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Genesis

Genesis is the grandest of rituals. It opens a pocket: a private world of empty void that belongs to its caster, with a small platform to start building on.

The ritual​

11 × 11, one layer. Drawn flat on the ground, facing any compass direction.

ABBBBBBBABCBBBDBBBEBBBABBBABBBABABBBBA↑ABBBBTBB←F→BBGBBBBA↓ABBBBABABBBABBBABBBHBBBIBBBJBABBBBBBBA
  • Tier block × 1
    Every T is the same block, and that block’s Tier sets the rune’s strength.
  • Signature block × 4
    Each arm holds a Tier 1+ block other than the Tier block, or stays empty (air or Tier 0). Read by compass direction, the arms spell the rune’s signature.
  • Air or a Tier 0 block × 24
    Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
  • Activation block
    The glowing cell is the one to click.
  • Spent
    Cells with a corner mark are used up when the rune wakes.

Keys

  • Netherite Block × 16
    spent when the rune wakes
    On older servers: Diamond Block.
  • Redstone Dust × 68
    all 68 hold the same block, set the same way · spent when the rune wakes
  • TNT × 1
    spent when the rune wakes
  • Lava × 1
    source blocks only · spent when the rune wakes
  • Obsidian × 1
    spent when the rune wakes
  • Beacon × 1
    spent when the rune wakes
  • Quartz Block × 1
    spent when the rune wakes
  • Glowstone × 1
    spent when the rune wakes
  • Water × 1
    source blocks only · spent when the rune wakes
  • Dragon Egg × 1
    stays after use

Genesis is an eleven-by-eleven web of redstone and netherite around a beacon, set with reagents: TNT, lava, water, obsidian, glowstone, a block of quartz, and a dragon egg. It also takes your signature and one seed of creation.

The beacon must be fully powered, standing on a complete four-layer pyramid. Genesis needs a fully powered beacon — four pyramid tiers.

Right-click the beacon. The pattern burns away, signature and all, except the dragon egg, which survives the ritual. Genesis! A pocket of creation opens (Overworld). Use a teleporter to return. You step straight into your new pocket.

Choosing the pocket's nature​

The seed of creation decides what kind of world the pocket is:

SeedPocket
Block of clayOverworld
NetherrackNether
End stoneEnd

The seed counts only the first time. Each mage has one pocket, and casting Genesis again reuses it.

Inside the pocket​

You arrive on a five-by-five quartz platform over bedrock, with a beacon at its centre. The rest is void, ready for whatever you build.

That beacon is the way home. Right-click it to return to the place where you cast Genesis. You step between worlds. It cannot be broken.

Getting back in​

Genesis registers a Waypoint inside the pocket under the signature you drew. To return, build a Teleporter anywhere with that same signature, and touch it as for any trip. See Travel.

The pocket's Waypoint is Tier 1, so a Teleporter of any Tier reaches it. Anyone with a Teleporter of that signature can follow you in, so treat the signature like a key.

The way home​

The return beacon leads to the spot where Genesis was cast. That spot follows Faith island moves, Topsy Turvy, and other magic that carries bound magic with the land.

Only a Tier 7 Dispel cast over the casting site severs that link. Breaking blocks there leaves it intact. Once it is severed, the return beacon has nowhere to send you. This pocket's outer return was dispelled — open Genesis again to set a new way home.

Cast Genesis again, with a new signature, to set a new way home. Genesis relinks your pocket (Overworld) with a new signature — travel by teleporter. While the old link still stands, Genesis refuses: Your Genesis pocket already has a return link — dispel it before opening another, or travel there by teleporter.

For server owners​

Pockets are real worlds. On Paper 26 and newer they live under world/dimensions/runic/ as runic:genesis_… dimensions. Older servers keep them as plain genesis_… worlds beside the main world.