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Core Abilities of Any Realm Holder (Common amongst all Realm Magic)

Attack
   Energy Attack - up to control rating point attack    

If Defenses are up, cost doubles. Touch Attack 2 mana per point, Range LOS 4 mana per point

Defend
   Energy Dissipation up to control rating point defense    

Defending in conjunction with making Attacks costs 2X more
Double Cost for Physical as well as Energy Defense

Discern
   Add's to discernment - add up to your control rating in Discerment    

Note: Cumulative with True Sight
Explanation: Discernment Doubles with true sight, then this can add add to that total)
This can NOT be used to add to base discernment score before true sight is considered

Mergence   ...The Gestalt
   The ability to merge one's own energy (MANA) with another in order to produce stronger power effects.    

Note: Just because you start with an affinity does not mean you automatically understanmd how to use and focus even your basic abilities.

Realm: Witchcraft

Gender: Female Only

Designation:
Witch

Creation
Women hold the very heart of creation within their bodies. They carry and nurture the children for nine months before those babies are brought forth into the world.

Creation as a realm of magic also deals with making and bringing into being.

Creation allows a witch, especially one with other realms of magic, to create small items and charms. As with the lives that women nuture and bear from their own bodies, these items serve their time and purpose and then the magic fades.

Example Items: "Charms" (Items) of protection, fogetfulness, or...

Divination:

The art or act of foretelling future knowledge or events by means of augury or an alleged supernatural agency. The future is never a clear path, full of many choices and branches and the farther one goes into that unknown beyond, the more mired it becomes as far as potential outcomes of those things considered. Not everything one may see will come to pass, however, some say if time is taken and the rituals followed, that sometimes the enlightenment potentials this power can bring are worth the sacrifices one makes in order to see what should be unseen.

Healing:

This deals with "mundane", yet ancient healing methods. It also deals with rituals and methods of magical aid in strengthening. Healing can affect the Phsyical, Mental as well as spiritual, either as a whole or in part. It is one of the most celebrated of ares of magic in that its uses are immediately seen as beneficial (in most cases).

Protection:

Something that obstructs or impedes... Anyone can attempt to block a physical attack made agaisnt them...however, Protection is much more. There are many types of protection and not all are "barrier" defenses. A Barrier is implied, however the type of barrier and agaisnt what you are attempting to protect is alos important. Protection magicks will fall into categories similar to a cabalist's Alteration magick.

Physical
Mental
Spiritual

A witch does not buy protection in three groups for alteration however, as when a witch's protection is in place, it protects the three in equal parts complimenting the whole.

Banishing: (Minor Field)
To drive away; to compel to depart; to dispel.

Returning an entity to its place of origin or current "dwelling".

This affects cretaures one has or even has not summoned, though it is far easier to banish a creature one has personally summoned. One may not use this power as a way to transport another PC or even NPC to their home. Banishment cvan be sued to send an enemy to a nether region of time, space, etc, however damning another to this fate can have severe consequences.

Banishing Costs: (100 essence for the realm, Control and Mask may not be improved) Witches, however, may combine this ability through the gestalt/mergenace.

Elemental.
Of such character as to resemble, "or be in actuality", a force of nature in power or effect. Earth, Air, Fire, Water, Light, Darkness, and lastly...Nature... (each being a category of control to be paid for) Elemental magic is perhaps the most broad category of magic and is both the easiest and hardest to learn, in ways... All are a part of the whole - the whole being nature itself - but learning ones own nature is an arduous task. Each "element" may be used, but the manner of its use can also determine the path of the witch in question.


Summoning (Minor Field)

Summoning Costs: (100 essence for the realm, Control and Mask may not be improved)