Circle Magic and Infusions (Witchery)
Please view the Getting Started Guide for Witchery before reading this guide.
- 1 Circle Magic
- 2 Infusions
- 3 See also
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 your 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 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.
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.
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.
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.
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 its 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.
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.
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 its 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.
|Creature||Active Powers (Use Key)||Passive Powers|
|Creeper||Explode||Recharge infusion power if struck by lightning|
|Skeleton||Shoot arrow||Lesser breath underwater|
|Spider||Launch web||Climb walls|
|Zombie||Strength II and Resistance II for 30 seconds||None|
|Slime||Jump boost IV for 20 seconds||Jump higher, immune to fall damage|
|Ghast||Launch fireball||Fire Resistance when in flames|
|Zombie Pigman||Strength II and Resistance II for 30 seconds||Immune to fire|
|Enderman||Teleport to targeted location||None|
|Cave Spider||Launch web||Climb walls|
|Silverfish||Speed IV for 20 seconds||Move faster on land|
|Blaze||Shoot 3 small fireballs||Fire resistance when in flames|
|Magma Cube||Jump Boost IV for 20 seconds||Jump higher, immune to fall damage|
|Bat||Night Vision for 20 seconds||Jump to fly, shift to avoid fall damage|
|Squid||Blind targeted entity||Swim faster, breathe underwater|
|Wolf||Speed IV for 20 seconds||Move faster on land|
|Ocelot||Speed IV for 20 seconds||Move faster on land|
|Horse/Donkey||Speed IV for 20 seconds||Move faster on land|
|Owl||Night Vision for 20 seconds||Jump to fly, sneak to avoid fall damage|
|Toad||Jump Boost IV for 20 seconds||Jump higher, immune to fall damage|
- Getting Started (Witchery)
- Voodoo (Witchery)
- Mutations (Witchery)
- Symbol Magic (Witchery)
- Conjurations and Fetishes (Witchery)
- Mutations (Witchery)