Post by Kuro on Jan 25, 2012 23:10:58 GMT -5
Typical Witch Abilities
Keep in mind that this is a general list of Witch Abilities and is an ever developing list. If you have an idea which is not covered by this general list, please contact the RC about it.
Spells
Spells are the bread and butter of the Witch. Each spell requires components in order to be cast (crow's foot, tigerseye gem, etc). In order to create a spell, the Witch must be using these items in her center of power. If she is casting a spell on someone, she must focus on that person as well. Keep in mind that any spell cast upon a person must be either of neutral intent or beneficial to the target. Spells can vary from healing spells to plant growth spells to just about whatever the Witch can concieve. Keep in mind that anything really out there would take time and practice to develop the right methods of casting it.
Dance
Traditionally an Egyptian witch power, this is merely a different way of casting a spell. Using the dance ability, witches are capable of negating the need of for their center of power and most of the components. However, they are highly susceptable to attack during their dancing. In order to complete the spell, the witch must dance the dance to the end. Pausing mid step will interupt the spell casting and will require them to start over from tbe beginning.
Imbuement
A witch can actually imbue an object to have special properties. Imbuement can cause the item to contain memories (revealed to the viewer upon touch), a message, a trap (explosive, etc), a prison or even contain a peice of the Witch's soul. It is more up to the imagination of the witch. However, the greater the imbuement, the more danger to the Witch and the greater a price must be paid.
Wards
Wards are an unusual power of the witch. No matter how powerful the ward, there is always something strong enough to ignore them. A ward is a combination of spellwork and imbuement. When a ward is created, the type of ward must be called out and the caster must focus on the type. Wards can be as simple as protecting against the cold, warning systems against intruders; or even more advanced to warding against a certain type of preternatural (keep in mind, only an extremely powerful witch can ward against a preternatural and even stronger preterntaurals can simply ignore it). Wards must be cast in groups of at least three so that there are three points, anything between the wards will be protected. Creating a ward is extremely taxing on a witch.
Potions
Potions are the other main thing for witches. Like spellwork, it requires the use of various objects (herbs mainly). Potions can have a variety of uses like inflicting lust upon the imbiber, or even making them the epitome of beauty in the eyes of the opposite gender. Many witches have made a living peddling their potions on the streets of London; and even more will have the darker potions in the back alleys. However, an improperly brewed potion can have diastrous effects even killing someone if the combination isn't right.
Curses
Casting a curse is not the same as casting a spell. A witch must focus all thier power and will into casting a curse on the intended victim. The Witch must also focus on what she wants the curse to do and speak that to the victim. Each curse must come with some way to break it. It is possible to kill someone with a curse but the effects are often as disastrous for the Witch as for the intended victim no matter how much they are deserving of it. At her/his death, a Witch may cast an unbreakable curse.
Divination
Divination is a diverse skill that encomposes the various forms of the skill. For some Witches, it is as simple as having a vision. For others, runes are used. And yet others look in the entrails of a sacrificed animal. It all varies, but the main thing is that this ability allows a witch to perceive future events. The more complex the divination ritual, the more information that is perceived.
Familiars
All Witches will have a familiar or the ability to call one. At a young age, they would have noticed that they had an affinity for a certain type of creature. While most witches are associated with Ravens, Cats, Bats and Spiders; any animal can be a familiar to a witch. A Familiar must be a normal animal. Whenever a familiar is near it's witch, the Witche's power is enhanced greatly. The link to a Familiar is permenant and will exist as long as they both live. Because of this, familiars will live unnaturally long lives, living as long as the Witch does. The Witch can communicate with her Familiar but they cannot speak telepathically. However, the witch will feel any torture done to her familiar. This will often place the witch in a homicidal state as it will feel like these wounds are being inflicted upon her. Should the familiar be killed, the shock will severely weaken the witch and prevent her from doing any magic for quite a while (length of time varies on Witch).
Keep in mind that this is a general list of Witch Abilities and is an ever developing list. If you have an idea which is not covered by this general list, please contact the RC about it.
Spells
Spells are the bread and butter of the Witch. Each spell requires components in order to be cast (crow's foot, tigerseye gem, etc). In order to create a spell, the Witch must be using these items in her center of power. If she is casting a spell on someone, she must focus on that person as well. Keep in mind that any spell cast upon a person must be either of neutral intent or beneficial to the target. Spells can vary from healing spells to plant growth spells to just about whatever the Witch can concieve. Keep in mind that anything really out there would take time and practice to develop the right methods of casting it.
Dance
Traditionally an Egyptian witch power, this is merely a different way of casting a spell. Using the dance ability, witches are capable of negating the need of for their center of power and most of the components. However, they are highly susceptable to attack during their dancing. In order to complete the spell, the witch must dance the dance to the end. Pausing mid step will interupt the spell casting and will require them to start over from tbe beginning.
Imbuement
A witch can actually imbue an object to have special properties. Imbuement can cause the item to contain memories (revealed to the viewer upon touch), a message, a trap (explosive, etc), a prison or even contain a peice of the Witch's soul. It is more up to the imagination of the witch. However, the greater the imbuement, the more danger to the Witch and the greater a price must be paid.
Wards
Wards are an unusual power of the witch. No matter how powerful the ward, there is always something strong enough to ignore them. A ward is a combination of spellwork and imbuement. When a ward is created, the type of ward must be called out and the caster must focus on the type. Wards can be as simple as protecting against the cold, warning systems against intruders; or even more advanced to warding against a certain type of preternatural (keep in mind, only an extremely powerful witch can ward against a preternatural and even stronger preterntaurals can simply ignore it). Wards must be cast in groups of at least three so that there are three points, anything between the wards will be protected. Creating a ward is extremely taxing on a witch.
Potions
Potions are the other main thing for witches. Like spellwork, it requires the use of various objects (herbs mainly). Potions can have a variety of uses like inflicting lust upon the imbiber, or even making them the epitome of beauty in the eyes of the opposite gender. Many witches have made a living peddling their potions on the streets of London; and even more will have the darker potions in the back alleys. However, an improperly brewed potion can have diastrous effects even killing someone if the combination isn't right.
Curses
Casting a curse is not the same as casting a spell. A witch must focus all thier power and will into casting a curse on the intended victim. The Witch must also focus on what she wants the curse to do and speak that to the victim. Each curse must come with some way to break it. It is possible to kill someone with a curse but the effects are often as disastrous for the Witch as for the intended victim no matter how much they are deserving of it. At her/his death, a Witch may cast an unbreakable curse.
Divination
Divination is a diverse skill that encomposes the various forms of the skill. For some Witches, it is as simple as having a vision. For others, runes are used. And yet others look in the entrails of a sacrificed animal. It all varies, but the main thing is that this ability allows a witch to perceive future events. The more complex the divination ritual, the more information that is perceived.
Familiars
All Witches will have a familiar or the ability to call one. At a young age, they would have noticed that they had an affinity for a certain type of creature. While most witches are associated with Ravens, Cats, Bats and Spiders; any animal can be a familiar to a witch. A Familiar must be a normal animal. Whenever a familiar is near it's witch, the Witche's power is enhanced greatly. The link to a Familiar is permenant and will exist as long as they both live. Because of this, familiars will live unnaturally long lives, living as long as the Witch does. The Witch can communicate with her Familiar but they cannot speak telepathically. However, the witch will feel any torture done to her familiar. This will often place the witch in a homicidal state as it will feel like these wounds are being inflicted upon her. Should the familiar be killed, the shock will severely weaken the witch and prevent her from doing any magic for quite a while (length of time varies on Witch).