Witches have been a constant in all cultures and times as far back as written records have existed. Cave drawings of primitive humanity show witches collected in circles on full moon rituals in the woods. They have been a constant source of cultural attention throughout the ages, though none, in the United States, have likely been so famous as the witch trials in Salem. Witch turned against witch, and following the conclusion of the trials, the witches of the states fell into deep distrust. Large covens made way for small, suspicious groups, and witches became territorial and defensive of their territories. As Christian revivals became popular across the United States, witches ceased meeting in public, and, oppressed from practicing their craft, became careful about publicizing their magics.
Frauds and illusionists made money in the quiet era, selling cons and fake tricks, charms, and tinctures, and it became difficult for even the witch to suss out their own. Humanity forgot the age of witches, skepticism taking over and only few remembered the old ways. Until the great reveal, witches seemed to return to their prior glory, though at what cost, was a great source of fear.
The great reveal exposes the true nature of the Witch community. The public frenzies toward them, to beg, barter, and threaten for their services. Some witches are celebrated, some harassed, some indentured.
Society seems to seek out witches for quick solutions to nearly any problem that has plagued their daily existence. Police seek witch services for conjuration, women seek them out for fast diet and appearance fixes, young romantics looking for love seek for a real love potion. Witches cannot live quietly.
The US government is forced to respond to the sensationalism that has magic users poked, prodded, harassed, and tired. They ban the public use of magic and a string of propaganda is released to discourage the indulgent use of magic. The church rallies behind the propaganda, tent revivals crying out against the use of magic. Half of society wants to bleed the witch population for all their worth, while the other half would see them dragged in the street and jailed.
Witches cannot live peacefully in either atmosphere, and word has started brewing about a social movement centering around New York City. The 20s are booming, suffragettes are petitioning for their freedoms in the streets, and the witch population is looking to cash in on the era of change.
Witches are human, therefore are human-appearing, however when they are casting, they can sometimes take on some magical and supernatural appearances. Eyes may glow or change colors, palms may glow, runes may appear on the skin, or an aura may appear around the caster. Each witch's flare is different, and each witch appears differently when using their magic.
Magical Prowess: Witches greatest strength is their ability to move and manipulate energetic forces. They are formidable counterparts to the supernatural community, evolution’s protection of humankind. They channel their magical power through an implement, different for every witch. This allows them to draw energy and channel it in the way that they intend. Witches may study and perform any magic that speaks to them, though often they are only experts in two or three schools of magic, and may learn to develop other skills and schools of magic through roleplay. Below is a list of schools of study which encompass any specialty a witch may choose to study:
Fire: Ability to interact, and manipulate the element Fire. (i.e. Redirecting the placement of a fire or snuff a fire out. A fire specialist can manipulate the exact temperature in a space or of a thing, heating or cooling things in a flash so long as they have enough energy to do so. Smart temperature usage can cause certain things to explode or even generate electricity.)
Earth: Ability to interact, and manipulate the element Earth. (This includes anything Geological; Rocks of all kinds, sand, glass, precious gemstones, metals and soil. An Earth Specialist can turn one metal type into another, or one gemstone to a different one with enough skill. Can mend cracks in gemstones, mirrors, glasses or stone. Can use magic to guess if an area of earth within magic range (20m) is hollow, making it easy to find caves or fox holes.)
Air: Ability to interact, and manipulate the element Air. (i.e. Redirecting a gust of wind, creating tiny whirlwinds, predicting weather patterns. An Air Specialist can convert air properties such as carbon monoxide into oxygen, help a person with bad lungs breathe, or manipulate air pressure to do things like soften falls or help them lift a heavy object.)
Water: Ability to interact, and manipulate the element Water and other water-based fluids. (i.e. Redirecting the stream of water, or extracting it from a plant. A Water Specialist can freeze liquids or make them boil, or manipulate steam or mist to hide within. They can manipulate complex systems such as blood or underground pipes, and can change the properties within a liquid such as its acidity. Cannot conjure water from nothing.)
Life: Ability to manipulate the natural growth and mending of organic material. (i.e. Bloom a flower, or heal a wound or illness of a living being. Conversely, this same magic can also wilt a flower, wound living beings, or give them illnesses. A life specialist can do things like change someone’s hair (color/length), skin color or facial features permanently (with consent), give or cure illnesses (the stronger the illness, the more energy it takes), remove the effects of a drug from someone’s system, heal internal wounds or give them a kardashian booty.)
Death: Ability to manipulate things that were once alive and spirits. (i.e. Cast a spell to speak to the dead, or heal a wound of a non-living being such as a vampire. Death specialists may be able to request spirits to do tasks for them within 20m, make ‘summoned’ spirits visible to others for a scene, and cast spells to check areas for information the local spirits may have seen in the last 24 hours. They can also capture and ‘keep’ spirits with them as a haunting but not always control them.)
Time: Ability to view, interact, and manipulate time. (i.e. Looking back in time to get a record of a situation or suspending a certain object in time for a moment. A time specialist may be able to freeze a person in time (active skill, must be focused only on that and effect will end when they stop), or rewind a person’s physical wounds or conditions up to 24 hours.)
Mental: Ability to manipulate the thoughts or emotions of another. (i.e. Making someone feel profound sadness, or reading someone’s mind. A Mental Specialist can manipulate memories, emotions, mindsets and beliefs. Can turn off parts of a person’s brain to immobilize them or make them sleep in a fight. Can see a person’s memories, read intentions, and invade their deepest secrets. Reading or altering a character's thoughts, mindset, dreams or memories requires physical contact, the caster's undivided focus and OOC consent.)
Light: Ability to manipulate and bend light in order to make areas darker or lighter. (i.e. Bending light around someone in order to cloak them in darkness or directing light from a fire to shine into the darkness. Light Specialists can manipulate the light around them, others, or scenery to create temporary illusions or become invisible so long as the target is within their line of sight and within 20m. Only affects sight, can still be heard and smelled. Can also concentrate light and bend them into lasers.)
Inconspicuous: Because witches are simply exceptional humans, they have an easy time blending in with society. They are not subject to the monstrous forms and drives of supernaturals, and they have found a very easy time of blending in with the average populace provided they are secretive about their magic.
Reliant on Implement: This implement can be a wand, a spell book or tome, a ring… the only stipulation is that the object must be able to be removed from the body. Without their implement, they are unable to cast, having no means of drawing and channeling energy. The witch will remain unable to cast until their implement is recovered by them. Implements are extremely durable, and any attempt to damage the implement of a witch will stun the aggressor with a powerful magical force. Witches may only have a single item they are attuned to. This item can be neither destroyed nor replaced, if it is stolen they will have to work toward getting it back. A witch can sense their implement if it is within 20m. Because of this, a storyline pursuing the stealing of an implement would require OOC consent and cooperation of both involved players.
Humanity: They are, after all, only human. At least physically. While their magic can easily rival the abilities of the strongest supernaturals, in a physical match, they will lose every time. They are subject to mortality, and any means of killing a normal human, will take them down as well, if they aren’t careful.
Exhaustion: Magic takes energy to channel, and the more energy that a witch attempts to channel in order to perform a spell, the greater the exhaustion once the spell is over. Spells that require more energy than a witch may channel alone may require two, or even three practitioners in order to complete the spell. Simple illusions and cantrips will cause relatively no exhaustion of the body, while large spells and rituals such as resurrection may have a witch sleeping for one or several days afterward.
Familiar: All witches possess a familiar that they retain a particularly strong connection to. The familiar is often a reflection of their magic, and the feral creature is granted a life span equal to that of the witch, once found and bound to the witch. A familiar is a witch’s constant companion, and the witch has an empathetic connection to their familiar.
Intuition: Witches are magical beings, therefore they are sensitive to magic around them. They are able to sense the casting of magic within 20m, and they are able to sense the presence of a magical being, a fae, within a 20m range, though they may not know who the glamoured fae is.
Dissipation: Once per scene a witch may dissipate the magics of the spell of another witch while it is being actively charged or casted. The witch pulls the energy from the spell, and dissipates it to the sky or the earth, rendering the spell useless.
Charm Creation: Once per day, the witch may craft a charm intended to provide a magical service or ability to the wearer. These may be sunlight charms for vampires, charms to control one’s appetite, or to protect against migraines. Charms should not give combat abilities, but provide an inherent benefit or ease to the wearer’s life. Charms must be recast once a month in order to work properly. Persons may only wear one charm at a time, the magic of multiple active charms will combat each other, and have unpredictable side effects. If you have any question about whether a charm may be allowed or considered power gaming, please contact mentors for a decision.
Healing: Witches may utilize magic to heal, though the process tires them incredibly. The energy and exhaustion that healing requires and results in is directly related to the injury attempting to be healed. Small cuts and scrapes may not affect a witch much at all, where mortal wounds may cause a witch to fall into a deep exhausted sleep for a day or few.
Casting Magic: All magic is energy repurposed. Witches may tap into and draw on this energy, in whatever form they chose, utilizing an implement to channel it. The energy they purpose cannot be created from thin air, and a witch must take it from a source such as a flame (thermal), a plant (biological), an engine (electrical), or another form of energy transfer. They use their energy, and implement, to channel this energy and repurpose it to accomplish what they intend. This process of casting takes two posts (one to draw energy, and a second to cast), though the witch need only roll a die for success after the second post. Please see the “Magic” page for further clarifications, rules, and restrictions on magical casting.
Magical Resurrection: A person may be resurrected, provided it is within two weeks of their body passing. After two weeks, a person may be resurrected into a new body, but the body must be a person who has previously passed within two weeks of the ritual. This can make resurrection a taboo and forbidden practice, witches known to kill a person for the use of their body. A character which has been resurrected has sustained death, and it is reasonable that this may affect both their ability for their spirit to settle back into the host body, as well as their mind to sustain such a trauma. Resurrected characters must take two additional flaws on top of the ones they previously claimed during character creation, and they must be taken from the list below. If the resurrected person was a supernatural, they will retain their supernatural abilities upon resurrection. If the resurrected spirit is being placed into a new body, the spirit of the deceased supernatural will mutate the body and the flesh will become compatible with their supernatural race.
Lost Limb (arm, leg, foot, or hand)
Damage of the Vocal chords / Inability to Speak
Paralysis (in a limb or a portion of your body)
Dissociative Identity Disorder
Resurrection requires three witches to perform, and the process will take them several hours. The witches may work together as one, or take charge of steps of the process, though without all three, they will not have enough strength to complete all three steps. First the witches must prepare the body, healing and erasing every flaw they can detect in the flesh, in order to minimize the chance of severe damage to the body when the spirit is retethered. Then the witches must call on the spirit of the deceased, communing with the ghosts as they work to retether the spirit to the corporeal form. Resurrected persons will experience severe exhausting the same day of resurrection, and it may take them a week or sometimes more to gain enough strength to function through a day normally.