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This article is about the witch command. For the order of wizardry, see The Ancient and Truly Original Sages of the Unbroken Circle.
Command information
GP Cost 100
Learnt At Level 20 in magic.spells.special
Skills Used magic.spells.special
Items Needed Occult paraphernalia
Guild Witches' Guild

The circle command is used by a witch to trace a magic circle. Magic circles contain the thaumic energy created by spellcasting, and increase the potency of all spells cast within them. Wearing occult paraphernalia makes circle easier to cast.


Circle can be learned at guild level 20, with 20 levels in ma.sp.sp, and is taught by Nanny Ogg and Mama Diksha.

Creating a circle

Circle can be performed anywhere where there is solid ground (so not in the middle of the ocean), and where there is sufficient room. It costs 100 gp to perform.

In order to create a circle, a witch must have sufficient amounts of witchy paraphernalia; the command will advise which are missing if the witch does not possess enough such items. The amount of paraphernalia required is dependent on the witch's magic.spells.special bonus - the higher the bonus, the less paraphernalia is required. At a bonus of 280 of this skill, a witch needs only her witches hat; at a bonus of 300+, she needs no paraphernalia at all.

You cannot seem able to circle while fighting something in the same room.

Only one circle may exist at a time in a room, and circles cannot be created inside other circles.


The immediate effect of circle is to create a 'sub-room' within the current room, into which the witch and any followers will automatically be placed upon completion of the command. The circle may be entered from its container room (but see below), and the only exit out of the circle is into the container room, via 'leave circle'.

The interior of a circle is a no-fly zone (in or out).


A circle will last until either of the following occurs:

When either of these events occur, the circle fades and all people and items within the circle are transferred to its container room including things buried.

Enchantment containment

Magic circles have the following specific properties relating to room enchantment levels:

  • The enchantment level inside the circle is not affected by the enchantment level outside it.
  • The circle always has a randomly fluctuating baseline room enchantment level, related to the magic.spells.special bonus of the witch that created the circle by the following equation.
baseline enchantment (thaums) = 0.95 * ma.sp.sp bonus - 27.5 + random(0 to 125)
  • Dynamic enchantment builds up normally within the circle on top of the fluctuating baseline. So, casting spells increases the average dynamic enchantment level, as (for example) does smashing a thaum bomb within the circle.
  • When the circle fades, all thaumic energy built up within it dissipates harmlessly, and does not contribute to the dynamic enchantment level of the container room.

Spell augmentation

Magic circles increase magnitude-based effects of all spells cast within them.  research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore.  Particularly noteworthy examples include:

Note that the first spell cast within a new circle is not augmented significantly or at all, only the spells cast after the first spell that charge the circle show improved effectiveness.

Charging and entering a circle

Once a spell has been cast inside a magic circle, that circle becomes 'charged'. The degree of charge then builds up as the dynamic enchantment level within the circle increases.

Any player wishing to enter a charged circle must pass a check of their intelligence stat against the charge of the circle. One of four results can then occur:  research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore. 

  • The player is able to enter unhindered.
  • The player is able to enter, but loses some GP in the process.
  • The player is prevented from entering.
  • The player is prevented from entering, and damaged by a thaumic flash.

Non-pet NPCs will not follow players into a circle, even if they are actively attacking that player.

The room enchantment level in an uncharged circle always reads as zero on a thaumometer, though use of a divining bob indicates a range of 75-136 thaums and the effect on spells may or may not indicate something. After a circle is charged, the thaumometer will subsequently read the actual room enchantment level in the circle.

See also

External links