Minecraft has a lot of blocks, but what if they had more? Why do we need them? Please don't just add lists of things - these will be marked as spam and removed! Also, no furniture, guns, or vertical/"sideways"/"upright"/"standing" slabs (yes, we see you).

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Spells

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    https://feedback.minecraft.net/hc/en-us/community/posts/360011221551-Become-a-Wizard- 

    Perhaps you could post more spell ideas in the comment section here.

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    What do you mean?  Do you want a bigger spell list?

    Why did you add a link to the other idea?  I think it's too different to my suggestion to be the same idea, if that's what you're trying to imply.

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    I've realized that such spells would be way to powerful, considering how easy their ingredients are to get.  Therefore, I think that spell books should wear out after a few uses, and are crafted with a book in the center, enchanting tables on the edges, and brewing stands on the corners.  That would force players to use them sparingly and wisely.

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    The spells should be an after end game feature since they are almost commands disguised as books or be a drop for the illusioner.
    Spells should affect an area of 4 chunks: the chunk the player is standing, the north chunk, the east chunk and the northeast chunk. Making a 32x32 blocks area of effect. And should affect only the blocks that are in the same height of the block the player is stepping.

    For the spell os fertility, the tick rate of the affected area would be increased meaning that not only crops grows faster and mobs spawns more often also grass/fire spread to adjacent blocks faster.

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    What if the player were facing west?

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    Still happening on north and east. If facing west then everything will happens at his backs

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    The spell books or grimoire (I think this name is bether) could be combined in an anvil with an end rod to craft a magic wand/spell staff. The grimoires are single use and the staff have a durability.

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    That doesn't make any sense.  Shouldn't it happen in front of the player no matter what?

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    But why do we need spell books?
    These spells could be commands, lines of commands once only avaliable with cheats and on creative, now into items obtainable on survival without cheating.

    You'd be able to change your spawn point and spawn chunks with the spell of Homeland;

    Change to day or night with Aurora or Twilight respectively;

    Make it rain or snow with Precipitation;

    make the storm or rain stops with Clear Sky;

    Eliminate a few blocks with your already suggested Desintegration but to fit in the theme of nature and environment, name it Tectonic;

     

    Change the light level of an area, regardless of the sky light level or nearby light sources, to 7 with the Darkness but named Penumpral instead;

     

    Change the light level of an area to 15 regardless of sky light level with Halos.

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    It doesn't make sense because am thinking in how coordinates works and how these spell could work using the commands that already exist

     

    What if the spell affect a rounded area around the player instead?

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    These spells should not involve commands.  They should be obtainable in survival mode without cheats.  I think that they should be craftable, but have low durability and require rare items.  That way, players would be forced to use them sparingly.  I really don't understand what you're saying about commands.  Commands should have nothing to do with spells.

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    I like the idea of spells affecting the environment while enchantments affects items; and potions affects players and mobs. So the spells must be related to nature phenomena, such as time of the day, weather (not thunderstorms), terrain modifications, gravity and natural light.

     

    Here's my concept of how to get a grimoire (spell book): you need to defeat the illusioner, that will spawn inside his circus, a colorful wool structure generated on plains biome (but this topic is for other page, focus on the items) and it will drop one grimoire with a random spell

     

    Or a drop for this new mob: https://feedback.minecraft.net/hc/en-us/community/posts/360027718191-Ancient-Grimoire-Mob

     

    What is rarest than a drop of a mob that only spawns along with his structure, never after? (the totem of undying is one of them)

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    The player shouldn't be able to summon a thundertorm, even in a small area, because with channeling enchantment on trident it would facilitate too much the creation of charged creepers

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    Aren't charged creepers something you don't want to encounter?

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    Yes, you don't want one of those temperamental guys walking through your house but they're very usefull for making wither skeleton skull farms, since the wither skeletons will always drop their head when killed by their explosion.

    Be able to summon a thunderstorm make this kind of farm and gathering lots of beacons too easy, thats the point.

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    I see what you mean.  No thunder spell then.

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    The Spell of Fear would works better as a potion since it affects mobs making them avoid an area.

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    I think it makes a better spell because it affects all mobs, not just the ones that get hit by it.  Also, if it were a potion, what area would the mobs avoid?

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    I appreciate the time you're taking to critique this idea, by the way.

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    There should be a separation between what is a spell and what is a potion, both are linked but make different things. Because of the ability to affect the behavior of mobs making them avoid entering an area, the spell of fear looks better as a potion, also it deserves it's own thread in my opinion.

    The Potion of Fear causes the Phobia effect and any mob under it will run away from the player (i. e. Ocelots and rabbits already do this) and players with the phobia effect wouldn't be able to walk, paralyzed by the fear.

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    You're welcome. I liked your idea and I want it to be implemented in a future update

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    I like the spell of flammability, devs could add the tag 'flammable" for the blocks and this spell makes every block in a certain radius (maybe 4 block in each direction forming a 9x9 centered on the player) flammable and sets them on fire! Destructive! Better you grab some potions of fire resistance too.

    Why not call it Overheat?

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    How would spell of protection works?

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    You're right about the phobia effect.  It makes sense for it to be a potion.  I also like your idea about how the flammability spell should work.

    I think it's time to update my idea.

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    the flammability spell (or overheat spell) is very useful for pvp and with the fertility spell (faster tickspeed) together they're useful for cleaning an great area consuming the blocks faster than normal

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    I don't think the fertility spell should increase the tick speed, because I don't want it to affect fire.  Also, if the tick speed were increased, wouldn't it affect the whole world?

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    Maybe the Fertility Spell could then affect crops making them pass from the actual stage of growing to the next till get fully grown, make grass/mycelium/podzol blocks spread to adjacent dirt blocks, grow up sugar cane/cactus/chorus/kelp/bamboo to maximum height and grow huge mushrooms from mushrooms and trees from saplings. The effect of  Fertility could last 5 seconds growing everything in a 9x9x9 cubic (the coordinates where the player stands are the center of the cuboid)

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    this way, fertility has no bond with destruction anymore

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    Wouldn't that just be glorified bone meal?  Maybe it should do that and make them grow faster for a short period of time (by decreasing the number of ticks required to advance to the next stage of growth).  Perhaps it should also fertilize blocks that do not normally support plant growth?

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    There are different types of ticks in the game: redstone tick, game tick and chunk tick/block tick.

    my Idea was to the spell of fertility increase the block tick for a given area.