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Witchery is a Game Mod for Minecraft which, as the name suggests, revolves around allowing the player to perform witchcraft. The magic added by the mod varies, from crafting potent brews with strange ingredients to summoning powerful demons with which to make dark bargains, just about every major thing associated with the Witch Classic is added by the mod.

Witchery stopped being updated as of April of 2015, though a Spiritual Successor called Bewitchment was released in July 2019, and is still under development. For simplicity's sake, this page will list tropes applying to either mod due to the massive number of similarities between the two. Witchery can be found here and Bewitchment can be found here

Not to be confused with The Witcher.


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     Tropes applying to both Witchery and Bewitchment 

  • Airborne Mook:
    • Witchery's Winged Monkeys are an example of this that can be created by a player.
    • The ghosts of Bewitchment normally hover high off the ground, swooping down to attack passing players.
  • Alchemy Is Magic: A player can craft powerful magic "Brews" in a Magic Cauldron. The process is referred to as alchemy multiple times in both mods.
  • Art-Style Dissonance: Even moreso than the vanilla game. Both mods have all the cute, blocky aesthetics of Minecraft, but allow players to perform Dark Magic, Human Sacrifice, and demon-summoning.
  • Attack Animal:
    • Witchery has Winged Monkeys and Treefyds, though the latter is more of an Attack Planimal. Both will defend their master to the death.
    • Snakes and Owls in Bewitchment act similarly to Wolves when tamed, and will fight in defense of their master.
  • Auto-Revive: A Death Protection Poppet will resurrect the player that is bound to it at the cost of destroying the poppet. It will also give a short buff against the cause of death (fire, drowning, etc.) and heal a bit of life, allowing the player a chance to get away from whatever killed them. Bewitchment also adds Baphomet's Caduceus, which revives a player that dies holding it similarly to the vanilla game's totems of undying.
  • Big Red Devil: The standard "demon" mobs in both mods have this appearance, being large, red-skinned, horned, bat-winged humanoids. The Codex Infernalis in Bewitchment states that this is merely how they choose to manifest when summoned to our world and their true form is "noneuclidean and abstract."
  • Black Cloak: Both mods have examples, all of which are connected to something sinister.
    • Witchery has Death's Robes, which are dropped by Death and make the wearer immune to fire damage, as well as the Necromancer's Robes, which undead ignore the player and give the player a chance to produce an extra brew when making brews relating to necromancy.
    • Bewitchment has the Besmirched attire, infused with blood and demonic power. It makes demons neutral to the wearer.
  • Black Magic: Curses and diabolism definitely fit this trope. Using curses or Voodoo Poppets in Witchery has a chance of attracting the attention of NPC Witch Hunters who will attempt to hunt the player down, and in Bewitchment information on curses and demon-summoning is only found in the Codex Infernalis.
  • Blade on a Stick:
    • Witchery's Spear of the Huntsman is sometimes dropped by Horned Huntsmen and is about as strong as a diamond sword. On top of this, it makes its wielder resistant to knockback and can be used to summon a pack of wolves to fight for you.
    • Bewitchment's Thyrsus is a long piece of fennel with a pinecone at the tip and a piece of sharp iron to stab enemies with. It's quite frail owing to the fact that it is made of wood, but is easily repaired with sticks, deals as much damage as a diamond sword, and inflicts nausea on anyone it hits. It can also be used to make animals breed with one another.
  • Blood Magic: This trope shows up quite a bit. Taglocks (small glass bottles containing a blood sample) are necessary for most Sympathetic Magic, vampires need blood in order to use certain abilities and craft some special equipment, and several rituals, potions, and crafting recipes require blood or materials made with it. Demon-summoning rituals in Bewitchment also require either a human or animal sacrifice, depending on the ritual.
  • Boring, but Practical: Poppets. Most of them don't do anything flashy or complex, but they're relatively easy to craft and until they break they will reliably reduce various types of damage dealt to you.
  • Crystal Ball: These appear in both mods, used to scry entities and locations, as well as seeing into an entity's future.
  • Curse: One of the types of Ritual Magic in both mods is cursing. Witchery requires the use of a magic circle and has curses that cause some negative effects on an area or individual, while Bewitchment requires reagents to be burnt in a brazier and only has curses targeted at specific individuals. Both types of curse persist until either a set amount of time has passed or a ritual is enacted to cleanse the curse.
  • Deal with the Devil: You can summon demons in order to bargain with them, and they often offer rare and useful items that can be hard or impossible to come by otherwise. You can also summon a small number of greater demons and pledge yourself to one for greater power.
    • Bewitchment made it so that demon trades can also sometimes give the player demonic contracts, which give whichever player signs them powerful temporary abilities, though always with a drawback. Interestingly, it's possible to sign a contract on someone else's behalf if you have their taglock, potentially allowing a player to weaponize the drawbacks.
  • Druidic Sickle: The Boline is a small scythe made of a gemstone and either a bone and iron ingot (in Witchery) or silver (in Bewitchment). In both mods the Boline is used to harvest certain ingredients and as a necessary tool in some rituals.
  • Eye of Newt:
    • Many potions require animal parts such as the leg of a lizard, the tongue of a dog or snake, and the wool of a bat. Bewitchment even briefly had newts whose eyes were used in certain potions, but they were Dummied Out.
    • Any ritual or curse that is being directed at a specific entity requires some of their genetic material, which can be collected by using a taglock kit on an entity or their bed.
    • Many brews require certain plants added by the mod, such as wolfsbane, nightshade, and mandrake root.
  • Familiar: A ritual can be conducted to bind an animal to you as a familiar, which gives the animal a massive boost to health and armor. Each type of familiar also grants their witch different bonuses depending on their species.
    • Witchery had three kinds of animals that could be bound as familiars: cats, which empower their witch's Curses; owls, which make their witch faster and more maneuverable on a broom; and toads, which allow their witch to collect more potions when brewing and make their witch's potions more powerful.
      • Players can also summon a "Specrtral Familiar," which does not function like the normal familiars. A Spectral Familiar is a helpful spirit that resembles a ghostly pig and may be summoned using a Rite of Summoning. If given a mineral, the Familiar will act as a sort of dowsing rod, leading its master to a space above where more of that mineral can be found.
    • Bewitchment has the same three familiars, as well as three new options.
      • Cats now reduce the cost of all circle rites enacted by their witch as well as making creepers afraid of their witch, owls now eliminate the ME cost of using a flying broomstick as well as making their witch immune to fall damage, and toads now empower all beneficial potion effects that affect their witch as well as allowing their witch to regain health when killing arthropods like spiders.
      • The three new options are ravens, which empower their witch's curses while giving the witch a chance of reflecting incoming curses back on the caster; snakes, which make their witch's sigils last longer and make their witch immune to poison; and wolves, which make protective poppets more durable while giving their witch bonus armor.
  • Fantastic Flora: Both mods add the ability to create a few different types of magically-infused plants, each of which have some kind of magical effect. Ender Brambles randomly teleport entities that touch them, Ember Moss sets entities on fire, and Snowbells can be harvested to gain an easily-renewable source of snowballs, to name a few.
  • Fighting a Shadow: All of the higher demons that can be summoned and fought are merely avatars of those demons. Killing those avatars has no lasting impact on the demon itself and you can just summon another avatar without any issue. This is also true of the hobgoblin gods in Witchery.
  • Fluffy the Terrible: One of the greater demons that can be summoned and pledged to is named Leonard. Not the mod creator's fault in this case, as Leonard is actually the name of a demon associated with witches in the Dictionnaire Infernal, a 19th-century book on diabolism.
  • Flying Broomstick: The main source of flight in both mods. Witchery only has one type of flying broom, but Bewitchment expanded on them by allowing the player to make broomsticks out of multiple different types of wood, each of which applies a different effect to the broom.
  • Full-Frontal Assault: Most demons don't wear any clothing, though most of them have Godiva Hair and fur covering anything important. The exceptions are Lilith and Leonard, who are clothed to some degree.
  • Fur Against Fang: Somewhat encouraged, as werewolf claws are one of the few things that can kill a vampire, and in Bewitchment a vampire's attacks bypass a werewolf's normal damage resistance.
  • Geometric Magic: The main form of Ritual Magic in both mods is referred to as "circle rites" and requires concentric circles of runes drawn with specific types of chalk. Bewitchment also has sigils, patterns that are made of ink and the resin of a dragon's blood tree that can be placed on blocks and some objects made of dragon's blood wood.
  • Glowing Flora: Each mod has one type of Fantastic Flora intended to add decorative light. Witchery has Glint Weed while Bewitchment has Glowing Brambles.
  • Green Thumb: There are a few magical items and spells that boost plant life in some way, such as the Rite of Fertility and Brew of Fertility making plants grow more quickly, and the Hedgewitch's Attire increasing the amount harvested from crops.
  • The Hedge of Thorns: Both mods allow a player to create this themselves as a method to defend their base. You can create and place down a few varieties of Bramble, from Ender Brambles that randomly teleport any entity that touches them to Thorny Brambles (or Wild Brambles, depending on the mod) that slow and damage any that try to pass through them.
  • Hellhound: They appear in both mods as large, horned, wolf-like lesser demons that spawn in the nether. They're hostile to most things, and their bite can set enemies on fire. Bewitchment also has black dogs, large black ghostly dogs that turn invisible briefly when damaged.
  • Hollywood Satanism: Both mods allow the player to get up to some good old-fashioned diabolism, human sacrifice and dark bargains included. Satan himself doesn't actually make an appearance, but Baphomet and Beelzebub do show up in Bewitchment.
  • Horned Humanoid: Every humanoid demon has horns, as do Witchery's Horned Huntsmen.
  • Instant Runes: Heavily Downplayed in both mods. The chalk circles for circle magic normally have to be drawn by hand, but Witchery allows the player to store chalk circles in circle talismans so they can easily be moved around and Bewitchment has a very cheap ritual that can be performed that replaces an existing circle with a circle drawn with a different kind of chalk. Neither of these is really instant though, and you still need to draw the circle in the first place.
  • In the Hood:
    • Witchery has Death's Hood, which is dropped by Death and gives the wearer night vision and the ability to paralyze their foes.
    • Bewitchment gives the player the option to wear a hood with their witch's attire instead of a pointy hat, though they're mechanically interchangeable besides the crafting recipe.
  • Kill It with Fire:
    • Fire is one of the few things that can kill a vampire.
    • Bewitchment's Curse of Forest's Wrath causes the target to take double damage from fire.
  • Life Drain:
    • Witchery has the Infused Brew of the Grave, which allows a player to feed on their victims, regaining health and hunger whenever they kill a living creature, as well as Death's Hand, which allows a player to summon a scythe that restores the wielder's health and hunger with every hit.
    • ''Bewitchment"" has the Brew of Draining, which causes those affected buy it to regain health when they deal damage.
  • Magic Cauldron: The Witch's Cauldron (called the Kettle in Witchery) is used to brew powerful potions called Brews. Witchery also has certain rituals that require its use and Bewitchment allows players to teleport between two cauldrons with the use of Dimensional Sand. It can also be used to make soup.
  • Magic Wand:
    • Witchery has the Mystic Branch, which can be used to cast a variety of spells by making certain gestures with the mouse.
    • Bewitchment has two wands, both acquired by besting the avatar of a greater demon in combat. Baphomet's Caduceus can be used to summon a small group of spectral Feuerwurms to attack your foes, and Leonard's Wand can be infused with a splash brew, allowing its wielder to throw up to 16 copies of that potion from the wand.
  • Monster Progenitor: Herne and Lilith serve as this for werewolves and vampires, respectively.
  • Necromancer:
    • Witchery allows the player to summon and bind three different types of spectral undead to scarecrows and wooden effigies, which will then cause one of several harmful effects to enemies that get near it. The player can also craft a brew of raising, which summons a group of undead that the player can command with a necromantic stone.
    • One of the sigils available in Bewitchment is crafted with ectoplasm and causes a group of hostile ghosts to appear and attack whatever triggers the sigil. The Rite of the Spiritual Rift can also summon a swarm of undead.
  • The Night That Never Ends: Can potentially be created by a player. Both mods have rites that blot out the sun, the Rite of Total Eclipse for Witchery and the Rite of Nightfall for Bewitchment, and a player could just keep enacting these rituals daily if they have the resources for it.
  • Non-Humans Lack Attributes: Most of the demons in both mods are shirtless (if not totally naked), but nothing explicit can be seen.
  • One Curse Limit: Averted. Both mods allow a player to inflict any number of curses on a single entity. In Witchery this also applies to vampirism and lycanthropy, meaning that it is possible to be both a vampire and a werewolf at the same time.
  • Organ Drops: Both mods add a variety of these, such as hearts, witch hands, snake tongues, and owl wings. Many require the creature to be killed by an Arthana (in Witchery) or an Athame (in Bewitchment).
  • Our Demons Are Different: As is fitting for a mod based around witchcraft, both mods allow the player to summon or encounter various types of demons.
    • Witchery has three types of demons unique to it:
      • Flame imps are small red-skinned humanoids that can be sworn into a witch's service, traded with, and paid to inflict one of several fire-related curses upon a target. They must be summoned using a circle ritual.
      • Lords of torment are large, six-winged, fiery creatures that look like horned shadows and can send their foes to a Prison Dimension called Torment. They are summoned with a ritual, the details of which can be learned from a flame imp.
      • Reflections are demons bound to a Magic Mirror. It can be commanded to perform a few mirror-related magical tricks, but a player who gets too close to the mirror may be sucked in and attacked by the Reflection.
  • There are also a few demons that appear in both mods.
    • Hellhounds are horned, fiery wolf-like lesser demons that are encountered in the nether.
    • Demons are large red-skinned horned humanoids that can be bargained with and must be summoned using a particular ritual.
  • Our Ghosts Are Different:
    • Witchery has three varieties of incorporeal undead, all of which are summoned with a brazier ritual. Spectres are mostly transparent and have attacks that pierce through armor, banshees look like ghostly women wearing tattered dresses who have a damaging wail, and poltergeists are invisible spirits that tend to throw objects around, open doors and chests, and generally cause mischief. A player who leaves the spirit world via a spirit portal also temporarily manifests in the physical world as a ghost.
    • Bewitchment ghosts spawn naturally during the night, floating far off the ground. They can move through blocks and attack players that attack them or get too close.
  • Our Vampires Are Different:
    • Witchery's are Fairly standard aristocratic blood-drinking undead. They're weak to sunlight and garlic and are unable to eat normal food, but gain immunity to any cause of death that is not fire, sunlight, or a werewolf's claws. By performing certain rituals a vampire can increase their "vampire level" to become more powerful, allowing them to hold more blood and gaining various abilities such as transforming into a swarm of bats and hypnotizing their prey. A player can be transformed into a vampire by drinking either the blood of Lilith or that of a high-level vampire player. Interestingly, it is possible to be both a werewolf and a vampire at the same time.
    • Bewitchment's vampires spawn at night during a new moon, and look like Villagers with Creepy Long Fingers, red eyes, and fangs. They're faster than most mobs, burn in sunlight, and are very difficult to kill; all damage not done by silver, fire, another vampire, or a werewolf's claws drains their blood meter when it would normally kill them, only able to kill them when their blood meter is empty. A player who is killed by one while under the effect of a Curse of Susceptibility will become a vampire themselves, which gives them all the same strengths and weaknesses, as well as an inability to eat normal food or hold silver items and constant bonuses to night-vision, speed, strength, and defense. A vampire player that pledges themself to Lilith gets stronger versions of all these bonuses as well as the ability to transform into a bat.
  • Our Werewolves Are Different:
    • Lycanthropy in Witchery can be gained by either being the victim of a particular curse or by being attacked by a werewolf that has been blessed by a wolf altar. An infected player automatically transforms into a wolf during a full moon, but can craft a moon charm that allows them more control over their transformations. Performing tasks for the Wolf God grants a werewolf player more power and control, allowing them to shift into a more powerful humanoid wolf form and making them more powerful in that form. When in wolf or wolfman form they take extra damage from silver weapons. Interestingly, it is possible to be both a werewolf and a vampire at the same time.
    • Bewitchment's werewolves spawn in forests on a full moon. They're three blocks tall and take bonus damage from silver weaponry, while taking reduced damage from all other sources of damage except bosses, vampires, and other werewolves. They're also considered a kind of demon by the mod's mechanics. A player who is killed by one while under the effect of a Curse of Susceptibility will become a werewolf themselves, which causes them to get hungry faster and makes them incapable of eating non-meat food. They transform automatically on nights of the full moon, and when transformed they receive massive bonuses to damage, armor, speed, and jump height as well as nightvision, though to compensate they can't wield any weapons or wear armor when transformed. A werewolf player that pledges themself to Herne gains the ability to transform at-will, and greater bonuses to damage and defense when transformed.
  • Playing with Fire: Many of the demons have the ability to set enemies on fire.
  • Protective Charm: The poppets, most of which protect whoever they are bound to from harm at the cost of damaging the poppet. Bewitchment also adds the Nazar, which protects against curses and bad luck.
  • Purely Aesthetic Gender:
    • Villagers that are infected with vampirism in Witchery have two variants, wearing either the male or female version of the vampire clothing.
    • A Rite of Conjure Demon in Bewitchment can summon a male or female demon, both of which act the same. The Codex Infernalis states that demons don't actually have gender and consider it largely ornamental.
  • Red and Black and Evil All Over: Many of the demons and items connected to them have this color scheme.
  • Ritual Magic: The main forms of magic in both mods are of this type, requiring a certain setup, magical reagents, and sometimes a blood sacrifice.
  • Robe and Wizard Hat: Both mods have armor that fit this trope, though Bewitchment also gives the option of wearing a hood instead of a pointy hat. They're only about as effective as leather armor, but give certain magical benefits like giving the player a chance of brewing an extra potion in their cauldron or making demons neutral.
  • See the Invisible: The brew of revealing in both mods turns any invisible creatures it hits visible.
  • Shout-Out: Several, mostly to stories featuring witches.
  • Silver Bullet: Or silver arrows in this case. As one might expect, they deal bonus damage to supernatural creatures, and are especially potent against werewolves.
  • Silver Has Mystic Powers: In Witchery, silver can be used to make armor and weapons that deal bonus damage to werewolves. Bewitchment also adds other uses for silver, making it a necessary component in several useful magical devices as well as weapons and armor that are powerful against both werewolves and the undead.
  • Summoning Ritual: Several of the rituals are focused around summoning demons to kill or bargain with, but there are also rituals that summon things that are not demons, such as the Rite of Transposition, which teleports a particular entity to the location of the ritual, or the Rite of Wild's Call, which summons random animals.
  • Spell Book: Witchery has a number of different guidebooks that can be crafted that walk the player through each type of magic and many of the items available in the mod, with the books for symbology, circle rites, and conjuration best fitting this trope. Bewitchment just has one guidebook: the Book of Shadows, which covers all of the mod's magic, items, and creatures.
  • Supernatural Repellent: Various examples exist in both mods, used to ward off or harm different types of monsters. These include salt, garlic, and silver.
  • Sympathetic Magic: Any ritual or curse that is being directed at a specific entity requires some of their genetic material, which can be collected by using a taglock kit on an entity or their bed. Most of the things that require a taglock are offensive, such as curses and Voodoo Poppets, but taglocks are also needed to bind a person to defensive poppets.
  • Synchronization:
    • A portion of any damage taken by a witch is instead taken by that witch's familiar if they have one. If either witch or familiar is killed, the other dies as well.
    • Vampiric Poppets makes it so any damage taken by the poppet's holder is instead taken by whoever the poppet is bound to.
  • Tarot Motifs: The modifier items that can be placed on altars to increase their power are separated into four categories, one for each suite in a tarot deck. Wands includes things like torches, candles, and end rods; cups includes bottles, flower pots, and goblets; swords includes athames, bolines, and [1]; and pentacles includes gemstones, mob heads, and pentacles.
  • Teleportation: Both mods contain various items and rituals that allow the player to teleport themselves or other entities to another location, such as the Rite of Transposition, the Rite of Teleportation, the ruby slippers, the infusion of the otherwhere, and magic mirrors.
  • Vampires Hate Garlic: In Witchery, some anti-vampire equipment is made with garlic, and garlic can also be strung up into garlands that can be placed to repel vampires. Bewitchment's vampires take damage when standing on garlic crops, and garlic can be used as a material for rituals and items that repel all unholy creatures, not just vampires.
  • Vampires Sleep in Coffins: In Witchery, Vampire players have the ability to build and sleep in coffins in order to skip to nighttime, just like how a normal player can skip the night with a bed. Bewitchment subverts it, as it allows any players to sleep through the day in a coffin regardless of whether or not they're a vampire.
  • Voodoo Doll: The Voodoo Poppet allows you to damage whoever it is bound to by sticking bone needles in it, or set them on fire by tossing it into lava. There's also the Vampiric Poppet, which makes it so any damage taken by the poppet's holder is instead taken by whoever the poppet is bound to. Interestingly, these are the exception. Most types of poppet are defensive, protecting whoever is bound to the poppet at the cost of damaging it.
  • Walking Shirtless Scene: All of the demons except Lilith wear nothing to cover their chest, though most of the feminine demons have Godiva Hair.
  • Weakened by the Light: Vampires naturally take large amounts of damage from sunlight and Bewitchment's ghosts instantly vanish when the sun rises.
    • Bewitchment's Curse of Solar Hatred allows you to make other players burst into flames in the sunlight as well.
  • The Wild Hunt: It's said that Witchery's horned huntsmen and Bewitchment's Herne take part in this, though the specifics of the hunt are not elaborated upon.
  • Wings Do Nothing: Many of the demons have wings, yet none are capable of flight.
  • Witch Classic: The basic premise of both mods is to allow the player to act out as many classic witch tropes as they want, so any player using this mod is this to some degree.

     Tropes only applying to Witchery 

  • Action Bomb: The Minedrake is a strange fusion of mandrake and creeper. It's friendly to whoever created it and attacks enemies by exploding similarly to a creeper. Unlike a creeper, the explosion radius is very small and doesn't destroy blocks.
  • Breaking and Bloodsucking: Vampires can only feed on non-sleeping villagers if they have been mesmerized, encouraging vampire players to feed by sneaking into villages at night.
  • Cane Sword: One of these can be crafted by vampires. It acts as a diamond sword when drawn and contains a small reservoir that will collect the blood of any suitable victim. This extra blood pool can then be consumed by the vampire when needed.
  • Classical Movie Vampire: The vampires in Witchery tend towards this aesthetic, particularly in the clothing.
  • Counter-Attack: Attempting to cast the Curse of Corrupt Poppet on someone with a Poppet Protection Poppet will cause you to be struck by lightning.
  • Cursed With Awesome: Both lycanthropy and vampirism make the afflicted player extremely powerful and most of the drawbacks can be mitigated with a bit of effort.
    • The only drawback to lycanthropy is that you take extra damage from silver weaponry when transformed. Since silver is only ever going to be carried by other players or the rare NPC Witch Hunters, the great strength granted by the wolfman form effectively has no weaknesses most of the time. When you do fight something that wields silver, you can just transform back into a human since the weakness only applies to the beast forms.
    • Vampires are completely incapable of being killed by anything other than fire, werewolf claws, sunlight, or another vampire. This means that unless fighting blazes or another player, a vampire has nothing to fear from practically any enemy. The weakness to sunlight can also be mitigated by casting the fairly cheap Rite of Total Eclipse to block out the sun for the rest of the day or by using coffins that let you skip to dusk. Feeding is a bit of a hassle, but higher-level vampires can infect villagers with vampirism and make them go out to collect blood for the player, making it much easier.
  • Daywalking Vampire: Higher-level vampire players can stand in the sun without being damaged, though only temporarily and at the cost of their supply of blood.
  • Dishing Out Dirt: The Infusion of the Overworld, which gives the player the ability to manipulate stone, metals, and dirt in various ways.
  • Dream World: A player can craft and drink Brews of Sleeping to transport themselves to the spirit world, which is necessary in order to gain certain rare and useful materials.
  • Fusion Dance: Several animals, such as Minedrakes, Winged Monkeys, and Treefyds, are created by a player enacting a ritual to mutate two animals or plants into a single creature.
  • A Glass of Chianti: Vampires can store and transport blood inside wine glasses.
  • The Grim Reaper: Attempting to bind five of each type of spectral undead will summon Death, who can be fought for some unique and powerful equipment.
  • God Needs Prayer Badly: Implied. You can siphon power from the worship of hobgoblin gods in order to power your infusions via a Statue of Hobgoblin Patron, and taking too much worship will anger the hobgoblin gods enough to manifest as avatars and try to kill you.
  • Guys Smash, Girls Shoot: The two hobgoblin gods, Mog and Gulg, fit this trope. Mog's avatar is female and attacks with a bow, while Gulg's avatar just tries to beat you to death with his bare hands.
  • Hard Light: The Infusion of Light allows the player to create walls, bridges, and cages of solid light.
  • Hell Gate: The Curse of Hell on Earth creates a portal that allows nether mobs to spawn at the location of the curse every few seconds for the duration of the curse.
  • Hellish Horse: Death will sometimes drop a horse skull that will allow you to summon a skeletal horse named Binky. It's a bit stronger and faster than a normal horse, and will drop the skull when it dies, allowing a player to summon it as many times as is desired.
  • Hunter of Monsters: See The Witch Hunter.
  • Hybrid Monster: A vampire that is infected with lycanthropy (or vice-versa) becomes this. Such a creature gains most of the strengths of both creatures, but cannot use vampire powers when in wolf or wolfman form. The player also becomes weak to silver and can be killed by silver in addition to their normal weaknesses as well having the maximum blood they can store reduced by about a third.
  • Language of Magic: The symbols drawn with ritual chalk are Enochian characters, fitting the vaguely Hermetic Magic theme of the game's rituals.
  • Living Dream: If you enter the spirit world while having a nightmare, one of these will appear to hunt you down. They're fast, deadly, infinitely respawn, and look like Dementors.
  • Lovecraftian Superpower: The Infusion of the Otherwhere, which infuses the witch with the power of the End and allows them to teleport.
  • Love Potion: The Brew of Love, which causes animals and villagers hit by it to breed.
  • Magic Mirror: The final update to the mod added magic mirrors. They have demons trapped within them, and can be used to alter your appearance to that of another player, as well as tell you what other players have entered their line of sight since you last passed through. It is possible to enter the mirror and kill the demon, which removes these functions but allows you to use the small pocket-dimension within the mirror and teleport to another nearby empty mirror.
  • Make Me Wanna Shout: The way that banshees attack their foes.
  • Mind Manipulation:
    • Vampires can hypnotize villagers and village guards to make them follow the vampire.
    • The Infernal Infusion allows you to enthrall creatures to do your bidding.
  • Names to Run Away from Really Fast: The Lords of Torment.
  • One to Million to One: One of the abilities that vampires can learn is to transform into a swarm of bats.
  • Our Banshees Are Louder: One of the incorporeal undead that can be summoned with a brazier. They look like ghostly women wearing tattered dresses and have a damaging wail
  • Our Goblins Are Different: Hobgoblins are small green humanoids that can be found wandering around in forests and are the only things capable of finding and smelting the rare Koboldite, which they are willing to trade with players.A less scrupulous individual can enslave them by putting a leash on them, forcing them to perform menial labor like picking up objects and mining up Koboldite. They worship a pair of gods called Mog and Gulg.
  • Planimal:
    • The Minedrake is a strange fusion of mandrake and creeper. It's friendly to whoever created it and attacks enemies by exploding similarly to a creeper. Its bulbs can also be planted in the ground to grow more of them.
    • The Treefyd is a vaguely Creeper-shaped ambulatory flower that will attack anything nearby that is not its creator or one of the creatures designated by its creator as an ally.
  • Poltergeist: One of the incorporeal undead that can be summoned with a brazier. They're invisible spirits that tend to throw objects around, open doors and chests, and generally cause mischief.
  • Prison Dimension: Lords of Torment can send their enemies to one called Torment. If you eat the soul of a Lord of Torment, you also gain the ability to send your foes to Torment.
  • Rain of Something Unusual: The Curse of Raining Toads causes it to start raining and make toads begin to fall from the sky. The toads will explode into a poisonous mist after a short time.
  • Sharp-Dressed Man: The vampire clothing, which increases the power of a vampire's abilities and looks like a dapper suit with a top hat.
  • Sinister Scythe: Death wields one, and a player that wields his hand can summon it as well. It slows enemies, restores the wielder's health and hunger with each hit, and constantly drains the wielder's hunger meter.
  • Speaks Fluent Animal: The Polynesia Charm allows a player to trade with non-hostile animals in much the same way that they would with a villager.
  • Vampiric Draining: Vampires, obviously. Blood can be drained from villagers or other players, and the victim must be mesmerized if they are not asleep.
  • Viral Transformation: A higher-level vampire or werewolf player has the ability to infect villagers and other players with their curse.
  • When Trees Attack: Ents will sometimes spawn to attack the player when magical trees are cut down in large quantities. They are highly resistant to normal attacks, but weak to axes.
  • The Witch Hunter: As well as all of the witch magic, the mod also adds some equipment intended to be used for hunting down witches and other supernatural threats such as werewolves and vampires. A vampire who is too obvious with their feeding or a witch who uses Dark Magic also have a chance of spawning several NPC witch hunters that will hunt the player down.
  • Your Soul Is Mine: The player is actually able to do this to a demon. If you kill a Lord of Torment you will be able to take their soul and eat it, granting you the power to send your enemies to Torment.

     Tropes only applying to Bewitchment 

  • Absolute Cleavage: A male example, Leonard wears a gold-lined black robe that's closed at the bottom but still leaves most of his torso exposed.
  • Alien Blood: The demons have a black ichor running through their veins, which contains their essence.
  • All Webbed Up: The Brew of Webs traps whatever it hits in webs.
  • Attack Reflector: A witch with a raven Familiar has a chance of redirecting any curses targeted at them back to the caster.
  • Baphomet: Baphomet appears as a greater demon that the player can summon. A witch who pledges to them can gain some temporary but powerful benefits at the cost of XP, and is not affected by the negative side effects of Demonic Contracts.
  • Bizarre Alien Biology: The true form of a demon is described as "noneuclidean and abstract" with the Big Red Devil appearance they take when summoned just being how they choose to manifest in our world. Because of this, their viscera lacks any sort of anatomical sense and any given demon may or may not have one or more hearts pumping a strange black ichor that contains their essence.
  • Dummied Out: Many, many things have been removed from the mod, including the tarot system, numerous plants, many animals including blindworms and newts, multiple baubles, multiple plants and minerals, and a miniboss called the Alpha Hellhound. Some of these are planned to return in add-ons for the mod.
  • Eldritch Abomination: More powerful demons are this. They exist somewhere outside reality, only appearing in our world in the form of avatars when summoned with their true forms being described as "noneuclidean and abstract."
  • Fantastic Fruits and Vegetables: Witchberries, which look like raspberries and restore the magical energy of whever eats it.
  • Human Sacrifice: A necessary part of the ritual to summon a demon is to kill a Villager, Witch, or Illager within the circle.
  • Lucky Rabbit's Foot: The rabbit's foot from vanilla Minecraft can be added to brews to give the "lucky" buff to a player, which increases the chance of enemies dropping items and increases the quality of items found in chests.
  • Lunacy: Werewolves spawn naturally during full moons, while Vampires spawn naturally during new moons.
  • Magical Accessory: The mod adds multiple enchanted baubles that grant some benefit to the wearer, often at the cost of ME.
  • Number of the Beast: The amount of XP that a player must sacrifice to gain a boon from Baphomet is equal to 6.66 levels.
  • Palette Swap: Some non-boss mobs added by the mob have "shiny" variants, which have different colorations than the normal variety of the mob.
  • Salt Solution: Salt can be found close to the surface and is used in several crafting recipes. It can also be placed on the ground like redstone, and keeps demons, undead, and endermen from crossing it.
  • Snakes Are Sinister: The mod's snakes downplay this. Their venom is dangerous, but they are not any more evil than any other animal and they can be tamed. Their tongues, however, are used as ingredients in a number of curses, evil rituals, and demon-related crafting recipes.
  • Spiritual Successor: To Witchery, obviously. The mod's creators have stated that their goal is to create a more focused version of the mod, cutting out what they viewed as extraneous or thematically inconsistent such as the spirit world, ruby slippers, and infusions while expanding on other aspects of the mod, such as diabolism and the brazier.
  • Stock Animal Diet: Snakes and Owls are tamed and bred with raw chicken and rabbit, Ravens are bred with seeds, and Toads are tamed with spider eyes.


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