
A magic circle is circle or sphere of space marked out by practitioners of many branches of ritual magic, which will contain energy and form a sacred space, or will provide the user with a form of magical protection, or both. The circle is marked physically, drawn with a special type of chalk to a size appropriate to the ritual that is to be performed. Foci shape the magic associated with the ritual that will be drawn from a nearby altar and are often consumed in the process. Rituals are varied, although they are typically organized into rites associated with an aspect of one of the dimensions and the foci used are most likely related to this association.
The altar
An
altar is a focal point to concentrate the magic present in the surrounding area into single usable source. Since witchcraft is a method to harness the power of nature, placing an altar in a location with little or no living things will yield very little magic to work with. There is a reason why most witches huts are found deep in dark forests or swamps!
Certain objects, placed onto an altar, may boost the focusing capabilities of an altar, either improving the amount of magic it can focus, or the rate at which it replenishes.
Drawing a circle
A circle is made up of magical glyphs drawn using a special type of chalk. The type of chalk used influences the properties of the glyph and therefore the types of rites that may be performed with a specific circle. It is important to remember that a circle must always be drawn with the same type of chalk.
At the center of a circle, a heart glyph is always drawn using
Golden Chalk. Activating this central glyph is what begins a rite. A heart glyph may be activated either by interacting with it or by giving it a redstone signal.
Some more complex rites may require large circles, or in the most complex cases, multiple circles drawn inside one another. When drawing circles of different sizes around a central heart glyph there is no restriction on the type of glyph used for each complete circle.
The three sizes of circle are 7x7, 11x11 and 15x15, the book
Witchcraft: Circle Magic contains images of the necessary patterns. The image above shows the 7x7 pattern. The image in the section
Combining Rites below, shows all three circle patterns.
Performing a rite and the Book of Rites
All rite are found in the book entitled
Witchcraft: Circle Magic, which must be crafted by the player.
Once a rite has been selected from the book:
- The circle (or circles) shown in the book, must be drawn with the correct chalk.
- The items listed in the rite must be placed within the bounds of the circle.
- A nearby Altar must have sufficient power stored within it (some portable rites do not require power from an altar, they use charged attuned stones instead). A rite can use power only from a single altar, the closest altar will always be preferred. Altars must be within 14 (to 16) blocks of the heart glyph.
- Finally the heart glyph must be activated (right-click on it once) to begin the ritual, then wait.
The rite will now begin with the items being consumed one after the other (an Arthana will not be consumed, and a charged attuned stone will lose its charge when used in a rite). Once the last item is consumed, power will be drained from the Altar (if necessary). Finally the rite's effect will begin. There is about a one second gap between each step.
Grassper plants may also be placed within a circle and any items that they hold can be consumed instead of dropping the item on the floor. In this way, automation of rites may be possible.
Combining rites
Where multiple rites use compatible circles (either the same size and colored circles, or differing sizes), the foci objects for multiple rites can be laid out. Upon activation of the heart glyph the rites will be performed in sequence.
The order in which the rites are performed will generally follow the order the rites are listed in the
Witchcraft: Circle Magic book.
Binding a circle to a Circle Talisman
A
circle talisman allows one or more circles to be bound into the talisman, allowing the circles to be easily transported and recreated when the talisman is later used.
Use the Rite of Binding described in
Witchcraft: Circle Magic, with an empty
circle talisman to bind the circles to the talisman. All circles and the heart glyph will be moved into the talisman. When the talisman is used on a block, all contained circles will be placed into the world centered on the block.
Circle magic can be made stronger if more witches from the same coven are involved in performing a rite. If a witch or warlock wants to use their coven to perform a rite, they must use a
Seer Stone to activate the heart glyph, instead of just activating it normally (which will continue to perform the normal version of the Rite). Once the ritual is started with a
Seer Stone, the members of the coven will appear one-by-one and then the ritual will begin normally.
Rites that have an area of effect will be larger. Curses and counter curses will start at a higher level.
There are also some rites that can only be performed by a group of witches. These rites, also become more powerful the larger the coven. Some are not even possible before a large coven is assembled.
To build a coven, a witch (or warlock) of sufficient skill (having a familiar helps), must find
witches in the world and talk them into joining their coven. Such witches will often require a task to be fulfilled. Note that the really bad witches that live in the huts in swamps will never join a coven, so don't even bother.
Using waystones to redirect rites
Some rites can use an optional Bound Waystone to send the effects of the rite to the location of that waystone. When a waystone is added to a compatible rite it must not exceed the maximum range of the coven performing the rite. A rite has a maximum range of 50 blocks plus an additional 50 blocks per coven witch involved in the rite (to a maximum of 350 blocks).
Refer to the book Witchcraft: Circle Magic to find out which rites support Waystones in this way.
Rites
All of the necessary steps to perform the following rites can be found in the book
Witchcraft: Circle Magic.
Rite
| Effect
|
Rite of Binding | Binds something to an item (the circles, the location, etc.)
|
Rite of Charging | Charges an item or the player
|
Rite of Glyphic Transformation
| Changes the type of glyphs in one of the circles around the ritual
|
Rite of Infusion | Infuses an infusion into a player or item
|
Rite of Summoning | Summons spectral and infernal beings
|
Rite of Protection | Creates an impenetrable dome
|
Rite of Imprisonment
| Prevents creatures leaving the circle
|
Rite of Sanctity | Prevents creatures entering the circle
|
Rite of Icy Expansion
| Causes a large sphere of ice to expand outwards (filled with air) [requires 2 additional witches]
|
Rite of Broken Earth | Causes the earth to rupture, creating a fissure in a defined direction
|
Rite of Moving Earth | Raises a column of earth
|
Rite of Earth's Wrath | Causes a volcano to erupt
|
Rite of Sky's Wrath | Causes a thunderstorm after a lot of focused lightning
|
Rite of Broiling
| Cooks food placed in the circle. May overcook some of it
|
Rite of Transposition | Teleports players, creatures and items in various ways
|
Rite of Manifestation
| Allows a player to manifest as a ghost by passing through Spirit Portals in the Spirit World
|
Rite of Beastial Call
| Transposes animals from a wide area around to the heart glyph [requires 3 additional witches]
|
Rite of Total Eclipse | Causes nighttime to descend
|
Rite of Necromancy
| Create a Necromantic Stone to control raised undead
|
Rite of Banishing | Sends demons back whence they came
|
Rite of Fertility
| Makes land in a wide are receive a dose of bone meal, heals zombie villagers and players
|
Rite of Nature's Power | Terraforms the immediate vicinity, turning desert and caves into grottoes
|
Rite of the Forest
| Grows a forest at the target location based on the sapling used.
|
Rite of Shifting Seasons
| Changes the biome, and can cause snow or melting [requires 4 additional witches]
|
Rite of Remove Curse
| Removes a Curse of Misfortune, has a chance to make things worse
|
Curse of Misfortune
| Causes periodic random effects to inflict the victim, can only be removed with magic
|
Curse of Insanity
| Causes the victim to see and hear imaginary monsters
|
Curse of Sinking
| Causes the victim to sink faster and surface slower in water
|
Curse of Overheating
| Causes the victim to occasionally catch fire in hot places
|
Curse of Waking Nightmare
| Cuases the victim to be visited by their nightmares
|
Curse of Corrupt Poppet
| Destroys Voodoo protection poppets bound to the victim
|
Curse of Blindness
| Blinds creatures and players in a wide area
|
Curse of Blight
| Kills plants and animals, infects villagers, causes nausea in players
|
Curse of Hell on Earth
| Allows creatures from the nether to pour into the overworld
|
Curse of Raining Toads
| Causes toads to rain down and explode into a poisonous fog [requires 1 additional witch]
|
Curse of the Wolf
| Causes a player of Villager to contract lycanthropy [requires 6 additional witches, a full moon and a cat familiar]
|