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 Witches and Warlocks, Information and Help Guide
Posted on: Jan 8 2018, 09:33 AM

Witches and Warlocks are truly a sub-species of Human. Human, but with Magic within them. What makes them different is their their ability to infuse magic into charms and utilize that power to cast stronger spells, or able to chant a spell and let that flow of magic within them truly shine.

The magic of a Witch/Warlock is not meant to be all powerful. You will be asked to redesign any developed spells that are deemed too strong or not within the realm of your chosen practitioner. We will assist you in creating your character as you've envisioned them but we always have to consider the balance of the board, our world, and Witches/Warlocks have not been designed to wield the power of Gandalf.

All magic wielded by a Witch/Warlock can be countered by the use of common items like salt, ash, holy water, and other minerals and forms of vegetation. Items known as wards. You need not trouble yourself to document these countermands but be advised that 'in-story' a character experienced with magic may know how to cancel your character's spell.


Once upon a time Humans existed with the power to wield true magic. They existed as far back as 3000 BC when Egypt was young and minds were easily swayed by the unknown. Most of these individuals wasted their gifts and were killed one way or another, only a very rare few possessed the wisdom to conceal what they were and even fewer knew not to abuse the magic (like Rasputin, unknown to the world for what he really was, but known to the supernatural world as an Warlock). Very few did not perish of their own ignorance and in those violent times only but a few of the first Witches/Warlocks would go on to have children and live long enough to instruct them on how to use their gifts and how to survive.

Common Characteristic: The Blue Flame

One common characteristic shared by all Incantors is the effect that their magic has on fire. When they employ ANY form of their magic one source of fire, not all, will turn blue. The mark of the blue flame associated with the common lore of Warlocks will momentarily touch upon any source of fire within a fifty yard radius of their magic. To illustrate this more clearly, were there fourteen candles on a birthday cake only one would turn blue and the colour would not persist. One might just as easily miss the sign as spot it.


Elemental: Elementalists
Dark: Necromancers
Sacerdotal: Clerics, Priests and Monks
Thaumaturgy: Mages (Magi)/Magicians
Savantism: Savants, Seers, Prophets.
Shamanism: Shamans, Nature Priests
Sorcery: Sorcerers, Alchemists
Enchantment: Enchanters/Enchantresses

This list of Witch/Warlock classes is designed to be expanded upon. While it is NOT allowed to blend DOMINIONS one can merge the characteristics of the classes within that dominion (unless stipulated otherwise or it's just common sense to keep them distinct). Also they are not limited to simply being a 'spell caster'. They can specialize in any skills a normal Human would allowing for such things as Warrior Monks, Mystical Martial Artists, a Sorcerer Scientist. Understand that these separations are necessary to maintain distinction and prevent characters from becoming over-powered and too conveniently versatile.

These 'classes' have been created to define the dominions of magic. You are more than welcome to develop your own type of class within a dominion so long as they fall within the set parameters as defined by the current classes. We would like to be as flexible as possible but in order to minimize the approval process for both members and moderators alike the strictness of these rules has to be absolute.

Dominions of Magic
The magic that Witches/Warlock’s can practice is broken up into eight dominions. A Witch/Warlock can only pledge fealty to one god and that one god offers only one dominion of magic. No combinations can occur. Those practitioners of magic such as Druids follow another line of spell casting as their incantations fall under multiple realms of magic.

Elemental, Dark, Sacerdotal, Thaumaturgy, Enchantment, Shamanism, Savantism and Sorcery.

Godly attributes of each dominion:
Elemental: Fire and Earth
Dark: Fear, Lust and Greed
Sacerdotal: Nurturing and Judgement
Thaumaturgy: Temperance and War
Savantism: The Arcane
Shamanism: Natural Order
Sorcery: Wisdom and Knowledge
Enchantment: The Enigmatic

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Posted on: Jan 8 2018, 09:35 AM

The Witch/Warlock Bloodline

For a time the 'Bloodline of the Witch/Warlock' slept. It flowed through the generations, survived the Fall of the Roman Empire and the Rise of Christianity. It would not be until approximately 600 AD that Humans who delved into the arcane arts, convinced that true magic existed would quest for this truth. They searched ancient scripts and temples around the world seeking the power that would allow them to transcend their trickery. It is they, the one's who stayed their course who would discover the Gods of Chaos and would be rewarded with revelation.

For most Witches/Warlocks are born with the ‘Blood Magic’ already in awareness and apart of them. Parents whom study and have grown their own abilities will begin to teach their children from about ages 3-4. They are still by all rights, biologically of the Human species but their essence crosses into the supernatural realm, in a sense turning their blood magical.

To become a Witch/Warlock is no small matter. Once one chooses to cross over their children and their children's children and so on will possess 'Magical Blood'. For some this is a blessing to others a curse. Although for most born with knowing of their Magical Blood, due to parents already in the know, find a semblance of balance and peace. Those for whom the ‘Magical Blood’ has lain dormant in and suddenly it awakens, have a bit more difficulty in accepting this radical change within them. Yet once they find control, they can soon find that balance and peace within them as well, that comes with Acceptance of the ‘Blood’ now awoken.

The Balance of Magic

Humans were never meant to harbor the power of magic to the degree of supernatural beings. It is their will alone that contains it and because of this a witch/warlock must maintain a balance. For those who do not practice enough the magic in their blood will begin to go dormant and await the next generation and consequently those who use their magic too much, over exerting themselves or wasting it away like a drunken gambler will suffer dire consequences. A Witch/Warlock, who abuses their magic risks insanity and with that descent into madness the magic in their blood will be completely dispelled, gone never to return. Before this, however, the Witch/Warlock still has more than enough time to cause harm to themselves, those around them and threaten to expose themselves to the world. It is because of this 'Human flaw' that Witches/Warlocks are sometimes not looked upon too kindly by other supernatural races. Many see them as nothing but ticking time bombs, but the truth of the matter is that Witches/Warlocks have caused no more problems than any other race or species.

The Nature of Magic — Components, Charms and Grimoires

So many cultures around the world use different terms to describe the unseen energy of the universe that it's almost contrite to use the clichéd term of 'mana' so we will adopt the term of 'prana' — the energy required to ignite the magical instructions of a spell to manipulate nature. Without it there would be no 'magic' which in truth can be described as the malleable part of the natural world that can be slightly altered if one has the key or instructions, but in order to open that door one needs energy, but not just any energy, they need very specific kinds for each and every spell.

Many supernatural beings are in fact able to generate the specific prana necessary to cast spells which are a part of them. Witches/Warlocks are not so different than supernatural beings in that aspect alone. Yet, they are still human, and so their levels of prana/energy is not as it would be in a Supernatural. They can and will tire easier by exuding too much of their magical abilities all at once. However, using natural components can strengthen their spells considerably, or by storing extra prana within charms upon their person they might hold their spell longer than without such charms with stored prana.

The stronger or rarer a spell the more complex becomes the amount and kinds of components that are required. For something very minor, a witch/warlock may only require a single item, like a 'smooth black stone'. Once cast, the physical component turns into prana and empowers the verbal instructions of the spell. For more powerful magic not only may there be an extensive list of components, often uncommon plants and minerals. It is the responsibility and pleasure of the writer to portray their character as coveting their components as they were so difficult to acquire.

Now, how cumbersome it would be to lug this stuff around. It would make casting a spell at the spur of the moment impossible, and hell, 'That's not the way it works in the movies!' Well it's not expected for a witch/warlock either. To streamline the process all Incantors have the ability to INFUSE, which is simply the transference of a specific prana into an item commonly called a CHARM.

Charms just aren't any old item an Incantor picks up, they're not going to infuse an old hockey stick they grab out of the garbage. Storing the energy of the spell is reliant on specific materials, but it is not entirely uncommon for Incantors to naturally choose those spells to arm themselves with that can be infused into one single item. As well, these charms have to be specially prepared by inscribing them with 'runes and glyphs of power' that allow the item to hold the energy. Thus an Incantor will carry a number of these charms in forms of rings, pendants, bracelets and the like.

The amount of time that charms remain infused with their specific energies varies, but averages about a month for minor to middle of the road incantations. It is not uncommon at all for some to carry the same energy in more than one charm so that they can cast the same spell more than once if required. This is required, but the energy CANNOT be double up. Different energies will, in a sense stack atop one another in the same charm, but similar energies will repel.

There is a limit to how 'magical energy' an Incantor can carry, plus we have to be realistic with the amount of jewelery a person can actually wear. Too many charms with too much energy begins to cause interference and premature loss of power. We can accurately set a limit, only recommend that major spells have no more than one or two casts in them just to be realistic.

Please be sure to list all the charms that your Incantor carries and a rough location of them on the character's body.

Having a charm that cannot be removed from an Witch's/Warlock's body is not allowed.

Tattoos will not store energy (for Witches/Warlocks). If properly designed they can offer a Witch/Warlock added defenses/wards and nothing else.

There are spells that simply require so much and so many varieties of prana that it cannot be infused. These are called rituals, and the casting of them is always reliant on specific times, of the day, the month or sometimes the year. These are the most powerful spells that any Witch/Warlock can cast and for game purposes a Witch/Warlock is only allowed one, but in-story they may acquire others that would require more than one caster thus the power is never exclusively belongs to them. There is no need to explain, that the fun is not being 'all powerful' it's all in the ambiance.

Finally we come to the incantations themselves. How does an Incantor acquire these spells? They certainly don't materialize out of thin air and one does not find them in a dark, dusty corner of an old library. Well not exactly. The one thing all accomplished Incantors have in common is that they are scholarly. In order to hone their craft they require knowledge and this IS found in old libraries and hidden archives, but being studious alone does provide an Incantor with a list of spells, rather it is the legacy of their ancestors.

For centuries Witches/Warlocks have passed down their knowledge to their children and it is because of their work that many new Witches/Warlocks have access to a number of spells and the knowledge to use them. It is information that is exclusive to their own specific blood-line, unreadable by any other due to the fact that all Witches/Warlocks are granted their own 'encoded magical tongue' only understood by members of their direct family line. While they all store an excessive amount of documentation that they drawn the foundations of their incantations from, the final draft is transcribed into their own magic tongue. Even if another Witch/Warlock can translate their personal style of cuneiform writing the language itself can never be understood. This does not necessarily mean all spells are unique, hardly, they all pool their information from the same sources, it simply means that a witch/warlock gains nothing from pilfering another's grimoire.

While one may think that a Grimoire would be outdated in our modern day and age they would be dead wrong. A Witch/Warlock can only inscribe their 'cant' on specially prepared paper that will hold this magical language, otherwise it will fade. These incantations are written alongside the preparations of the components and the like for reference.

Number of Spells

You are allowed FOUR spells ranging from minor to medium to one major. These are combined with those spells that are common to the chosen class. Please note that not all classes will have a tally of eight spells some are less and the common spells of 'detect magic' and 'identify' are not counted.

A Witch/Warlock can have access to several spells if they have a Grimoire but at any given time they can only have eight spells max on their person, which is a combination of the FOUR spells you are allowed to create plus any spells that come with your class and of course those spells all Witches/Warlocks get. We have set this number only because it prevents these characters from becoming over-powered.

Please also consider though, that all Witches/Warlocks have the ability to craft magical items such as a 'Hand of Glory' or 'Dead Man's Skull' for divining. These are rare magical items and take a lot of time to create so regardless of your character's age we ask that you do not over-stock their arsenal as it will affect their playability.

While a Witch/Warlock character may very well have many spells recorded in their Grimoire for the sake of simplicity they will only have their four + class spells to draw from. It is too difficult to monitor and record the rotation of spells so we will just assume 'in-story' that they may actually have more to choose from so in effect the book may contain enough information to warrant some size.

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While these classes may naturally form covens, being able to blend into Human society and live as such there has never been a need for them to establish territories. Many of their covens have been established for centuries and some of their more senior members often hold prominent positions. Those of more benevolent natures may even be a part of the Illuminati or other similar organizations.

Healing Magic

For Witches/Warlocks healing is no small task. There are no spells that instantly mend a wound. In order to maintain some realism where this race and it's classes are concerned these incantations can only assist in mending wounds. Minor Healing, for example, allows an Incantor to help speed the healing process of a very minor wound. A more powerful spell will not be able to heal a minor wound more, rather just allow the Incantor to assist with a more severe wound. Even with magic a person still risks developing an infection or worse which is where the use of herbal concoctions are needed.

When it comes to disease, however, this is entirely another matter. Magic can at times cure a person but the effects of the spell are reliant upon the will and belief of the recipient. Doubt and disbelief can greatly impact the power of magic designed to cure.

Magical healing exists in this fashion for Witches/Warlocks because otherwise throughout history these exceptional individuals may have simply been called in to wave their 'magic wand' over a body and seriously affect the course of history. A Witch/Warlock is not meant to be so grand a being and nothing overpowers a character more than instant healing and the ability to cure disease at their whim while so many suffer. It is simply far more realistic for any healing spells they possess to be very minimalistic.

Class Spell Examples

You are not in anyway bound to use any of these examples they are only to provide one with an idea of the spells each class would possess. There are no descriptions, it's up to your own imagination, please be aware though that some spells can be amalgamated if common sense dictates that they may be different stages or effects of a base incantation.

All Witches/Warlocks possess the following spells which they are able to cast from their own minute store of prana:
Detect Magic — This is like a constant sense. It allows them to know the general vicinity of anything magical, if not under the protection of a ward or distorted by the presence of too much magic.

Identify — This is a generic spell allowing the Incantor to gain a hint of knowledge concerning just about any item it is cast upon, mainly providing it's purpose or function.

Eldritch Flame, Light, Frost, Fog, Thermal Vision, Minor Healing, Breath Underwater, Long Breath, Summon wind, Stir water.

Resist Fire and Cold, Temperature Control, Windsong, Control Winds, Rainstorm, Ring of Fire and Ice, Thunderstrike, Earth Lore, Conjure Elemental, Blaze.

Control Weather, Lightening Strike, Tempest, Earthquake, Wings of the Zephyr.

Arcane bolt, Circle of Darkness, Curse, Dark Omen, Masque, Evoke Spirits, Mists, Protection from Light, Minor Summoning, Bind, Increased Awareness, Image (Voodoo Doll), Inflict Pain, The Infernal Circle, Shadowy Mists of Entrapment, Commune with Nature Spirits, Foretell, Spirit Empath, Seeing.

Smoke of Strangling, Paralyzing Shadow, Phantom, Wither Plants, Wings of Darkness, Evil Eye, Terror, Witchwind, Fast Traveling, Protection from Spirits, Premonition, Fear, Dreams, Shapeshift.

The Dark Wind, Hand of Death, Unholy Word, Ghostly Gale, Soulstone

Blessing, Charisma, Faith Healing, Protection from Evil, Purify, Remedy Disease, Perception, Sanctuary, Strength, Iron Will, Create Food and Drink, Tongues, Minor Healing.

Circle of Protection, Waterwalk, Safe Passage, Oath, Warding, Healing, True Sight, Word of Truth.

Word of Banishment, Ward of Power, Retribution, Wall of Force, Major Healing.

Sense Influence, Bar Portal, Unlock, Spellbind, Aura of Deception, Minor Healing, Sleep, Warding Word.

Aura of Awareness, Aura of Silence, Word of Transport, Reveal, Invisibility, Inscription, Vanish.

Sphere of Countermand, Chains, Exile

Aura Reading, Clairvoyance/Clairaudience, Sensitivity to Psychic Impressions, Long Vision, Mind Mask, Mind over Body, Path of Wisdom, ESP, Transcend Hunger & Thirst, Mystic Healing.

Astral Projection, Empathy, Path of Direction, Alter Aura, Nightmare, Sending, Read Minds, Suggestion, Transfer Consciousness, Mind over Matter, Transcend Pain.

Travel without Moving, Divert Energy, Mind Storm.

Animal Mimicry, Camouflage, Produce Flame, Seek Animal, Minor Healing, Eyes of the Wolf, Predict Weather, Speak with Animals, Eyes of the Hawk, Frost, Locate Plant, Locate Water, Decipher Tracks, Warp Wood, Gills, Influence Animals, Slow Poison, Plant Control.

Animal Control, Plague of Locusts, Protection from Insects, Web, Ward Plants, Forest Phantom, Walk across soft earth, Healing.

Call of the Wild, Pass through earth and stone, Summon Woodland Creatures, Shapeshift.

Shield of Force, Hypnosis, Thermal Vision, Strengthen or Weaken Gravity, Vertigo, Light/Darkness, Illumination, Turn Gravity, Combustion, Find Weakness (in Structures), Invisibility, Omni-vision, Identify Herbs and Plants.

Alchemy, Sphere of Force, Sonic Blast, Know Spell, Aura of Non-Detection, Mass Invisibility, Teleportation, Light Beam, Dimensional Trap, Track Teleport.

Wall of Acid, Alter Matter, Sorcerer's Gate.

Charm, Conjure Smoke, False Dweomer, Speak Languages, Legerdemain, Apparition, Invisibility, Lock/Knock, Blink, Shatter/Repair, Optical Illusion, Ventriloquism/Conjure/Mimick Sound.

Circle of Silence, Conjure Animal, Conjure Fire and Water, Misfortune/Fortune, Slow, Illusions, Tangle/Untangle, Slip, Animate Object, Disappear, Mass Illusion, Traps,

Phantasm, Suspended Animation, Extra-dimensional space.



Dark Magic, uses the power of 'chaos' and 'darkness' to empower it's incantations. Those who embrace it's discipline are not inherently 'evil' but cannot be considered 'good' by any stretch of the imagination. Practitioners of Dark Magic are tainted and should always be portrayed so, but the term of 'Witch' is broad. If one desired to use the term to describe their character they may not need to practice Dark Magic. Understand that the terminology used is very generic and we do not in anyway want to eliminate the tantalizing history of these classes by etching any of our terms in stone.


Necromancers are part of the Witch/Warlock race and are practitioners of Dark magic, lurking in the shadow of the god Thraxem. They are the rarest of the classes and the most misguided.

Necromancy is the magic of death or rather the manipulation of it. Their magic surrounds the creation and control of the undead but their skills also touch upon those areas of Dark Magic associated with Witches/Warlocks.


For any practitioner of Dark Magic to ever become attracted to Necromancy one has to possess a morbid fascination with the dead. Some are completely driven by it, others able to control the obsession. However they deal with the fixation these Witches/Warlocks will be far the strangest of their lot. It is even not uncommon for a Necromancer to purposely seek the path to becoming undead; some crave it. Even those who lack the desire to prematurely enter that world will exhibit odd cravings and habits that could be disturbing to your average Human. Quite simply, Necromancers are creepy.


Necromancers, unlike any other class of their kind not only require the prana of components to work their spells but often need the precious elixir of life combined with their own life's essence to ply their trade. The more this breed of Witch/Warlock strains their life-force to push back death the more they risk spending it entirely and crossing over into the undead realm.

It is often during rituals that a Necromancer is most vulnerable of turning, but over using their spells can also put them at risk. It is entirely the writer's choice whether or not they wish to portray a living or an undead Necromancer, but life does have it's advantages.

When a Necromancer needs to utilize their own life-force, they drain their chronological time but not aging one would ever realize that they've grown older. It is extremely rare that they would ever perform a ritual that come close to drawing a full year, often it's a few hours and there but it adds up, and unfortunately accidents do happen.


A Necromancer that has passed into the realm of the undead now lacks a convenient source of life-force and blood. in order to perform any ritual where they manipulate the dead, they will now need a sacrifice. For certain spells animals may do, but for some Humans will be required.

Maintaining their 'living' appearance also requires 'life-force'. In order to maintain a healthy appearance and warmth the Necromancer must draw life from select victims. Often this leads to their death, but some Necromancer's can learn to control their 'hunger' and spare their victims if they so choose. Animals can be a substitute but a very poor one.

The way in which a Lich obtains sustenance can vary. Some draw life-force through the mouth, as if 'stealing breath', some drain the blood of their victim, some consume their flesh. It is up to the creator of the Lich to decide, but once it is, the way in which their characters sustains them self cannot be changed.


It is a common misconception that Necromancers exclusively animate the dead while it is more accurate to say that these are practitioners of magic that are able to draw the energy they require, the prana, from the remains of the living. The 'dead' give Necromancers power. While they also employ the use of other forms of components, it is the parts of the 'dead' that by far provide them with the most power.

It is the often what these animals did in life that empowers them in death. Often those parts required to produce the effects of an incantation may come from murderers and thieves, for example.


Only a Necromancer can bring the dead back into the realm of the living without drawing breath. It is in fact the magic of transferring dark and spiritual energies into a dead body and making it seem alive, but it is far from it. Many undead creatures that haunt dark corners of the world have been produced by Necromancy, but theirs like most forms of magic can linger on far after their passing, becoming a part of nature, part of the supernatural world.

The levels of animation vary. Please feel free to use your imagination to depict this. An animated creature will retain it's biological instincts, such as how to walk and eat, that's about it. Animated creatures require sustenance and often it is the still living flesh and blood of their own former species, thus a horse will crave a horse, a human a human and so on.

Animating, however, not only requires a tremendous amount of energy via components but also the life-force of the Necromancer themselves. It is a major investment but one that Necromancers are always willing to pay. Quite often their ultimate goal is to create an undead monstrosity that is able to think and reason, but the more 'Human' an animated corpse becomes, the more energy a Necromancer has to spend.


All Necromancers are able to employ the following spells (plus the four the writer is able to develop):
Speak with the Dead — The Necromancer is able communicated with a corpse. This is a ritualistic spell and preparation is required.
Drain Life-Force — Necromancer's can steal life and bottle it up in a charm. It doesn't last very long mind you, only a few days. Only a small amount is taken, hardly enough to seriously harm a body but this changes once a Necromancer becomes undead. As a Lich draining life force becomes a necessity and deadly. In order to draw life-force of this magnitude the victim must be incapacitated and a ritual is associated with the extraction. Some kind of ritual must accompany the stealing of the life force.
Animate the Dead — As per above, this is the base spell for their manipulation of the dead and production of the undead.
Revelation of the Dead — Allows the necromancer to see into the past of a corpse but to extract anything of any relevance they have at least have an idea how far back they are delving.

Witches and their male counterparts Warlocks are the most common, and the most hunted. Throughout history their association with the darker side of magic has caused them to be persecuted and shunned. During more ignorant times their very presence cause panic leading to the death of any of those who may shared the most remote of similarities to Witches (it goes without mention that in our male driven society that young men did not fall under such scrutiny). It is wise, however, not to trust them as they are still practitioners of Dark Magic. There is no way to wield such spells and embrace it's nature without becoming blackened by it.


Books on the subject are countless and everyone has their impression of how these popular spell casters live and practice their craft so we will simply state how they will be portrayed here at Affliction. Firstly, as mentioned above they are chaotic individuals who are influenced in some way by their dark magic. This is not to say they cannot be pleasant individuals only that there is an inherent blackness in their souls and they will exhibit some character flaws. Secondly, they draw their power from the malicious and unforgiving side of nature, these representations provide energy: a carcass of a felled rabbit, owl droppings, the entrails of a fawn. Witchcraft is the macabre of magic.

Witches and Warlocks are also known for their promiscuity and sexual deviance. They do not have to embrace this lifestyle but a part of their magic requires it, thus it is not uncommon in their world and accepted.


Throughout history Warlocks and Witches often formed separate covens turning them into two distinct versions of their class. Men often have very different rituals from the women and to this day some of the oldest sects still remain either exclusively female or male.


All Witches and Warlocks are able to employ the following spells (plus the four the writer is able to develop):
Dark Omen — Quite often the component of this spell is a raven's feather dipped in blood. It can, but not always, offer a Witch a sign directing their actions to the most favourable.
Curse — This is allows the Witch to inflict a very minor curse or more of a 'nag' that will inflict a person for less than a day so long as they obtain a personal item of theirs.
Shape-shift — They all have the ability to assume a predetermined form (due to the components) and retain it for a few hours. Those who desire to hold the form for longer can have this as one of their 'four spells' and modify it.


Clerics, Priests and Monks are a few among the many that can exist within this class but they all share one thing in common and that is their devout belief in religion. Aside from their worship of Praecian and/or Medoxus these practitioners may have faith in another form of religion or a discipline that provides them with purpose.

This class practices the performing of miraculous magics and excels at healing and providing sanctuary.


This general term applies to a wide range of devotees who use their skills to heal and guide. It is the mission of most of these practitioners to walk the path of enlightenment and share their powers with the less fortunate without threatening the discovery of their kind. For them life is a constant struggle between aiding the sick, defending the weak and maintaining their secrets.


No other class of Incantor has more of a variety of spells and excels more at healing. Not only is a large portion of their magic devoted to treating injuries and maintain health but they possess exceptional skills with natural medicines. A major part of this art is mixing potions and those of the Sacerdotal class have many different kinds on hand.


All Sacerdotal Practitioners are able to employ the following spells (plus the four the writer is able to develop):
Faith Healing — This spell relies on the faith of the individual it is cast upon. The stronger their faith is in the supernatural or a religion the better they will heal, but as per Healing Magic this is never instantaneous nor a cure-all.
Sanctuary — This spell is cast on an area making it a haven safe against the influences and entry of evil spirits for approximately two days.
Protection from Dark Magic — This is a spell that is usually infused within a religious item or sacred pendant. When cast it can hold at bay any conjurations or creations of dark magic so long as no one attacks them which will break the spell. Often this spell lasts for only a quarter of an hour.


Throughout history Elementalists have existed under the guise of Witches, Warlocks, Wizards and the like. They are a distinct class that are masters of those spells that can control the elements and as a result they are both more resilient and vulnerable against the magic they ply.

Elementalists are sensitive to sudden changes in temperature. While they can be more tolerant of cold and hot extremes it is the transition that makes them uncomfortable. Something as simple as stepping out of a hot tub or steam room and plunging into a cool pool is as jarring to them as jumping into an icy ocean.


All Elementalists are able to employ the following spells (plus the four the writer is able to develop):
Resist Fire/Cold — This incantation is simply spoken, relying on the minute stores of the Icantor's prana. The effects are limited to the caster and allow the Elementalist for a short duration to withstand fire or cold. It prevents their body as well as their garments from combusting or freezing.
Protection from the Elements — This spell is reliant on components that are commonly stored in gems. These charms can often hold several charges required to utilize this trademark incantations several times, and a different charm is required for each element. When cast a protective area around the caster, usually about ten feet is generated and it will stop all natural effects of the elemental it is designed to ward. It will only have limited effects against an element that is magical. Not, an element that is magically created but a magical element. A fireball for instance would be a magical fire and the Elementalist would require a special spell to countermand it's effects.

The writer may indulge in adding some minor extra details to these two common spells.

Enchanter / Enchantress

Enchantresses and their male counterparts, Enchanters are practitioners of illusion. Illusions not only of the mind but of the heart as well. Needless to say, those that employ this style of magic are always in some fashion artistic. They will become successful at whatever they choose to pursue and often these Incantors work in the field of art and music.



For those Enchantresses that tend to be more musical they can develop the power to influence through their instrument. This can be in the form of a suggestion in the minds of people or even a tune that can alter the environment by charming nature itself.


Enchantment is the ability to magically draw spirits from other realms and infuse them into a physical item or simulacra. These are neutral elementals, unconscious in comparison to the Human mind (they are never conscious to begin with), but once in our realm they gain consciousness. It is this birth of 'will' that a practitioner of enchantment must ever contend with.

An Enchanter can employ two forms of enchantment — Instantaneous and Constructed.


An enchanter has the ability to immediately enchant items. This is not unlike casting any other spell in their repertoire. They utilize prepared prana which they store in charms and within as short a time as thirty seconds can enchant an item and give it a singular purpose. Commonly they use this power to create traps and 'servants' to carry out dangerous tasks or simply to spy.

Rules of Enchantment:
• The appointed task of the item cannot be complex. It is a singular task.
• The enchantment can remain indefinitely until activated by a 'trigger event'.
• After activated the item will remain enchanted for approximately thirty minutes.
• Mechanical items will NOT be activated. They have to already be running.
• Once the task is completed the enchantment will be dispelled.
• Enchanted items cannot stray more than fifty yards from the place they were brought into being.
• Enchantment can be used to dispel Enchantment.
Yoda said, 'Size no matter' but for an Enchanter it does. The bigger the item the more energy it takes to enchant it. Enchanting a car and giving a singular purpose takes the same amount of energy as ten smaller items. An Enchanter has difficulty storing more than twenty charges of prana for enchanting small items. They usually have enough power to enchant two, maybe three larger items. This rule exists simply so that one does not depict their Enchanter as commonly enchanting a jumbo jet or perhaps a destroyer. You are urged and expected to keep your powers within reason.

The Spy

An Enchanter has a choice between making their 'item' task oriented or creating a spy. Any inanimate object with 'eyes' or a 'camera lens' can allow an Enchanter to see through them. Once enchanted, these items do not move (on their own) and will for about half an hour allow their creator to see what they see.

The Marionette

This minion takes approximately ten minutes to half of an hour to conjure depending on the size. The Enchanter calls a spirit and it in turn utilizes whatever building materials are around. It needs a skeleton of sorts, the body type: humanoid, quadruped, insect-like are determined by the Enchanter. Anything can be used to construct the Marionette so long as the items are strong enough to provide support — perhaps an aberration constructed of stationary, comprised of pencils, paper-clips, staplers, what have you. Size is naturally determined by the materials and the amount of them, so the Marionette can range from six inches to three feet in height or length.

This lesser golem has to be controlled by it's master. They must remain within fifty yards of it or the connection is broken and the golem will be left to it's own devices (often malicious). While within range, the Enchanter manipulates the marionette by moving their hands like a puppeteer. The creature has to remain in their sight at all times or they risk losing control of it.

If it isn't destroyed the golem will last for half of an hour.


An Enchanter possesses the artistic and mechanical skills to craft what is essentially a giant puppet comprised of what ever materials they choose. It is a complicated process. Every part is enchanted, etched with magical sigils and filled with specific components. The average golem takes at least half of year to construct.

After it is fully constructed the golem must be brought to life. This in itself is an elaborate and extensive ritual that can take close to two hours and then the 'awakening' or 'inhabitation' can take an additional six to eight hours. During that time the golem's inanimate appearance changes. Seams and disproportionate joints become as flesh, bone and muscle in the form of whatever material the Enchanter chose. The golem will rise as an animate being with stone, metal, wood, or perhaps even a combination of materials for flesh. It could even be made of actual flesh, akin to 'Frankenstein's monster'.

The golem will serve only the one who made it but the Enchanter can employ rituals that would allow blood relatives to command the entity in just about any fashion with exception of causing the original maker harm. A golem CANNOT be forced in anyway to harm it's master.

When newly created the golem is all but mindless. Over time it will learn and develop intelligence but it will never have the emotional or creative capacity of a Human. It's demeanour and intellect are also partially reliant upon it's appearance as the golem takes on the characteristics of it's simulacra. Basically, if an Enchanter made a golem that looked like a horse, it would act like a horse. Only Human-like golems will have a higher capacity for intelligence but in their case such characteristics can take centuries to develop.

Golems are highly susceptible to wards without the nearby presence of their creator or when outside of their creator's dwelling. They are highly magical beings able to stave off many forms of spells but certain wards can repel or render them immobile. These are usually traps that the golem has to be tricked into entering.

Proportionally Golems are incredibly strong but the use of their great strength can take it's toll. Not requiring any sustenance, a Golem's energy is finite. They can over exert themselves and when they do literally shut down like a statue in state of rest until they are strong enough to move again. Often times this may be one of the only ways to defeat a golem.


While golems are exclusive to the Enchanter class of the Incantor race this is not to say that other beings do not possess the capability of creating such entities.


Savants practice the magical doctrine of mental and physical disciplines which teaches mastery over the powers of the mind and body. They tend to have little interest in the material world, their minds transcending the physical as they seek the higher knowledge hidden within. Very often these practitioners combine their magical art with the martial, developing their bodies along with their craft.

Due to their highly disciplined minds, Savants have strong moral codes based on the balance of nature. The philosophy of Savantism is similar to Buddhism and embodies strong idealism.


Savants have a natural knowledge of herbs and plants. Even were one to grow up never seeing vegetation they would still possess and inborn understanding of how to use them. They will always develop this skill as much as possible and thus Savants usually know how to produce many remedies and concoctions to produce a variety of effects in the body.


Savants are able to employ the following spells (plus the four the writer is able to develop):
Levitation — All Savants can levitate. Even without a charm they can use their inner prana to rise into the air, albeit only about five feet or so and for a short time. They can, however, while in this state slowly move through the air and traverse such things as raging rivers or chasms.

Aura Reading — Once more, the Savant does not need a charm, although given the choice the Incantor will always choose to deplete the energy of a charm rather than their own personal store. The spell allows them to read auras around them accurately displaying who's naughty and who's nice.


Witch Doctors, Medicine Men, they are all commonly practitioners of nature magic. While considered primitive they are anything but, having the power to manipulate the wilderness and harness the power of natural world.


A Shaman is able to draw from the spirit world knowledge of their environment. Should they require a small piece of information they can meditate for a short while and it will be granted but to attain a vast knowledge of a region can take up a year. After such time a Shaman will have the same knowledge as one who has studied the region for twenty five years. They will know all the animal and plant species and their effects.


They have sensitivity to the impressions left by animals and are able to read them in order to gain knowledge of where to find water and food. Shaman can also know if animals are near, they can feel them.


Shamans are able to employ the following spells (plus the four the writer is able to develop):
Peer into the Spirit Realm — Total concentration is required to use this ability which allows them to see into the spirit, ethereal or astral realms. The range is small, usual about a twenty foot radius but as they move slowly around they can cover more space.

When employed and these other realms become clear, the physical one becomes shadowy.

Safe Passage — At will a shaman can calm an enraged animal of natural origin. They or those with them of a peaceable nature will not be attacked.


Sorcerers are interested in the theory and natural laws which cause magic to function; they are the scientists of the magical world. These Incantors inherently believe that magical phenomena can be explained by scientific terms and spend a great deal of their time quantifying and categorizing the process of magic.

They will also pursue Alchemy and potion making which they approach from the point of view of a chemist.


They tend to develop elaborate laboratories in which to conduct their experiments. As they believe in quantifying their magic they are always trying to replicate the effects of their spells in other mediums, specifically elixirs or magical powders.

A Sorcerer or Alchemist has the ability to simulate different spell effects by magically altering the molecules of a substance. A bit of powdered rock can become a torrent of flame when tossed, or a potion can create specific hallucinations when drunk. Alchemy is equal parts science and magic, and is the most time consuming and costly form of practice.

Effects rely on raw components and the power of a charm into which a sorcerer stores raw 'prana', which is generic and has not been created from specific components to generate a specific spell. This raw prana can be used to generate magic on the go, but only very minor acts of magic. A sorcerer's knowledge of Elixirs, Powders and Potions is an ability of which the writer must refrain from using as a convenience in-story due to it's many applications. As it is too tedious and impractical to quantify these skills it is the responsibility of the writer not to get carried away.


Sorcerers are able to employ the following spells (plus the four the writer is able to develop):

This minor spell creates a tiny spark which can be used to ignite flammable surfaces. A popular use is lighting candles, but it can also be used for starting burners, setting off powders, or even igniting petroleum.


A Sorcerer can bend the light within a short distance from his face to simulate a magnifying glass with this cantrip. Useful for studying minute detail without having to carry around any tools, Magnification is a pleasant luxury for those who spend much of their time in a lab.

Ghost Hand

Though not an actual hand, this spells creates a short but controlled area of force that can be utilized in order to activate switches or retrieve something from short distances. It is more costly upon a Sorcerer's prana than other cantrips, but many find it integral for solitary research when one needs to do more than one simple task at a time.



Thaumaturgy can be considered 'classical magic'. It is basically the practical alteration of the Human environment. A Magician or Mage is one who specializes in trickery, honing their skills to enthral, amaze and misguide. Their craft is accompanied by legerdemain and they are masters of deception when it comes to fooling the eye.


Magi, even if they are not keen on performing or using the skills to trick the mind are always accomplished in sleight of hand. For them this 'true and false' magic go hand in hand and quite often one cannot discern one from the other, but then, that's the whole idea. Hiding amongst charlatans has always offered protection.


They are adept at crafting powders which are often used in the form of 'smoke bombs'. Quite these mixtures can have hypnotic effects on the mind, temporarily blind the senses and put one to sleep.


Magicians are able to employ the following spells (plus the four the writer is able to develop):
Unlock — Using a charm this spell can open any non-magical lock of conventional design. It will not work on electronic locks which possess a complexity that countermands the magic. The spell will also not 'unlock' encrypted files, it's only meant to unlock sealed portals of a physical nature.
Disarm — This spell does just as the name suggests, it disarms traps that have been located. Once aware of the trap, the Magician can use this spell to render it harmless for a certain amount of time, usually fifteen minutes. It basically foils the trap, which can be of any nature from electronic to primitive. It will also nullify alarm systems.

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