Psi Spell Bullet Types and How Each One Casts Your Spell
A Spell Bullet is the carrier that holds a Spell and feeds its data to a CAD once slotted into the CAD's Socket. Bullets are not all alike, however; each variant changes the moment, place, or manner in which your Spell actually fires. Choosing the right one matters as much as the Spell you program into it.
Crafting the Base and the Variants
Every Bullet begins with two items laid side by side in a crafting grid: a piece of
Psidust and an
Iron Ingot. Leave the recipe at that and you get the plainest version, which shares its name with the whole family: the
Spell Bullet. To produce any other variant, add one further ingredient in the slot beside the
Iron Ingot:
Projectile Spell Bullet — add an Arrow
Loopcast Spell Bullet — add String
Circle Spell Bullet — add something round, such as a Snowball or Slimeball
Grenade Spell Bullet — add Gunpowder
Charge Spell Bullet — add Redstone Dust
Mine Spell Bullet — add a Button
Loading a Spell
A Bullet is useless until a Spell lives inside it. Swipe the Bullet across a Spell Programmer to write the Spell onto it. If you later want to keep that Spell elsewhere, drop the loaded Bullet into a crafting grid alongside an empty Spell Drive to copy it over. The Programmer reports a Cost for every Spell it compiles, and that Cost shifts depending on which Bullet type you are using.
How Each Type Casts
Spell Bullet. The plainest option. Select it and trigger it, and the Spell runs right away, with you as the Focal Point. Nothing is left behind and nothing is delayed.
Projectile Spell Bullet. Triggering this one does not run the Spell at once. A swift Spell Projectile leaves the CAD instead, carrying the Spell as a thin shell of Psi energy. That projectile becomes the Focal Point, and the Spell fires when it strikes a block or an entity. It survives up to thirty seconds and can cover over two hundred blocks in that window. Hit an entity and Selector: Attack Target identifies it. Hit nothing and the Spell fizzles, wasting the Psi spent on it.
Charge Spell Bullet. This fires a Spell Charge from the CAD, and like a grenade it falls under gravity. It endures for as long as five minutes, but it only runs its Spell when a Spell Detonator tells it to. The Charge is a stable Psi shell that serves as the Focal Point. Let it expire untouched and the Spell is lost. Several Charges near each other can all be set off by one Detonator or by Trick: Detonate. The Charge remembers the last entity it touched, reachable through Selector: Attack Target.
Loopcast Spell Bullet. This behaves like a plain Bullet, except it repeats. The Spell runs four times per second, endlessly, until you stop holding the CAD in that hand or pick a different Spell. You are the Focal Point, and the full Psi cost is paid every single execution. Its real strength is Psi regeneration: casting normally leaves your Psi briefly unable to recover while it re-stabilizes, but a Loopcast only causes that disruption at the start, so your energy keeps regenerating afterward. Each pass can differ, because Selector: Loopcast Index reports how many times the Spell has run, starting at 1.
Grenade Spell Bullet. This launches a Spell Grenade from the CAD, and gravity pulls it down. It runs its Spell after exactly three seconds. The Grenade is an intangible Psi shell and acts as the Focal Point. It can land where a Projectile cannot, such as over a wall or down a hole. It records the last entity it touched, available through Selector: Attack Target.
Covers the mod’s in-game guide topics: psi.book.entry.spellBullet psi.book.entry.basicBullet psi.book.entry.projectileBullet psi.book.entry.chargeBullet psi.book.entry.loopcastBullet psi.book.entry.grenadeBullet
Spell Programmer
Spell Detonator
Spell Drive