Merfolk Magic
Mermin Magic
Enchantment - (See Magic, Witch Circles)
Weather Control
Weather Control is, perhaps, the most jealously guarded secret in all the supernatural world. It was, without a doubt, the Sea Hag utilizing this power that turned the tide of the war and allowed the Emperor’s army to sweep the world virtually unopposed. It is rumored that it was this very power that sank Atlantis into the seas and this very power that saved a Greek town from a marauding Persian army nearly 2,500 years ago. For the Mer it is merely proof that the Sea Hags are the sons and daughters of Aeolus.
Weather Control requires intense focus and effort on the part of the Sea Hag, forcing them to depend upon the Triton to assure that their efforts will not be interrupted.
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Like the Siren, the use of the ability requires song. The songs of the Sea Witch tend to be harsher and more ominous in nature than those of the Siren.
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Weather Control requires obvious gesturing on the part of the Hag(s) using the ability. Generally speaking, such gesturing tends to fall in the realm of supplication to the Gods.
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It requires one turn of Roleplayed casting (at least one paragraph) for each rank ability, this is cumulative. A rank one (Lord/Lady) level spell will require the Hag to spend one entire round weaving the spell. A rank two level spell will require two rounds. A rank three spell will require three rounds and so on. During this time, the Sea Hag is defenseless. A successful attack on the Hag will result in the spell being fouled and the Hag will need to begin again.
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Should a Hag ever lose their voice, they will be unable to use this power. In cases of magical silence, or temporary loss of voice, the ability to use the power returns when they are able to speak, again. Taking a Sea Witch, or Siren’s, voice is one of the Harshest punishments that can be meted out. It is said that, upon the investiture of a Duke, or Duchess to a Pod, they are gifted with the means to create magically imbued gags that will bind the vocal powers of a Hag or Siren until it is removed by the Duke, or Duchess, or their trusted agent.
Lord/Lady - At this level, the Sea Witch is capable of calling storms out of nowhere. While they are not grand enough to cause lasting harm to living beings, they are fierce enough to obscure vision and discourage humans from venturing out of doors. While there may be lightning contained within the storm, it is not, at this level under the control of the Sea Witch. Along the coast and out to sea this allows for the formation of waterspouts, strong winds, and hail capable of destroying small vessels (sailboats). It is important to note that, at this level, the most damaging aspects of the storms occur on the water or along the coastline. Generally speaking, this is a single-cell thunderstorm normally lasting 20–30 minutes and encompassing a one mile radius.
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While the Sea Hag can summon waterspouts, winds, and hail, they are not capable of controlling their course, beyond encouraging the winds in a particular direction, nor directing where the damage might fall.
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Storms called at this level will last 20-30 minutes at the most.
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The Sea Witch can summon fog thick enough to obscure sight in a two block radius.
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In coastal regions, the Sea Witch can summon hail strong enough to discourage being out of doors. While the hail will not incur serious damage to property, it will make travel particularly difficult for the duration of the downpour.
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The Sea Witch must be within a half mile of the center of the storm while casting.
Knight - At this level, the Sea Witch is capable of summoning violent Multi-Cell thunderstorms that last for up to two hours and encompass a 5 square mile radius. High winds, large hail, and severe lightning are all common features of these storms.
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At this level, the Sea Hag is capable of directing the course of lightning strikes, and wind. Waterspouts, however, require the aid of a Hydromancer of equal level.
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Only one element, however, can be controlled at a time. Multiple elements can be controlled provided there are Sea Hag of equal, or greater, rank working in concert. One Hag per element.
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Lightning strikes, at this level, are strong enough to mortally, if not fatally, wound a human. Lightning, it should be noted, does aggravated damage to whatever it strikes and can potentially stun a supernatural being.
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Waterspouts are now capable of taking out multiple small vessels, or one medium-sized vessel. However, directing their course requires another Sea Hag to be present and utilizing Hydromancy.
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Winds are capable of uprooting trees and lifting objects of less than 100 lbs. These objects can be used as projectile weapons.
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Hail now strikes with considerable force and in quantities great enough to make traveling through it difficult. (Movement halved) While Hail does not do aggravated damage to supernatural creatures it will strike with enough force to require regenerative abilities to kick in.
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The Sea Witch can summon fog thick enough to obscure sight in a five block radius.
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The Sea Witch(s) must be within two miles of the center of the storm.
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At this level, a Sea Witch working in concert with another Hag of equal, or greater, rank and utilizing Hydromancy, can render shipping lanes impassable within ten nautical miles. Working in concert, the pair are capable of sinking multiple small to medium vessels (Up to 5) or one large vessel.
Count/Countess - At this level of summoning a Supercell thunderstorm lasts from 2-4 hours. Producing copious amounts of hail, torrential rainfall, and destructive winds, these storms are also capable of spawning devastating tornadoes.
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At this level the Sea Witch is capable of creating several massive waterspouts capable of taking out even the largest of military vessels. They are no longer dependent upon Hydromancy to control the spouts.
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At this level, the Sea Witch initiating the storm may control up to two elements of the storm. Doing so, however, is taxing. Like the Knights, multiple elements can be controlled, without strain, provided there are Sea Hag of equal, or greater, rank working in concert. One Hag per element.
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Winds are capable of uprooting trees and lifting objects of less than two tons. These objects can be used as projectile weapons.
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Hail now strikes with considerable force and in quantities great enough to make traveling through it nearly impossible. (Movement reduced to 1/10) While Hail does not do aggravated damage to supernatural creatures it will strike with enough force to require regenerative abilities to kick in and will cause considerable harm. Omega Supernaturals have a 25% chance of taking enough damage to render them unconscious. Beta have a 15% chance of taking enough damage to render them unconscious. Alpha have a 10% chance of taking enough damage to render them unconscious. Alpha leaders can potentially be harmed, and have their movement hampered, but they will not be rendered unconscious.
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Lightning strikes, at this level, are strong enough to mortally, if not fatally, wound a human. Lightning, it should be noted, does aggravated damage to whatever it strikes and can potentially stun a supernatural being. At this level, the Sea Witch may control up to two strikes at a time without assistance.
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The Sea Witch can summon fog thick enough to obscure sight in a two mile radius.
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At this level, the Sea Witch can cause flash floods fierce enough to whisk motor vehicles /and/ people down the street. Living beings run the risk of being drawn into undertows and drowning.
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At this level, a Sea Witch working in concert with another Hag of equal, or greater, rank and utilizing Hydromancy, can render shipping lanes impassable within twenty nautical miles. Working in concert, the pair are capable of sinking multiple small to medium vessels (Up to 10) or five large battleships and larger vessels.
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At this level, a Sea Witch working in concert with another Hag of equal, or higher, level is capable of creating and controlling an F1 Tornado. Three Hags working in concert are capable of creating and controlling an F2 tornado. Four Hags working in concert are capable of creating and controlling an F3 tornado, while it takes five, and six, respectively to conjure and control an F4 or F5 tornado. An F5 tornado, the strongest category, rips buildings off their foundations and can deform large skyscrapers
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Ten Sea Hag, (They MUST ALL be Alpha/Count) working in tandem, are capable of summoning and controlling a tsunami capable of destroying coastal areas. It was this ability, used by an unknown number of Mer Pods, that turned the tide of the war and assured their dominance of the seas once and for all. (The 2004 Indian Ocean tsunami was among the deadliest natural disasters in human history, with at least 230,000 people killed or missing in 14 countries bordering the Indian Ocean)
Hydromancy
While Hydromancy stands on its own merits, the real strength of this magic comes in the devastation it can wreak when wielded in concert with Weather Control.
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Like the Weather Control, the use of the ability requires song. The songs of the Sea Witch tend to be harsher and more ominous in nature than those of the Siren.
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It requires one turn of Roleplayed casting (at least one paragraph) for each rank ability, this is cumulative. A rank one (Lord/Lady) level spell will require the Hag to spend one entire round weaving the spell. A rank two level spell will require two rounds. A rank three spell will require three rounds and so on. During this time, the Sea Hag is defenseless. A successful attack on the Hag will result in the spell being fouled and the Hag will need to begin again.
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Should a Hag ever lose their voice, they will be unable to use this power. In cases of magical silence, or temporary loss of voice, the ability to use the power returns when they are able to speak, again. Taking a Sea Witch, or Siren’s, voice is one of the Harshest punishments that can be meted out. It is said that, upon the investiture of a Duke, or Duchess to a Pod, they are gifted with the means to create magically imbued gags that will bind the vocal powers of a Hag or Siren until it is removed by the Duke, or Duchess, or their trusted agent.
Lord/Lady - At this level, the Sea Witch is able to summon and control up to create and control up to ten cubic meters of water. ( About the size of an SUV.) Summoned water does not count as sea water and will NOT ease a Mer’s need to be submerged, nor will it force them to change forms). The water summoned can be either salt water, or freshwater. Freshwater summoned in this fashion is both potable and nourishing.
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At this level the Hag can transform potable water into Sea Water and vice versa.
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At this level the Hag can manipulate the water to take shapes and move as they desire. In the Pods, this particular ability was often used to instruct and/or entertain. The Hag could, for example, create an entire dance troupe out of water and command them to perform. On the opposite scale, they can create smaller ‘puppets’, as well.(Keep in mind, the performance will only be as good as the Hag’s personal skill allows.) Note: Water puppets can take any shape, from animal to human, but they are silvery and shimmering in appearance. It is important to keep in mind that the Hag must continue to sing for the dolls to retain their form. The moment the Sea Witch stops, or is interrupted, the dolls dissipate.
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At this level, the hag is capable of entrapping up to three living beings in their summoned water. The trapped victims MUST be of equal, or lower, level (Human or Omega). The summoned water may take the shape of a cage (Allowing air to the prisoner) or a block (Which will result in drowning). Beings trapped in a block have three rounds in which to escape before they begin to drown. Humans have a 15% chance of escaping per round. Omega Supernaturals have a 25% chance of escaping per round. [Vampires will not drown as they do not need to breathe]. It is important to note that, if your character is contained in such a cage underwater, escaping will NOT save you from drowning, in the case of a block AND COULD result in your drowning in the case of a cage. Prisons formed in this manner will last for 24 hours. If the Sea Witch does not recast the trap it will dissipate on its own. NOTE: Summoned cages do not need to be recast by the same Hag, another can renew the spell just as easily. Summoned blocks/cages can be moved and manipulated the will of the Sea Hag, although doing so requires concentration and focus.
Knights - At this level, the Sea Witch is able to summon and control up to twenty four cubic meters of water. ( About the size of an eighteen wheeler.) Summoned water does not count as sea water and will NOT ease a Mer’s need to be submerged, nor will it force them to change forms). The water summoned can be either salt water, or freshwater. Freshwater summoned in this fashion is both potable and nourishing.
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At this level the Hag can transform potable water into Sea Water and vice versa.
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At this level the Hag can manipulate the water to take shapes and move as they desire. In the Pods, this particular ability was often used to instruct and/or entertain. The Hag could, for example, create an entire dance troupe out of water and command them to perform. On the opposite scale, they can create smaller ‘puppets’, as well.(Keep in mind, the performance will only be as good as the Hag’s personal skill allows.) Note: Water puppets can take any shape, from animal to human, but they are silvery and shimmering in appearance. It is important to keep in mind that the Hag must continue to sing for the dolls to retain their form. The moment the Sea Witch stops, or is interrupted, the dolls dissipate.
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At this level, the hag is capable of entrapping up to six living beings in their summoned water. The trapped victims MUST be of equal, or lower, level (Human, Beta, or Omega). The summoned water may take the shape of a cage (Allowing air to the prisoner) or a block (Which will result in drowning). Beings trapped in a block have three rounds in which to escape before they begin to drown. Humans have a 10% chance of escaping per round. Omega Supernaturals have a 20% chance of escaping per round. Beta supernaturals have a 25% chance of escaping per round. [Vampires will not drown as they do not need to breathe]. It is important to note that, if your character is contained in such a cage underwater, escaping will NOT save you from drowning, in the case of a block AND COULD result in your drowning in the case of a cage. Prisons formed in this manner will last for 48 hours. If the Sea Witch does not recast the trap it will dissipate on its own. NOTE: Summoned cages do not need to be recast by the same Hag, another can renew the spell just as easily. Summoned blocks/cages can be moved and manipulated the will of the Sea Hag, although doing so requires concentration and focus.
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Conversely, at this level, Sea Witch are able to repel water, creating a ‘bubble’ of air around a single individual. Once cast, the bubble will last for 24 hours unless the Sea Witch chooses to banish it. (This is a method that has proven tried and true in the drowning of men.)
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At this level, Sea Witch are able to create a wall of water around themselves and three other people for protection’s sake. The wall will last for as long as the Sea Witch continues singing and is impervious to creatures of a lower level (Omega and Humans). Beta supernaturals have a 10% chance, per round of breaking through the wall. The percentage increases by 5% cumulatively for each rank above Beta.
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The Sea Witch is now capable of using water as a weapon. A Hag can create softball sized projectiles that can be hurled at an enemy. The balls hit with enough force to knock a human out and can, with effort, cause serious damage. Unfortunately, at this level, the balls will not harm a supernatural creature but they will cause considerable discomfort and annoyance.
Count/Countess - At this level, the Sea Witch is able to summon and control up to forty eight cubic meters of water. ( About the size of a small building.) Summoned water does not count as sea water and will NOT ease a Mer’s need to be submerged, nor will it force them to change forms). The water summoned can be either salt water, or freshwater. Freshwater summoned in this fashion is both potable and nourishing.
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At this level the Hag can transform potable water into Sea Water and vice versa.
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At this level the Hag can manipulate the water to take shapes and move as they desire. In the Pods, this particular ability was often used to instruct and/or entertain. The Hag could, for example, create an entire dance troupe out of water and command them to perform. On the opposite scale, they can create smaller ‘puppets’, as well.(Keep in mind, the performance will only be as good as the Hag’s personal skill allows.) Note: Water puppets can take any shape, from animal to human, but they are silvery and shimmering in appearance. It is important to keep in mind that the Hag must continue to sing for the dolls to retain their form. Water puppets now last until banished by the Sea Witch. The Puppets, however, will not move or perform without the Sea Witch’s direction.
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At this level, the hag is capable of entrapping up to ten living beings in their summoned water. The trapped victims MUST be of equal, or lower, level (Human, Alpha, Beta, or Omega). The summoned water may take the shape of a cage (Allowing air to the prisoner) or a block (Which will result in drowning). Beings trapped in a block have three rounds in which to escape before they begin to drown. Humans have a 5% chance of escaping per round. Omega Supernaturals have a 10% chance of escaping per round. Beta supernaturals have a 15% chance of escaping per round. Alpha supernaturals have a 25% chance of escaping per round. [Vampires will not drown as they do not need to breathe]. It is important to note that, if your character is contained in such a cage underwater, escaping will NOT save you from drowning, in the case of a block AND COULD result in your drowning in the case of a cage. Prisons formed in this manner will last for a week. If the Sea Witch does not recast the trap it will dissipate on its own. NOTE: Summoned cages do not need to be recast by the same Hag, another can renew the spell just as easily. Summoned blocks/cages can be moved and manipulated the will of the Sea Hag, although doing so requires concentration and focus.
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Conversely, at this level, Sea Witch are able to repel water, creating a ‘bubble’ of air around no more than four living beings. Once cast, the bubble will last for 24 hours unless the Sea Witch chooses to banish it. (This is a method that has proven tried and true in the drowning of men.)
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At this level, Sea Witch are able to create a wall of water around themselves and five other people for protection’s sake. The wall will last for as long as the Sea Witch continues singing and is impervious to creatures of a lower level (Beta, Omega and Humans). Alpha supernaturals have a 10% chance, per round of breaking through the wall. The percentage increases by 5% cumulatively for each rank above Beta.
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The Sea Witch is now capable of using water as a weapon. A Hag can create softball sized projectiles that can be hurled at an enemy. The balls hit with enough force to knock an Omega Supernatural out and can, with effort, cause serious damage to Beta Supernaturals. While the damage incurred is not aggravated in nature, it is still severe enough to require a few days to heal without assistance.
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Perhaps the most devastating effect a Sea Witch can muster on an individual is being able to desiccate living beings with a kiss. Using Song to lure their victim in, the Sea Hag must claim a kiss. (By hook, or by crook). This kiss has the potential to kill a human within seconds. Supernaturals experiencing this kiss will take aggravated damage until they successfully disengage.