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The Seven Circles of Witchcraft

Description: Imbuing objects and places with magic or dispelling enchantments upon objects. This primarily involves talismans and wards.


 

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 and IC approval from administration. These wards always have a physical representation, such as an object hanging in a window. One can only have one ward on a location at a time. Most wards protect them from physical or magical damage, or are anti-aggression based. Some higher level wards have more than one effect. The physical object (referred to as an anchor) protecting the area can be destroyed (but only with OOC or Admin permission) if one can physically destroy it. Temporary ward anchors are generally made with inexpensive, disposable materials. Permanent ward anchors are usually made with more sturdy, long lasting materials.


 

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 magic using shifter/mer 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 a 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 used 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 rank 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. Characters may start the game with one pre-approved talisman of level two or below.


 

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. Simply because an item is enchanted does not mean it is indestructible, unless the enchantment is specifically made to keep it from being destroyed. A paper talisman can fall apart if its gotten wet enough for instance, and a wooden talisman can be burned. Low level temporary talismans are generally made of cheap, disposable material whereas permanent talismans are made out of sturdier materials. Making a talisman out of a more expensive material does not make it more powerful.


 

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.


 


 

Level 0:


 

Making a temporary talisman that protects the user from level 1 spells from either the enchanter's primary OR secondary magic. The talisman lasts one scene, then disintegrates. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. If the talisman is removed from the person wearing it, it loses its magic but does not disintegrate. Any witch with level 1 Enchantment magic or above who handles the talisman at that point can recognize the creator of the object, provided they are familiar with the witch. (one talisman, once a week)


 

Touching a talisman or brush up against a ward and know precisely what the purpose of it is. (innate.)


 

Level 1:


 

Making a permanent talisman that either protects the wearer from a particular level 1 spell from either the enchanter's primary OR secondary magic, or allows the wearer to utilize a charm from one of these. Talismans cannot have enchantment magic (for instance, you cannot make a talisman allowing someone to make talismans.) At this level, it does not require admin permission but the creation should still be role played and logged in case there are questions later. You can only make one permanent talisman, of any level, once a month. Make certain that the person who comes into possession of the talisman is directed to the information about talismans so they can play it appropriately. Remember that talismans should be easy to carry on one's person. A person can only wear one permanent talisman at a time. (one talisman, once a month)


 

Touching a talisman or brush up against a ward and get an image of the witch or sea hag that created it. (innate.)


 

Making a temporary talisman that protects the user from level 2 spells from either the enchanter's primary OR secondary magic (provided they have the magic that level). The talisman lasts one scene, then disintegrates. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. If the talisman is removed from the person wearing it, it loses its magic but does not disintegrate. Any witch with level 1 Enchantment magic or above who handles the talisman at that point can recognize the creator of the object, provided they are familiar with the witch. A witch can only make one temporary talisman of any level a week. (one talisman, once a week)


 

Making a temporary talisman that allows the wearer to breathe underwater for 24 hours. The countdown begins the moment their head is underwater. The talisman must be made of a material that will not fall apart when wet (so no paper), and it must also have a lock of mer's hair that has been acquired IC. All other rules about temporary talismans apply. (one talisman, once a week.)


 

Creating a temporary ward on a room or small area up to 10 X 10 meters: The ward may have one effect, either protecting the area from a particular level 1 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. A witch can only participate in one warding ritual a week. (One ward, once a week. Ward lasts three months.)


 

Level 2:


 

Making a permanent talisman that either protects the wearer from a particular level 2 spell from either the enchanter's primary OR secondary magic, or allows the wearer to utilize a charm from one of these. Talismans cannot have enchantment magic (for instance, you cannot make a talisman allowing someone to make talismans.) At this level, it does not require admin permission but the creation should still be role played and logged in case there are questions later. You can only make one permanent talisman, of any level, once a month. Make certain that the person who comes into possession of the talisman is directed to the information about talismans so they can play it appropriately. Remember that talismans should be easy to carry on one's person. A person can only wear one permanent talisman at a time. (one talisman, once a month,)


 

Making a temporary talisman that protects the user from level 3 spells from either the enchanter's primary OR secondary magic (provided they have the magic that level). The talisman lasts one scene, then disintegrates. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. If the talisman is removed from the person wearing it, it loses its magic but does not disintegrate. Any witch with level 1 Enchantment magic or above who handles the talisman at that point can recognize the creator of the object, provided they are familiar with the witch. A witch can only make one temporary talisman of any level a week.(one talisman, once a week)


 

Making a temporary talisman that protects the wearer from physical violence (provided they do not threaten or attack someone or their property) for the length of one scene. It does not protect from supernatural abilities, or from shifters in animal form. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. Its creation requires a bit of fresh mer saliva acquired in role play. So good luck with that. All other rules about temporary talismans apply. (one talisman, once a week.)


 


 


 

Creating a temporary ward on a building: The ward may have two effects, either protecting the area from a particular level 2 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. A witch can only participate in one warding ritual a week. (One ward, once a week. Ward lasts three months.)


 


 

Level 3:


 

Making a permanent talisman that either protects the wearer from a particular level 3 spell from either the enchanter's primary OR secondary magic, or allows the wearer to utilize a charm from one of these. Talismans cannot have enchantment magic (for instance, you cannot make a talisman allowing someone to make talismans.) At this level, it requires admin permission (submit a ticket before you're too invested in creating it) and it's creation should be role played and logged in case there are questions later. You can only make one permanent talisman, of any level, once a month. Make certain that the person who comes into possession of the talisman is directed to the information about talismans so they can play it appropriately. Remember that talismans should be easy to carry on one's person. A person can only wear one permanent talisman at a time. (one talisman, once a month)


 

Making a temporary talisman that protects the user from level 4 spells from either the enchanter's primary OR secondary magic (provided they have the magic that level). The talisman lasts one scene, then disintegrates. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. If the talisman is removed from the person wearing it, it loses its magic but does not disintegrate. Any witch with level 1 Enchantment magic or above who handles the talisman at that point can recognize the creator of the object, provided they are familiar with the witch. A witch can only make one temporary talisman of any level a week. (one talisman, once a week)


 

Making a temporary talisman that protects the wearer from a specific vampire's abilities for the length of one scene. This is a highly illegal talisman to make or possess, with harsh consequences that may include incarceration, enslavement or death depending on the circumstances of the situation. Remember that talismans are highly traceable and perform this task at your own risk. The creation of the talisman requires a drop of the vampire in question's blood, which must be acquired IC. The scene begins the moment the talisman is worn, so it must be role played that it is being put on. All other rules about temporary talismans apply, but this talisman can only be made once a month and no other talismans, temporary or otherwise, can be made the month of it's creation. (one talisman, once a month.)


 

Making a temporary talisman that allows a vampire who is not bound to a witch walk in the sunlight for one day. The day begins the moment the talisman is put on, so it must be role played to be effective. The talisman must be made at noon in full sunlight preferably at the altar at the Insula Astra. The talisman requires the blood of a vampire, the blood of a witch, and the scale of a mer. A vampire can only use one of these talismans once a month. All other rules about temporary talismans apply. (one talisman, once a week.)


 

Creating a temporary ward on a building: The ward may have three effects, either protecting the area from a particular level 3 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. A witch can only participate in one warding ritual a week. (One ward, once a week. Ward lasts three months.)


 

Creating a permanent ward on a building: Three witches level 3 or higher must participate in the ritual, with more of any level helping to strengthen it. The ward may have two effects, either protecting the area from a particular level 3 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. For the ward to remain permanent, a witch at the appropriate level must touch the anchor with the intention of feeding it energy and revitalizing the ward about once every three months. Otherwise, it may falter or the A witch can only participate in one warding ritual a week. (One ward, once a month. This ward lasts until it is dispelled.)


 

Level 4:


 

Making a permanent talisman that either protects the wearer from a particular level 4 spell from either the enchanter's primary OR secondary magic, or allows the wearer to utilize a charm from one of these. Talismans cannot have enchantment magic (for instance, you cannot make a talisman allowing someone to make talismans.) At this level, it requires admin permission (submit a ticket before you're too invested in creating it) and it's creation should be role played and logged in case there are questions later. You can only make one permanent talisman, of any level, once a month. Make certain that the person who comes into possession of the talisman is directed to the information about talismans so they can play it appropriately. Remember that talismans should be easy to carry on one's person. A person can only wear one permanent talisman at a time. (one talisman, once a month)


 


 

Making a temporary talisman that protects a shifter from shifting during the full moon for one night. The night begins the moment the talisman is worn, so it must be role played that it is being put on. This cannot be used to avoid shifting altogether, as the shifter will change the following night as if it the night of the full moon. A shifter can only use one of these talismans once every six months, otherwise it will not work. This talisman must be created on the night of a full moon (so at least a month in advance) IC, and requires both a lock of hair from the shifter in question in their human form and their animal form. This talisman cannot be transferred to another shifter due to the nature of its creation. All other rules about temporary talismans apply. (one talisman, once a month. Must be made on the night of the full moon.)


 

Creating a temporary ward on a building: The ward may have three effects, either protecting the area from a particular level 4 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. A witch can only participate in one warding ritual a week. (One ward, once a week. Ward lasts three months.)


 


 

Creating a permanent ward on a building: Five witches, including the witch leading the ritual, must be present. The ward may have three effects, either protecting the area from a particular level 4 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) A property can only have one ward upon it at a time. There must be a physical object that is the anchor of the ward. The ward may be dispelled by destroying the anchor, or by the witch that led the ritual. For the ward to remain permanent, a witch at the appropriate level must touch the anchor with the intention of feeding it energy and revitalizing the ward about once every three months. Otherwise, it may falter or weaken. A witch can only participate in one warding ritual a week. (One ward, once a month. This ward lasts until it is dispelled.)


 

Creating a permanent (Alpha Leaders) or temporary ( a group of Master Witches) ward denying entrance to a particular area without permission or without meeting a particular criteria. The person attempting to enter will either find themselves feeling like they are walking into an invisible wall or end up being turned around and confused. The relic room at the Ordo Luna house has a ward of this nature upon it, and there is one of a similar but more powerful nature leading to the Insula Astra. All ward rules apply. Vampires can be very cranky about this, so use at your own risk. This spell must have admin approval.


 


 

Level 5: Limits on level 5 spells are for rituals led by level 4 witches. The limits of level 5 witches is undocumented.

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