Witches and Warlocks
Witches and warlocks are the only existing hybrids in the world. The magical children born of fae and human or wolf and human lineage. While they are nearly indistinguishable from humans physically, every mage, somewhere in his bloodline has either a fae or garou werewolf ancestor. Witches are capable of using a variety of magic beyond the bounds of any other races, possessing spell capabilities exclusive to them. Due to this, their grimoires are the most guarded possessions they have. Witches are the only other race besides angels and demons capable of spelling an item. Only they have a much more wider range of spell options to do so.
Historically, witches are fiercely loyal to each other and their traditions. They have always had an 'us vs. them' mentality when looking at the world. A lot of witch power and guidance comes from that of their ancestors, and power can be directly given or denied by the souls of the deceased. If a witch strays too far into magic that is considered forbidden or a witch in general plays fast and lose with the safety of their kin, it is not uncommon for said witch to be hunted down and denied the council of their ancestors.
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In terms of race relations, witches are neutral in nearly all cases. Their interest only lays in their own safety and well-being, therefore it is not uncommon for a witch to aid a member of another race against another if it means they will be protected. Hunters and witches actually have a long history of working together. Witches have provided them with spells and magical items in exchange for their support and protection. It is not uncommon for those who are aware of their lineage to be more inclined to side with the race of their ancestors. For example, if a witch knows that she is the decendant of garou, she may be
inclined to not help those that might strike against them. Though, in those whose supernatural ancestor is millennia in the past, that such loyalty is rare. In witches born more recently to fae or garou, it is commonplace for them to join a coven for a time to return to their family once more.
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Since witches are physically no different than humans, they have always had an easier time blinding into human culture. However, that is not to say that they went without persecution. Young witches with no guidance from a coven, or reckless practices of magic created a stir in the human world and lead to the famous witch burnings that were prominent in Europe and America during the 17th century. One of the most famous cases of that was the Salem Witch Trials in which over two hundred were accused of practicing witchcraft and over twenty died as a result. It his estimated in history that around the world combined, between 40,000 and 50,000 executions took place. The population of witches took a huge blow in the 1600s-1700s due to this.
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There were many different methods of execution, but fire was the most common due to the level of pain. Humans of the time believed witchcraft was demonic worship and there were those that would actively hunt people who were suspicious. Unfortunately for the poor criteria humans possessed for determining what was witch and what wasn't, there were humans that got persecuted and even the rare werewolf. It was a travesty that wholly shaped and solidified the witch tendency to only look out for each other and to put the lives of themselves and their covens above that of others.
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There are witches that still live in fear of revealing what they are among humans. It is widely unaccepted by the ancestors for a witch or warlock to be very outwardly open about what they are, though there are those that do not see a problem with it. The more generations of witches that are born, the more lax it has gotten with the desire to be secretive about it, though it is still commonplace for them to remain quiet about it.
Strengths and Weaknesses
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Magical Diversity: Witches are capable of choosing to specialize in the widest variety of schools of magic. They also have access to spells that no other race is capable of. They are arguably the most capable race of magic wielders. (Characters may choose 4 magic types).
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Enchantment: Witches are capable of spelling items for a variety of uses. Where angels and demons are only able to bless and damn items, witches can bind spells directly to object such as the sigils that the Hunter's Guild uses. Depending on how potent or powerful the enchantment, a witch may need help from fellow witches to successfully spell an item.
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Ancestral Connection: Witches are very in tune with their ancestors and can even be granted temporary boosts of power from them. These boosts of power are generally very minor, such as a flame burning brighter and for longer. It will drain more energy from a witch to channel their ancestors in any way during spellcasting. On the flipside, if they are doing magic that is not considered acceptable, they may also be denied any guidance from their ancestors or even have communication completely severed. the only known location in New Orleans is the cemetery.
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Overexertion: Excessive usage of magic will pull directly from the very essence of a witch. If they use too much magic, it can have detrimental effects ranging from dizziness, nosebleeds, unconsciousness, or even death in the most severe of cases.
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Short Lived: Like humans, witches do not live particularly long. Though there are some that are able to extend their live beyond their natural limits, it is rare and usually done by only the most powerful of witches. (In order to RP a witch or warlock older than 100 you must have admin approval).
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Fear: Fear is capable of rendering a witch involuntarily incapable of casting magic, no matter if the threat is real or imagined.
Magic
Mages are able to choose 4 types of magic from the following, as well as having access to the spells listed bellow. Note, elemental magic can be picked more than once if you'd like to gain control over more than one element. Simply choosing elemental magic does not grant control over all the elements.
Exclusive Witch Spells
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Vision Exchange:This spell allows a witch/warlock to see from the eyes of another. To perform this spell the caster must obtain the following items through RP: Holy water, Sage, Hemlock, personal belonging from the person whose vision is desired, chalk, candles. The caster is required to draw one large circle with the chalk, and place all five candles equal distance around. In the middle the item is places along with the hemlock, sage, and holy water. Once the candles are lit they are required to begin the spell. Effects last three rounds of post order.
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Pain Relief: This spell creates a potion of which the affected must drink, and lasts up to 24 hours. This potion is typically used to help extreme pain in the case of broken bones or ripped tendons, as well as anesthetic in major surgeries. It can be placed on food or mixed with other beverages without it causing any adverse side-effects to those who drink it.
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Paralysis: This spell affects a single limb of the affected, and lasts for only one post.
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Telekinesis: The skill of telekinesis only allows caster of this magic to lift or move small items through the air (ie. soda cans, pillows, pens/pencils, small books).
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Pain Infliction: Sometimes called the ‘bone breaker’ by witches and warlocks of centuries past, this curse allows the caster to inflict severe pain to the person on whom it is cast. However, this spell takes one post to charge and one post to cast, with the effects only lasting for a single post round.
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Compass Spell/Tracking: Witches and Warlocks possess the ability to track someone with the assistance of a map, as well as a the use of the caster’s blood (often pulled from their palm). This casting takes three posts to complete successfully.
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Ability Potion: The ability to create a potion that will enhance the speed or strength (not both) of a human x2. To create this potion, the caster is required to obtain the needed ingredients from the occult shop, and must allow 2 days for the potion to set. Once consumed the effects last for a total of 24 hours.
Magical Affinity
While all human-supernatural born children are inherently capable of magic and are by definition witches, the gene can lay dormant for a long time in an individual. This is especially true of offspring of mages alone, and worsens the more generations that exist between the supernatural ancestor and the child. Some witches and warlocks may not experience their first signs of magic until adulthood, and it can be both scary and confusing for them.
However, children who are more closely related to a supernatural are able to experience their first signs of magic very young. A child born directly of a supernatural and a human will likely show their first signs of magic in early childhood. A child with ten generations between them and the supernatural may not experience their first signs of magic until adolescence or later.