Viewforming
I can use Hexcasting to conjure small strands of visible media just before my eyes using a family of spells called the oculus spells. The small strand of media—called an Icon—dissolves in just about a second after conjuration, but if I had some method to automatically cast a Hex, I could permanently augment my own vision to suit my needs.
All oculus spells take an integer henceforth referred to as an index, which will be used to refer to and distinguish Icons. Using a used index in an oculus spell will destroy the old Icon and reassign it to the new one.
Virtual instruments spread out in front of her like playing cards show her relative position and velocity, her airspeed and orientation, her oxygen levels, mana levels, and her degree of concentration.
Oculus spells also typically want a position to draw to, in the form of a vector. The x and y-components of the vector I pass in are coordinates on a coordinate plane whose origin is at the center of my vision. Periphery Reflection can be used to determine the full range of my vision. The z-component is used to determine which Icons appear over others.
Icons Reflection (→ list of indices)
Pushes a list of the indices of all the Icons I have. This appears as a list of numbers.
Draw Text (index, vector, number, any →)
Takes an index, a position, a number, and any iota. Conjures an Icon displaying that iota.
The number determines the mode of text justification. 0 centers the text at the position given, 1 aligns the left side to the position given, and 2 aligns the right side to the position given.
Rotate Icon (index, number →)
Takes an index and an amount of rotation counterclockwise in terms of a full circle. Rotates the icon.
Draw Rectangle (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures an Icon displaying that rectangle.
Draw Line (index, vector, vector, vector →)
Takes an index, a position, a size, and a color. Conjures an Icon that joins between the two with a thin line.