Getting Started (Witchery)

''This guide is in it's original form, and was written by SatanicSanta. It is currently a work-in-progress''

What is Witchery?
Witchery is a very large mod that implements forms of witchcraft into the Minecraft world. It even adds its own power system, which, unlike technological mods, is not a conventional power system. This power system comes in two flavors; Altar power, and Infusion power. Altar power is used to perform rites, and use machines. Infusion power comes from Altar power, and is used by players who have infused themselves with a superpower. Altar power comes from nature, and objects that are placed on top of an Altar. Infusion power comes from directly from the Altar, and transfers it from the machine to the player.

What mods will work with Witchery?

 * Mods that add liquid transport systems, such as Thaumcraft 4 and BuildCraft are useful for Witchery. Witchery allows for other mods to automate certain tasks, such as filling the Kettle with water.
 * Biome mods also work well with Witchery, as they tend to have compatibility with the biome-related magic within the mod.

What should I have before I begin?

 * You should have basic resources from a standard mining expedition down to the lower levels of a cave. The main materials that are needed to start in Witchery, which you will obtain from mining, are Iron and Diamonds.
 * The main goal should be obtaining Cactus Green, Eggs, and Spruce Saplings, as they are required to get the first useful item.
 * You may also want to grab some of the Witchery plants, such as Mandrakes, which you can obtain by bashing tall grass.
 * Coal is only necessary for solid fuel; if you would like to use another fuel, go ahead.

Getting Started
To start, you will need to create a Witches Oven. The Witches Oven is used to create the various Fumes from Witchery, which are very necessary in the future. The main fume that is needed is the Hint of Rebirth, because it is used in creating Mutandis.

After you have this machine, plop it down and feed it some Spruce Saplings and fuel. This is for the Hint of Rebirth, and as stated, is used in creating Mutandis. So, create your fume, and while it is cooking you may want to begin gathering Eggs and Mandrake Roots if you have not already done so.

Once you have a fair amount of the Hint of Rebirth fume, Eggs, Cactus Green, and Mandrake Roots, you will notice that you also have a lot of Wood Ash. You will want to keep this, as it is very useful later on. In fact, it is useful right now. Create a bunch of Mutandis. Mutandis is used in mutating plants into other plants, which would not normally be available.

You will now want to use Mutandis on a non-staged plant to morph it into another plant. The main plant you would like right now is the Rowan Sapling, but it might be a good idea to get the Hawthorn and Alder Saplings while you have this large stock of Mutandis.

Now that you have Rowan Saplings, it's time to grow them. They are about as large as Oak Trees, and can be grown on any grass block. They can also be grown quicker with Bone Meal, assuming you still have some from the Mutandis creation. You will need at least 4 Rowan Wood blocks, but it might be smart to get as much as possible. I recommend keeping at least one of each sapling type at all times, because making Mutandis can become a boring and tedious task.

There are now two new fumes that you will need to get the main machine from the mod: the Exhale of the Horned One, and the Breath of the Goddess. You will need at least two of each.

Once you have these, grab a couple Glass Bottles and eight Stone Bricks. Fill the Glass Bottles with water and be prepared to create a multiblock structure. You will need to craft the Altar out of the various blocks and items you have created thus far.

You will need 6 Altar blocks to make the Altar. Place all 6 blocks in a 2x3 pattern where you would like the center point of your magical power to be. This can also be where you will perform your rituals, but you can also simply make two Altars.

From here you can choose to take various different paths. These paths include brewery, circle magic, voodoo, conjurations, dream weavers, and infusions. Throughout the rest of the guide you may see unknown fumes and items. To view how to create these items, simply click on them to view their according article.

Getting Started
Circle Magic is a type of witchcraft that involves creating a magical circle of glyphs, and performing a ritual inside of it. All magic circles require a heart glyph, which are made using the Golden Chalk. The heart glyph is located at the center of the magic circle, and is used to activate the ritual. Simply using you bare hand, or any item will activate the glyph. Each ritual requires a different set of circles, glyphs, and foci items. The circles may be 7x7, 11x11, or at largest, 15x15. The glyphs include ritual glyphs made from Ritual Chalk, infernal glyphs made from Infernal Chalk, and otherwhere glyphs made from Otherwhere Chalk. Circle magic requires the Altar to draw power from, unless the ritual accepts a charged Attuned Stone, which will be explained later. To start with circle magic, it is best to create a Golden Chalk and a Ritual Chalk. The other chalks are not used as much, and are only used in advanced rituals.

The Book of Rites
The Book of Rites, or the Witchcraft: Circle Magic book, is an item that you should keep somewhere nearby to the circle magic location. This book will explain every single rite within Witchery, in terms of the use, the foci items, the circles needed, and how much Altar power it needs. The book can be created using the following recipe.

Performing Rituals
Performing rituals is a fairly simple task. First, one must choose a ritual from the Book of Rites that they would like to perform. When you have decided on the ritual, begin drawing out the glyphs. Glyphs can be drawn by simply using the according chalk on the ground. Then, you should make sure you have enough Altar power to perform the rite. This can be achieved by opening the GUI of the Altar, and viewing the number shown. To get more power, you can place a Skeleton/Wither Skull, torch/Candelabra, or Chalice/Filled Chalice on top of the Altar. You may also plant trees, plants, and grass around the Altar, but this will slowly begin producing less power. Next, throw the foci items listed in the book inside of the circles. Alternatively, you can put the items inside of Grasspers within the circles, though, this requires mutation. If an Arthana is needed as a foci item, it will not be consumed. Charged Attuned Stones will only be semi-consumed; they will be de-charged and given back as normal Attuned Stones. Some rituals require creatures or covens to be available; these will be explained later in the guide.

Once all of these have been completed, you are ready to perform your ritual. Simply use the heart glyph in the center of the circle and the ritual should begin. If the ritual does not begin, there will be an error message in the game chat. The message is usually Unknown rite, which means that there is an unfulfilled need in the ritual, such as missing foci items, glyphs, or circles.

Getting Started
Infusions are the highest form of witchcraft within the Witchery mod. They allow a witch or warlock to capture some of the powers from one of the three worlds and transfer it to an object or themselves. When a player is infused, they will be given a certain amount of Infusion Power. This power is used as fuel for your new magical abilities. When this power runs out, you will need to perform the infusion again. If the power is low, but not completely empty, you can perform a Rite of Charging to recharge yourself. Generally, infusions will require circle magic as well. There are two types of infusions; brews, and the actual infusions.

The Book of Brews and Infusions
The Book of Brews and Infusions, or the Witchcraft: Brews & Infusions book, is an item that you should keep somewhere to the infusion location. This book will explain every single brew, as well as infusion, within Witchery. It explains the items needed for the brews, the power, foci items, and Altar power needed for the infusions. The book can be created using the following recipe.

Brews
All brews, or potions, are made in the Kettle machine. The Kettle can be made by using the following recipe.

This machine requires water, and some form of heat directly below it, preferably fire. The Kettle requires power from a nearby Altar, and must be within 15 blocks of said Altar. Once these two requirements are met, fill the Kettle with water by simply using a Water Bucket on it. After the Kettle is completely built and set up, you may begin creating brews.

To actually create the brews, you must perform the following steps. First, make sure the Kettle has water. If you followed the previous steps without going further, it should. Next, throw the items needed for the brew into the Kettle, like a Cauldron. You can find the recipes for all of the brews in NEI as well as the Book of Brews and Infusions. It does not matter which order you throw the items; it is shapeless, so to speak. Finally, use a Glass Bottle on the liquid inside of the Kettle.

Brews can be easily ruined by a few different aspects. The first thing to look out for is the fire, and if it goes out at any time during the brewing. If it does, the brew will be ruined, and as such should be simply rid of. The items may also ruin a brew in a couple of ways. The first way an item can ruin a brew is if it is not required for the recipe. The second way an item can ruin a brew is if there were too many used. The final way an item may ruin a brew is if not all of the required items were thrown into the Kettle before the brew was captured. Finally, the lack of Altar power may ruin a brew. A sign that a brew is ruined is black smoke coming from the Kettle, as well as the liquid being a disgusting brown color. When a brew is ruined, the Kettle must be emptied with a Glass Bottle, and/or refilled with Water.

You may boost the output (typically 3 per recipe) of the brews by wearing specific armor pieces. A Witches Hat being worn at the time of potion-creation may yield a single additional potion. Redstone Soup and Infusions will see no benefit. Wearing Witches Robes will increase the chance of an additional brew, but will not help in necromancy. The Necromancers Robes can assist in necromancy. The affects of these armor pieces will stack, so wearing more armor will yield more chance of additional brews. Having a Toad Familiar may also add to this bonus.

Infusions
In Witchery, you can infuse players and items. Both of these infusion types require the Rite of Infusion to be cast. There are four infusions for each type.

Item Infusions
You may infuse three items using the Rite of Infusion: the Broom, Ent Twig, and the Quartz Sphere.

Infusing a Broom with a Flying Ointment will transform the broom to an Enchanted Broom. This will allow the player to fly using the broom, like a traditional witch or wizard. To use the Enchanted Broom, place it in the world and use an empty hand on it. It acts similar to a Horse, in that you use the sneak key to dismount yourself. Having an Owl Familiar will improve the slightly difficult controlling of the Enchanted Broom. This tool can be renamed in the Anvil, and can have it's bristles dyed by using a dye of any color on it. This broom can also be used to instantly break ritual, infernal, otherwhere, and heart glyphs. To create an Enchanted Broom, you must use a 7x7 circle of ritual glyphs and a 11x11 circle of ritual glyphs. It requires 3000 Altar power to be performed. This ritual must be performed at night.

Infusing an Ent Twig with a Mystic Unguent will transform the twig to a Mystic Branch. This can be used in symbol magic, which will be explained further into the guide. Using a Mystic Branch requires the user to have already infused themselves. To create a Mystic Branch, you must use a 7x7 circle of ritual glyphs and a 11x11 circle of ritual glyphs. It requires 3000 Altar power to be performed. This ritual must be performed at night.

There are two possible infusions for the Quartz Sphere.

Infusing it with a Gold Ingot and a Happenstance Oil will transform the Sphere into a Crystal Ball. This will allow you to see into the future, from other points of view (players/creatures), or the location of a bound Waystone. To see into the future, simply use an empty hand on the Crystal Ball. To see from other POVs, use a Taglock Kit containing that creature's taglocks. You may also use your own Taglocks on the Crystal Ball to see a birds-eye-view of your area. While you are in another view, you may still move your player, though you will move much slower. To create a Crystal Ball, you must use an 11x11 circle of ritual glyphs. It requires 2000 Altar power to be performed. This ritual must be performed at night.

Infusing a Quartz Sphere with an Obsidian and a Happenstance Oil will transform the Sphere into a Seer Stone. This will allow you to communicate with witches and warlocks over great distances. Using it will summon the members of your Coven. This can be used for them to assist in battles and rituals. Using a Seer Stone on a player will reveal whether or not they have any curses. Certain rituals require this tool to be used to activate the heart glyph. To create a Seer Stone, you must use a 7x7 circle of ritual glyphs. It requires 2000 Altar power to be performed. This ritual must be performed at night.

Player Infusions
Infusing a player will grant them special abilities, mostly based on the dimension in which they come from. This will give them a large amount of Infusion Power, which is only used for these superpowers and certain rituals. These infusions include the Infusion of Light, the Overworld, Otherwhere, and the Infernal Infusion. Most abilities that these infusions grant require the Witches Hand to be performed.

Infusion of Light
The Infusion of Light will allow players to turn themselves invisible, and create solid barriers out of air and light. This infusion is performed using a Rite of Infusion, with a heart glyph, a 7x7 circle of ritual glyphs, and an 11x11 circle of ritual glyphs. There must be a Ghost of the Light in the circle, as well as the player performing the ritual. When you perform this you will likely die. If you do die, you will not be infused. To prevent death on infusion, it is recommended to use a Death Protection Poppet that has been bound to yourself with a Taglock Kit. The abilities of the Infusion of Light require the Witches Hand.
 * Hold down the use key to turn yourself invisible. Most armor will stay visible, though Witchery armor will not, and the Witches Hand will not.
 * Sneak+use on the top of a block to create a 3x3 barrier, which will disappear after a time.
 * Sneak+use on the side of a block to create a bridge, which will disappear after a time.
 * Sneak+use on a nearby entity to encase them in a barrier, which will disappear after a time.
 * Punch a nearby entity to bring them into the air and encase them in a barrier, which will disappear after a time.

Infusion of the Overworld
The Infusion of the Overworld will allow players to manipulate the earth and metals. This infusion is performed using a Rite of Infusion, with a heart glyph, a 7x7 circle of ritual glyphs, and an 11x11 circle of ritual glyphs. There must be a Soul of the World in the circle, as well as the player performing the ritual. Like the Infusion of Light, it is likely you will die when this is performed. Also like the Infusion of Light, if you die during the infusion process, you will not be infused. You must perform the powers of the Overworld using a Witches Hand.
 * Use on an entity holding a metal item to disarm them.
 * Use on the ground to create a 3 high pillar of dirt with a grass block on top.
 * Use on an unobstructed block to launch it in the direction you face, dealing damage to any entities it hits.
 * Sneak+use to bring any nearby dropped metal items towards the user.
 * Hold down and release the use key to create a circular shockwave that pushes and damages all surrounding entities. The longer the key is held down, the larger the shockwave will travel.
 * Use on an ore block to turn it to stone and drop 2 ingots.
 * Punch a nearby entity in metal armor to push them a great distance.

Infusion of Otherwhere
The Infusion of Otherwhere will allow players to adapt the power of teleportation and the Ender dimension. This infusion is performed using a Rite of Infusion, with a heart glyph, a 7x7 circle of otherwhere glyphs, and an 11x11 circle of otherwhere glyphs. There must be a Spirit of Otherwhere in the circle, as well as the player performing the ritual. Like the two previous infusions, if you die, you will not be infused, and it is likely that that will happen. You must use a Witches Hand to perform the special powers.
 * Use to teleport a short distance to the targeted location or mob.
 * Hold the use button to teleport a long distance to the targeted location or mob.
 * Sneak+hold the use button until you hear a sound and/or see "Release mouse button to set Recall Point." to set a recall point.
 * Sneak+use to return to the last set recall point.
 * Punch an entity to teleport it and you into the air.
 * Sneak+punch an entity to teleport it and you to the last saved recall point.

Infernal Infusion
The Infernal Infusion will allow players to enthrall and sacrifice creatures, and adapt their special abilities. This is arguably the most powerful player infusion. This infusion is performed using a Rite of Infusion, with a heart glyph, a 7x7 circle of infernal glyphs, and an 11x11 circle of infernal glyphs. There must be an Infernal Animus in the circle, as well as the player performing the ritual. Like the other infusions, it is likely you will die, and that will prevent the infusion process. You must use the Witches Hand to use the standard powers of the Infernal Infusion.
 * Sneak+punch a creature to enthrall it.
 * Sneak+punch an enthralled creature to sacrifice it, and gain it's powers.
 * Punch a creature to make enthralled creatures attack it.
 * Use to use a power from the last sacrificed creature (see below for powers).
 * Sneak+use on the ground to make all weak nearby creatures move to that location, if possible.

Getting Started
Mutation is a very basic form of witchcraft, and if you have followed this guide properly, you have already performed at least one. Mutation allows players to transform plant materials into other plant materials, and can become more advanced when creating special plants or blocks. There are three items that can be used to perform mutations: Mutandis, Mutandis Extremis, and the Mutating Sprig. Mutandis and Mutandis Extremis are the basic items used in mutation, and as such are chaotic and used in basic recipes. The Mutating Sprig is used to perform the advanced mutations.

The Book of Herbs
The Book of Herbs, or the Witchcraft: Herbology book, is an item that you may want to keep somewhere near to where you will be performing mutation. It is not required, but can be helpful in understanding the use of plants. This book will explain every single plant, and how to obtain them, from the Witchery mod. This book can be created with the following recipe:

Mutandis
If you have been following this guide correctly, you should already have a bit of Mutandis, unless you have used it already. This item is chaotic in nature, and will transform the plant that it is used on into a random other plant. The plant that it is used on may be from Vanilla Minecraft, as with the plant it may create. It can be used to create Belladonnas, Glint Weeds, Spanish Moss, Alder, Rowan, and finally the Hawthorn Sapling. Mutandis cannot mutate multi-stage plants like Cactus, Wheat, and Carrots. There is no technique to using this, you will simply need a lot of it and a bit of luck. It can be used in shapeless crafting to turn cooked meats into other cooked meats. It can be created with the following recipe:

Mutandis Extremis
Mutandis Extremis is an upgraded version of the Mutandis. This item, like Mutandis, is chaotic in nature, and will transform the plant that it is used on into a random other plant. The plant it is used on may be from vanilla Minecraft, as with the plant it may create. It can be used to create almost every single plant from Witchery, and every single plant from Vanilla Minecraft. The plants it can mutate also include multi-stage plants, like Cacti. Mutandis Extremis can be used to turn Grass Blocks into Mycelium Blocks, and underwater Dirt Blocks into Clay Blocks. It can be used in shapeless crafting to turn cooked meats into other cooked meats. It can be created with the following recipe:

Mutating Sprig
The Mutating Sprig is a more advanced, simple, and limited version of Mutandis Extremis. It exhibits the properties of Grass and underwater Dirt, like Mutandis Extremis. It cannot be used on many plants, but is used in advanced mutation recipes. It is a tool, unlike the other items used in mutation. It has a durability of 16 uses. It can be created with the following recipe:

Grassper
The Grassper is a plant from Witchery that is used in almost all advanced mutation recipes. It is used to hold a single item and display it as if it were on the ground. To create it, place a chest over a still block of water, and place a single tall grass block on each side of the chest. Then, use a Mutating Sprig on the chest. The chest will disappear, and the grass will turn into Grasspers.

Critter Snare
The Critter Snare is a plant from Witchery that is used in many advanced mutation recipes. It is used to hold small creatures, like Silverfish, when they walk into it. Creatures can be released by sneak+using the snare block. Snares can be broken and replaced elsewhere with creatures still inside. To create Critter Snares, there must be a water source block with a cobweb on top of it, and four Alder Saplings, one on each side of the cobweb. Then, you must trap a Zombie inside of the cobweb. Finally, use the Mutating Sprig on the cobweb. The cobweb and zombie will disappear, and the saplings will turn into Critter Snares.

Leech Chest
The Leech Chest is a device from Witchery that is used to collect blood samples, or taglocks, of the first four players to open it. Like the Trapped Chest, which it is made from, it will emit a positive redstone signal when opened. To create the Leech Chest, you must place a Trapped Chest with a vine directly next to each four sides. Above the vines must be a water block, it can be still or flowing. Lastly, use a Mutating Sprig on the chest, and it will transform.

Blood Rose
The Blood Rose is a plant from Witchery that is used to collect blood samples, or taglocks, of any creature that walks over it. Taglocks can be extracted using a Taglock Kit, and can be used in Voodoo. To create four Blood Roses, you must first perform the mutation for the Leech Chest. Then, once you have a Leech Chest, place it over a still block of water. On each side of the chest place a rose. Finally, use the Mutating Sprig on the chest, and it will disappear. Each rose will be turned into a blood rose, which you can pick up by simply bashing. Blood Roses will be destroyed if harvested with anything besides a Boline.

Wild Bramble
The Wild Bramble is a plant from Witchery that is used in harming any creature that walks over it. It works similar to a Cactus in the way it deals damage. To create it, place a cactus on a sand with water source blocks on each side. Then, place Spanish Moss above each water source block. Then, place Grasspers on the blocks directly diagonal to the cactus, and give two of them bone meal, and two of them blaze powder. Use a Mutating Sprig on the Cactus, and it will turn into a Wild Bramble.

Ender Bramble
The Ender Bramble is a plant from Witchery that is used in harming any creature that walks over it. Unlike the Wild Bramble, instead of dealing damage, it will teleport creatures anywhere within 500m around it. To create it, place a sugar cane with water source blocks on each side. Then, place Spanish Moss above each water source block. Then, place Grasspers on the blocks directly diagonal to the sugar cane, and give each of them an Ender Pearl. Use a Mutating Sprig on the Sugar Cane, and it will turn into an Ender Bramble.

Wormwood
The Wormwood is a plant from Witchery that is used in several Brazier conjuration recipes. To create it, wheat seeds must be planted in the center of a 3x3 block area. In the corners, dig a 1 block deep hole and put water in said hole. Then, put Wispy Cotton on all adjacent sides of the Wheat plant. Finally, use a Mutating Sprig on the Wheat, and it will transform into a Wormwood plant. The Wispy Cotton will disappear, though the water will not. Note that this requires a visit to the Spirit World.

Getting Started
Voodoo is a very standard form of witchcraft, which is performed with Poppets. These can be bound to players or creatures to cast spells on them. To begin Voodoo, you will want a large amount of Wool, Spanish Moss, String, Bone Needles, and any materials needed for the desired poppet. To begin, you will want to create the basic poppet. You can create the basic poppet with the following crafting recipe:

After you have at least one of these, decide on the poppet you would like to create. An explanation of each poppet is included in the guide, farther down this section.

Taglocks
Next, you will need to collect taglocks. Taglocks represent the creature or player which magic is to be performed. These are useful in other witchcrafts, such as rituals and rites. The most basic way to collect taglocks is using the Taglock Kit item. To collect the taglock using the kit, use it directly on the entity, or on a bed in which they have slept. You can also collect them with Blood Roses and Leech Chests. You can create Taglock Kits using the following recipe:

Binding Poppets
Binding poppets is a very simple process. For all poppets, apart from Vampiric, you just combine a taglock kit with the poppet in a crafting table. This will generally be shapeless. However, Vampiric Poppets require two taglocks. The first poppet is bound to the victim, the second to the "parasite", in reference to parasitic relationships, or the beneficiary. Both taglocks should be crafted with the poppet at the same time. The tooltip of the resulting poppet should indicate what it will create.

Protection Poppets
The majority of poppets are used to protect beings. They do this by taking an effect instead of a bound creature. For the effects to occur, the poppet must be in the player's inventory, or placed in a Poppet Shelf. There are nine types of protection poppets, all serving different purposes. Poppet Shelves will be explained further in the guide.

Earth Protection
The Earth Protection Poppet is used to protect a bound creature from lethal falls. The poppet will be destroyed after its first successful protection. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Earth Protection Poppets can be created using the following recipe:

Water Protection
The Water Protection Poppet is used to protect a bound creature from lethal drowning. The poppet will be destroyed after its first successful protection. When it is successfully used, it will restore the player's health to 5 hearts, or 10 health points, and they will be given the Water Breathing effect for a couple of seconds.Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Water Protection Poppets can be created using the following recipe:

Fire Protection
The Fire Protection Poppet is used to protect a bound creature from lethal fire damage. The poppet will be destroyed after its first successful protection. When it is successfully used, it will restore the player's health to 5 hearts, or 10 health points, and they will be given the Fire Resistance effect for a couple of seconds. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Fire Protection Poppets can be created using the following recipe:

Hunger Protection
The Hunger Protection Poppet is used to protect a bound creature from lethal starvation. The poppet will be destroyed after its first successful protection. When it is successfully used, it will restore the player's health to 5 hearts, and their hunger will be completely restored. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Hunger Protection Poppets can be created using the following recipe:

Tool Protection
The Tool Protection Poppet is used to protect a bound creature's tool from breaking. The poppet will be destroyed after its first successful protection. Right before the creature's tool would break, its durability will be completely restored. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Tool Protection Poppets can be created using the following recipe:

Armor Protection
The Armor Protection Poppet is used to protect a bound creature's armor from breaking. The poppet will be destroyed after its first successful protection. Right before the creature's armor would break, its durability will be completely restored. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Armor Protection Poppets can be created using the following recipe:

Voodoo Protection
The Voodoo Protection Poppet is used to protect a bound creature from Voodoo and Vampiric poppets. When a creature would normally take damage from one of these poppets, it will instead be redirected to the Voodoo Protection Poppet's 1000 durability. Though 1000 may seem like a lot of hit points, the two black magic poppets often deal a lot of damage towards the Voodoo Protection Poppet. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Voodoo Protection Poppets can be created using the following recipe:

Poppet Protection
The Poppet Protection Poppet is used to protect a bound creature from the effects of the Curse of Corrupt Poppet. When a Voodoo Protection Poppet would normally be destroyed from the curse, it will instead be redirected to the Poppet Protection Poppet's 1000 durability. Though 1000 may seem like a lot of hit points, the curse often deals a lot of damage towards the Poppet. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Poppet Protection Poppets can be created using the following recipe:

Death Protection
The Death Protection Poppet is used to protect a bound creature from any lethal force. The poppet will be destroyed after its first successful protection. Right before the creature would die, their health will be restored to 5 hearts. Wearing a full suit of Witch Hunter armor will disallow the player from using this poppet. Death Protection Poppets can be created using the following recipe:

Black Magic Poppets
Like almost all magical concepts from Witchery, there is a darker side to poppet magic. This is in the form of black magic poppets. Witchery adds two black magic poppets: Voodoo and Vampiric. They can be bound as described in the above section.

Voodoo
The Voodoo Poppet is used to throw the bound being around violently. Sneak+using this weapon with Bone Needles in your inventory will stick them in the poppet, causing minor damage. Holding the poppet underwater may cause the linked player to begin taking drowning damage. The final way to damage the player using Voodoo is lava. Using the Poppet on a lava block will set the linked player on fire. It has a durability of 1000, but takes damage very quickly.

Vampiric
The Vampiric Poppet is used to redirect damage from one being to another. Both of these creatures must be bound with Taglock Kits, and the binding process is specifically described above. It has a durability of 1000, but takes damage very quickly.

Poppet Shelf
to do