Thirteen Pines Weather
top of page
a young Caucasian goth girl and a tall pained voodoo witch.jpg

Magic Wielders

Wicca, magicians, witches, wizards, thaumaturges, enchanters, spellbinders, sorcerers, houngan... take your slice of the magical pie and put on the death sparkles.  There are lots of different kinds of magic and they're all found here.

Myths, Legends and Folklore

Magic, in its purest form, is rare. It is also often misunderstood. Faeries- Shifters- Vampires- Mythical Beasts- none of these creatures use magic. True magic in its raw form is available only to humans.  Other races have abilities which, on the surface, appear to be magic- but in reality their abilities and talents are tied to their bloodlines, their original planes of existence, their spirit, or the power of the beings that follow or worship them.   But it isn't magic.   You are free to create a character that believes whatever they like in their background- but this is the truth of the matter in our storyworld.

​

Most witches who were persecuted through the ages weren't even real witches with real magic. They were just humans who had a touch of the psychic- or telekinetic- but magic? No.  Magic is reserved for the true practitioners.

​

Magic is probably the most easy to abuse.  As we've mentioned many times, we don't want to police applications and nitpick with folks. We want y'all to be adults and have fun.  But we are going to lay down a few rules to keep y'all from going full Gandalf on your neighbor.

​

1. Magic is EXHAUSTING. You can pop off little parlor tricks all day but if you do, you're not going to be able to do a whopper of a spell later. Think of it as a tank of gas. You can only go so far before you run out of juice and have to refill. So keep it realistic as to how much you do a day.

​2. Magic is based on the pantheon you choose to follow. A kitchen witch needs their herbs and spices, Houngans and Mambos need their rituals and sacrifices to their loa, witches and wizards need their grimoires. The faith or path the magic wielder follows determines what they need to do their magic. No magic wielder can do anything of significance without their tools of the trade.

3. Magic users can combine their power and do some big ba da boom. With enough preparation, supplies, and people, there really is no limit to the possibilities of what can be achieved. We don't want to police your personal RP- but anything that would effect the sim or world writ large, please check with staff.

4. Casters may take one sphere of magic at a "Master" level and two others at a "Beginner" level. Only the truly old can raise a second sphere to an "Intermediate" level.  There are some abilities you can take which will allow for variances.  We just don't want a city full of wild magic causing havoc.  Plus, the more magic that is spread out, the better for RP to work together to achieve your goals.

5. There are schools of magic which will not be available to you. They are listed in the Schools of Magic section.

​​

We do ask that you balance out your character.  Don't take all the talents but have none of the weaknesses.  NO ONE likes a Mary Sue. Even if his name is Bruce the Barbaric.

​

Becoming a Magic Wielder: Magic flows around the mortal world and is accessible to those who are born with the gift.  The ability to do magic is 100% hereditary.  Whether you come from a family that has generations of magic wielders or you were adopted into a family that can't so much as light a candle with a flick of their wrist, if its in your blood, you're capable.  It comes down to training, belief, and practice.

​

What do you mean, "Tools of the Trade"? : Aside from parlor tricks and magically attuned objects, your magic requires preparation be it an incantation, a ritual, sprinkled herbs on a fire, or dancing around the giblets of a turkey. Lifting your hand and gesticulating wildly will not make something happen on its own. Magic is work.

​

Age, Ability, and Talents: I know this will come as a shock, but the older you are and the longer you have practiced, the better you'll be at magic.  In short, at the age of twenty you're not exactly going to be able to turn rivers to blood with a wave of your arm. With three days preparation, meditation, chanting, and a barrel of reagents... maybe.  Again- the theme of our Sim- just be reasonable.  As human magicians, you have a human lifespan to look forward to, however, there are spells- talismans- charms- and the most foul tasting super-food slushies out there which can help you live longer. Most magic wielders get cocky and over-extend their abilities and usually end up blowing themselves up on accident before they can take advantage of the fountain of magical youth.

​

Local Collectives: Magic Wielders will often band together in Covens for protection, to learn and practice in safe spaces, and to be able to pull off truly Epic Shit (tm) with the help of their coven mates. This doesn't go for all practitioners, even of the same stripes. In some places, magic is hoarded and libraries are coveted to the point that theft and even murder to get your hands on precious spells is not uncommon. On the other end of the pendulum swing, kitchen witches and wicca are welcoming to any and all and will teach everything they have to ensure the magic continues on after their death. You are welcome to come from just about any sort of background.

​

Leadership: Each type of magic wielder has their own leaders that they look toward. In smaller towns, there usually isn't very much variety. Oh sure, sometimes a polytheistic practitioner of Santeria will stumble into a hamlet of kitchen witches and get on just fine, sometimes trading spells even, but their belief systems and spell weaving doesn't always mesh for the long run.  Thirteen Pines has been silently run, or protected by, or harassed by, or kept in fear by... a pureblood family of Witches steeped in generations of history. The family has been run by the reigning Matriarch for the last five generations, but at the start of our story, the most recent matriarch fell ill and died at the ripe old age of 97. Children, grand children, and cousins of all ages have been flocking back to Thirteen Pines to try and get a cut of the estate- or at the very least- a cut of the magic.   At the opposite end of this family controlled spectrum of power and safety, a gathering of magical talent has been coming together at the University and gaining the attention of powerful entities.  Thirteen Pines is being watched.

Please see the Discord Magic Wielders channel for the current leads of Thirteen Pines.

​

General Abilities

​

All of these are considered the Basics of being a magic wielder. You may be able to do all of these things simply by being able to use magic.  You do not HAVE to be able to do them. If you want your character to be very young and still learning, or just not be very good at magic, or not be aware you can do some things by nature of how you were raised, you are not required to know how to do them. Have a question about something not listed? Ask!

​

Special Note: Ignorance of your abilities does not give you license to create complete havoc and ruin other people's RP.  Behaving ICly in a destructive manner will likely get you hunted and killed.  You cannot nope out of consequences.

​

Parlor Trickster:  You can pop off little parlor tricks of no significance with just a little juice and no real formal training. Practice will help make it perfect, but almost all magic wielders learn how to do most of these things around the time they hit puberty.  Lighting a candle with a wrist flick, slamming a door, flinging small objects across a room, making lights flicker or any number of slight of hand magic tricks one might see in a Vegas performer.  MANY professional magicians on the entertainment circuits have real magic available to them, but prefer to just make money and be famous with a pet tiger. They're not respected by the magic community.  Keep in mind, if you show off lighting the tip of your finger on fire, it's gonna burn. You're not made of asbestos.

​

The Oogies: The hair on the back of your neck will stand up, you'll break out in goose bumps, shivers will go up and down your spine, and you have a natural sixth sense that will go off when you are in danger. You may not be able to tell from where the danger is coming, but you'll know there's something just... wrong.

​

Lunar Influences: Some magically inclined people find that certain phases of the moon make their magic much easier than others. You don't require nearly as many reagents, or your incantation can cut out that whole fourth stanza on interlocking super novas. The magic itself is not any more powerful- just easier to cast.

​

Talisman Creation: All magic wielders can imbue items with their school of magic; rings, charms, bracelets, necklaces, etc.  Those who band together and pool their magic can create talismans that can cross schools of magic and do multiple things. A good example would be a fire elementalist creating a ring that can blast off a burst of flame before disintegrating. If they work together with a shadow specialist, it could also cloak the wearer in darkness to hide who did it.  All of these talismans are going to be very simple, one-shot items for the most part with the exception of Sunlight talismans for Vampires. They're in such high demand, it almost seems like nature said "You, Magician, You Can Make This and Profit!"  If you would like to create powerful, permanent talismans, which we will call Artifacts in our Storyworld, please see the school of magic below for that. 

 

Please cut a ticket in Discord to create an object so we can keep a general idea of what's out there, know where to direct RPers to get objects made, etc. Again- we're not controlling your RP, just want to make sure we know what's out there so we can use them.

​

Battle Magic: Every young caster, when discovering their strongest magic, immediately learns two spells: one offensive and one defensive.  These are powerful, one-blast, 'OMG I'm Gonna DIE!' spells that, when used, will drain you but the chances of you getting out of your situation are VASTLY improved.  No two casters will have the same set of spells.  This is wild magic and hard to control.  Some casters go their entire lives without ever using them.  They just know they CAN.  The downside is that you're drained of any ability to do magic for a significant* amount of time afterward and everyone in a ten mile radius is aware that Some Shit Went Down(tm).   Note: should it become necessary to use these spells, your ST will tell you what happens. Surprise!

​

​Sense Magic: You can feel magic on the air and can tell when it is being cast around you.  Someone wearing a magic amulet or talisman or ring or carrying some sort of magic object will set off your hackles.  You can't always tell where it is coming from, but you can sense it easily. Your magic senses will not automatically detect other supernaturals except Vampires- they tend to feel dead to you.

​

​

General Weaknesses

Below are some general magic specific weaknesses that you can chose from in our story world. You can also pick other more general human-like weaknesses like phobias, personality traits, or mental and physical conditions or ailments.  This is not an exhaustive list, but just some to give you a head start as you flesh out your character. It is a good idea to take a weakness for every talent you will pick from the talent list (or from your own list).  Again, we're not going to be policing and requiring an application- we're all adults- so please be reasonable.  Want some kind of weakness that isn't here? Ask!

​

Don't Read Latin In Front of The Books!: Shazam! Open Sesame! Abracadabra! These aren't just made-up words by stage magicians that mean nothing. Words have power. In your case, your magic has a mind of its own on occasion and will do what you say when you don't want it to do so. It is NEVER what you want it to do.

​

Lunar Inferiority: One particular phase of the moon, at your choice, absolutely saps the magic out of you and you can't cast at your normal potency. it is cut in half, if you can do anything at all other than random parlor tricks.

​

Runt of the Litter: You just weren't able to develop all three schools of magic. It could be a curse put on you, a curse on your entire family, or just your up bringing that holds you back. For some reason though, you can just barely get one school of magic to cooperate. Maybe if you try really really hard, someday....

​

Magic-Blind: You are blinded to the magic of others around you.  You do not have the innate capability that most casters have to detect magic around you or even feel strong magical objects in your presence. Sometimes a cigar is not just a cigar- but you wouldn't know.

​

Magical Debt: The rule of three is especially brutal to you, and a very real thing.  Whatever negativity you put out into the world slams back into you times three... but the positive does not.  These casters are seen one of two ways: Either incredibly unlucky- or the tightest goodie-two-shoes you've ever met.

​

Available Talents

​

Below are some of the more common talents that magic wielders have available to them.  You may choose a couple of these to have in addition to the abilities all magic wielders are able to do.  Again- be reasonable. Don't take them all. Remember, the older you are, the more likely it is you have learned more and gotten better.

​​

Lunar Ascendancy: One particular phase of the moon, at your choice, has always been better for you to cast magic. During that particular phase, your magic is doubly potent than normal in addition to being easier to cast. Note: You must take the same phase of the moon you choose for your Lunar Influence.

​

Double Major: You have mastered two schools of magic- or you have the potential to master two if you are still quite young.  The downside is that your third school never materialized and all of your focus is in the two you have. Note: This talent is unavailable if you are a hybrid. 

​

Pinpoint Magic: Not only can you sense magic in the air like every other caster, you can also tell where it is coming from and potentially even who is casting it specifically. Magic Wielders have a signature, if you've run into their magic before, you'll recognize it again.

​​

Familiar: You have an animal familiar with whom you can communicate and ask for assistance. Your familiar can deliver written messages for you, communicate with other familiars and transmit calls for help, fetch things around your sacred space, and some familiars can even lend their own magical spirit to help you in a pinch.  When they are outside your sacred space, they slowly lose their oomph.  They must retire home each day or they lose their ability to commune with you and die.  You would think that a poorly treated Familiar would just leave- but it is not that easy.  They are bound to your sacred space.  To leave it for longer than it takes to complete a task, is to wither and die. It is also important that you treat your familiar well; an abused familiar is going to sit and watch you burn before getting a bucket of water to put you out.  Its best not to piss them off. They aren't servants in the strictest sense: they choose you as much as you choose them.  Most casters choose a typical family pet style, but you aren't restricted.  Your animal has its own personality.

​

Magical Thief: If you take this talent, you cannot take any magic school of your own. You are a literal thief of magic. Whether it is by touch, talisman, ritual, or psychic energy- you are able to siphon a single magic from another caster and use it as your own.  Without training, however, some magics are going to be harder to wield than others.  Even with training, it will never feel like second nature the way some witches can become.  While this sounds like you can just freely change your magic all the time, that is not the case. It comes with a lot of drawbacks:

1. You are limited to JUST that single school of magic.  You cannot learn or cast any other school. You even have a hard time with parlor tricks.

2. You  may only siphon one magic per RL calendar month. 

3. If/when you change magic, you must cut a ticket with staff. 

4. You can ONLY siphon magic from a PC, no NPC shopping for magic. 

5. The  magic you acquire has the potency of a Master school- but the control of a novice. It could get dangerous really quick. Of course the longer you have it, the better at it you will become. But once you swap to something else, all of that practice is lost. Should you swap back again, it is like starting from scratch.

6. Stealing kitchen magic requires you to also steal that witch's grimoire. Good luck.

7. Stealing Alchemy without the recipe books will be deadly.

8. You cannot steal "powers" from other races. You can only steal magic from magic wielders.

9. If you are a hybrid, this talent only allows you to change your magic once every TWO calendar months.

 

Shifter Familiar: This is only available with another PC character in game. We will not allow NPC shifter familiars.  This talent allows you to have conquered, either through bribery, thievery, trickery, or- gasp- love, a shifter and made them your familiar.  This is a departure from the Familiar description above in that shifter familiars are considered servants. Abducted pureblood shifters, intentionally bitten shifters who are sold to caster slavers.. pretty much let your imagination get as dark as you want to go and you'll find it here. Sure, you may fall for your shifter honey and convince them to be your bitch, but those aren't commonplace. If other shifters are made aware of the relationship, the familiar is usually shunned by most other shifters- sometimes even hunted down and killed.  Before engaging here, or applying with a shifter, please chat with Staff so we can make sure to set expectations correctly.  There are perks and downsides.

​

Schools of Magic

​

Magic Wielders can only pick three schools of magic to work in, and only one of those may be at what is considered a "Master" level.  In the other two schools, you are a beginner at best.  The only exception here will be if you take the Talent which allows for two Master schools.

​

Just like everywhere else in our hamlet, these are guidelines. If you see a school of magic that is not represented, please ask! It may be we just didn't think of it.

​

However....

​

This is where We do have one final rule: There's a couple schools of magic that just won't fly. To be clear, NO ONE on the sim has these abilities, not even staff. 

​

Restricted Schools:

​

Time Travel: Anything to do with time travel is absolutely off limits. It just messes up things for other players.

Fate / Destiny Manipulation: Anything having to do with destiny or fate is off limits. Stories go all over the place and we want players free to go in many directions.

Blood Bender/Water Bender: Just because the human body is 80% water does not mean that a water elementalist can turn you into their personal marionette.

​Portal Creation: Creating a portal would cut through so many different schools of magic, it is difficult to pin it down to a single person being able to do so. Plus, the last thing I need is a portal to Mars in the middle of the Yogurt shop because your little rugrat didn't get their favorite dessert.

​

​Available Schools:

​

These are general descriptions with a couple examples.  We are absolutely open to hearing about how you would use the particular school. Again- we want to work with you, not restrict you. We just don't want the sim to blow up, m'kay?  Also, if you don't see a particular school of magic listed below, PLEASE PLEASE PLEASE let us know!  We may have just not thought about it yet.  We'd love to work with you if you think we should add something.

​

Abjuration (aka Warding or Shielding): The magic of creating shields, magical protections, or magical dampeners. Many abjurationists find themselves working for various elder leaders when there is a rogue caster on their hands.  These casters are highly sought after not just for personal protection, but also for building, home, and collective protections.  Charms and talismans made by these casters can- depending on the amount of work that went into it- be quite useful in a number of situations.  Combined with other magical schools, a skilled abjurationist can create fire and water damage barriers on houses or even wind barriers on a trailer.  How else do you explain the one trailer that didn't get picked up when the tornado destroyed the whole town? Abjurationists working with Artifact Creators can create some truly powerful protections.

​

Alchemy: This is a hard science school of magic.  This is creating powerful tonics or reagents. You're spending your time with elixirs, metals, tinctures, weeds, acids, flowers, beakers, and bunsen burners.  While creating talismans and giving them a little juice is available to all magic wielders so you can breathe underwater for one day, this is more like creating a tonic after six months of carefully dropping mermaid tears into a beaker one at a time, you come up with a potion that will let the drinker breathe under water permanently. Alchemists often partner with Artificers to create some very powerful artifacts. It is rumored that an Alchemist and an Artificer created the Fountain of Youth on a dare. It killed them of course, but you're welcome. Need a powerful reagent? Ask an Alchemist.  I

​​

Artifact Creation:  All witches have the ability to create talismans that can do one thing related to their known magics, sometimes just only the one time before it would have to be recharged- if it wasn't destroyed- or work with other witches to make small one-time use items that can do multiple things.  But these magicians took that study a step further and have learned how to create permanent, often powerful artifacts.  These are the wind chimes that always start moving when a vampire crosses your threshold or the ring on your finger that always turns green whenever magic is cast around you. They never need recharging and can often do multiple things depending on what went into the item.  These witches are often highly sought after and don't tend to advertise very widely what they can do outside of the magic community for fear of being abducted into service. Alchemists and Artificers often work together.    Anyone who takes this magic must let staff know when you are ready to jump into RP.  Please proactively cut a ticket BEFORE you start to create any objects in-character.  These are potentially very powerful, story-changing items, and we want to make sure we have a catalogue of what's out there for story purposes. These will also be very labor intensive, use a massive amount of reagents- possibly rare reagents- and take a long time to create. Any items without a ticket will not exist. No exceptions.

​

Auramancy: The magic of sound.  You can create simple sounds out of nothing- a child crying, a violin playing. You can throw your voice and make it sound like it came from somewhere else- but your mouth still moves of course. You can create a cacophony of noise to distract, to obscure, to annoy. Hell the only reason everyone really hates Nickleback so much is because the auramancer who put a frequency trigger in the master tapes of their first album made sure that its charm would wear off in exactly 5.2 years from the first time you heard it.

​

Blood Magic: These casters are usually found in the Caribbean, African, and South American cultures but it can be found in any polytheistic pantheon.  These casters are especially dangerous and can find themselves at the bad end of a vampire VERY quickly.  It is not uncommon for vampires to seek out casters with Blood Magic to keep them as servants and sometimes turn them into vampires.  It is well known that magic is dampened when they are turned, so it usually isn't until they have grown too old and the vampire has found a new one that they will turn the caster. Or just kill them after their magic has been taught to the next generation.  These casters can tell just about anything from the blood they are given with spells and incantations; age, gender, hereditary traits, race, and sometimes even the particular abilities the creature may possess. They cannot 100% control the person with their blood, but they can be highly suggestible and the particularly weak willed can be easily manipulated. Blood is used as reagents for magic and these casters are usually brought in to assist in difficult casts.

​

Conjuration: Evocation, Creation, POOF magic. This is the creation of something out of nothing.  The difficulty is increased by the complexity of the object you're creating first off, and the size and weight of an object second. A key to the back door when you locked yourself out is infinitely easier than materializing the perfect hoagie. Sure, they're both inanimate, but one is a hell of a lot more complicated with all the toppings and sauces.  Similarly, trying to materialize magic items always results in failure. It will be inert or worse- blow up in your face. Magic is finicky- don't try to use it to make it. That's just asking for trouble.

​

Divination: The art of seeing into the future. Prophecy. Oracles. Reading tea leaves, tarot cards, entrails, runes, stars, guts and garters, crystal balls, whatever your flavor and stripe your particular pantheon asks you to follow, this is the road you're traveling.  You may not always get the answer you were looking for nor will you always get an answer that makes any sense, but you will get an answer.  Its kinda like AI- get your prompt right, and you won't get back a 7 fingered, one eyed grandmother grilling raccoons on a hibachi when all you wanted was "Backyard Burglar" This is reading the stars - not controlling them.

​

Dreamwalkers: Dream walkers can enter the dream of anyone they have met. Those who are beginners at Dream Walking can just observe, but if the Dreamer acknowledges their presence in the dream, then they can interact and try to plant suggestions or direct the dream- but the Dreamer's subconscious is always in charge. The more practice one has, the better you can get at manipulating a person's dreams to the point of a Master dreamwalker being able to completely take over and drive a dream- or nightmare- planting suggestions and thoughts.  Some can even 'rouse' the sleeper to have a coherent conversation in a Dream.  Masters of the magic can also make the dreamer completely forget about it in their conscious mind- but unconsciously....  

​

Elementalist:  As an elementalist, you have focused on a single element as your class of magic. Earth, Air, Fire, Water.  Electricity is an Air magic.  Since you can take up to three schools, you can take 3 elements as your three schools and use them together.  It is rumored that there are elementialists that devote the entirety of the magic study and efforts into a single element to master it to levels where they could simply become the element. That kind of dedication hasn't been seen for a very long time, but it is not unheard of in the world.   For those truly adventurous souls who would devote their entire self to a single element, they would find themselves capable of truly powerful feats involving their element. But you still can't manipulate someone just because they are 80% water. So don't. Note: If you wish to develop only one school of magic and have it be a single element, please chat with staff to find out about the special perks.

​

​

Fleshcrafting: You have learned the right combination of herbs and spices, which is significantly more than eleven and much less tasty than the Colonel's secret recipe, along with the right incantations and ritual that will allow you to reshape, reform, and rebuild flesh. Successful wielders of flesh crafting usually have some sort of medical background to draw from. Sure, its magic, but you still have to have some idea of what you're doing. Masters of this school of magic can create some of the most horrific as well as beautiful changes to the body.  Of special note- you can't make something out of nothing.  So if someone were to, say, want an extra arm.. you'd have to source that arm like a Dimestore Frankenstein. Same goes for any "extra" items or more of something.  Oh, and one more thing, it is excruciatingly painful for the person you're working on. 

​

Flora & Fauna -mancy: True, most of the time these are separate abilities and spheres of magic, but in our world we have mushed them together as a single sort of 'outdoorsy' magic. This is your hippy dippy forest witch that talks to bunnies and eats twigs but if you step in her flower bed she and her arsenal of wildlife will bury you. Literally. It is also the stoned horticulture skater boy major at TPU who figured out how to splice the best strains of marijuana together and achieve the most choice high for any occasion.  Faunamancers can ask animals to do their bidding and help them with the correct amount of offerings and gifts, the animal is more likely to assist you.  You are also able to speak to shifters when they are in their animal form and be able to detect them as they will feel different to regular animals.

​

Healers: From world renowned surgeons to the crystal-bearing new age hippy down the block that works out of her back bedroom, healers around the globe have been utilizing a little hint of magic here and there to heal those who come to them.  All of them? of course not. But many medical professionals also have a little juice on the side.  They can't exactly stop a surgery and light some candles, but you'd be surprised what some of them can accomplish.  Especially the healers who also know a little blood magic.  This is one of those "the amount of time and reagents you put into it increases the oomph of the outcome" which is very cut and dry. You chant for an hour over someone, you could probably cure them of quite a bit. If you had the right reagents.  Be creative!

​​

Illusion: Illusionists are experts at completely ruining someone's day or making them the happiest person in the world.  Illusion is just that: illusion. Nothing is real, it cannot influence the world, and it can not be interacted with as it has no tangible mass. A Master illusionist can influence all five senses and more than one person at a time. The strength and breadth of the illusion should be matched with preparation and reagents.  Even a master Illusionist can't just out of nowhere make everyone in the cafe they are eating at suddenly see a rampaging cockroach come out of the kitchen with a butcher knife. Those who take illusion as a secondary magic can not influence more than one sense at a time nor more than one person at a time. You absolutely can work with other witches and other spheres of magic to create some powerful, mind-bending illusions.

 

Kitchen Witches: These are your garden variety coven loving witches. Give them a grimoire with decades of family spells and a spice rack and just watch them go! Most kitchen witches out in the world are famous, celebrity chefs and world class mixologists at the hottest bars and nightclubs in town, able to weave a magical meal or beverage that can manipulate the imbiber into almost anything still within their general nature (See: Consent). These are also the casters that everyone goes to for quick hit healing tonics, balms, and salves.  They're not as potent as an Alchemist AND they have a very short shelf-life; no good kitchen witch would dare use preservatives.  You want longevity, go to an Alchemist but you'll pay an arm and a leg. A kitchen witch may just want your tears in a jar for that special spell or... something. 

​

Light and Shadow -mancy: Another twofer, light and shadow go together. You can't have one without the other and they work in concert.  That said, all light and shadow casters do find an affinity with one over the other whether it be because of their nature or just because it was what they have more experience with as they were being trained. You can hide in shadow and blind with light. You can pull the shadow from a wall and make it into a simple, non moving parts object for a short time (a knife, a pencil, blindfold...). Some have even been able to bend shadow to grip opponents and hold them fast while they made their getaway.  Trying to manipulate both light and shadow in the same spell is VERY taxing and even the simplest of spells will drain you down.

​

Mind Magic: Mind Reading, Memory Wiping, Telepathy, Implanting False Memories, Manipulations of all sorts can happen in the brain of a target- and these casters can do a sprinkling of it all, mastering some even. These casters are hated almost universally by not only the magical community but by just about everyone.  Those who possess this type of magic  usually don't tell anyone about it. Ever.  Until they do- and then everyone knows- and everyone is suspicious of everything they do and say and fear that they are being mind controlled. These are usually the first witches to be burned, as it were.  It is important to note that these are also the casters who are called on to clean up messes by just about any race who needs a human's mind wiped for them. So if you want to be equally hated, feared, loathed, and needed.... IMPORTANT NOTE:  Consent will 99% of the time still be at play here. I say 99% because people can't NOPE out of consequences when that consequence is a mind wipe.  PLEASE work with your target for amenable mind magic. When in doubt, staff can help.

​

Necromancy: You never could leave well enough alone, not even as a kid. When your first pet came trotting back into the house at midnight even though you'd buried it two nights before, your parents knew you were going to be a handful.  Or maybe you realized you could control the dead when gramps opened his eyes after the machines stopped beeping and told you to let him go. However you came into the realization that, around you, nothing ever was truly dead... you've learned it now and kept learning. For the purposes of our storyworld, yes, you have control over vampires but as they are sentient, they are VERY difficult  to influence or control.  Please work with the other player per our usual consent rules but also keep in mind that unless the vampire is particularly weak willed or allowing his or herself to be controlled, your magic will function about as well as trying to suck chunky peanut butter up through a coffee stir straw. With preparation and the tools of your craft (i.e., your magic reagents and spellwork) you can raise animals, including people, and control them for an amount of time.  Generally speaking, the larger the animal- the more prep you have to do. A small pet? Some incantations and a few reagents and your dead Fido is with you for a week or so.  A person? That's weeks of preparation and a whole lot of chanting plus some really hard to find reagents depending on how sentient you want them to be when they come back. These are generalizations, but if you are in doubt, just ask.  We want you to have fun with it!  One special note: If you want to have a permanent, dead pet of some kind, please check with staff first so we can coordinate what it can and can't do. Other popular ways to use necromancy? You can case rot, withering, decay, disintegration etc of living things. You cannot bring something back to "life" or change one dead thing into another.  Wonder what you could do if you combined with other magic wielders.

​

Sigils and Runes: Getting ready to go into battle? Don't have any bag-space for bottles of healing tonics, potions of strength, agility, or willpower? Worried you may drink the wrong potion in a hurry to help your friend out? A sigil crafter or rune inscriber is  your go to! These are the witches who are painting or carving symbols and runes into your weapon or writing it on your body. They are short-lived little spells of their own with very specific intent.  ANY pantheon can wield this magic in their own form. There's even rumor that there were these twin sisters who made up their own language as kids and went on to become master sigil makers.. but they only worked for them and their sisters. No one else understood it.  These are NOT hugely powerful and meant to be like short buffs.  Most witches do not Master in this magical field but rather supplement their other talents.  That said, a Master Sigilist who also knows Artificing or Alchemy? That'd be pretty potent. Think of a sigilist or runecrafter who was a tattooist or body modder- carve a symbol in a magicians chest who can activate it for a boost with their own magic. That'd be pretty cool. Lots of opportunity here. NOTE: The magic of writing/painting these symbols or carving/burning/etching the runes is not what wears the caster down.  It is the creation of the inks, paints, or solutions that you'd soak your tools in to do the crafting. So a big battle coming up? You're creating inks and paints and everything for weeks ahead of time. You can have a small stash of easy to come by reagents and inks but they go bad over time. So just be reasonable.  For big scenes coming up, just cut a ticket with "I'm making 25 healing sigils for Alex the Amazing." etc so we know they're out there.

​

Technomancy: The ability to see inside the moving gears and pistons and nuts and bolts and zips and zaps and chips and electrodes.  You have always just had a way with things; the nerd in the AV club who could just fix anything with a leatherman and a flashlight, no directions needed.  Over time that evolved into being a master of machines and seeming to be able to talk to everything from malfunctioning cash registers to the car alarm down the block that goes off every damned night. Most Technomancers pick a specialty like cars, computers, nano-tech, bio-tech, etc.  We will not restrict you into only one type of technomancy. Also just because you have technomancy doesn't mean you automatically know how to work every bit of new technology without any effort. If you're 75 and just saw your first smart phone, you're gonna have to figure out how to use the buttons and get it to go online and all the other settings... but you would know intellectually how the phone itself works and could take it apart and fix it with a zap or two... just not figure out how the hell to play Angry Birds.

​

​

bottom of page