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- Basic idea: A chamber to infuse alchemical power into you and your bound armor temporarily. Lasts a long time(Half an hour?), and effects can be stacked with each other.
- A base failure chance(10%?) that raises with every effect. If the armor is removed prematurely(Before the effects end) a large burst of alchemical power is unleashed around the wearer.
- I'm thinking all imbuements can buff(Or lower) your HP(Using the item aspect mechanic of vanilla) if you are in set circumstances.
- Incendium:
- Positive outcome:
- Live in the Fire: Boosts the players max HP if in a "Warm" or "Hot" biomes(Boosts it higher if in the nether). Lowers it if in a cold and damp biomes, or while in water.
- Burning stair: After gazing at an entity for a few seconds, it is set alight.
- Blazing Blood: Free fire resistance, and anything that hurts you is set alight.
- Inferno healing: Standing in lava(Perhaps also fire) gives regen one.
- Negative outcome:
- Overheated: If in a warm biome while under the sky during the day, you are set on fire.
- Die in the Flame: If in water, the rain, a humid or a cold biome, you start taking damage slowly over time.
- Fire feet: Running causes the ground at your feet to be set alight.
- Aether:
- Positive outcome:
- At one with the breeze: HP boost based on your Y value. Normal HP at Y64, lower if below this and higher if above.
- Aura of air: Items are pulled to you from a longer distance then normal
- Cushion of wind: You fall slower then normal
- Bridge of the breeze: Holding shift creates spectral blocks under you.
- Negative outcome:
- Light as a feather: You are knocked back farther then normal.
- Move with the breeze: While under the sky, you can be pushed a few blocks in random directions. The sky part is not needed in the nether, and are pushed even farther by the currents of the hot air caused by lava.
- Musty air: You can not regenerate HP while not under the sky.
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