Post by Ellie on Feb 18, 2018 16:02:12 GMT -5
Τηε Ωιτξηεσ
(The Witches)
(The Witches)
O R I G I N S
Witches are born and created. Those that are born are from two witch parents. If a witch/warlock mates with a non-witch, it's more likely that they will have non-magic offspring. However, it's impossible to have a hybrid witch with werewolves or incubi. If a witch/warlock has a child with another species, the child defaults to the other species. For example: a child with a witch mother and a werewolf father will inherit the werewolf genes and none of the witch genes. Humans can learn witch spells, but need to be granted power by the coven ancestors before being able to harness any real power.
A B I L I T I E S
A B I L I T I E S
◇ Nonverbal Spells
◇ Verbal Spells
◇ Quick Reflexes
* The witches have the most diversity in terms of abilities. Many witches and warlocks specialize in rarer abilities like blood magic or dimension hopping. DM an admin if you have other ideas for special abilities.*
L I F E S P A N
Witches live average lives. Most of them live the same length as a human, but other have achieved immortality using spells or body hopping.
W E A K N E S S E S
◇ Quick Reflexes
* The witches have the most diversity in terms of abilities. Many witches and warlocks specialize in rarer abilities like blood magic or dimension hopping. DM an admin if you have other ideas for special abilities.*
L I F E S P A N
Witches live average lives. Most of them live the same length as a human, but other have achieved immortality using spells or body hopping.
W E A K N E S S E S
This varies on the witch in question. Everyone has their weaknesses, but witches tend to be weaker when their magic is restrained. This can occur for a number of reasons. Usually it's on purpose. If someone were to want the witch weakened they came up with a magical object that weakened their abilities and made them easier to fight and/or kill.
Τηε Φαμιλιαρσ
(The Familiars)
(The Familiars)
Since the birth of magic, critters have crawled over the earth with abilities unmarked by ordinary humans. Discovered and adopted by the witch community, these unique creatures were deemed 'familiars' and usually grew to compliment the magical weaknesses of the witches of adoption. The 'Familiars' were different than the animals littering the world. They possessed natural ability, pure magical ability that was unexplained. Theories sprung from different covens around the world, claiming that these wonderful beasts were the servants of Eve, the descendants of the animals in the Garden of Eden.
While originally these beasts were strictly of feline and rodent nature, since the times of the witches have changed so have their figures. Familiars have taken all and any forms of those beasts: from felines to canines, from avians to massive mammals. No witch has ever been graced with more than one familiar. Once bounded, the animal immediately links it's life with that of it's master. When the witch dies so does their familiar, but the familiar may last beyond it's expected life expectancy as long as it's master is still breathing. Cats, who usually live for thirteen, suddenly live for eighty. Birds, who usually live for six, suddenly live for seventy-two.
There are four factions figured in the Familiar's magic.
1. The Graces (the healers)
2. The Terras (the earthlings)
3. The Milites (the defenders)
4. The Servas (the guardians)
Each Familiar is born into a specific faction and specialises in the magic divined in their classification. No Familiar can possess more than one ability and no Familiar can serve in more than one faction. Familiar's are born into a faction and unable to train or change their faction. It's a natural occurrence, a genetic fixation.
This faction of Familiar's specialises in medicine. They have the ability to heal and create healers to help their masters and friends. These Familiar's are usually smaller and gentler breeds. Rarely has their been a case of a mountain lion in the Graces. More specifically, Familiars tend to be felines, canines, avians, rodents, or graceful beauties such as deer or rabbits.
This factions of Familiar's specialises in the foundations of earth. They are usually wild, but careful creatures with a lengthy history. These beasts are known for their elemental magic and their ability to grow and destroy aspects of the earth's surface. These Familiar's are usually small and vary in origins. The most unique out of the factions, these wild animals can survive anywhere and can manipulate the very ground under their paws. Most commonly this faction supports species such as rabbits, avians, insects, foxes, pigs, and water bearers.
This faction of Familiars is the most violent and volatile. The hardest to train and the toughest to find. These wild beasts are categorised for their offensive magic in which they enact powerful and mostly deadly attacks on victims with 'offensive magic'. Not known for gentle hearts or caring natures, these familiars are used mostly for combat or defending personal witch territory. Animals in this faction usually include canines such as dogs or wolves and larger carnivores such as mountain lions and bears.
This faction of Familiars is similar to the Milites in respect to magic except for they tend to have careful souls. These are the protectors and guardians of the witch community. They watch for 'predators' and protect against offensive magic thrown from an enemy line. Usually selfless in nature, these loyal beasts will throw themselves in front of deadly spells to protect their masters from horrible fate. Animals in this faction are more commonly predatory birds such as hawks or vultures, but they range from canines to felines to horses to bears to wolves to coyotes.
While originally these beasts were strictly of feline and rodent nature, since the times of the witches have changed so have their figures. Familiars have taken all and any forms of those beasts: from felines to canines, from avians to massive mammals. No witch has ever been graced with more than one familiar. Once bounded, the animal immediately links it's life with that of it's master. When the witch dies so does their familiar, but the familiar may last beyond it's expected life expectancy as long as it's master is still breathing. Cats, who usually live for thirteen, suddenly live for eighty. Birds, who usually live for six, suddenly live for seventy-two.
There are four factions figured in the Familiar's magic.
1. The Graces (the healers)
2. The Terras (the earthlings)
3. The Milites (the defenders)
4. The Servas (the guardians)
Each Familiar is born into a specific faction and specialises in the magic divined in their classification. No Familiar can possess more than one ability and no Familiar can serve in more than one faction. Familiar's are born into a faction and unable to train or change their faction. It's a natural occurrence, a genetic fixation.
THE GRACES
(the healers)
THE TERRAS
(the earthlings)
THE MILITES
(the defenders)
THE SERVAS
(the guardians)
This faction of Familiars is similar to the Milites in respect to magic except for they tend to have careful souls. These are the protectors and guardians of the witch community. They watch for 'predators' and protect against offensive magic thrown from an enemy line. Usually selfless in nature, these loyal beasts will throw themselves in front of deadly spells to protect their masters from horrible fate. Animals in this faction are more commonly predatory birds such as hawks or vultures, but they range from canines to felines to horses to bears to wolves to coyotes.