calls for. For exemplative purposes I will show you how to cast a Scrying Spell.
(Please note: I don't actually know if the effects of this spell are possible within Minecraft's code or whatever. Also, the recipe is probably not final. This is just a rough example.)
First, light your cauldron. Don't worry about it going out, it will burn for a good long while.
Next, you'll need to toss in your components one at a time.
The components are: 1 map, 1 feather, 1 lapis lazuli, 1 rose red, 1 dandelion yellow, 1 cactus green, 1 Eye of Ender.
Once the final component has been consumed, the fire inside the cauldron will change colours and emit a puff of sparks. Then the fire will extinguish and a map will be left in the cauldron.
But this is no ordinary map! When you look at it you will see little coloured dots moving around. A green dot signifies another player; a yellow dot signifies a passive mob, meaning livestock, wolves, and ocelots/cats; a red dot is any hostile mob; a blue dot is for a villager.
The moving dots would only appear on areas of the map that have been explored. Golems do not appear on the map, nor do Endermen.
Making scrolls
Now, casting some spells at a cauldron may be all well and good, but what if you're on the move and need to make some magic in the field? Well, that's why we have scrolls.
Making a scroll is very much like casting a spell, with only one slight difference: before any other component, you must throw a sheet of paper into the flames. Then, simply continue as normal. Once the fire goes out, your scroll will be sitting in the bottom of your cauldron.
(An alternative possibility to using just a sheet of paper would be using blank scrolls, like those in the Art of Literature suggestion.)
Now you can cast your spell anywhere you'd like! Well, most spells. Some simply won't work as a scroll, but I'll get into that a bit later.
Making scrolls also means that you can give them to others so that they, too, can cast spells without having to go through the whole process of getting a Familiar and preparing their cauldron and all that. However, this can carry some very serious danger for those people. Magic can carry a nasty downside for those who haven't earned it.
The downside
Magic requires energy. Much of the energy for your spells will come from the components and the fire.
The rest will have to come from you. Not from your "mana".
From you.
There are a good amount of bars already in Minecraft. A health bar, an armour bar, a food bar, an experience bar, and when underwater there's an oxygen bar. We don't need a mana bar.
So where does the energy come from? Well, for the smaller spells you'll be given a status effect called "Fatigue". Just like with effects from potions this will appear beside the inventory screen.
But fatigue isn't really an effect all its own. It's more like a collection of negative effects. (For reference, view the wiki's page of potion effects.) Depending on how many, and which, spells you cast, fatigue can present itself as Slowness, Mining Fatigue, Nausea, and/or Weakness. Fatigue will also disable sprinting, and do you remember that one older update where you couldn't hold spacebar to jump continually? You had to press it each time you wanted to jump and it was super annoying? Yeah, fatigue can do that to you too. Beware.
But that's not all. The more powerful spells would obviously be more dangerous. These spells require more energy, and they'll draw it from the same place you get your energy: your food.
Yes, some spells will drain your hunger bar. This probably won't be a huge deal since food is fairly easy to come by, especially later in the game, but I suppose it may catch you off guard on occasion.
However, there's one more source your spells may draw on. If you don't have enough food-energy to draw on, you may end up paying for your spells with your life force. Meaning that some spells will take chunks straight out of your health.
So how does this work regarding scrolls? Well, you'll take the full brunt of the fatigue at the time of creating the scroll. When using the scroll, you'll have to pay about half the energy cost again.
But a warning! I said that giving scrolls to others may be dangerous for them. Anyone who does not have a Familiar and tries to cast a scroll must pay double the original energy cost. This could mean they would suffer a crippling Fatigue, or it might even kill them outright!
Spells
Here, I will simply list some spell concepts. If I've thought them through more, I'll add a spoiler beneath giving a description and a tentative recipe. If they're less thought out, I'll include only a name and a short description.
In the event that casting the spell from a scroll would be sufficiently different than casting it from a cauldron, the different outcomes will be labeled with an image of a sheet of paper ( ) or a cauldron ( ) respectively.
If an energy cost is given, it will be the cost for casting the spell from a cauldron, not a scroll. As always, a scroll's cost would be about half.
The spells I have so far can be separated into a few easy categories. These are more or less arbitrary, but they make things a bit more organized so I'll be using them.
Weather Spells
Clear Sky - The default weather. This spell removes any weather effect currently going on, whether it be magical or natural.
Rainfall - Causes it to rain. This rain makes crops/plants flourish and grow. Cannot be cast during snow or hail.
Thunderstorm - Makes lightning strikes much more common. Must be cast when raining.
Snowfall - Causes it to snow. This snow slows or stops the growth of crops. Cannot be cast during rain or thunderstorms.
Hailstorm - The first new weather effect. Makes hail fall from the sky. Damages crops by making them "grow" in reverse. Also lightly damages all mobs/players that are outside. Must be cast when snowing.
Fog - The second new weather effect. Causes a Void Fog-like effect to all players (except the caster?). Also shortens the view distance of all mobs.
Time Spells
Moon Rise - Changes the time of day to dusk. This does not speed up crop growth/smelting time.
Moon Set - Changes the time of day to dawn. This does not speed up crop growth/smelting time.
Combat Spells
Lightning Bolt
A lightning bolt falls from the sky and strikes the cauldron. Since the caster must be close to the cauldron, they will take damage.
A bolt of lightning comes from the caster's hand and flies in the direction of the caster's gaze.
Components: Not a complete recipe, but I believe it should include these items: ,
Energy cost: A moderate fatigue penalty, and I think it should drain a couple hunger icons.
Summoning Spells
Magic Golem
Okay, the name for this spell is something of a trololo because of all the golem suggestions, but it might actually be my most thought out spell.
Summons a blaze-like creature that attacks hostile mobs. It looks like a Jack-O-Lantern on top of a short pillar of colour-changing flame. This golem is anchored to the cauldron, and cannot move more than 16 blocks from it in any direction. The cauldron can not be used for spells for as long as the golem lives. The magic golem's stats are pretty much the same as a Normal difficulty blaze, but their fireball does not ignite mobs or blocks.
Summons the Magic Golem, which immediately detonates with about half the power of TNT. It needs to be anchored to a cauldron to survive.
Components: , , , , ,
Energy cost: A fairly hefty fatigue penalty, and a whopping damage. It costs life to summon life.
Other Spells
Scrying
As described above. Creates a map with magically moving coloured dots that signify mobs/players.
Components: , , , , , ,
Energy cost:
And of course, there could be many, many more spells. These are simply the ones I was able to think of.
Some other notes and things
One thing I wasn't able to convey was that I wanted spells to generally be "area of effect" centered around the cauldron (or the block the caster was on, in the case of scrolls), but because of the nature of the spells (like Moon Rise and Moon Set) and of Minecraft (how weather is currently universal) I wasn't really able to.
I also toyed with the idea of making magic cauldrons burn indefinitely if not spell is cast with them. Since you need to go to the Nether anyways to get magma cream, it's not like you'd be skipping netherrack. I just think an ever-burning cauldron could be nice for certain aesthetics.
Obviously I'm still hammering out the specifics of the fatigue system, not to mention the costs and components for most spells.
There are a few more things I would have liked to add, but they're not quite ready. These may be added later when I update this topic some more.
One such thing was a way of lessening the impact of the energy cost, similar to how armour lessens damage taken. That comparison immediately made me think of magical robes, but I didn't feel too strongly about that. Another thought was for enchanted jewellery, as others have suggested.
A similar line of thinking was for a way to divert the energy cost. Wearing some sort of amulet would make spells drain your experience bar rather than your hunger and/or health bars. But I haven't gotten very far with that either.
I would also like to create a "Potion of Recovery" or the like that would alleviate some/all of the fatigue effects.
And finally, I slaved away in gimp making this pretty pretty image of a burning cauldron, but I didn't have a good place to put it in the topic, so I'll just shove it here:
Your turn!
Now I turn things over to you. Comment, criticize, or compliment; I'll be looking forward to getting a fresh perspective on my idea.
If you've noticed something I said is unbalanced, or stupid, or just completely wrong, post below and I'll try to rectify things. If you have a good idea for a spell, post it below. If you've come up with good recipes or costs for spells, post below! If I like your idea, I'll add it to this post and credit you.
And if you just want to ask a question about the concepts or ideas here, post! And I'll be very happy to answer you.
And one final note: Because this is an old topic that I reevaluated and redesigned, the first few posts might be outdated. So, for the sake of streamlining things, the new comments begin after this post.
I like how it doesn't have a GUI, there're just too many of those. I had another cauldron idea awhile back, it was about as useful as this, linked to brewing and had nine times the logic your idea does, it was the real thing witches use cauldrons for. They clash in no ways, but the cauldron thing is strange, why not something else? A magical devise so no one questions how it works. Also, do srolls stack? I'll assume not.
Scroll ideas:
Fire charge --> Fireball scroll: fires a blaze fireball from your hand.
Ghast tear --> Ghast scroll: fires a ghast fireball from your hand.
Ender pearl --> Ender scroll: teleports the player, preferably near light.
They're actually underpowered compared to TNT, so I don't see why not.
As long as more powerful spells cost more energy and the scrying spell only updates chunks you've seen. Also, there should be a boom spell that needs 2 TNT, 5 gunpowder, and 3 fire charges. When made, you get a boom scroll. Right-click with it in your hand to create an explosion almost strong enough to break water (killing you, but destroying your items, not dropping them). Also, you should be able to summon a mob (with a spell that would drain 1/2 of your hunger bar, removing health if you don't have enough hunger bar left).
Rollback Post to RevisionRollBack
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Please click the dragons, they need to grow. Also, my fully grown dragons can be found in my bio.
I like how it doesn't have a GUI, there're just too many of those. I had another cauldron idea awhile back, it was about as useful as this, linked to brewing and had nine times the logic your idea does, it was the real thing witches use cauldrons for. They clash in no ways, but the cauldron thing is strange, why not something else? A magical devise so no one questions how it works.
Do you have a link to your topic? I'd like to see what your idea was.
And when you say "the real thing witches use cauldrons for" what do you mean? The cauldron was often used in witchcraft (and modern Wicca) in ways similar (but by no means exactly the same) as what I described. And for other uses as well, of course.
I love this idea and the familiars one :smile.gif:
What about some sort of transfiguration spell? Created with one lapis, one redstone, and some miscellaneous ingredients (Fermented spider eye and some gold nuggets, maybe?) in the cauldron. It would turn one iron ore in your inventory into a gold ore, and nine gold ore into a diamond. However, it would fatigue you a ton, give a portal effect for ten seconds, and drain half of your HEALTH bar, making it fatal if you don't have enough health.
Do you have a link to your topic? I'd like to see what your idea was.
And when you say "the real thing witches use cauldrons for" what do you mean? The cauldron was often used in witchcraft (and modern Wicca) in ways similar (but by no means exactly the same) as what I described. And for other uses as well, of course.
The topic was only viewed once. At all. It was ignored because of the abundace of troll topics and popular topics. It had many examples, here's the link: combo potions. The use of the cauldron is mixing potions in a big container, so one potion can have multiple, but weakened effects.
As long as more powerful spells cost more energy and the scrying spell only updates chunks you've seen. Also, there should be a boom spell that needs 2 TNT, 5 gunpowder, and 3 fire charges. When made, you get a boom scroll. Right-click with it in your hand to create an explosion almost strong enough to break water (killing you, but destroying your items, not dropping them). Also, you should be able to summon a mob (with a spell that would drain 1/2 of your hunger bar, removing health if you don't have enough hunger bar left).
Having more powerful spells be more draining to the caster is definitely the idea. I don't really know about your boom spell... Why would anyone use it?
I hadn't thought of using this spell method to summon mobs, but I'm not against the idea.
The recipe would probably involve a pumpkin, and maybe the mob would be a "magic golem" or something.
I love this idea and the familiars one :smile.gif:
What about some sort of transfiguration spell? Created with one lapis, one redstone, and some miscellaneous ingredients (Fermented spider eye and some gold nuggets, maybe?) in the cauldron. It would turn one iron ore in your inventory into a gold ore, and nine gold ore into a diamond. However, it would fatigue you a ton, give a portal effect for ten seconds, and drain half of your HEALTH bar, making it fatal if you don't have enough health.
Even with the extreme fatigue, that seems somewhat overpowered. It's basically a diamond in exchange for nine iron ore. Also, I'm unclear on what you mean by a "portal effect." Would you mind clearing that up?
The topic was only viewed once. At all. It was ignored because of the abundace of troll topics and popular topics. It had many examples, here's the link: combo potions. The use of the cauldron is mixing potions in a big container, so one potion can have multiple, but weakened effects.
Honestly, I don't see much need for combo potions. Seems to me you could just drink two potions and get two full effects rather than drinking one combo potion for a couple weakened effects. I really think the brewing stand works just fine for potions, and the cauldron is free for other purposes.
/late responses. Sorry all! Don't know why I didn't get back to you sooner. Hope to hear back!
Seasoning is done by right-clicking a placed cauldron with Magma Cream. This turns the cauldron into a distinct item, which I feel is important as it would allow plain cauldrons to have other uses in the future. Uses that might otherwise interfere with using the cauldron for spells. (Things like catching rain, or cooking, or other uses suggested on these very forums.)
Well, in the latest snapshot cauldrons will fill up with water if left out in the rain.
But magical seasoned cauldrons wouldn't. Why not? Magic!
And now that I had to look at that section again, I realize I forgot to mention one thing. When you mine your seasoned cauldron to pick it up and move it somewhere else, you'll have to re-season it when you place it again. Unless you used a Silk Touch pickaxe.
Reveal ores: When this spell is used, ALL ORES on the same chunk that the cauldron is are permanently marked on the screen as small yellow dots. Only the ones that are near to you are shown.
Ingredients: Coal - Iron ingot - Gold ingot - Diamond, high fatigue
Pacific scream: All hostile mobs on a 64 block radius become neutral.
Ingredients: Emerald - Redstone dust - Glowstone dust, moderate fatigue
Animal attraction: All pacific mobs on a 64 block radius are attracted towards the cauldron.
Ingredients: Brown mushroom - Red mushroom - Golden apple (minor), low fatigue
Fire explosion: 30-35 fire charges are fired on all directions, randomly.
Ingredients: Fire charge - Blaze rod, low fatigue
Synthetize: Generates random items after the spell is cast (these items can be emeralds (rarely), gold ingots, iron ingots, saplings, golden apple (minor), diamonds (very rarely), apple, ender pearl (rare)) and bread), but gives LOTS OF FATIGUE.
Ingredients: Gold ingot, massive fatigue
Energy surge: The opposite of Synthetize: removes fatigue completely and gives hunger and health regeneration (and gives resistance potion effect also), but consumes some items.
Ingredients: Sapling - Ender pearl - Netherack - Glowstone, gives FREE ENERGY!
So... that's the best I could do... I hope you like it!
Energy surge: The opposite of Synthetize: removes fatigue completely and gives hunger and health regeneration (and gives resistance potion effect also), but consumes some items.
Ingredients: Sapling - Ender pearl - Netherack - Glowstone, gives FREE ENERGY!
It had never even crossed my mind to have a spell for diminishing fatigue. However, having it wipe your fatigue and refill your hunger and hearts may be a bit too powerful.
But it got me thinking: what about a spell set called Transference (or something similar) that allowed you to expend one of your "energies" in order to replenish another.
For example, take health damage to remove fatigue. Or drain your experience to refill your hunger. Or any combination of draining/replenishing - except you would never be able to transfer into your experience bar, only out of it.
I'll think it over some more to see if I find any glaring faults that for some reason I just can't see right now.
And while typing this I thought of something about scrolls: should they take time to cast, sort of like eating food? Something else for me to think over.
So with no further ado, the topic proper:
The two magic systems currently in-game (Enchanting and Brewing) have their respective niches. Enchanting affects gear: tools, weapons, and armour. Brewing affects players and, through splash potions, mobs.
To make spells distinct from the other magics, I decided they should focus on altering the world itself. Bending nature to the will of the player, but at a cost. What's more, you can't just step right into Minecraft and start slinging spells. Like most other aspects of the game, you have to work for it.
In the previous incarnation of this topic I outright stated that combat magic (such as being able to throw fireballs or make whatever you're looking at explode) had no real place in Minecraft. I've since softened on that viewpoint, but I still don't think offensive spells should be the main focus of either spellcasting or combat.
And this will be your only warning: this topic is pretty long. I've spoilered the individual sections to cut down on clutter, but there wasn't much I could do to cut down on actual length without sacrificing detail. So now that you know what to expect, you can delve in if you choose.
As I mentioned above, there are a few steps you'll have to take before being able to start your career as a sorcerer.
First, and most obvious from the title, you need a cauldron. The cauldron is where you will prepare all your spells, and also where you'll cast many of them. But before that, you'll have to season it.
Seasoning is done by right-clicking a placed cauldron with Magma Cream. This turns the cauldron into a distinct item, which I feel is important as it would allow plain cauldrons to have other uses in the future. Uses that might otherwise interfere with using the cauldron for spells. (Things like catching rain, or cooking, or other uses suggested on these very forums.)
So now you've got your cauldron and you've prepared it for casting. You must be ready for magic lessons now, right?
Unfortunately not. There is one other step: you must have a Familiar. I have another topic about Familiars. In fact, that topic spawned this topic. But my Familiars topic is somewhat lengthy and rambling (and needs a revamp, just like this topic got) so I'll give you the gist here:
To get a Familiar you need a cat, and you need an Enchanting Table. Perform enough enchantments with your cat nearby and it will turn into your Familiar. Once that's done, and you have your cauldron all set up, you can start spellcasting.
You've got your magic cauldron and you've got your magic cat. It's time to start making magic!
Well, I actually lied, you still need a few more things... But these are, for the most part, simple to obtain.
See, every spell requires components that you have to burn in your cauldron in order to cast it. So you need a flint and steel, and whatever items the spell calls for. For exemplative purposes I will show you how to cast a Scrying Spell.
First, light your cauldron. Don't worry about it going out, it will burn for a good long while.
Next, you'll need to toss in your components one at a time.
The components are: 1 map, 1 feather, 1 lapis lazuli, 1 rose red, 1 dandelion yellow, 1 cactus green, 1 Eye of Ender.
Once the final component has been consumed, the fire inside the cauldron will change colours and emit a puff of sparks. Then the fire will extinguish and a map will be left in the cauldron.
But this is no ordinary map! When you look at it you will see little coloured dots moving around. A green dot signifies another player; a yellow dot signifies a passive mob, meaning livestock, wolves, and ocelots/cats; a red dot is any hostile mob; a blue dot is for a villager.
The moving dots would only appear on areas of the map that have been explored. Golems do not appear on the map, nor do Endermen.
Now, casting some spells at a cauldron may be all well and good, but what if you're on the move and need to make some magic in the field? Well, that's why we have scrolls.
Making a scroll is very much like casting a spell, with only one slight difference: before any other component, you must throw a sheet of paper into the flames. Then, simply continue as normal. Once the fire goes out, your scroll will be sitting in the bottom of your cauldron.
(An alternative possibility to using just a sheet of paper would be using blank scrolls, like those in the Art of Literature suggestion.)
Now you can cast your spell anywhere you'd like! Well, most spells. Some simply won't work as a scroll, but I'll get into that a bit later.
Making scrolls also means that you can give them to others so that they, too, can cast spells without having to go through the whole process of getting a Familiar and preparing their cauldron and all that. However, this can carry some very serious danger for those people. Magic can carry a nasty downside for those who haven't earned it.
One thing I wasn't able to convey was that I wanted spells to generally be "area of effect" centered around the cauldron (or the block the caster was on, in the case of scrolls), but because of the nature of the spells (like Moon Rise and Moon Set) and of Minecraft (how weather is currently universal) I wasn't really able to.
I also toyed with the idea of making magic cauldrons burn indefinitely if not spell is cast with them. Since you need to go to the Nether anyways to get magma cream, it's not like you'd be skipping netherrack. I just think an ever-burning cauldron could be nice for certain aesthetics.
Obviously I'm still hammering out the specifics of the fatigue system, not to mention the costs and components for most spells.
There are a few more things I would have liked to add, but they're not quite ready. These may be added later when I update this topic some more.
One such thing was a way of lessening the impact of the energy cost, similar to how armour lessens damage taken. That comparison immediately made me think of magical robes, but I didn't feel too strongly about that. Another thought was for enchanted jewellery, as others have suggested.
A similar line of thinking was for a way to divert the energy cost. Wearing some sort of amulet would make spells drain your experience bar rather than your hunger and/or health bars. But I haven't gotten very far with that either.
I would also like to create a "Potion of Recovery" or the like that would alleviate some/all of the fatigue effects.
And finally, I slaved away in gimp making this pretty pretty image of a burning cauldron, but I didn't have a good place to put it in the topic, so I'll just shove it here:
Now I turn things over to you. Comment, criticize, or compliment; I'll be looking forward to getting a fresh perspective on my idea.
If you've noticed something I said is unbalanced, or stupid, or just completely wrong, post below and I'll try to rectify things. If you have a good idea for a spell, post it below. If you've come up with good recipes or costs for spells, post below! If I like your idea, I'll add it to this post and credit you.
And if you just want to ask a question about the concepts or ideas here, post! And I'll be very happy to answer you.
And one final note: Because this is an old topic that I reevaluated and redesigned, the first few posts might be outdated. So, for the sake of streamlining things, the new comments begin after this post.
Thank you for reading.
Scroll ideas:
Fire charge --> Fireball scroll: fires a blaze fireball from your hand.
Ghast tear --> Ghast scroll: fires a ghast fireball from your hand.
Ender pearl --> Ender scroll: teleports the player, preferably near light.
They're actually underpowered compared to TNT, so I don't see why not.
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Please click the dragons, they need to grow. Also, my fully grown dragons can be found in my bio.
Do you have a link to your topic? I'd like to see what your idea was.
And when you say "the real thing witches use cauldrons for" what do you mean? The cauldron was often used in witchcraft (and modern Wicca) in ways similar (but by no means exactly the same) as what I described. And for other uses as well, of course.
What about some sort of transfiguration spell? Created with one lapis, one redstone, and some miscellaneous ingredients (Fermented spider eye and some gold nuggets, maybe?) in the cauldron. It would turn one iron ore in your inventory into a gold ore, and nine gold ore into a diamond. However, it would fatigue you a ton, give a portal effect for ten seconds, and drain half of your HEALTH bar, making it fatal if you don't have enough health.
The topic was only viewed once. At all. It was ignored because of the abundace of troll topics and popular topics. It had many examples, here's the link: combo potions. The use of the cauldron is mixing potions in a big container, so one potion can have multiple, but weakened effects.
Having more powerful spells be more draining to the caster is definitely the idea. I don't really know about your boom spell... Why would anyone use it?
I hadn't thought of using this spell method to summon mobs, but I'm not against the idea.
The recipe would probably involve a pumpkin, and maybe the mob would be a "magic golem" or something.
Even with the extreme fatigue, that seems somewhat overpowered. It's basically a diamond in exchange for nine iron ore. Also, I'm unclear on what you mean by a "portal effect." Would you mind clearing that up?
Honestly, I don't see much need for combo potions. Seems to me you could just drink two potions and get two full effects rather than drinking one combo potion for a couple weakened effects. I really think the brewing stand works just fine for potions, and the cauldron is free for other purposes.
/late responses. Sorry all! Don't know why I didn't get back to you sooner. Hope to hear back!
I've completely redone the main post. It has be top-to-bottom rewritten, and I think I'm ready to be more active in its upkeep.
Any post above this one might be out-dated now. That's not to say they're not good posts, they just might not be relevant any longer.
All new discussion will be below this post.
http://www.minecraftforum.net/topic/1401777-earn-a-good-or-evil-reputation-with-the-villagers/
Click here if you support more interaction with the Villagers!
Also, remember when I said this?:
Well, in the latest snapshot cauldrons will fill up with water if left out in the rain.
But magical seasoned cauldrons wouldn't. Why not? Magic!
And now that I had to look at that section again, I realize I forgot to mention one thing. When you mine your seasoned cauldron to pick it up and move it somewhere else, you'll have to re-season it when you place it again. Unless you used a Silk Touch pickaxe.
Any reason why? It's not as though Minecraft is completely devoid of magic right now. Enchanting, Potions, portals, a lot of the mobs, redstone...
Reveal ores: When this spell is used, ALL ORES on the same chunk that the cauldron is are permanently marked on the screen as small yellow dots. Only the ones that are near to you are shown.
Ingredients: Coal - Iron ingot - Gold ingot - Diamond, high fatigue
Pacific scream: All hostile mobs on a 64 block radius become neutral.
Ingredients: Emerald - Redstone dust - Glowstone dust, moderate fatigue
Animal attraction: All pacific mobs on a 64 block radius are attracted towards the cauldron.
Ingredients: Brown mushroom - Red mushroom - Golden apple (minor), low fatigue
Fire explosion: 30-35 fire charges are fired on all directions, randomly.
Ingredients: Fire charge - Blaze rod, low fatigue
Synthetize: Generates random items after the spell is cast (these items can be emeralds (rarely), gold ingots, iron ingots, saplings, golden apple (minor), diamonds (very rarely), apple, ender pearl (rare)) and bread), but gives LOTS OF FATIGUE.
Ingredients: Gold ingot, massive fatigue
Energy surge: The opposite of Synthetize: removes fatigue completely and gives hunger and health regeneration (and gives resistance potion effect also), but consumes some items.
Ingredients: Sapling - Ender pearl - Netherack - Glowstone, gives FREE ENERGY!
So... that's the best I could do... I hope you like it!
You had a few good ones there! But the one I'm most interested in is this:
It had never even crossed my mind to have a spell for diminishing fatigue. However, having it wipe your fatigue and refill your hunger and hearts may be a bit too powerful.
But it got me thinking: what about a spell set called Transference (or something similar) that allowed you to expend one of your "energies" in order to replenish another.
For example, take health damage to remove fatigue. Or drain your experience to refill your hunger. Or any combination of draining/replenishing - except you would never be able to transfer into your experience bar, only out of it.
I'll think it over some more to see if I find any glaring faults that for some reason I just can't see right now.
And while typing this I thought of something about scrolls: should they take time to cast, sort of like eating food? Something else for me to think over.