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Countering Magic

Countering Magic

Magic is not infallible, and through the ages techniques have been created to protect people and places from it. There are methods available even to regular humans to protect themselves from being manipulated or injured by magic. Some of these methods are more powerful than others.
 

Chalk:

 A house may be protected from magic by the simple action of lining all windowsills and doorways with chalk. If the line of chalk is broken (such as it is physically wiped away or someone passes over it), the protection spell falters. For this reason, one must reapply the chalk every time they reenter their home for it to be effective. Containers such as cabinets, rooms and safes may also be protected in this way. One does not have to be magical to do this, but one must have an IC reason to know that this is even a thing one can do. (For instance, asking a witch). One must also do this action in RP with another player present and save the relevant posts should they be asked to prove that it was done. So probably don't write anything you want to keep private in that particular scene. This is only for private residences and only protects from master witches or lower.


 

Wards:

 A witch or sea hag possessing Enchantment magic can create wards for locations. Most of these wards are temporary in nature, but permanent ones can be made provided there is an IC ritual with enough witches that possess the capability. There should always be a transcript/record saved of the creation of wards. Wards always have a physical representation, called an anchor, such as an object hanging in a window. Destroying the anchor can dispel the ward. One can only have one ward on a location at a time, excluding the Governor's Mansion, the Government Building (especially the detention level), Shifter Compound, Mer Embassy, Ordo Luna house and the Insula Astra, which are protected by more than just ordinary wards.


 

Talismans:

 A person may be protected by a talisman. Talismans are made specifically by witches focusing on Enchantment magic or sea hags. There are a few level 0 talismans that any witch or magical shifter can make, but they are not very powerful. Some talismans are temporary, only protecting someone for a limited amount of time or a limited amount of attempts to control their person. They protect against certain types of magic. For instance, a talisman may either protect against Summoning magic or Mind magic, but not both. However, a person may wear up to two temporary talismans or one permanent talisman and one temporary talisman.

The ability must only affect the wearer / be benign in nature (it cannot harm or affect anyone else) At level 1, for instance, if the magic chosen is Summoning, then the enchanter can choose to allow the wearer to summon a non-magical item up to the size of a large book. If mind magic is chosen, the enchanter can choose to allow the wearer to telepathically communicate with familiar, provided they are within ½ mile. Talismans are MADE with enchantment magic, but they cannot HAVE enchantment magic (for instance, you cannot make a talisman allowing someone to make talismans.) The talisman does not allow the wearer to use magic more often than what is allowed to a regular user, and the magic still has a physical cost. Non magic users who wear the talisman will find that utilizing it makes them feel sapped afterward. This is a slow continuous drain for innate abilities. Higher ranked magics come with higher drains. Those with less stamina or who are already tired will have trouble with it. They do not need to know incantations or have reagents, the spell will take directly from their own energies. Talismans above level 0 cannot be utilized in combat.

Talismans must be gained IC, with its creation done by a PC witch with the capability of making it. Temporary talismans work on the idea of exchange, so initially, there must be some sort of payment given to the witch that is agreed upon beforehand. This payment can be something as small as a kiss or as large as one's firstborn child. Permanent talismans are much harder to create and require quite a bit of sacrifice on behalf of the witch or witches creating it. These are generally very, very expensive unless one has a pocket witch. OOC, one's character can only possess one talisman that is level 3 or higher and it must be reported to administration so it can be added to your profile. Furthermore, if said talisman is lost, you must report that you no longer have it. If you already have a level 3 talisman but gain control of someone else's level 3 or higher talisman, you cannot use it IC instead of your own. You can, however, keep it locked up.
 

Talismans are generally in the form of jewelry, paper objects pinned to the person, or small items one can place in their pocket. It is very popular to carve a talisman in wood. They must always be something that one is able to carry. Furthermore, they can be destroyed by normal means. A paper talisman can fall apart if it has gotten wet enough for instance, and a wooden talisman can be burned.

One may app in with one permanent talisman, to be approved by administration, if there is a proper backstory to it. (a family heirloom, for instance.) Talismans can be taken off someone physically. Once one takes off a temporary talisman or has it taken off of them, it completely loses its power. A permanent talisman retains its power and can be used by any person who currently has it in their possession.

 

More specific information about talismans can be found on the Enchantment Circle page.


 

Witch's Blood:

 In place of a magical talisman, one may choose to wear a vial of a particular witch's blood around their neck. This vial of blood must be gained IC. The witch does not have to be willing. Primarily, only vampires and witches with higher education know about this technique, but one can learn about it IC. The vial of blood protects from any magic done solely by that particular witch, as well as rituals, provided the witch in question is the one leading the ceremony. The vial of blood must be kept in a clear glass container, worn on one's person, and will be destroyed if it comes in contact with direct sunlight. One cannot wear a vial of blood AND a talisman of any type.
 

Iron Collar:

 A collar of pure iron can be physically secured around a witch's neck to keep them from performing any sort of magic. They will not be able to lend energy to other witches and their rituals, nor communicate with their bonded vampire or etre de trois through non-standard means. The lock cannot be broken by magical means, nor can the collar be taken off by the witch wearing it, even if it does not have a standard lock. Imprisoned witches are nearly always placed in iron collars. Due to this fact, binding witches with iron collars is a known practice, and commonly used by witch hunters wishing to turn them in to ISF for a bounty. The power level of the witch does not matter. This works on all witches.  

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