top of page

Magic Circle: Enchantment

Name: Enchantment


 

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.


 

Magic Circle: Illusion

Name: Illusion


 

Description: Deception of the senses.


 

Simply put, Illusion is a circle that deals with fooling the senses, creating something so real that most cannot perceive that isn't. Many believe illusion to be a “fool's” magic, or a magic that appeals only to the truly vain. This may be true, but it can make one's life easier in many ways, and the clever illusionist can manipulate it very effectively.


 

The Crimson Regime, it seems, also believes this to be the case. As a matter of fact, to perform illusion magic (outside of that upon your person or within your private dwelling) requires a permit acquired from the government building. Most small things, such as styling someone's hair or decorating a business for an event, tend to be overlooked. But when it comes to menacing illusions, disruptive illusions or illusions that demean or ridicule the Regime and its officers, the penalties can be severe. It also forces the Nocturnus to do a lot of paperwork, so they probably won't be on the illusionist's side. So no wandering houses or images of the Governor in his underwear.


Illusion magic does not affect the chips implanted in citizens of the Crimson Regime. You can fool people sometimes, but not the machines.


 


 

Level 0:


 

The witch can temporarily change the color and cut of their hair as well as their eye color. The patterns of their retina do not change. The glamour lasts for 24 hours, unless it is dispelled by the witch. This harmless spell is generally excluded and unaffected by wards and dispelling magic unless it is directly targeted. The hair feels and reacts naturally. It can be grabbed, get frizzy or caught in a zipper etc. This includes eyebrows and facial hair. (Once every 12 hours.) (innate.)


 

Level 1:


 

The witch can temporarily change the color and cut of a willing person as well as their eye color. The patterns of their retina do not change. The glamour lasts for 24 hours, unless it is dispelled by the witch. This harmless spell is generally excluded and unaffected by wards and dispelling magic unless it is directly targeted. The hair feels and reacts naturally. It can be grabbed, get frizzy or caught in a zipper etc. This includes eyebrows and facial hair. This is a skill highly prized by the fashionable, and some Illusionists find themselves quite in demand when it comes to preparing for social events. It does require some expenditure of energy, but requires far less for more advanced witches. (Once every 12 hours.)


 

The witch can create an orb of light approximately the size of a baseball. This light illuminates an area at about the same distance and brightness as a nightlight. It can be any color the witch chooses. To keep it hovering near their hand, it is an innate ability, to “stick” it somewhere or create multiple ones does take energy and at least a verbal component. Light orbs last approximately one hour unless dispelled, but can be renewed as many times as one likes. Additionally, the Illusionist can dim the light then increase it provided they are nearby it. This spell can be repeated as many times as a witch likes with minimal drain.


 

Provided the Illusionist remains completely still and was not previously seen by the people they are hiding from, they can remain unseen. To do this, they must be at least mostly hidden in shadow and keep from doing anything that would draw attention to them, such as talking. If someone comes into physical contact with them, the illusion ends. The illusionist must remain focused on the task at hand, which is a slow drain of energy. (once a scene)


 

The illusionist can make their voice seem to come from anywhere within ten meters of their current location, without moving their lips. It still sounds like their voice, disguised only as far as they could actually mask their voice. It can be as quiet or as loud as they could actually raise their voice. Great for careers in ventriloquism or sending secrets across a room. (innate)


 

The illusionist can temporarily change the color, feel, taste or scent of an object they touch. The taste or smell is not stronger than what was already there, but it will definitely be different. (innate)


 

The illusionist can make illusions that include simplistic motion up to the size of a medium sized dog. This illusion cannot truly interact with the world around it, and if someone attempts to touch it, the illusion will disperse. This can last for up to six hours or until it is dispelled. (once a scene)


 

Level 2:


 

The witch can create an orb of light approximately the size of a basketball. This light illuminates an area at about the same distance and brightness as a standard light bulb but can be created with a much lower light level if one desires. It can be any color the witch chooses. To keep it hovering near their hand, it is an innate ability, to “stick” it somewhere or create multiple ones does take energy and at least a verbal component. Light orbs last approximately one hour unless dispelled, but can be renewed as many times as one likes. With extra energy, concentration or reagents, a more flamboyant or playful witch may manipulate the orb to be a simple shape, such as a star, heart or letter. This is a common method for witches to send signals to one another through windows or to temporarily mark paths. This spell can be repeated as many times as a witch likes with minimal drain.


 

The witch can temporarily make adjustments to their personal appearance, changing the size and shape of their nose, mouth, ears or chin within reasonable parameters (let's say six inches max, beyond that is unreasonable) . This spell lasts 24 hours unless it is dispelled. Intent is important in terms of this spell. If the Illusionist is changing themselves with the desire to deceive or with some hostile reason behind the disguise, magic used to try and dispel or ward against it will be more effective. If the change is simply cosmetic or for fashion or simply how they generally present themselves to the world, it will likely not register as hostile. Like the changes to one's hair, the changes here react to the world as if they were real. They can be grabbed, bruised, broken, cut, etc. Any damages or changes (such as getting your nose pierced) to the illusioned appendages is reflected in their natural state, with wounds healing as they would naturally and aggravated damage acting as it normally would. To perform this act of magic, the Illusionist must touch the body part in question and imagine their intent, along with an incantation of some sort. If they do this before their 24 hours are up (for instance, if they do it after brushing their teeth every night), the illusion is extended another day's time. This action can only be performed once every 18 hours (so there is a little leeway for it to be renewed.)


 

The illusionist can create a distraction or display in the form of a brief, bright burst of light and sound. Some choose to make this look like fireworks or an explosion, but it does no damage to the world around it. Any illusionist at this level can do this magic once a day without issue, but those who wish to use it for performances or multiple times in an evening must prepare for the expenditure of power. Familiars are particularly spooked by this ability and may choose to hide or be unavailable during it.


 

By writing sigils in chalk or charcoal on the bottom of their feet or shoes (whatever will be in contact with the ground), the illusionist's steps will be absolutely silent until the sigil begins to wear off. Nothing else about them is silenced. This can be done for other people, but they must be able to manipulate magic to keep the spell active. It behaves as a slow drain but quickens the longer it goes on. If it takes more than an hour to wear off, the wearer will become quite weary and exhausted. Using magic while in this state hastens the drain of energy. (up to 2 people a day, once a day.)


 

The illusionist can create a complex static illusion, such as decorating a room for a party or making their furniture look nicer than it actually is. This takes time, energy, focus and incantation, so it cannot be done on the fly, but it can last for two weeks. This must be done to stationary, non living objects. (once a day)


 

The illusionist can create an illusion of a piece of clothing upon themselves or a willing person, which moves and feels natural. If removed, however, the illusion dissolves. If a talisman is created (requires enchantment magic) the illusion will be renewed whenever the talisman is touched and energy is expended. It is a small amount of energy. The talisman must have a scrap of material that the clothing mimicked is supposed to include. Similarly, to simply cast the spell, the illusionist must have a scrap of material similar to what they want to copy and speak an incantation. This is a popular spell in regards to shapeshifters, who tend to lose their clothing. The clothing lasts twelve hours before it fades from existence. (once a scene)


 

Level 3:


 

At this level, orbs of light created by the Illusionist can last up to 24 hours without needing recharging. All other constraints from level 1 and 2 apply.


 

At this level, changes to one's own hair, eyes or face lasts up to one week without having to be recharged. It is the same for changes they do to other people's appearances. At this level, the Illusionist can also change the hair/eye color and style of unwilling people, provided they touch them and they are at least a rank below them in power. (once every 12 hours)


 

With the use of a concoction containing both the blood of a shifter and the blood of the animal one chooses, the illusionist can change themselves into an animal form for twelve hours. This must be an animal that exists in reality, and it must be something that can survive in one's current environment. For instance, if you are somewhere without the presence of water, it is likely not a good idea to turn into a fish. The change is very painful, both physically and spiritually, and those who use this spell regularly tend to go a bit mad. This is also an exhausting endeavor and the practitioner is extremely drained afterward, to the point that using other magic is very dangerous for them for days after. Additionally, magic cannot be used while in this form, nor can one speak to anyone outside of their familiar. Those with telepathic abilities are able to use them. One's physical strength is that of the animal chosen, even if one is a shifter. Witches and Shifters will instinctively know that there is something “off” about you, and other people's familiars will behave violently towards you. The damage you receive in animal form remains with you in your natural form when the spell ends. Shifters who are found to give their blood to witches may find themselves in quite a bit of trouble within their hierarchy. (once every two weeks for shifters, once a month for everyone else)


 

The illusionist can create a complex illusion, such as decorating a room for a party with spinning disco balls or creating a fake monster or person. It can be as large as a house, but the larger it is, the greater the toll on the caster and the larger the amount of mer blood required. The illusion can move in various ways and can be set to wander a radius up to ten meters, but cannot interact with the world around them. This takes time, energy, focus, mer blood and incantation, so it cannot be done on the fly, and it lasts for two weeks before it has to be “recharged” . The mer blood is only required at the creation of the illusion. This must be done to stationary, non living objects, which serve as an “anchor” for the illusion. Once the illusion is touched, it dissolves. (once a week)


 

The illusionist can create an “arm” (or ladle, or rolled up newspaper etc) that extends from their own grasp. This can be used as a weapon only in that it can perform blunt damage if swung by the illusionist. The force of it depends on the witch's physical strength. It must be held at all times, and the action of “dropping” it, whether on accident or on purpose, dispels it. Its length is limited to one meter, and even if it has a “sharp” edge, it still just acts as a bludgeon. It cannot be a gun. Be reasonable. (this message is for THAT guy who will ask.) In addition, the object held will behave like the actual object. A ladle will hold soup. An arm can grasp and bend at the elbow. A tentacle can wrap around things. They can also be destroyed as one would destroy the real thing. Paper can be burned, flesh can be cut, etc. the spell cannot generate fire, poison, gas etc. It is an object, and if you decide it is “super hot”, that applies to your attempt to hold it as well. Again, be reasonable. The object must be something that a person could picture quickly, with few or no changes to the reality of it. For instance, “It's a human arm with super long fingers but it's made out of an unbreakable metal and also glows with fire” is unreasonable and the sort of thing that children attempt and end up passing out because it was too much to accurately picture. “A human arm” or “an oak baseball bat” is more the speed of this spell, and they tend to be more effective, last longer and have less of a drain on the illusionist's mind and body. More complex illusions require more focus to maintain and reagents and incantation to create. Simple ones require relatively little. (once per scene)


 


 


 

The illusionist can dress themselves or a willing individual with a spell that outfits them entirely according to the illusionist's whim, not unlike the Fairy Godmother in Cinderella. This requires the person in question being entirely dressed to begin with, as it is the clothing that is being illusioned. Old sneakers can become fashionable heels, a tee shirt can become a tuxedo with multiple layers. Like other clothing illusion spells, the clothing feels and reacts like clothing and when a piece is removed, the illusion on that piece of clothing fades. If the illusion clothing is damaged, the real clothing is damaged as well. Performing this spell requires focus, energy expenditure, a sung incantation and a lot of gesturing with or without a wand. Additionally, there is a time limit on the spell, which is maximum 24 hours before it dissipates and the wearer is left in their regular clothes. It must end at either midnight or noon. No one knows why, but they are pretty sure this is one of the origins of the fairy tale. More complex garments require more complex rituals. Musical accompaniment helps, as does the presence of bluebirds or field mice. (once a day)


 

Level 4:


 

At this level, the illusionist can change their own or a willing individual's hair, eyes or facial features permanently, provided that there is a proper offering and a sacrifice is made by the person who is being changed. This does not include scarring or injuries, as this is covered by the Life Circle. While some covet this ability, in reality, it is not something that is done very often as once a feature is changed in this way, it can never be illusioned to look like anything else again. Of course, those born with unfortunate noses or wanting their full head of hair back may feel that's a chance they're willing to take. The changed individual's appearance must still meet sim guidelines, and the limitations are similar to the temporary changes described at lower levels. Everything must look natural/realistic, with the exception of hair and eye color, which may be more wild. This skill does not work on those with cursed appearances, such as the Alzili, nor does it work on the ears and teeth of the Mer (who would likely be scandalized at the suggestion that they should change them to look more like those of a human.)


 

The illusionist can create permanent illusions (dependent on admin approval), such as hiding a door with an image of a wall or filling a room with permanent darkness. These illusions are stationary, but unlike others, they are not dispelled when touched. This requires both mer blood and venom in the creation ritual, and a pure crystal somewhere near where the illusion was created. It doesn't have to be hidden, but as touching the crystal allows a person to see through the illusion, it is highly recommended. Larger illusions require larger amounts of reagents and more participants in the ritual. ((once a month))


 

At this level, the illusionist can perform the “fairy godmother” spell outlined at level 3, but on multiple people a night. It can be done one person at a time or a whole group at once. This is handy when the coven wants to arrive somewhere all dressed the same. (no limitations.)


 

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


 


 

As long as there is one level 4 magic user present, and at least two who have illusion as their primary magic, three willing individuals or one unwilling individual can have their entire appearance changed (including height, weight, gender, voice etc.) for twenty four hours. One's blood, fingerprints, DNA and retina patterns remain the same. The new appearance must be human in nature, with a size and appearance that is realistic. The only exception to this is for shifters who are selected for the ritual, who may be changed into a different animal form, provided that it is an animal that exists in nature, and the blood of said animal is included in the ritual. This spell requires shifter blood as well as mer scales to boost the strength of it. The human appearances of the changed individuals must be unique and fashioned by the witches unless there is a vial of blood present for each person they wish to make an exact copy of. To make an exact copy of someone, you should give that person a heads up OOC. This does not mean that you will have IC permission, as people who mimic the wrong people are likely in for a world of hurt. It would be considered treason, for instance, to have a ranking vampire's blood alone, let alone impersonate or aid in the impersonation of them. So choose what you do wisely, as this implies consent for very harsh consequences in the eyes of the law.


 

This spell is quite taxing for both the witches involved and those who are changed. As such, none involved can use magic above level 1 for one week without serious injury to themselves, and it is recommended that the witches who perform the ritual and those who are changed be different individuals. Those who have had their form changed cannot use magic during the duration of the change, and those who have become animals cannot speak like humans do. I suppose monkeys and apes could write, but where are you going to get monkey blood? That's right, the blood acquired must be able to be explained, with anything that does not come from a local or domesticated animal being approved OOC / gathered IC. This spell cannot be dispelled IC, one must ride it out for the full 24 hours.  

Magic Circle: Mind

Name: Mind


 

Description: Telepathy and Telekinesis


 

Level 0:


 

Able to send out a brief distress call that all witches (or your specific race, such as fox shifters) within ten miles will receive. The message sent can only be three words long, and can only be sent if the witch is in severe mental or emotional distress. Those receiving the message cannot discern the exact location of the witch, but will know there is something wrong with one of their own. (innate, once a day, must be in severe distress)


 

At this level, one can cause a small object, no heavier than a few ounces, to float from one location to another. The object must be visible to the magic user, as well as its start and ending point. If at any time, their line of sight is broken, the object will begin to fall. The movement of this object is slow at this level, about the speed one moves when casually walking (2mph). At higher levels, the speed can be increased, with it moving at an 'average walking' pace (4mph) at level 1, a 'jogging' pace (6mph) at level 2, a 'sprinting' pace at (~15mph) level 3 and approximately the average speed of a cheetah (60mph) at level 4. Level 5 witches can move things so quickly that most are uncertain if they moved it or if they summoned it. (innate)


 

Level 1:


 

At this level, the mind mage can telepathically communicate with one person at a time, provided they are in visible range. To establish the connection, eye contact must first be made, but it does not have to be constant. The other person can communicate back without needing to have mind magic themselves. Non-magical humans cannot refuse the connection, but supernatural races the mind mage's level or above can force it to close. Otherwise, it remains unless the mind mage closes it or they move out of sight. To start another telepathic connection, a level 1 mind mage must close the connection with the person they are currently talking to. Words and still images can be sent to one another, but the images must be from memory (which may cause them to be distorted) or from what they are currently looking at. For this reason, most known mind mages are banned from card tournaments. (innate)


 

At this level, one can cause a small object, no heavier than a few pounds, to float from one location to another. The object must be visible to the magic user, as well as its start and ending point. If at any time, their line of sight is broken, the object will begin to fall. The movement of this object is slow at this level, about the speed one moves when walking (4mph). At higher levels, the speed can be increased, with it moving at a 'jogging' pace (6mph) at level 2, a 'sprinting' pace at (~15mph) level 3 and approximately the average speed of a cheetah (60mph) at level 4. Level 5 witches can move things so quickly that most are uncertain if they moved it or if they summoned it. (innate)


 

Surface Read - The mind mage can, with direct eye contact, briefly read the surface thoughts of a human or the emotional state of a shifter. Witches and shifters can sense when this is occurring to them, and it does not make them very happy. Since the mind mage is making eye contact with them while doing it, it isn't very hard to figure out who is doing it to them. At level 1, the mind mage can only read one thought at a time, and while they can read each person in the room in turn, they can only read the same mind once per scene. A “surface thought” is defined as something they are literally thinking in words at the moment, and can be about a sentence long. It may be something as benign as “I hope he brought a condom” or as damning as “Just drink the poison, damn it.” One does not get a deep delve of thoughts, memories and motivations from a surface read. This is the same at every level, but at level 3 and 4, one can continue to listen to the thoughts of an individual as long as the eye connection is maintained. Once it is broken, they cannot be read again until another scene. To use this ability, state your intent, then let the target know via IM or otherwise that you are attempting to read their surface thoughts. If the action succeeds, in either their next post or in an IM (depending on how the target wishes to do it) they will let you know what the thought was. If the thought turns out to be contemplation about getting a slice of pizza or just them repeating “I am a paragraph” over and over, that's just how it goes. However, it is our hope that everyone shall play fairly and accurately in this regard. (once per scene per person. Innate.)


 


 

Level 2:


 

At this level, the mind mage can telepathically communicate with one person at a time, up to three people. To establish the connection, eye contact must first be made, then the channel is there until the mage decides it is not or they lose the ability to perform magic (such as entering a warded area or being forced into an iron collar). There must be intent to create the connection at the time of eyes meeting, one cannot later decide “I want to talk to Sally, but she's in New York” then contact her. Eye contact over video does not count. There is a magical tether created through the link. The other person can communicate back without needing to have mind magic themselves. Non-magical humans cannot refuse the connection, but supernatural races the mind mage's level or above can force it to close. Otherwise, it remains unless the mind mage closes it. Words and still images can be sent to one another, but the images must be from memory (which may cause them to be distorted) or from what they are currently looking at. The level 2 mage can maintain 3 connections at a time, speaking to the individuals one at a time by simply concentrating on sending the message. All three can talk back whenever, which may lead to the telepath's mind feeling a bit crowded, and after the first person, every person the telepath is connected to adds to their drain of energy, requiring them to have more rest, consume more calories, and avoid the use of heavy magic. This means that few mind mages keep their mind open to so many at once, and it is common for them to sever the connections when unneeded or if they are going to participate in a ritual or complicated spell. Higher level mind mages can maintain more connections at a greater cost to energy. (5 for level 3 & 4) but it is generally not recommended. The number limit does not include those in an etre de trois, whose telepathic connection is handled by a different sort of magic. (innate but draining.)


 

At this level, one can cause a medium object (no larger than a person), no heavier than 50lbs, to float from one location to another. The object must be visible to the magic user, as well as its start and ending point. If at any time, their line of sight is broken, the object will begin to fall. The movement of this object is slow at this level, about the speed one moves when walking (4mph). At higher levels, the speed can be increased, with it moving at a 'sprinting' pace at (~15mph) level 3 and approximately the average speed of a cheetah (60 mph) at level 4. Level 5 witches can move things so quickly that most are uncertain if they moved it or if they summoned it. (innate, but requires energy and focus)


 

Lie Detector: With a short ritual then touching the shoulder of a human or individual that is the same or lower level than the mind mage is and focusing, the mind mage can act as a living lie detector for the length of a scene. The individual may attempt to resist, and the more anxious or unruly they are, the more difficult the reading will be. For this reason, one often includes anointing the target with mer saliva within their ritual, as it will keep the target calm and make for a more accurate feeling about what is being said. As long as the hold upon the individual is continuous, the mind mage will instinctively know if what is being said is the truth or a lie. The way this occurs is different for every witch, usually occurring as a ringing in their ears for either the truth or the lie, a buzzing feeling through their fingers, or the sight of a particular character, etc. If the target tells the truth but it is circular speaking or means it in a different way that is being asked, it still rings as true, which makes the ability not entirely accurate. However, higher level witches are more perceptive about such things and can note discrepancies in their readings, such as a waver in a tone or a fluctuation in color. Powerful mind mages are often summoned by the ISF to assist in interrogations, then given a small boost in their stipend that week for the work. Owned witches do not receive the credits, which are instead given to their vampire master to do with as they please. (once a day)


Level 3:


 

At this level, one can cause a large object, no heavier than 100lbs, to float from one location to another. The object must be visible to the magic user, as well as its start and ending point. If at any time, their line of sight is broken, the object will begin to fall. The movement of this object is about the speed one moves when at a 'jogging' pace (6mph). At higher levels, the speed can be increased, with it moving at a 'sprinting' pace at (~15mph) level 4 and approximately the average speed of a cheetah (60 mph) at level 5. (any number times a day, requires energy and focus)


 

The mind mage can create a mental “conference call” with up to ten people. To perform this ritual, each person (the others do not have to be magically inclined) stand in a circle. There is an incantation spoken, candles lit and reagents burned before the group joins hands. Then, as a group, they can communicate to one another in their minds, like a magical walkie-talkie, provided they stay within a mile of one another. Everyone can hear everyone 'speak'. There are no private conversations through the mind link. This connection lasts 3 hours before it starts to fizzle out, with it completely dying at 4 hours. If a mer scale is used in the ritual, the time extends to eight hours with the ninth hour being unreliable. During this time, there is a constant drain of energy from the mind mage, who must focus on maintaining the connection or risk it being lost. Because of this, they cannot do any other magic, and if they are suitably distracted (like being physically attacked), the mind link drops and cannot be reestablished by the same mind mage. A couple days rest is recommended before doing another mind link like this, as it causes quite a bit of exhaustion. (once every three days without heavy adverse effects.)


 

Self-Levitation - At this level, the mind mage can use their gifts to lift themselves up into the sky. It isn't really flying so much as it is hovering, but one can travel at roughly the speed of a brisk walk. It isn't good for a quick getaway, as one must stop and touch the ground with both hands before pushing “up.” Enchanters cannot make permanent talismans with this power, but they can make a temporary one use talisman as long as they include a bird feather and a lock of Siren's hair. The mind mage can raise themselves up as high as the government building on sim, and travel as far as they could reasonably walk in an hour. This is because the charm only lasts for an hour, then it abruptly ends. For this reason, it is best if the mind mage is on the ground by this time, if they don't want to end up splattered all over the main square. The timer begins when they rise up into the air (or activate the talisman), then continues running, even if they have already landed. (once a day, one IC hour limit.)


 

Blood Brothers / Best Buddies Bond – There are more serious names for this pairing, but the reality of it is that only two witches or other magic using folk that love one another with strong, platonic love akin to siblings that go forward with this bonding. The origin of this ritual is said to have originated in ancient China, between fox shifters who were also warriors for the same kingdom. In order to solidify their deep bond, they shared blood and energy and swore an oath. It is that same pattern of ritual that continues today.


 

One of the pair must be a mind mage and both must have the capacity to use magic. While the mind mage must be master level or higher, the rank of the other does not matter. Together, they kneel in a circle and profess their undying kinship, swear an oath to one another, then exchange blood dramatically sliced from both of their palms then placed together. Their energies then meld together and a connection is forged. The benefits to this are primarily that they know when one another is awake or asleep, and they are able to converse with each other in their mind, shutting the connection on and off at will. If one has a familiar, the other can speak to and ask the other's familiar to do tasks for them. The familiar can refuse, but its nice to be asked. In addition, magic that the pair performs together is made stronger merely by how pure their connection is.


 

The connection is interrupted when one of the two cannot use magic, such as when they are wearing an iron collar. In addition, if one of them is bound to a vampire, the vampire can block the connection between the two, something that only particularly petty vampires do on a whim, but most vampires use as a form of punishment. The bond can be broken by both facing one another, spitting, then turning their backs to each other. It can also be broken should the pair end up performing any kind of sex act with one another or if their love turns from that of loyal siblings to that of romance.


 

Deep Dive: At this level, the mind mage can delve deep into the mind of an individual that is their level or lower, willing or not, and search for information they wish to acquire. The target must be bound in some manner (a silver rope is traditional, much to the chagrin of the shifter community) and both the mind mage and the target must be in a cast circle. If this is being done on another witch, it is common to also put them in an iron collar so they cannot resist. Vampires are difficult to get to the point that this will work, so the vampire must be willing and verbally state that is the case. Mer are oddly resistant to this ability, and must be worn down by a group of witches. This is often to find something to emotionally devastate the mer to facilitate a harvesting of magical components.


 

Once eye contact is initiated, a battle of wills begins. This can be represented however you choose, but as the battle begins, the mind mage is granted access to the target's mind, starting with small glimpses of memories and information that may or may not be relevant to what they are looking for. If successful, they will finally find their answers, if the target actually knows them. Depending on how much the target fights, this can be extremely strenuous on both target and mind mage, leading them to suffer effects that are both physical and mental. Nosebleeds are common, as is coughing up blood and extreme fatigue or headaches. If this is done too often or when the mind mage is not fully rested, it could result in some sort of madness, temporary or otherwise.


 

Of course, like all telepathy skills, this is heavily consent based. Be sure to have a dialogue OOC in regards to what is happening, as well as have descriptive, clear enough emotes that you can understand one another. Remember, sometimes someone not giving up information can move a story forward as much as someone caving quickly can.


 

This is considered a form of torture, and legally, it can only be done when sanctioned or commanded by Regime officials. It may also result in witches “disappearing” under the waves or into the woods, as one should expect that there will likely be retaliation.


Level 4:


 

At this level, one can cause a very large object (up to the size of a mid-sized motor vehicle), no heavier than 1000 lbs, to float from one location to another. The object must be visible to the magic user, as well as its start and ending point. If at any time, their line of sight is broken, the object will begin to fall. The movement of this object is slow at this level, about the speed one moves when casually walking (2mph), but that speed doubles with every active mind mage who is assisting with the move. Additionally, each mind mage participating in the move adds 500lbs to the weight capable of being lifted, no matter their level. It helps to use a repetitious incantation while performing this act, especially in unison with those assisting.(draining, requires focus. Two times a day.)


 

Able to send out one way messages to all of those initiated into the Ordo Luna (witch power only). This is primarily used to inform the witches of danger or summons. Only those with mind magic can send a message back mentally. All others will have to use their phones or familiars. (innate)


 

As long as it does not physically harm the target or cause them to physically harm someone, the mind mage can implant a thought into a person's mind through eye contact, a gesture and words spoken. The suggestion must be brief and uncomplicated, no more than a couple of sentences, but usually just one. For instance: “These are not the droids you're looking for.” The suggestion only works on individuals underneath their power rank, and it must be something that does not go against something the person strongly believes. For instance, you could tell a woman “It's okay to leave your child here a little while, go and take a nap” and she will likely agree, but if you told her “this is not your child, you don't even know her!” a mother would not only vehemently dispute the claim, but she may give you a firm lecture about trying to steal children and attempt to alert the authorities. (3 times a day, innate.)


 

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


 


 

With a gathering of several other magically inclined participants, the mind mage can completely erase the memory of an individual and implant new memories. It is a very difficult spell that requires a lot of concentration, and must be done in a magically charged place, such as the Insula Astra. If the individual is unwilling, there must be a mind mage focusing on keeping them calm, a calming tincture from a life mage will increase the chances of this working dramatically. Triton venom from one mer and scales from another are required for the ritual, as well as the blood of three mind mages (shifters with this magic do count) that is let into a chalice and used to draw runes upon the individual who is having their mind rewritten. There also must be a totem/fetish of some sort, where the person's memories are magically transferred to and stored. The rest of the ceremony can be invented OOC as with most spells and rituals. The process is taxing for everyone involved, but particularly for the three mind mages who give their blood. If the subject of the ritual touches the totem at a later time, they will regain their memories.


 

It is unknown as to how much or how quickly a level 5 mind mage can move with their mind. Rumors suggest that the Three used to raze cities without lifting a finger, just by their combined mental power.

Magic Circle: Life

Circle: Life

 

It moves us all.

 

Description:  The existence of life is a mystery and a miracle that has spurred on the creation of thousands of religions. Few truly understand those, but those who study the circle of life (which moves us all) are the closest to understanding its secrets. Manipulating the very sparks of what keeps the corporeal intact and operational, they can heal, thrive and sometimes even damage others with the abundance of their knowledge. Working in concert with technomancers, those who practice life magic were instrumental in the advancement of magitech medical technology, and while they are no longer necessary as the bulk of clinic work staff, many remain in the more standard medical occupations, though few have had enough education to truly be “doctors”.

On the same hand, many work their magic in the form of tinctures and potions that they sell out of their homes, or secretly aid the resistance by offering their magical services. The latter is risky however, as not only are the punishments from the regime severe—but many humans are distrustful of witches due to their position as vampire lackeys.

Only one batch of any sort of potion may be made by a healer over the course of a week, and any rare reagents must be gathered IC. If there are no particular reagents listed under the ability, you are free to come up with your own method, citing the way your character was trained. Potions last approximately one month before their potency is no longer viable. Please record the date the potions were created and who they went to, in case there are questions later. Be sure to tell the recipient the expiration date—at least OOC anyway!

Healing does not work “faster” due to a witch's power level. It can, however, work quicker if there are more magic users assisting in the ritual. There is no exact formula for this, but the damage cannot heal instantly. There is a minimum of six IC hours for regenerating if there are multiple people assisting, and the level of exhaustion suffered by both the participants and the healed will be doubled.


 

Another note: Magical healing has a price. Those who are healed will not be 100% right away. Healing takes time, and it also takes energy. Just like when one is recovering from an illness, those who have been healed will find themselves drained as well—being more exhausted for a longer time depending on the severity of the ailment healed. Unless time is taken to add in a pain soothing spell, major damage will also be painful while correcting itself. As the healer player, be sure you tell the player healing OOC what they need to be playing. More than that, there are some diminishing returns. Really, one can get level 0 through 2 healing indefinitely, but if one receives high level magical healing over and over again, it will begin to be less effective. Those who are resurrected lose a part of themselves. Those who are resurrected multiple times become more and more monstrous and unhinged.


On that same note, using any magic tires the magic user, but Life magic is particularly draining. In effect, one is going against the Order of Things and directly challenging fate, even so far as to defy death. When one uses their gift too much, they will become more susceptible to injury and illness. Life mages also seem to require a bit more sleep than other witches, particularly once who practice their spells regularly.


As for who Life magic works on, it will work best on humans and other witches, with witches and magic-using shifters healing the quickest due to the flow of magic already within them. Mer are the next easiest to heal—though Mer are more likely to accept healing from a fellow mer or a shifter. Most Mer would rather die than accept healing from a witch. Shifters and Vampires do not need so much help from healers, though there are some reasons they might seek it out. The spells below are written as if healing a human or witch. If you're looking to heal another sort of creature, check out the following:


 

Vampires: Some spells can be used, such as soothing pain, causing sleep or most hexes, but for the most part, vampires do not even need healing magic, so most of it is useless. That being said, some of it can be used to help speed up their healing process, but it will not stop their need for blood. In fact, as healing magic causes the body more exhaustion, it expends more blood on the part of the vampire, making their hunger swell. In these cases, there is a great danger of the magic user being attacked by their very patient! It will always be better to either gift one's own blood or have someone brought over for the vampire to feed from than anything else. For the unbound witch, this can be extra dangerous should the vampire immediately force them to drink from them as well and take their bond. Vampires will always require blood to heal, and using magic will not get around that.


There is also the matter of aggravated damage. A vampire suffering from sun or fire damage cannot have it cured by magic, though it can be soothed and treated, speeding up its healing time by half. A staked vampire cannot be woken up while the stake is still in them, the only thing that will wake a staked vampire is removing the stake and feeding them blood. Wounds inflicted upon them by shifter bites may be helped along with a triage spell to keep them from dying immediately,


A dormant vampire* (who has gone without blood so long they have fallen into a coma-like sleep) can be awakened with blood, but witches performing a resurrection spell upon them can aid considerably in returning their mind and former power to them. It is, however, not without its dangers, as many resurrected vampires can be quite dangerous once they are able to sate their considerable hunger. It should not be done without the presence of other powerful vampires there to keep the awakened one under control, as well as a few people for them to feed upon.

*This CANNOT be used to return a vampire to human, however. 


Mer: Mer heal in the water much easier than they do upon land. Their natural regenerative abilities can be hurried along with healing magic, as appropriate, with the spell's listed healing times being half as much, provided both the caster and the target are in seawater. Fire and other aggravated damage can only be healed while in the water, at the spell's normal healing rate. However, a witch (not a shifter or mer) that has their healing help accepted with the caveat that it must happen within the sea should be very, very wary.


Shifters: Shifters already have great healing abilities, so regenerative spells are generally not very common, unless there is some reason they cannot heal that damage. Triage and soothing are useful though, as are a lot of other spells. Like others experiencing aggravated damage, vampire bites, silver wounds and fire damage can be helped along with magic—but only by reducing its healing time by half.


Animals: Non magical animals, and familiars, can also be healed with healing magic. They do not require mer reagents (though something must be used instead), and one may perform a healing spell upon them at a level higher, requiring half as much energy and half as much time to heal. Regular animals, like humans, can only be resurrected once—but familiars can be resurrected up to nine times, each time leaving them with a mark to indicate their trip to the afterlife.

 

Level 0:


The healer can, by touch or by kiss, clear away light bruising, scratches and cuts upon others, provided they are not aggravated damage. Each wound must be touched separately. (innate)


The healer, regardless of personal hygiene and common stereotypes, is always free of blemishes and warts. This does not include reactions from allergies, or from mild curses that cause breakouts etc. It also does not affect the reactions a witch has to their personalized physical weakness flaw. Not every witch is given this gift (it is optional for you to actually have. ...In case you want to have acne and warts, I guess.) (innate)


 

Level 1:


The healer can, by touch and channeling, begin the healing process of mild wounds (cuts up to an inch deep) and moderate bruising. The healer must know what they are healing and cannot just heal “anything that is wrong”. Only one area of the body (head, torso, right leg, left leg, right arm, left arm) may be healed of wounds at a time. This is for physical wounds, not mental. These things do not heal instantly, but repair at a hastened pace over the span of one day. This requires focus, and being touched or struck will be enough distraction to keep the healer from continuing. Bone fractures can be healed this way, only if there are proper reagents. While Mer Tears are a popular healing reagent, they are very difficult to get—and more powerful witches will be mortified that they were wasted on this sort of thing. Instead, many find it best to use a young, live plant that was cultivated for this purpose, draining its energies to transfer into the individual being healed. (Provided they do no other magic: 2 times a scene for level 1, 3 times a scene for level 2, 5 times a scene for level 3, 7 times a scene for level 4. This magic is more draining for lower level magic users than higher.)


 

Triage – The healer can temporarily stabilize a target with severe wounds so that they can be moved and taken care of. If the wounds are not taken care of either manually or magically within twenty four hours, they revert to the state before the spell. Can be used multiple times a day, but a person can only receive one magical triage treatment from one healer, once a day. If the caster is not used to the urgent circumstances in which a triage spell is needed, it will make it harder for them to focus, and therefore, they will become more exhausted from performing it. (three times a day)


 

Minor Healing Potions - If it's a mild ailment, such as a tummy ache, aches and pains from overexertion or a terrible headache, the healer can mix common reagents, such as certain plants and oils, and distill a potion to ease those minor ailments. The process takes approximately six IC hours and makes six ounces of potions or fewer, depending on the scarcity of materials. (once a week, six potions.)


 

Blemish Hex - By angrily pointing at a human, shifter, mer or vampire, the healer can cause blemishes to appear upon their skin approximately where they are pointing. It will begin as a couple small zits or one large one, but will slowly spread out over the course of the next few days. The hex will fade out after three days, or once the target washes the area with purified water. It's the anger that really solidifies the hex, doing it to simply be a brat or out of jealousy rather than rage will cause it to backfire and affect the caster instead. The spell backfiring will cause an expenditure of more energy than if it was successful. (once a scene, chance of backfiring—be honest with yourself)


 

Spit Wash – Opposite of the blemish hex, the healer can lick their own thumb, then rub it over damaged skin, rubbing away blemishes, warts, blisters and skin damage such as a sunburn or a rash. This works on magically created blemishes and such as well, provided the original caster is the healer's level or lower. (innate, once a scene)


 

Soothing Song – By softly singing an incantation while touching a single individual, the healer can temporarily soothe their physical pain. This lasts only as long as they are singing. This is a common practice for those healers who work as midwives or are trying to distract someone while a bone is set. (innate)


 

Level 2:


The healer can, by touch and channeling, begin the healing process of moderate wounds (cuts up to several inches deep, having missed vital organs), heavy bruising and bone fractures. The healer must know what they are healing and cannot just heal “anything that is wrong”. Only one area of the body (head, torso, right leg, left leg, right arm, left arm) may be healed of wounds at a time. This is for physical wounds, not mental. These things do not heal instantly, but repair at a hastened pace during the span of two days. Mild wounds (as described under level 1 spells) can be healed over the course of two hours this way. All of this requires focus, and being touched or struck will be enough distraction to keep the healer from continuing. Broken bones can be healed this way, only if there are proper reagents and incantation. The bones must be set manually, or they will heal incorrectly. Mer Tears are good for this purpose, especially if there are multiple breaks or there has been a large amount of blood loss. Remember that Mer Tears must be acquired IC from the source, and they are not all that easy to get. (Provided they do no other magic: 2 times a scene for level 2, 3 times a scene for level 3, 5 times a scene for level 4. This magic is more draining for lower level magic users than higher.)


 

Sense Life Force: At this level, the healer is so in tune with the flow of life, by focusing on a person, they can see the flow of life force within them. This can help them diagnose their ailments, diseases and such, but the patterns of it will also key them into whether or not the person they are speaking to is human, witch, shifter or mer (unusually vibrant/powerful life force), or vampire (unusually dark life force.) Human witches cannot determine if someone is a mer rather than a shifter (though it's pretty obvious due to the ears and teeth in most cases), nor can they determine what sort of shifter they are. They also cannot determine what sort of vampire someone is. They can, however, tell how powerful a supernatural creature is, or at least how powerful they are at the moment. Injured individuals will tend to appear less powerful than they actually are. (innate. Only one target per round. Try not to be annoying assessing every person in an area unless it is necessary to your RP.)


Soothing Song (higher level) – By singing an incantation loudly and melodiously, the healer can soothe the pain of a group of people in a room, such as an infirmary. This soothing is made stronger with more witches singing along and weaving the net of magic throughout the room. The soothing lasts twenty four hours, but only on those who were in the room when the incantation was sung, and only as long as they remain within the room. For purposes of this spell, the area is chat range (up to 20 meters away from the primary caster). (once a day)


 

Illness Curse. “I hope you get... CHICKEN POX!” - Kylie, “Practical Magic.” The spell allows the caster to inflict a temporary illness on their target. This must not be anything fatal or something such as AIDS or Cancer, but it may be something pretty annoying, like crabs, a stomach flu, chicken pox etc. It will last three days, during which they will suffer as though they are in the full swing of the illness—vomiting/diarrhea if they are given a stomach flu, headaches, fever, sweats for a regular flu, etc.) unless the individual makes a genuine apology that is accepted by the caster. Traditional medicine will not help, and magical healing will not do much for it. Most life magic users will recognize that it is a hex that will not last long and say that it will be better if they apologize or let it run its course.


Like the Blemish Hex, this spell requires the caster to have a swell of genuine anger and intention for it to work, otherwise it will backfire and infect the caster instead. The caster must point at the individual, say what they are inflicting their target with out loud, loud enough for the person to hear. If the person is deaf, you still have to say the words, but they have to see you pointing at them. Unlike the blemish hex, this also works on vampires, who will FEEL as if they are affected by it, and perhaps even dry heave or have stomachaches, but not genuinely have the illness. The target must be your level or lower.

(once a week. Chance of backfiring—be honest with yourself.)


Sleeping Tinctures – At this level, the healer's knowledge of magic and reagents is high enough that they can draft tinctures to cause an individual to fall into a deep magical sleep (up to eight hours) if it is taken orally. This requires Mer saliva. One can also make tinctures that simply cause relaxation or aid sleep (such as with opiates or Valerian root) but those do not require one to be magical, simply to have the know how. It takes two days for a sleeping tincture to fully brew using the equipment at the Ordo Luna House. To make it elsewhere will take one week. (once a week, six doses total, must be used within a month.)


 

A Touch of Pleasure (or Pain) those who are adept at the magic of the Life Circle have unlocked one very... unique skill, due to their understanding of how nerves work on the magical level. Here, the healer must touch an individual's skin with their hand, either gripping or caressing it softly. A sensation will begin, depending on the caster's intent. It will either be mildly pleasurable or mildly painful, a sensation that will grow deeper and more intense as long as the hold is in place. If held long enough, this can lead to orgasm or deep pain, the sensation focused on the very location the caster is holding. (remember, OOC consent is key, so check with the other player to make sure you're not going down a road they would rather FTB). Of course, this works best on people who are willing or cannot command or physically move you. A higher level life user (level 3 or 4) can cause deeper sensations, with the latter really being able to cause some mind bending (or breaking) feelings. This is the precursor to the touches learned at the next level, and a very profitable one, if one teams up with an Enchanter to create a very... fun pair of gloves. To simply brush up against someone and give them a shiver of desire (or make them feel like they just got pinched) is innate, but to hold someone longer and really focus on making them feel a certain way will drain one's energies more and more, potentially leading to the caster being left in a very precarious position.


 

 

Level 3:


The healer can, by touch and channeling, begin the healing process of severe wounds (damaging but not completely destroying organs, long deep cuts, heavy bruising and broken bones. Only one area of the body (head, torso, right leg, left leg, right arm, left arm) may be healed of wounds at a time. Broken bones must be set manually, or healing them will cause them to heal incorrectly. The healer must know what they are healing and cannot just heal “anything that is wrong.” This is for physical wounds, not mental. These things do not heal instantly, but repair at a hastened pace during the span of two days. Wounds (mild to moderate) can be healed over the course of two hours this way. All of this requires focus, and being touched or struck will be enough distraction to keep the healer from continuing. To heal severe injuries, Mer Tears must be used. These tears may be diluted in a solution of sea water to provide enough to heal everyone necessary over a period of 24 IC hours. (Understandably, healing RP takes a long time and so does big fight RP, so it is perfectly reasonable to RP something the next day saying it is later that night. Just make sure everyone is aware of that.) Remember that Mer Tears must be acquired IC from the source, and they are not all that easy to get. (Provided they do no other magic: 2 times a scene for level 3, 3 times a scene for level 4. This magic is more draining for lower level magic users than higher.)


 

Touch of Sleep. “Shhh” - Gabriel, “The Prophecy.” By pressing their palm to a person's head and “shhh”ing them, the healer can cause one to pass out for one hour's time, provided no one else physically interacts with them. The healer must touch skin. This cannot be done in a chaotic setting such as a full on battle or a crowded dance club, but it CAN be used to diffuse a situation when a person is getting aggressive or starting an attack. It takes one round to cast, and has a chance of failure if the individual being targeted is expecting to be attacked by the caster in particular. This works on any creature lower than than the caster's level, but if there are two casters with this level in the Life Circle, they can simultaneously use it on someone their level successfully, provided that person is not a vampire. Three casters at this level can work together to make it work on a witch, shifter or mer who is at an alpha leader level, with the expectation that there is going to be dire consequences. Once you do it to a person, you cannot do it to that particular person again for at least a month. (innate, once a scene)


 

Numbing Touch – As it says, the caster can touch an area of a person's body and make it numb for approximately an hour. There must be intent, and they must touch the flesh (not clothing) directly. It numbs the area closest to where they are touching, but can extend it to a whole section. Such as touching an elbow, but making a whole arm numb. This works on anyone, regardless of their will, and is primarily done to make healing go easier. However, some more... creative casters have come up with all sorts of fun ways to use this, antagonizing friends, foes and people trying to type whenever they please. Like most magic, however, it's best to choose your targets wisely—and there is always a chance of it failing or backfiring if you're distracted while casting it. Once the hour is up, you must touch the person again if you want the numbness to continue. (innate)


 

Revitalize – Sometimes, healing the body isn't what's needed. A healer has a lot of energy, and if they are not using it to heal, they can touch another magic user and by focusing, lend them a large chunk of their metaphysical energies, allowing the person to cast more magic than they would usually be able to cast before weakness takes over, or cast it a bit stronger. The other person has to focus on receiving the energy, drinking it down. But this energy is power, and like all powerful things, it can be addicting. The receiver could overindulge, leaving the healer passed out and on the verge of death, or if this goes on many times, become addicted to the sensation, asking for it more and more often, perhaps searching for ways to make it happen again. A smart healer only uses this sparingly and is prepared to break off before the other magic user takes too much.


Reconnection – At this level, the caster can reattach a severed limb or multiple digits (Arm, Leg, Foot, Hand, Penis, tongue = limb, Finger, Toe, Nose, Ear = digits) This is a long, exhausting process that requires a caster's full attention, and they may not perform any other magic nor physically demanding labor for twenty four hours. Shifters who do this before the full moon will still change, but be very, very tired for the duration. Mer should only attempt this underwater, or at least half submerged, should they be attaching it to a non-mer. Of course, most mer would rather just enjoy the offered snack, but there are those times that one's hand is slapped and someone must be sent back whole.


 

A whole ceremony is necessary for this. Ordo Luna witches will primarily perform this at the Insula Astra. Shifters will perform this in nature. The details for this are mostly up to individuals, but because of the strain of this spell, it is rarely done alone. Candles and incense, offerings and incantations, so on and so forth. Triton Venom is the preferred main reagent for this spell, mixed with other things, but if one is unable to acquire the venom in a timely manner, a mix of vampire, mer and shifter blood can be used in a pinch. However, a vast quantity is needed of each (we'll say a pint or so), and all three must be on the ritual grounds. If at all possible, the witch should get the one requesting the service to take on the debt acquired by getting those people to agree to such a thing. IF they can get them to agree to such a thing. The blood is mixed together and used to anoint the places where the flesh had become disconnected, then drank by both the main caster and the target before the ritual begins. If venom is used, it must be diluted with other substances, then used in a similar manner (except not drunk by the caster). The severed limb or digit must then be adhered to the body, with bandages or stitches etc, and the ritual can begin. It should be a dramatic thing, because this is not a common magic, but of course, that is up to player discretion.


 

While it is performed, there will be an itching sensation, followed by extreme pain as the body reconnects. The pain will continue for a couple days, along with occasional numbness and twitching before the limb can be used properly. One should not walk on a reattached leg or use a reattached arm etc. for at least a week afterward. As this ritual can only be undergone once for each part of the body, woe be it to the man who uses his reattached penis before its fully healed... and the person he has inserted it into. (once a month. Requires more than one witch. Very draining.)


Breath of Life – When coming upon one who is on the brink of death, or has just barely crossed over (within the last 5 IC minutes) the healer can press their mouth to the target and exhale the very essence of life into them. This will cause the target's heart to begin to beat again, perhaps even cough awake. It does not heal the wounds they have suffered, which will have to be healed either manually or by another healer, as performing the breath of life takes away a good portion of the healer's current life force. It takes them a week to recover from this, and they will be unable to perform or assist with any sort of magic until they are back to full strength. This cannot be done on vampires, but... there is a rumor very, very quietly whispered in some circles that a healer who can perform this spell can actually cause a newly turned vampire to come back to life as a human, provided they are able to get them within that five minutes of their initial death. This is completely unproven, however, and it definitely too risky a thought for most to even try. Overall, however, the Breath of Life is a dangerous enough spell on any normally breathing creature to attempt on a vampire. During the course of one's life, one may only use the Breath of Life spell on people twice. The first time leaves the healer extremely exhausted, the second time leaves them marked by Death, leaving them with a foreboding feeling and nightmares of the afterlife. Because of this, most are too afraid to perform the spell a third time, possessing the great feeling that if they were to do that, it would be the last breath they would ever breathe. (two times total in game, third time kills caster. Extremely draining.) It can be used, however, indefinitely on animals and familiars with little issue, with level 2 casters able to do this with a bit more exhaustion. If the heart has stopped on the familiar, it counts as one of their nine lives. (once a week, very draining, especially to level 2 witches.)


 

Level 4:


Regrowth – It is said that during their training, those who study the Life Circle are made to examine and learn about many creatures. None of these is so interesting, however, as the gecko and its extraordinary ability to regrow limbs. In some more intense academies, healers are made to watch these creatures become dismembered again and again, as well as watch worms get cut in half, and the deaths and healing of a number of other creatures. But the gecko sticks with them and its particular physical ingenuity. In fact, many healers leave their academies with one of the geckos they studied, already bound as their familiar.


But witch culture aside, there is a lesson to be learned there, and the Master Witch understands what must be done. And in a brutal society where they must sometimes suffer extreme punishments or perhaps get caught up in a Mer's snare and snacked upon, it is a spell that is very useful. With enough power behind it, a healer can regrow a person's limb (or digit, with less expenditure). It, however, takes a LOT of energy, and even someone possessing magic at this level will have difficulty with it. So it is rare that it happens directly after dismemberment, as the healer needs time to prepare, to meditate and to gather power.


After twenty-four hours of meditation and preparation (in whatever way you think is appropriate), the healer is ready to begin. They require an open space, large enough for their subject to lie down flat. They also require Triton Venom, a key component to the spell, and perhaps one reason as to why the population of the Mer seem to drop around the coast during war times. A drop of mer blood is also nice to have, but another hallucinogen will work, such as LSD or Mescaline. This helps in envisioning the growth of the limb.


Drawing an outline of approximately where the limb will be (and about what size) on the surface the person is laying on, the ritual begins. It's best for multiple people to be there, especially one to keep the person held down, but it's not entirely necessary. There can also be reagents, incantations, etc. What is important is that the healer gets high and the subject gets poisoned with venom. During the ritual, the limb will begin to grow, fairly grotesquely, extremely painfully, until it is proper again. There could be changes (nothing that makes it stronger) and its possible that it won't have hair or nails upon it yet. Afterward, both the main caster and the subject are very tired, needing a week's rest. The limb begins by being limp and useless, but over the course of the week, it will become stronger until it is fully functional again. Weaker, for a time, but functional. Prematurely attempting to use the appendage will cause its healing time to lengthen, and if it is a magic user who's just regrown their limb, using magic within that week of healing (beyond innate) will cause it to start rotting, potentially even decaying and rotting off again.


 

One can only have one limb regrow every three months. (once a month, exhausting.)


 

Resurrection Spell: NOTE: This is a ritual that must be approved by the admins before moving forward.) This spell requires at least four magic users, one of whom must be a level 4 Life magic user, or two who are level 3 Life magic users. If it occurs in San Tuario, it must be performed on the Insula Astra, the only place locally with enough magic to contain the ritual and protect its participants. A spiritualist should also be on hand, if possible, to help guide the deceased's spirit back to their corporeal form. The ritual must be performed within one moon cycle after the individual's death, as that is said to be the cut off from returning from the spirit realm.


The details of the ritual are not common knowledge, and as such, they will not all be placed here. However, there are some things that most healers know will be necessary. The first, of course, is the deceased's body. There MUST be a body in order for one to be resurrected. There must be as much of it there as possible. If someone has taken their heart, the heart must be found and placed in the chest cavity. If the heart no longer exists, SOMEONE's heart must go there, which may mean the death of another individual or a quick raid of those bodies heading to the incinerator. The second is Triton Venom, a highly necessary component in almost all high end healing magic. The third is a reason for the deceased to return to the land of the living. It must be a strong reason, one that has a physical representation. This may be their literal child, a bloodied sword, their wedding ring etc. For best results, people bring as many 'reasons' as they can, hoping the spirit will latch onto one. Lastly, the ritual must happen during the witching hour, when the veil between worlds is at its weakest.


There is surely more, but other than reagents, there needs to be a lot of focus, a lot of energy, and a lot of time spent rebuilding the body of the deceased and bringing it to a point where it can be inhabited. When it is ready, those within the ritual call for the spirit to come back, a thing usually led by the highest spiritualist present. There is a chance that, during this time, some other entity might take control of the freshly renewed body, and it is up to those in the ritual to be sure that what is happening is correct and the person coming alive is who they are searching for. There is also the chance that the deceased may not want to rejoin the world of the living, which will end the ritual with the body's rapid decay.


But if the ritual is successful, it leaves the coven (or shifters, or mer) involved fairly weakened. Most will stay on the Hearth or Insula Astra for the next week or two to recover. Others will have stronger individuals escort them back home for some rest. But their work is done and is now time for the resurrected to go through their own trials. Not only will they have to become accustomed to being alive again, they will be haunted by the things they saw while they were dead for some time, as well as the last moments of their life. They will also be overcome with ennui and depression and require time with people to reconnect with life again. And they will be very, very sore and weak. There is no time frame for how long it will take for them to become their full self again, if that even occurs at all.


(Ideally only once in a great while. Will approach it as necessary. Requires a group of interested people, ST ran scenes and of course, Admin approval (and the approval of the person to be resurrected.) DO NOT get your character killed because you are relying on this. It is a very rare ritual. Those who are executed for crimes against the Regime are not eligible unless the magic users involved are all highly suicidal.)


 

NOTE FOR MER: As the Mer are banned from entry to the Insula Astra, they are more likely to travel to a sacred place in the sea to perform the ritual with other Seers. It will still require the same amount of high level magic users. The Mer use different sorts of reagents, primarily specially grown water plants and various precious stones, most of which can be harvested near the ritual place. There is, however, a lot of bureaucracy regarding resurrection spells, with the Duke or Duchess of the pod having to sign off on it and give a token of approval to be presented to the Seer at the resurrection site, as well as an agreement from one of the deceased's living relatives or both members of their triad, if they have formed one. If one has neither, it takes a unanimous vote from the council. All of this can be very taxing on those wishing to resurrect the person, as it must occur within one moon cycle after their death. Their rites are also fairly different, as their afterlife is not quite the same.


 

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

                                                                                                


 

Magic Circle: Spiritualism

Name: Spiritualism


 

Description: Communing with spirits, as well as the ability to discern the past, present and future through magical means.


 

This is an ability highly dependent on OOC consent. If one scrys something about a particular character or place, they will need to ask the people involved. If you are the sort of person who tries to limit OOC conversation as much as possible, this is not the ability for you.


 

Occasionally, there may be a storyteller post with information that Spiritualists may see in a vision. This will rarely be something very specific, but symbolism that may need to be deciphered. Similarly, if a Spiritualist wishes to scry something specific about sim storylines or NPCs, they can file a ticket. Turnaround should be fairly quick, but please give a week for responses just in case. Sometimes, we're busy and sometimes, we are not quite sure what to give you yet! For this reason, you should describe what you plan to do, RP preparing for it, and then perform the scene when the results are given.


 

Level 0:


 

By touching an object and focusing, the witch can determine the emotional state of the last person to touch it. (once a day)


 

Unless the weather is magically manipulated, the witch instinctively knows what the weather will be like the next day. (innate)


 

Instinctively, the witch will know if a person has ever died in a room they have entered. They will not know who, why, when or how. Only that there is a mark in the ether signifying the end of a life at some point. (innate)


 

Level 1:


 

By touching an object and focusing, the witch can picture the last person to touch it. If they do not know the person they see or have an ability allowing others to see what they see, they must describe the person in RP to the people they wish to inform about it. Putting (Describes Sally Joe) is not acceptable, however “A young woman with a lot of blond curly hair, about five-seven, with gray eyes” would be. If you don't know what they look like, ask. It's simply more enticing RP that way. The image seen is brief and does not move. There are no sounds or smells, unless the Spiritualist is blind. If that is the case, rather than an image, the Spiritualist will either hear a short sound (either a word that was spoken by the person while touching the object or a sound or word that the person heard while touching the object) or a smell.


 

Seeing the dead – By touching one's own eyelids and concentrating, one can see the presence of any present spirits. Depending on the spirits, they may or may not see and hear the witch, but the witch can attempt to communicate with them. At this level, the witch cannot hear the spirits, so responses will have to be in gestures. (innate)


 

Level 2:


 

By touching an object and focusing, the witch can picture the last person to touch it, as well as experience any strong emotions they had at the time of handling it. If they expend a lot of energy/reagents or are in the area that the strong emotions occurred (or both), they can witness a period of time up to two minutes long that happened when said strong emotions occurred. All of their senses are taken over by the vision, which they see as if through the eyes of the person who had last held the object. This means that in the “real” world, they are unresponsive, and if something distracts them, they lose the vision, and their reagents. Get the information by contacting the person in the vision OOC, or another person who was present. If they do not know the person they see or have an ability allowing others to see what they see, they must describe the person in RP to the people they wish to inform about it. Putting (Describes Sally Joe) is not acceptable, however “A young woman with a lot of blond curly hair, about five-seven, with gray eyes” would be. If you don't know what they look like, ask. It's simply more enticing RP that way.


 


 

Seeing the dead too – By touching a willing person's eyelids and concentrating, one can see the presence of any present spirits. Depending on the spirits, they may or may not see and hear the witch, but the witch can attempt to communicate with them. At this level, the person cannot hear the spirits, so responses will have to be in gestures. (innate)


With the use of a ritual and a few others present, the Spiritualist can contact one who has been dead for one month or less. This does not include vampires, unless they were turned within the last month... and then died again. To contact the spirit, they will need to be near the location of their death and possess an item belonging to them. The spirit will appear in a spectral form which may look as they did in life or as they did at their death. They will only be able to answer three yes or no questions, and they are compelled to tell the truth as they saw it. If the spiritualist is in possession of a mer's tear and offers it up to the spirit, they can ask questions until the spirit is tired or irritated, and will receive more precise answers. However, in this state, the spirit may answer as they please, including lies if they so desire. If the witch is not polite or the spirit feels offended by anything about being summoned, they will not answer their summons again. However, if they are amicable, the spirit may be contacted again a week later. If a mer tear was given, it will have to be given again the next time they are summoned. (but storytellers have the right to limit these rituals/conversations for their own sanity.) (once a week. Requires 3 people present, at least one must be a witch.)


Vision Quest – at this level, the Spiritualist may perform a rite, with the aid of hallucinogenic materials and meditation, to find out certain truths about themselves or others. While they can try to focus on learning something specific, these sorts of journeys tend to reveal what the universe thinks the one on the quest needs to know rather than what the person believes they should know. Like most visions, these are told through symbolism and vague imagery and will likely require someone to help with interpretation. The quest can be stationary, but it is common for those experiencing it to wander through a natural area. A drop of mer blood is said to be the most potent material to induce vivid imagery for this rite. Of course, anyone can get high and wander around the woods, but the visions induced by the practitioners of this magic are far more powerful.

 


Level 3:


By touching a person, the witch can share a glimpse of a vision that they had, up to 30 seconds worth. Whether or not the person is capable of understanding what they just saw depends on their own training and experience with such things. Witches and other magically inclined creatures will have a better capacity to understand what they're seeing. Non magic using shifters will have a stronger connection to the emotions of the vision rather than the actual events. Vampires and Mer will have a stronger ability to understand if there is any magic happening in the vision (should it be a glimpse of the past or future). Particularly vivid or terrifying visions may cause non-magical humans to have a breakdown or go mad for the length of a scene. (innate)


 

The ability to temporarily bind a present person or spirit to an object or place, forcing it to remain within ten meters of it. A drop of mer blood is said to be the best reagent for assisting this spell. This binding ritual lasts for twenty four hours, unless the object the spirit is bound to is destroyed. If the person is alive (that is, has a body), the caster must remain in contact with them while speaking the words of the ritual through two posting rounds. If they are able to interrupt the caster, the spell fails and must be began anew. Those who are bound will find themselves incapable of damaging the thing to which they are bound, but none who are bound are compelled to be docile or obedient unless there is a secondary magic in place.


 

Vision Quest: at this level, the Spiritualist may guide a small group of people through a hallucinogenic fueled journey to find out certain truths about themselves or others. While they can try to focus on learning something specific, these sorts of journeys tend to reveal what the universe thinks the one on the quest needs to know rather than what the person believes they should know. Like most visions, these are told through symbolism and vague imagery and will likely require someone to help with interpretation. The quest can be stationary, but it is common for those experiencing it to wander through a natural area. A drop of mer blood is said to be the most potent material to induce vivid imagery for this rite. If used, a drop would be needed for each person undertaking the journey. Those taking this journey need not be magic users if they are guided by one with this magic. Of course, anyone can get high and wander around the woods, but the visions induced by the practitioners of this magic are far more powerful.


 

Level 4:


 

Through the use of ritual, the Spiritualist can summon the images of their people's deceased ancestors in a grand display above them and the people gathered. This display takes quite a bit of energy, and is generally reserved for ceremonies where only certain people are present. (shifters for shifters, mer for mer, witches for witches.) There is little actual communication with these ancestors, though they can be asked if they approve of certain actions, such as a wedding or the advancement of a member of the group. They will only answer a couple of these questions, and generally in a non-verbal way, with those who agree acting in one way and those who do not acting in another. It's your show, you can decide how they show this action, but be sure to ask the admins of your particular race how they will respond OOC.


 

Additionally, these ancestors can either be asked for guidance on a certain action that may affect the group as a whole, or they make be ask to share a boon with the group, such as greater luck or success in battle. While the ancestors can't REALLY make people more successful in battle, they can skew things a little in their favor, such as affecting strikes so they are less fatal. Guidance will be given in the form of a mass hallucination, either dictated by the admins/storytellers, or created by the Spiritualist player in a manner that represents what they are told by admins. We will tend to veer towards the latter, unless there is a specific reason for the vision to occur in a certain way.


 

A less savory Spiritualist can exploit the ancestors and force them to answer / show what they wish them to show by holding a mermaid's scale in their mouth. The taste of the scale is vile, and the more angered the ancestors are about being manipulated, the stronger and longer the taste of the scale will remain in the mouth of the Spiritualist, long after the ritual is over. For small indiscretions, it may just be a few days, but it can be as long as a couple years depending on how angered they are. For particularly terrible things, it is rumored that the taste may remain forever. As long as the taste of the scale lingers in the mouth, the ancestors cannot be summoned by that Spiritualist successfully.



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

Magic Circle: Summoning

Name: Summoning


 

Description: Summoning. Magical items cannot be summoned. These items appear where the Summoner wills it, but only if there is a place for it to comfortably fit without injuring or breaking something. Summoning is not an offensive ability, outside of potentially commanding summoned creatures to attack. Larger, more complex items take more energy.


 

Unless stated otherwise, summoned creatures can only move as quickly as they can naturally travel. They cannot escape bonds or go through impassible obstacles (such as cages or locked doors) to reach the summoner, but they will feel quite stressed about this fact and will be compelled to do whatever they can to reach the Summoner. This includes leaving whatever situation they are in, no matter how involved in it they are. People and creatures cannot be forcibly summoned if they are currently in a warded area, but they may choose to answer the summons if they desire. Familiars, witches, magical shifters, and mer will know instinctively who has summoned them. Anyone else will not know until they reach the Summoner.


 

Summoned creatures will only obey simple commands for a short amount of time unless one has established rapport or other means of control. Only creatures present in the current area will show up, and the animals summoned will never be another witch's familiar, who are immune to such magics. So don't expect non-local creatures to show up.


 

Sentient creatures, such as humans and shifters, may be cranky about being summoned and may think to attack once they no longer have to follow directives. There are also laws about summoning shifters. Do so at your own risk. Just because one is able to do a spell does not mean it is something that is smart or even legal to do. Shifters in etre de trois situations cannot be compelled by witches attempting to summon them other than the one they are bound to, but they can choose to follow the pull of the spell if they wish to do so. This does not include the level 5 ritual that summons all shifters in a given area.


 

Summoning spells last only as long as the witch is concentrating upon them. If the summoned creature / person is not yet to the witch when they stop focusing on bringing them to them, they no longer feel compelled to get to them. They also cannot recall where they “felt” the presence of the witch. While summoning, a witch cannot do any other sort of magic, and they will lose focus if they are physically struck or made to feel any sort of strong emotion that does not involve the creature / person who is being summoned, such as pain, pleasure, anger, amusement that causes immense laughter, etc.


 

Portals, even high level ones, are only large enough for two people to pass through at a time. However, people can continue to pass through them for as long as they remain viable. They can be closed automatically by any one of the casters of the ritual to summon them. The witch must be in circumstances free of distress to create a portal, in an unwarded area, and capable of movement. For this reason, portals cannot be made during combat situations, or if the witch is more than moderately injured.


 

Level 0:


 

Summoning a non-magical item, that one owns, such as a key, coin or ring. (any number of times a day. Must fit into the palm of your hand when closed. 5 mile radius.) The witch must know exactly where the item is, and it must be in an area they would be able to access naturally. (innate.)


 


 

Level 1: Summoning animals the same type as one's familiar. (up to 3 at a time, 3 times a day. 1 mile radius.)


 

Summoning a non-magical item, that one owns, up to the size of a standard hardback book. (any number of times a day, must be able to comfortably hold the item in one hand. Must be within a 20 mile radius.) The witch must know exactly where the item is, and it must be in an area they would be able to access naturally.


 

Sending a hand written note through the ether to a specific person. Witch must be touching the letter. Cannot contain any objects heavier or larger than a feather. A photograph is fine. Letter must be on paper or parchment, less than three pages, as well as physically and magically benign (containing no magical script, poison or other dangerous thing.) The witch must know the person in question. Any witch who touches the letter will be able to discern whom it was sent from, but not their current location. (any number of times a day, up to 10 miles.) (innate.)


 

Summoning a one-way portal to an area one has been before. Witch must be more than passingly familiar with the location. The area may be the witch's domicile or outside and unprotected by magical means. The portal lasts 30 seconds and only allows the witch's familiar to pass through before it closes. The familiar must be willing to go through it. (5 mile radius, one time a day.)


 

Level 2: Summoning animals the same type as one's familiar (up to 20 at a time, 3 times a day. 5 mile radius. )


 

Summoning a non-magical item, that one owns or has express permission to move, up to approximately the size of a recliner or motorbike. (3 times a day, 5 mile radius.) The witch must know exactly where the item is and what it looks like. It must be in an unwarded area they are more than passingly familiar with.


 

Summoning a non-magical human. (1 at a time, once a day, 10 mile radius.)


 

Sending a non magical object 3'x3' or smaller through the either to a specific, non-warded location. Must be a benign object. (no bombs, for instance.) Witch must be touching the object. Must be an object the witch can comfortably lift. Witch must be more than passingly familiar with the location it is sent. For instance, if you have only been in an office or room once, you cannot send the object there. (3 times a day, 5 mile radius)


 

Summoning a one-way portal to an area one has been before. Witch must be more than passingly familiar with the location. The area may also be the witch's domicile or outside and unprotected by magical means. If the witch is a member of Ordo Luna, they may also use this spell to travel to the Insula Astra or the Ordo Luna House. The portal lasts 30 seconds and only allows the one willing person and their familiar pass through before it closes. (5 mile radius, 2 times a day.)


 

Level 3: Summoning animals the same type as one's familiar.(up to 100 at a time, 1 time a day. 10 mile radius)


 

Summoning a non-magical item, that one owns or has permission to move, up to approximately the size of a recliner or motorbike. (10 times a day, 20 mile radius.)


 

Summoning a non-magical item, that one owns, up to the size of an SUV. Cannot contain living creatures. (3 times a day, 20 mile radius.)


 

Summoning a beta or omega shifter. (1 at a time, once a day. 10 mile radius) Etre de trois bonds eliminate this ability. This spell cannot be done during the full moon (three days before through three days after).


 

Summoning non-magical humans (up to 5 at a time, three times a day, 10 mile radius. People summoned on the same day must be the same each time. (if you summon Mary and Paul the first time, you can only summon Mary and Paul the second time.))


 

Summoning a one-way portal to an area that one has been before. Witch must be more than passingly familiar with the location. The area may be the witch's domicile or outside and unprotected by magical means. If the witch is a member of Ordo Luna, they may also use this spell to travel to the Insula Astra or the Ordo Luna House. (Lasts 5 minutes. 3 times a day, Only 3 people may enter before the portal closes. 10 mile radius.)


 

Banishment: Forces one or more humans and/or witches beneath your rank to leave the immediate area. (once a day, maximum distance 100 meters, surrounding the witch. Maximum time one hour. The witch (or one willing witch involved in the ritual) cannot move from their current spot or the spell will break.)


 

Sending a non magical object 10'x10' or smaller through the either to a specific, non-warded location. Must be a benign object. (no bombs, for instance.) Witch must be touching the object. Witch must be more than passingly familiar with the location it is sent. For instance, if you have only been in an office or room once, you cannot send the object there. (3 times a day, 20 mile radius)


 

Summoning a mer. Requires at least one drop of the mer's blood. (once a month, 20 mile radius.) The Summoner must know the name and appearance of the summoned individual. Sirens do not require the mer's blood.


 

Level 4:

Summoning animals of any type. (up to 25 at a time, 2 times a day, 10 mile radius.)


 

Summoning beta or omega shifters. (5 at a time, once a day. 10 mile radius) Etre de trois bonds eliminate this ability. This spell cannot be done during the full moon (three days before through three days after). The Summoner must know the names and appearances of the summoned individuals.


 

Summoning an alpha shifter. (1 at a time, once a day, 10 mile radius.) Etre de trois bonds eliminate this ability. This spell cannot be done during the full moon (three days before through three days after). The Summoner must know the name and appearance of the summoned individual.


 

Summoning all shifters within a 20 mile radius. (once a month.) Witches within ritual may be in etre de trois bonds. This spell cannot be done during the full moon (three days before through three days after).


 

Summoning a mer pod. Requires at least one mer to already be present. (once a month, 20 mile radius.) Sirens may perform this action once a week.


 

Summoning a two-way portal to an area that one has been before. Witch must be more than passingly familiar with the location. The area must also be outside and unprotected by magical means. Portal can be designed to keep people with hostile intentions from traveling through it. (Lasts 3 hours. Once a day. 20 mile radius. Two people at a time, carrying what they could reasonably carry, may pass through. This is primarily used to take people to secluded events/parties.)


 

Banishment: Forces one or more supernatural creatures and/or humans beneath your rank to leave the immediate area. (once a day, maximum distance 100 meters, surrounding the witch. Maximum time one hour. The witch (or one willing witch involved in the ritual) cannot move from their current spot or the spell will break.)


 

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


 

Summoning a non-magical object up to the size of a cruise ship, may have people inside it. (once a month, 100 mile radius.) At least one witch involved in the ritual must know exactly where the object is, be familiar with its appearance, and be allowed to move it. There must be space for the object to fit, which may prove to be very logistically difficult. The object's original location must be in an outside, unwarded area.


 

Summoning a Master vampire or lower. Requires one witch in the ritual to be blood bound to the vampire OR at least one vial's worth of the vampire's blood. (one at a time, 50 mile radius. Once a month) Must be performed at night. The approach of dawn breaks the spell. The Summoner must know the name and true appearance of the summoned individual. This makes Alzili very difficult to be summoned.


 

Summoning a one way portal to an area that one has or has not been before. Must have exact coordinates. This area must be outside, but can be warded. However, wards must be actively dispelled within fifteen minutes or the people who go through the portal will be quickly drained of their energies until they pass out. They will remain in a coma-like state until physically moved from the area or given permission to be in the place. (100 miles. Lasts 10 minutes. Once a day.)

Magic Circle: Technomancy

Description: Technomancy is not a new magic, despite appearances. It began when the first tools were created by humanity. When the first rock was used as a hammer, when the first contained fire was sparked, when the first wheel was affixed to a cart, the circle of Technomancy was born. Some cultures in the world say “every tree, every rock, every creature has a life, has a spirit, has a name.” Those gifted in technomancy take that further, believing—or perhaps witnessing—what others can't see: that every technological invention is one of humanity's children, and as such, they wish to make their creators happy.


 

It took a long time for technomancy to be accepted as a magic. But magical historians today can see its beginnings in various works around the world. Masamune is thought to have studied directly under Shui Shu, the first to truly master technomancy, though slow to share its secrets. For the most part, early technomancers simply built extremely well made tools and simple machinery. It was not until the renaissance that another technomancer came to the forefront, perhaps the most famous one of all time: Leonardo da Vinci. His workshop and notes were filled with inventions, but one who studies them with a technomancer's understanding can see the beginnings of some vividly powerful stuff. This began what, compared to the centuries before, was a quick adaptation of technomancy from being simply about tools to being about machines.


 

A little over a hundred years after the first witches were bound, it had a leap forward again with the prevalence of a whole society of technomancers, with Edison and Tesla at the forefront of the advances in both magic and technology. Here, it began to change again. Electricity was where the real power was. And the world advanced. Computers, codes, satellites, smartphones. Soon, the old technomancy was forgotten, replaced by something newer, rawer and far more experimental than its sister circles. Technomancy that involves electricity requires fewer reagents than other magics, simply because the electricity helps power the spell. This means that in the city a technomancer has a lot of resources to tap into, but away from electricity, they find their abilities less powerful and more physically demanding. 


 

Level 0:


 

Walking Phone Book – For reasons none can exactly explain, those who possess this level of magic instinctively know phone numbers. All they have to know is the name, and the phone number will come to them. In the times before the Regime, this made witches very successful debt collectors, detectives and journalists. They didn't have to hunt down who to call, they just /knew/. Of course, this is the sort of ability that can get one in trouble, and many witches who make calls to the wrong people find their phone rights revoked. Those who somehow get calls in to those with great power and short tempers can find themselves “removed” from the problem ever occurring. Of course, a lot of people block unknown phone numbers from being able to reach them, so it isn't exactly a thing that will succeed every time. (innate)


 

Improvisation Masters: “A paperclip can be a wondrous thing. More times than I can remember, one of these has gotten me out of a tight spot.” - MacGyver. Those who have a seed of Technomancy in them are inordinately good at improvising tools out of everyday items. Whether it's choosing a good stick to sharpen while stranded on a deserted island or trying to fix a shoe strap with only the contents of their makeup bag, Witches (and magic users who use technomancy) are doin' it for themselves. This is for simple things. No radios made out of coconuts. Use good judgment. If you don't trust your judgment, ask. (innate)


 

Level 1:


 

At this level, the technomancer can convert their magical energy into actual energy, charging an object such as a phone, a few standard batteries (AAA through D) or another standard handheld device simply by holding it in their hand. If they are not in a hurry, they can charge the device slowly without a significant drain to themselves, which will take approximately thirty minutes. If they need results, they can do it as quickly as one minute, but the drain is considerable and may make the inexperienced too weak to perform much other magic for the next six hours. (once a scene.)


The technomancer can place their fingertips against the side of a device, and with focus, channel a visual representation of their thoughts or memories onto a digital or analog display. As with all memories, this may not be an exact representation of events, but through the technomancer's perspective. By expending some energy and touching the forehead of a willing participant, the technomancer can, instead, display the thoughts and memories of that individual. The technomancer may choose what to show when it is their own mind, but the individual has agency over what is shown from their own mind. The exception to this is if a mind mage or a vampire is able to command the individual. Both the technomancer and the target remain aware of the scene around them, able to communicate and react. If the technomancer releases their hold upon the target however, the connection ceases. This spell is only for images and “video”. No sound is included. Memories are always in first person perspective. (innate, once a scene)


The technomancer can pick up a smartphone and by saying a small incantation, banish calls from an individual. Only one individual can be banned from a phone at a time. It does not matter who's machine they use to try and contact the phone in particular, the spell instinctively knows it is them and denies the call from going through. (once a day, lasts one week or shorter, non-cumulative, depending on what is decided at the time of casting.)

 

Put Together: Witchcraft tends to require the ability to see the world in a way different than the rest of humanity. The technomancer can instinctively imagine how something has been put together, though that does not imply a knowledge of what all the pieces are or how to replicate such a thing. It also does not tell them what the current state of those components are or what they are made of (unless they are familiar with the substance. You can look at something made out of red pine, and know it's wood, but if you're not familiar with how different woods look, you would not know its red pine. This is an example. Please do not overcomplicate it.)


They can, however, focus a moment on a wall and tell you where the studs are. They cannot tell you what's behind the wall, simply the layout of the wall. This works only on non-magical, non-living things they can see. The larger the object, the less of an insight you are going to have unless you have seen it from multiple angles. For instance, by looking at a building and focusing, the technomancer should  be able to determine the basic framework of it, or perhaps the main materials in its construction (if they are familiar with said materials). If they go into the building and see the various rooms within it, they get a better idea of the structure, and potentially can determine whether or not there are hidden rooms or if what they are seeing does not quite measure up to what should be. In this respect, the technomancer can determine if something has been illusioned. It does not give the ability to -see through- the illusion, but it does say ‘hey, there should be a room over here.”

 If they are also an architect or a construction worker, they might be able to determine more about the framework, structural integrity etc.  This is the same for a phone. The technomancer can envision how it looks inside, but they need to know about phones to know what that all means. (innate)


Internet Access – By closing their eyes and focusing, the technomancer can access the internet via their mind. They cannot access anything that requires a password or other security feature without meeting the requirements for it. (having the right password, etc.) They can input words and numbers as if they were typing them, simply by thinking about them. They cannot show anyone what they are seeing, nor can they record messages or input things verbally. They cannot “download” anything into their brain. They cannot “upload” images from their brains like they are jpegs. The technomancer is limited to what you can do on a standard browser. Their attention is primarily on what they are seeing in their mind, and loud sounds or physical contact can jerk them out of it and force them to start all over. They can, however, hold limited conversation based on what they are looking up. If there is a printer nearby, they can send pages over to print. Very handy when preparing for the Ordo Luna Bake Sale. (innate

 

Connection with the inorganic - At this level, the technomancer can sense those man made objects that have somehow developed souls and perhaps some sort of supernatural (but limited) intelligence. This is about 10% of all man made objects, with a higher percentage being by expert crafters and those who put care into their work, and a lower percentage being by those who were beginners or did their work lazily. The latter category tends to be moodier, less intelligent, and unreliable.  Nearly all of such objects or machines can be communicated with by the technomancer, but their answers will always be from the perspective one would expect from their intended purpose. (A calculator, for instance, may think primarily in mathematics whereas a security camera may be a bit of a gossip about who’s passed by recently.) Do not use this ability to metagame. If you use it for plot purposes, be sure to contact storytellers, if you use it for information about a PC or an area owned by a character or group IC, be sure to OOC contact that person or the owner of the area for accurate information. (innate) 

 

Repair - The technomancer can, by placing a hand on a man made object and focusing, repair it. At this level, the object must be able to easily be held and be mostly intact save a few needed fixes. It is not instantaneous, and those fixes that are not internal can be witnessed by those nearby as it puts the object back together. This makes the technomancer popular with those who are constantly cracking their phone’s screen or breaking their phones entirely. 

 

Magitech Conduit - This is less of a boon and more of a curse, particularly for those who have wronged the empire in some way or have disappointed the wrong people. The technomancer can be wired up to the machines used to power and monitor the  Magitech Information Network. Once the technomancer is inserted, they lose all agency of themselves and are placed into a coma-like state, unable to interact with the real world. They are kept in a stasis pod, monitored and fed through tubes. This does not mean that the technomancer is left completely unaware. They are somehow ‘awake’ and can see the information as it is filtered through them, and feel their own memories and thoughts slowly being replaced by the data of the MIN. The process is extremely tortuous, resulting in both physical and mental pain that only ceases when there is nothing left of the technomancer except the processor they have become. A technomancer can be removed from the MIN, but they must be removed before their mind is completely gone. They do not retain the data of the network, nor do they regain the memories that had been overwritten. Due to the pure torture of using a technomancer as a conduit, it is often used as a punishment to keep them in line, usually for about three days to a week, which results in minimal memory loss.More powerful technomancers can last longer before completely succumbing, and so they may be left hooked up longer as a lesson to others.  Damage to the network generally results in technomancers being rounded up en masse to be connected, which keeps most technomancers in line and willing to support the system in ways that doesn’t end up with them as the conduits themselves. Those who have been forced to be a conduit for even as little as fifteen minutes find the experience quite traumatic and are generally quite willing to bend so that it does not occur again.

 

Magitech Creation “Small Effect Devices” -  The technomancer can create a magitech device that has one mild effect, such as vibrating, being used as a flashlight, amplifying one’s voice  or playing music from a local radio station. WKST gives out a version of the latter occasionally as promotional objects. Unlike the devices made at level 2 or higher, these do not have to be declared to the ISF and there is no limit on them, though they must be acquired IC (except radio devices, which are fairly prevalent and in many people’s ‘junk’ drawers.)  These objects should be able to be handheld, ranging in size from a coin to a walking stick.These devices should not have effects that would normally require spells, but things that ordinary objects would have. They should not be overly complex as a rule. One could make a regular phone from an object, but they could not make a fully functional smartphone.  These devices should not generally affect other people, outside of using it to distract, though something like making a hand buzzer or an air horn that would not actually damage someone is acceptable. In all cases, a small effect device can only be used once a scene. 

  For devices with small effects (such as the vibrating, or perhaps being used as a flashlight) one needs to recharge it once a month as a level 1, three months as a level 2, six months as a level 3, one year as a level 4. Small effect devices do not require admin approval or recording, but it is best to ask if you are unsure if your effect qualifies. If the effect is found to be too powerful later on, the device “breaks”.   (once a scene. Mildly draining.)


 

Level 2:



Inorganic Familiar (witches only) - Rather than have an animal familiar, the witch technomancer can choose to have a man made object instead. This object must have a ‘soul’ that the witch can communicate with, and it is wiser to have a more intelligent object than a less intelligent one. The object must fit current technology in the sim, so if you have a question, please inquire with a GM as to if it is appropriate. The information on the page about familiars applies to this situation. This familiar cannot be changed out until it is destroyed. 

 

Physically, the object does not change. It does not sprout legs and walk around. However, the technomancer has a deeper connection to it, and it does amplify magic when it is present. In fact, some can even move a bit on their own, if it makes sense. One can still “see through its eyes,” and if it is an object that could be easily moved by a person, summon it to them. If one chooses a wall mounted camera or a bookshelf as a familiar though… they are pretty stuck where they are. The sounds they make when used for communication depend on what the object is and the imagination of the player. A wooden object may make sounds like knocking on a door, a laptop might make beeps and boops. (innate)


At this level, the technomancer can convert their magical energy into actual energy, charging an object such as a car battery, laptop or home generator. If they are not in a hurry, they can charge the device slowly without a significant drain to themselves, which will take approximately thirty minutes. If they need results, they can do it as quickly as one minute, but the drain is considerable and depending on the amount of needed energy, make one too weak to perform much other magic for the next six hours.  On the same token, the technomancer can drain electricity from a device (once a scene.)


Lightning - In a dramatic show, the technomancer can call a bolt of electricity down to strike them. This does not harm them, but might mess up their hair and clothes. They can also call down a brief bolt down, aiming it at another character. Depending on the strength of the caster compared to the strength of the target, the target will be harmed a bit and stunned for two rounds.Either action must occur outside with a clear path from the sky to the target. For our purposes, this is not aggravated damage.. (once a scene.)


 

The technomancer can place their fingertips against the side of a device, and with focus, channel a visual representation of their thoughts or memories onto a digital or analog display. As with all memories, this may not be an exact representation of events, but through the technomancer's perspective. By expending some energy and touching the forehead of a willing participant, the technomancer can, instead, display the thoughts and memories of that individual. The technomancer may choose what to show when it is their own mind, but the individual has agency over what is shown from their own mind. The exception to this is if a mind mage or a vampire is able to command the individual. Both the technomancer and the target remain aware of the scene around them, able to communicate and react. If the technomancer releases their hold upon the target however, the connection ceases. At this level, both audio and visual are included, as well as the possibility of the target’s inner dialogue coming through as well.. Memories are always in first person perspective. At this level, it requires some manner of reagent or incantation. This can also include memories from an object familiar, but it must have a lens upon it that would be what it “saw” from. (once a scene)

Living Telephone - At this level, the technomancer does not need a physical device to tap into the network and text or make/get phone calls. Sharing video of oneself still requires a camera of some sort. The mind also stores a record of text messages sent or received this way. The recipient must also have this ability, or more likely, an actual phone. This is considered a little less reliable than the telepathic abilities of Mind, but perhaps more convenient as a connection does not have to be established beforehand. This ability can be tracked unless it meets the criteria of both A. being between two technomancers without phones, and B. not using any or connecting to any official account. (innate).

Repair - The technomancer can, by placing a hand on a man made object and focusing, repair it. At this level, the object may be completely broken, as long as all the pieces are present. If there are pieces missing, those pieces must be replaced.. It is not instantaneous, and those fixes that are not internal can be witnessed by those nearby as it puts the object back together. At this level, it requires incantation and a sacrifice of data from the owner of the object (if it is not the technomancer’s) which should be spoken before the repair can begin. Interpret that as you will.  (once a scene).

Magitech Operator - The technomancer can monitor, repair and direct the flow of energy in magitech devices, making them indispensable to the continuous running of the MIN. Very few Magitech Operators have control of more than a fraction of the network’s hardware, but with their gifts of analyzing, many theorize about how the web of it all works.  Monitoring is innate, but everything else takes energy and ritual however the player sees fit. On a general work day, one should expect to be tired and drained by the end of it but not so much that one cannot function, as though working a physically intensive job.

 

Tap in - The technomancer can take temporary control of a networked object by tapping into the network and focusing on the object in question. The object must be within 20 meters (chat range) of the technomancer, but they do not have to see it. This allows them to see through security cameras, bypass hand scanners and scroll through someone’s text messages for fun. The control lasts for approximately 30 minutes before it is no longer viable for the technomancer to hold onto it (45 minutes for level 3, 60 minutes for level 4). Is it also extremely illegal, and those technomancers that are caught attempting such actions are quickly punished, iron collared or bonded. If ISF suspects that technomancy was used in such a way, all technomancers that may have been present at the time are rounded up and interrogated. In some districts, failure to determine which technomancer is guilty ends in all being made into conduits until one confesses to end the torture. (once a scene, very draining. Less draining for higher ranks.)

Magitech Creation - The technomancer can create a magitech device. At this level, they must be smaller objects that a person can pick up, but not incredibly tiny. (Sizes and weight range from a makeup compact to a microwave, to use US measurements.)The creation of these are highly monitored, and each must be registered at the ISF. These devices may have one effect only, that effect being similar to one of their magical abilities. If working in conjunction with an enchanter, it may have up to two abilities, but only up to the level of magic the technomancer or enchanter possesses. If your character is both an enchanter and a technomancer, you may still put two abilities into the device, but can use NO other magic for a week and have your weakness amplified for that duration, due to the strain of that creation. The rules for this are similar to talismans, but technomancy can also make an object into a makeshift electronic device, such as causing it to vibrate (for perfectly normal vibrating purposes) or creating a ham radio without all the necessary components. By nature, all Magitech devices are temporary without being recharged by a technomancer after three uses. For anything that would have a use that would take some time (such as using a makeup mirror as a video phone) a “use” is three hours of time (so nine hours total). A level 3 technomancer can create a device with 5 uses, a level 4 technomancer can create a device with 10 uses before needing to be recharged.

  Being in possession of an unregistered magitech device results in its confiscation or destruction, with it either being put in an ISF vault or the supply room at the Ordo Luna. Depending on the purpose of the device, harsher punishments exist. Repeat offenders of creating and distributing unregistered magitech devices are marked for conduit time. Regardless of if it is registered or unregistered IC, creation of one of these devices must be approved by an admin so it can be recorded on your profile. One can only own two magitech devices at a time, so whomever it goes to must also contact an admin to have it recorded on their profile. If one already has a level 3 talisman, they can only own one magitech device.  (once every two weeks, draining, requires admin approval. Small effect devices )

Metal molder - The technomancer can take an object made out of metal, such as an old car part, and remold it into a different shape of similar size and weight. No heat is generated from this action. Similarly, they can take a rusted object and renew it. The object must be completely made out of metal, and at this level, it must only be a component rather than manipulating the metal into a whole new complex device. If it is formed into the shape of a blade, it must be physically sharpened. If there is electricity nearby, they may channel it into the spell, otherwise it drains energy from the caster. (once a scene)

 

Level 3:

Ultimate Improviser - At this level, the technomancer can pick up an object, such as a piece of chewing gum, and repurpose it as a temporary (30 minutes) component in a broken device, such as turning a security system back on or replacing a spark plug in a car. It must be approximately the size of the object it is replacing and be inert. The technomancer must focus to charge the object with energy, either draining from themselves or from an electrical device, and also perform some manner of ritual. Sigils sketched onto the object and the device it is replacing help lessen the drain of this dramatically, and the expenditure of reagents, particularly of blood, extend its use from 30 minutes to 60.  The technomancer must remain within 20 meters of the device for it to continue to work, and once they are no longer within that distance, the component will only work for 5 minutes longer, even if it has yet to get close to its time limit. (once a scene, draining.)
 

Tap In Mastery - At this level, the technomancer can take over the electrical and digital systems of an entire building, rather than just a single object. The span of this control is 100 meters. Magitech is included in this control, provided that A. it was created by someone a level below yours  and B. there is only one magitech system in place per technomancer working in concert. In the government building, these sorts of technomancers are given a chunk to operate on a temporary basis, generally if there is a high profile criminal incarcerated or a high profile regime official visiting.

Using this to take over the entirety of the government building would be near impossible without the cooperation of many, many powerful technomancers willing to put their lives on the line. Some people hire technomancers to do this on their own property for an extra layer of security during events requiring such things. Very powerful regime officials tend to bring their own technomancer(s) with them to monitor the systems around them. 

This ability requires a ritual that includes a circle placed around the technomancer(s), and complete focus. Once tapped into the system, the technomancer’s eyes close so they might ‘see’ the system, and they find themselves unable to discuss anything other than the work they are performing. If someone asks them “hey, how are you?” they will either ignore the question or state how the work is affecting them, if the drain is too much or how tight the security is. A physical jolt, breaking of the circle or a successful counter attack from the system/another technomancer will break their focus and they will have to start all over again.

 

Taking control of a secure system takes time, is not guaranteed, and requires some finesse on the part of the technomancer. But once they are in, they can control what gets electricity, whether or not things operate, see through security cameras and access computer information. The more security in place, the longer it takes and the more of a strain it puts on the technomancer’s physical and mental state. Nosebleeds are common, as is passing out, especially when the system is hostile to their interference. It is even more difficult when there is an opposing technomancer guarding the system, with the advantage going to the defender.. If they have permission from the owner of the system, control is considerably easier. The opposing technomancers may “fight” in this metaphysical world of the invaded system, which may be manifested however the players like, whether it be by pushes of energy or representations of themselves ala the X-men Apocalypse film.  Once either the attacker or guardian is defeated, they are pushed from the system and unable to make an attempt to tap back into it for twenty-four hours. (Once a day. Up to 8 hours for a defending technomancer, up to four hours for an invading technomancer.)  

 

OOC, you must either have admin permission for government or faction owned buildings. For player ran businesses and homes, that player must be online and willing to have the RP at the moment (you may discuss having it at a different time or FTB with the results decided upon OOC if you like.) Permission to attempt the action is not the same as automatically succeeding. Admins may have NPCs stand in your way, affected players may work to stop you. Like the lower level of this ability, being caught doing it for anyone but the government or the owner of the property will lead to stiff penalties that may end up with your character being pulled out of play for an indeterminate amount of time. 

 

Magical Interface - The technomancer can, by placing their hands together, then spreading them apart, cause an intricate control panel to appear in front of them, appearing to be made out of light like a holographic device might be. In this way, they can somewhat ‘share’ one of their technomancy based powers in regards to controlling a technological device by granting someone use of the interface. The technomancer can decide how complex the interface will be, whether it has several switches and dials for exact control or just a foolproof red button for the other person to touch when they are ready. The interface lasts one hour, provided the technomancer remains within 100 meters of it, but can be dispelled, either by the technomancer’s will or by a button placed on the interface by the technomancer at its creation. This is handy to keep someone else from taking control. This is a popular spell for thieves and operatives to use, as it allows the technomancer to focus on other things while someone else uses the interface. Example uses would be an interactive display of the blueprint of a building via the “put together” ability listed under level 1, with it growing more complex as the technomancer looks at more of the inside, a temporary internet portal, or control of the power/security system within the building.
 

Mastered Lightning - With an incantation, dramatic gesturing  and the use of a mer’s scale, the technomancer can call several bolts of electricity down to strike around them or another character, creating a cage of electricity. This does not harm them unless they attempt to touch it, at which time they will be zapped and stunned for a turn. This counts as fire/electrical damage. The cage cannot be passed through except by very physically strong beings (high level vampires and shifters). The cage lasts for three turns before it fades, at which point another with this power may cast to have it replaced.  (once a scene.)

 

Copycat - Provided that the technomancer has seen the whole of a device and they have the necessary materials and space to put it in, they can build one that is similar without training in that craft. It is not created instantly, as one must physically build it, so more complex objects may take weeks to complete. Metal molder can be utilized to replace metal components, but other parts must be acquired through the usual channels. Some master technomancers make quite a good living recreating the cars and machines of old for those fans of the old world. Guns can also be recreated, if one has one handy, but remember that the creation of guns and their sale is highly monitored by the ISF and being caught doing so illegally can have severe consequences. OOC those making guns and those receiving guns must have that information approved and recorded by admins to keep track of it. (Innate, generally large projects that take a long time. Many components should be acquired IC. The device being created must have been seen physically (not a photograph) and in good condition OR several damaged devices and images of the device must be seen in order for them to understand what they are doing. 


 

Level 4:

Mastered Magitech (large, complex devices) - With a group of technomancers and other magic and non-magic users working in concert with a Master Technomancer, larger, more complicated magitech devices can be created. These sorts of projects are generally funded by the regime and with a lot of oversight, and they are not the sort of things that can be completed in a day or even a week. A project begins with a goal. For example, a device that scans and detects cancers, singles them out then destroys them. Many times, this goal is determined by a ranking member of the regime who intends to oversee the project and use its success as a stepping stone for more power.

 Physical logistics of the device must be determined, as well as a design. Engineers determine what it will physically entail, with the technomancers (and sometimes enchanters) working to inscribe various parts with sigils and imbuing them with power. Experimentation is necessary, as well as many days of weaving together magics. Members of the team may be switched out, with some coming in for some rituals but not others. Experts in the field must be there as well. In the case of the cancer destroying device project, it would require a life mage to help with that particular sort of magic, and perhaps a few doctors to determine its effectiveness or how to make it safer for average biology. How it would be powered and what sort of upkeep would be necessary would also need to be determined. At any time the project appears to be taking too many resources or appears to be harming the regime rather than helping it, the governor can decide to suspend it pending appeal.

In practice, this would be used as a storyline project. Perhaps it is a new water filtration device or a magitech barrier for the city. Maybe it is a super-powered cannon to destroy a sea monster expected to ravage the city. So on and so forth. While it would not be impossible (and yet incredibly difficult) for this to be a clandestine affair, primarily these would be run by the ISF, though any would be able to approach the governor or praetor with a project proposal, should they go through the right channels.

 Most of the steps would be taken by the players involved, but the progress and success of the project and the research into it would be determined by the storyteller keeping track of it. There would need to be role play scenes, perhaps even some information or reagent gathering missions, etc. that may take people out of the city and involve other people who are not technomancers, in order to involve more people.  There will ever only be one of these projects running at a time, for the sanity of the sim owners.  The speed of these projects may take a month, they may take more. They are not short term projects. A large part of its progress involves player participation, just like real life projects. Another component is ST time and schedule. Sometimes life or health gets in the way. So be prepared for that.
 

Magitech Information Network Area Control Unit (MINACU) (Pronounced “min-ah-koo)- It is no secret that the Magitech is not only primarily made by vampire controlled technomancers, but large parts of it are ACTUALLY technomancers. Every five hundred miles or so, there is a core facility, highly guarded, that connects that part of the network to other parts. Information is gathered, collated and transferred to the appropriate people. Predictions are made and crime patterns are recognized. In the beginning, it was touted that it was because of a vast artificial intelligence that was created by the genius vampires that work as system administrators. In reality, Witches of Exceptional Talent in the art of Technomancy had been captured and wired into the system into a sort of hive consciousness, brainwashed and conditioned to be absolutely loyal to the Emperor and the Regime, but still possessing personality and intelligence. 

These witches are hardwired into the system to a degree far more extreme than those who are used as conduits, their memories lost as they integrate into the program. It is their talent and capacity for magic and seeing patterns that makes them perfect for the job. Once in the system, they never leave it again. It is certainly a thing to be afraid of, and a reason why one does not see many technomancers at that level who are not in a permanent bond with a vampire, as the others tend to be whisked off in order to prepare for such a fate should one of the MINACU go offline or a core facility is sabotaged. All of the MINACU are bound to their facility’s administrator, giving the vampire a particular insight into what is happening upon the grid.

 

It is a thing that academy witches who have technomancy as their primary are told over and over again is a great honor. Those who are not ignorant agree with their instructors outwardly but fear the fate of becoming an immortal computer. Every witch seems to know someone who knows someone who was taken to become a control unit, but nobody seems to know who that witch was in particular. Some attribute this to high powered mind magic or vampiric powers at work causing everyone to forget their name.  Whatever the case, most master technomancers think long and hard before trying to advance their magic beyond their current level. 

bottom of page