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In the Bewitchment mod, there are several diverse types of rituals that the player can perform. Through rituals, players can affect the day/night cycle, summon specific entities, etc. Each ritual has a set of requirements in order to be successfully performed while some require multiple rituals. All rituals will consume Magical Energy, and all rituals will require a chalk circle.

Magical Energy (ME)

Magical Energy (ME) is used in rituals as a source of power, and there are two vessels to this power: players and altars. Every player spawns with a small amount of ME that slowly regenerates over time. In order to use the ME available to a player for rituals, it is best to perform rituals near an altar, as the altar will draw MP from the nearby area, and focus it to be used in the ritual that is being performed. Another quick way to store ME is through the Grimoire Magia, a special book that allows for the use of magical baubles and brooms without an altar; however for its on-the-go purpose, it must be charged first near an altar, until the full capacity (1000 ME) is reached. A Grimoire Magia cannot be used for rituals.

Altars

In rituals, players use altars as the primary source of ME. For more information on altars, please visit the Altar wiki page. An Altar must be within 16 blocks of a ritual's focal chalk marker.

Chalk Circles

Players can use 3 different types of Ritual Chalk to draw circles on the ground and can create 3 different sizes of circles. Circle sizes by diameter are 7 (Small), 11 (Medium), and 15 (Large). There must always be golden chalk, a special kind of chalk only used to start the rituals, in the very center of every circle, like so:

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Starting A Ritual

To start a ritual, one must have all correct circles with the needed ingredients right clicked into the golden chalk. If the altar has enough power, right click on the golden chalk, and the ritual will begin. Additionally, some rituals can change where they are being cast at by right clicking an attuned waystone onto the golden chalk after the ritual has started. If the altar does not have enough power to complete the ritual, the ritual will stop, and the ingredients will fall out of the golden chalk.

Book of Shadows Rituals

Rite of Solar Glory

This ritual turns the night into day and must be performed at night.

For this ritual, you need a Gold Ingot, a Sunflower, and two vanilla one block high Flowers.

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Initial Cost: 250 ME

Running Cost: 20 ME

Ritual of the High Moon

This ritual turns the day into night, and must be performed in the day.

For this ritual, you need a Silver Ingot, a Poppy, Ectoplasm, and a Spiders Eye.

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Initial Cost: 250 ME

Running Cost: 20 ME

Ritual of the Sands of Time

This ritual speeds up time and makes the daylight cycle speed up.

For this ritual, you need a Gold Ingot, a Silver Ingot, Sandstone, and two Sand.

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Initial Cost: 600 ME

Running Cost: 50 ME

Ritual of the Deluge

This ritual causes rain to start to fall.

For this ritual, you need a Bucket of Water, a Sapling, Coquina, Sand, two Lapis Lazuli, and a Toe of Frog.

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Initial Cost: 250 ME

Running Cost: 20 ME

Ritual of the Parched Sands

This ritual stops any rain or snow.

For this ritual, you need White Sage, Acacia Resin, Cactus, Sand, Two Opals, and a Lizard Leg.

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Initial Cost: 250 ME

Running Cost: 20 ME

Rite of the Open Way

This ritual allows you to teleport to the location of your choice.

For this ritual, you need a Waystone attuned to the desired location, or a Taglock Kit with the blood of who you want to teleport you.

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Initial Cost: 450 ME

Running Cost: 20 ME

Ritual of Perception

This ritual causes nearby entities to glow.

For this ritual, you need Glowstone and two Blaze Powder.

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Initial Cost: 500 ME

Running Cost: 25 ME

Ritual of the Hungry Flames

This ritual cooks and smelts any items thrown into the circle, but some items may be burned into experience.

For this ritual, you need Ectoplasm, Blaze Powder, and Coal.

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Initial Cost: 333 ME

Running Cost: 25 ME

Ritual of Frenzied Growth

This ritual changes vanilla tree saplings into a witchy counterpart.

For this ritual, you need two Oak Apple Galls, two Vines, and two Ink Sacs.

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Initial Cost: 550 ME

Running Cost: 40 ME

Rite of Shifting Seasons

This ritual changes a 4x4 chunk circle into a desired biome of choice.

For this ritual, you need a Sapling, a Wood Log, two Oak Apple Galls, a Pentacle, Oak Spirit, Dimensional Sand, and a Boline that has been right clicked in the desired biome of choice.

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Initial Cost: 1300 ME

Running Cost: 33 ME

Rite of Blighted Lands

This ritual changes the area it is cast on to become infertile and blighted.

For this ritual, you need two Salt, a Demon Heart, an Opal, a Pentacle, Ebb of Death, Dimensional Sand, a Lizard Leg, a Raven's Feather, and Ectoplasm.

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Initial Cost: 1600 ME

Running Cost: 75 ME

Nature's Blessing

This ritual changes the local weather in an area to become fertile once more, in the event of total destruction.

For this ritual, you need two White Sage, Lapis Lazuli, Essence of Vitality, a Pentacle, Cleansing Balm, Dimensional Sand, Spruce Heart, Oak Spirit, and Garlic.

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Initial Cost: 1600 ME

Running Cost: 75 ME

Ritual of the Lesser Marks

This ritual changes the small circle into the desired Chalk, held in the off-hand.

For this ritual, you need a piece of Clay.

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Initial Cost: 150 ME

Running Cost: 0 ME

Ritual of the Marks

This ritual changes the medium circle into the desired Chalk, held in the off-hand.

For this ritual, you need a piece of Clay and Wood Ash.

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Initial Cost: 300 ME

Running Cost: 0 ME

Ritual of the Greater Marks

This ritual changes the large circle into the desired Chalk, held in the off-hand.

For this ritual, you need two pieces of Clay and two Wood Ash.

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Initial Cost: 450 ME

Running Cost: 0 ME

Rite of Lesser Curse Cleansing

This ritual has a 50% chance of curing any lesser curse.

For this ritual, you need two White Sage, Cleansing Balm, two Dragon's Blood Resin, Birch Soul, and a Bucket of Water.

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Initial Cost: 500 ME

Running Cost: 10 ME

Rite of Greater Curse Cleansing

This ritual has a 90% chance to remove any lesser or greater curse.

For this ritual, you need two White Sage, Cleansing Balm, two Dragon's Blood Resin, Birch Soul, a Bucket of Water, Garlic, and a Silver Ingot.

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Initial Cost: 1000 ME

Running Cost: 10 ME

Call of the Wild

This ritual summons various wild animals.

For this ritual, you need Oak Spirit, Birch Soul, two Oak Apple Galls, and two pieces of sheared Grass.

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Initial Cost: 780 ME

Running Cost: 30 ME

Conjure Witch

This ritual summons a witch.

For this ritual, you need an Athame, a Silver Ingot, a Pentacle, and a Poisonous Potato.

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Initial Cost: 750 ME

Running Cost: 50 ME

Rite of the Spiritual Rift

This ritual creates a temporary veil between the world of the living and the dead and allows beings of a spiritual nature to walk the earth once more.

For this ritual, you need two Wormwood, two Ectoplasm, Spectral Dust, and an Ender Pearl.

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Initial Cost: 1250 ME

Running Cost: 66 ME

Rite of Purification

This ritual blesses dirt into purifying earth, which smites undead beings.

For this ritual, you need four Dirt, two White Sage, and two Salt.

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Initial Cost: 200 ME

Running Cost: 20 ME

Rite of the Rising Twigs

This ritual creates a broom of one of the witchy woods.

Cypress Brooms

Cypress Brooms give you Resistance 2 while riding it, and takes power from a Grimoire Magia.

For this ritual, you need a Broom, Cypress Wood, Cypress Leaves, Flying Ointment, and Ebb of Death.

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Initial Cost: 1250 ME

Running Cost: 60 ME

Elder Brooms

Elder Brooms are by far the fastest brooms, and takes power from a Grimoire Magia.

For this ritual, you need a Broom, Elder Wood, Elder Leaves, Flying Ointment, and a Droplet of Wisdom.

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Initial Cost: 1250 ME

Running Cost: 60 ME

Juniper Brooms

Juniper Brooms are made from juniper, a naturally magical wood, so it does not need power from a Grimoire Magia.

For this ritual, you need a Broom, Juniper Wood, Juniper Leaves, Flying Ointment, and Liquid Witchcraft.

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Initial Cost: 1250 ME

Running Cost: 60 ME

Dragons Blood Brooms

Dragons Blood Brooms allow you to attach sigils to your broom, which can be washed off in a Cauldron, and takes power from a Grimoire Magia.

For this ritual, you need a Broom, Dragons Blood Wood, Dragons Blood Leaves, Flying Ointment, Liquid Witchcraft, and Dragons Blood Resin.

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Initial Cost: 1250 ME

Running Cost: 60 ME

Rite of Knowledge

This ritual creates a Grimoire Magia.

For this ritual, you need two Leather, three Paper, Liquid Witchcraft, and an Opal.

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Initial Cost: 150 ME

Running Cost: 20 ME

Ritual of Foresight

This ritual creates a Crystal Ball, which lets you learn your fortune, or scry on other players via a Taglock Kit.

For this ritual, you need Glass, three Nether Quartz, and a Droplet of Wisdom.

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Initial Cost: 500 ME

Running Cost: 50 ME

Codex Infernalis Rituals

Rite of Lesser Hellmouth

This ritual summons forth pigmen and magma cubes.

For this ritual, you need an Athame, Netherack, Hellebore, and Charcoal.

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Initial Cost: 1000 ME

Running Cost: 33 ME

Rite of Hellmouth

This ritual summons forth Blazes and Feuerwurms.

For this ritual, you need an Athame, Netherack, a Magma Block, Hellebore, Snake Venom, and Charcoal.

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Initial Cost: 1250 ME

Running Cost: 45 ME

Rite of Greater Hellmouth

This ritual summons forth Hellhounds, Ghasts, and Wither Skeletons.

For this ritual, you need an Athame, Hellebore, a Bottle of Blood, two Blaze Rods, and two Gunpowder.

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Initial Cost: 1500 ME

Running Cost: 66 ME

Conjure Wither

This ritual allows you to summon forth a wither.

For this ritual, you need an Athame, a Wither Skeleton Skull, four Soul Sand, three Wormwood, and Ectoplasm.

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Initial Cost: 1332 ME

Running Cost: 66 ME

Conjure Imp

This ritual summons forth an imp, a small demon. A chicken must be sacrificed to start this ritual.

For this ritual, you need an Athame, a Gold Ingot, Hellebore, and a Demonic Horn.

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Initial Cost: 825 ME

Running Cost: 66 ME

Conjure Demon

This ritual summons forth a demon. A villager, witch, or player must be sacrificed to start this ritual.

For this ritual, you need an Athame, Rotten Flesh, Hellebore, a Demonic Horn, a Bottle of Blood, a Diamond, and a Gold Ingot.

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Initial Cost: 1332 ME

Running Cost: 66 ME

Baphomet's Sabbath

This ritual summons forth Baphomet. A sheep must be sacrificed to start this ritual.

For this ritual, you need an Athame, a Demon Heart, a Pentacle, Bottled Hellfire, Flying Ointment, Liquid Witchcraft, a Demonic Horn, and Sanguine Cloth.

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Initial Cost: 1332 ME

Running Cost: 66 ME

Leonard's Sabbath

This ritual summons forth Leonard. A sheep must be sacrificed to start this ritual.

For this ritual, you need an Athame, a Demon Heart, Stew of the Grotesque, Bottled Hellfire, Flying Ointment, Liquid Witchcraft, a Demonic Horn, and a Bottle of Blood.

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initial Cost: 1332 ME

Running Cost: 66 ME

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