this is Salem, a land filled with magic and maladies. It is a place where witches and their elemental familiars gather, a home to legend and
lore that predates time itself. Yet of all the wicked and wonderful stories the past can tell us of, the most magical are the ones yet to happen.
This is Salem - this is the start of your very own journey. Welcome to starfall
Starfall is an animaga witch roleplay set in mostly modern times. Members play as witches in a world plagued by monsters, where the only safe spots are walled cities. Starfall strives to be a character-driven roleplay with expansive lore and a highly interactive plotline. We want to allow members to
create and look back on a magical journey, and mold the site and its plot as their characters grow.
A witch usually has two ways in which they, as witches, are naturally able to manipulate and control the mana that flows around them. The first is their elemental magic, the second is their affinity. While seasoned witches can generally manipulate mana in a more diverse number of ways, it is thought of as pointless to pursue things beyond your affinity. Doing so, regardless of time and energy wasted, often ends with sub par and even frustrating results. However, novices and above often take on a second non-elemental affinity, generally out of their own unique pursuit of knowledge. [break][break] Since the discovery of the basic affinities, witches have become specialized. The division of labor since ancient times was done according to affinity. It made no sense for a witch to create a potion themselves with terrible results when a true potion maker could do just as well. Once witches learned that affinities were genetic, clans formed based around specific affinities, and witches that failed to show the affinities of their clans were cast out immediately. [break][break] In the modern witch era, where jobs have become versatile and missions guide witches instead of service trades, affinities carry less weight than they used to. After all, they are only somewhat genetic. Meaning that while a couple possessing the same affinities were extremely likely to produce similar offspring, this was not always the case, and different long-distant affinities would skip several generations only to show up later.
Alternate Names: Potions or Hermetic magic [break][break] Natural-born Rarity: Common [break][break] Summary: The practice of using the mana found in all things—both living and non-living—to create potions, salves, and powders is known as alchemy. Broken down into a much broader theme, witches with this affinity possess a heightened understanding of the mana composition within substances and how this composition works and reacts with others. They have a natural understanding for what mixes well together and how to obtain a desired result. Alchemists tend to be quick-witted, clever, and resourceful, with a natural understanding of the physical world. Alchemy is one of the few affinities which is done by preparing their spells beforehand in the form of potions. However, some advanced spells can be used directly. [break][break]
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History & Details
Applications: Grand potion masters have honed their skills in alchemy to create vials of poison and restoration alike, for mending witches, repairing materials, slaying monsters, melting through iron, and countless other purposes. Alchemists of high caliber are even said to be capable of creating substances without cauldrons or prior preparation at all. Witches with an affinity for alchemy often grow into herbologists, potion masters, healers, or even wicked assassins. [break][break] History: Alchemy has been alive since the very dawn of witchcraft. In the olden days, if you were not born an alchemist, studying it later in life was practically mandatory. Skilled alchemists were always given respect as healers and "wiser" witches, yet because of the abundance of witches with an affinity for it, it never earned a particularly glamorous or exclusive position. Many clans and families specializing in alchemy exist to this day, though the topic of who the greatest alchemist is (Flamel of Yanus or even Marjane) is still up for debate. [break][break] Additional info: It is generally assumed alchemists carry around their crafts with them, so potions as affinity spells need not be prepared in the same thread which they are used. Creating potions mid-thread, while not impossible, maybe slightly unrealistic.
[break][break] Example spells:
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VIAL OF THE HYACINTH
Scroll - Alchemy SYN Can synthesize as LIMITED USE items
Allows the witch to recover from physical injuries, or given to other witches, allows them to do the same. Minor wounds are completely healed, and progress is shown on moderate wounds. Major wounds or limb loss, however, can not be treated. This recipe seems to have existed since the dawn of time and alchemy.
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THE ALCHEMIST'S TRADE: SHEERFIRE DUST
Scroll - Alchemy SYN Can synthesize as LIMITED USE items
A potion that is highly unstable and explodes upon outside contact. The explosions are generally enough to cause burns, knock most witches off their feet, and they are very very loud.
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CIRCLE OF LIFE (ADV)
Scroll - Alchemy
Given enough preparation time, a skilled alchemist will be able to create a hermetic circle on a given surface. Anything standing on the circle may have moderate to major wounds healed, however the wounds need to have been recent and easily identifiable. As long as it has happened very recently, limb regeneration is possible. Also, the alchemist will likely be extremely mentally exhausted upon performing this, with direct proportion to the severity of the wounds healed.
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[attr="class","stafftemptitle"]Atheneum
Concept by: Para [break][break] Natural-born Rarity: Uncommon [break][break] Summary: This affinity is one that was perhaps born before its time, characterized by scripting or "coding" data-laced mana to and from processable mediums such as forbidden grimoires or the human mind. In other words, atheneum allows for the obtainment, analysis, and transferal of information, causing true masters of the art to seem nigh omniscient. Users of this affinity are able to uncover long-forgotten secrets from the flow of mana, but possess few abilities capable of directly influencing the physical world, which many witches find discouraging when considering it to study. Atheneum also requires of its users a highly focused, adaptable, and technical mindset, to be maintained even throughout the constant mana drain. This requires a certain sense of clarity and balance that is very difficult for beginners to strike, though they will find that it becomes second nature the more it is developed. [break][break] Atheneum manifests in what is known as an "interface", composed of semi-solid mana that the user can conjure and manipulate at will. This is an extension and reflection of the user's mind as well as the medium through which their mana is processed. The interface also retains data filtered into it even after it is dismissed, so the user always has access to the data within. The form of this interface varies from person from person, from a book with ever-changing pages to a scattering of floating, holographic screens. Anything that can display information to the user is a potential manifestation of Atheneum. The interface continually drains mana from the user when it is conjured, meaning fledglings can only maintain the interface in short bursts, but masters can practically keep it out continuously. [break][break]
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History & Details
Applications: As said above, Atheneum concerns the obtainment, analysis, and transferal of data-laced mana traces and flows that exist in almost all aspects of the world. Obtainment spells are simply used to retrieve information by "reading" this data and display it on the user's interface. This information could include the contents of a book in a nearby library or the knowledge of who enchanted a particular object. A rather advanced obtainment spell could regard the replication and extraction of information from the mind of another. It's easily used on a willing or unguarded target, but is more of a struggle when used on an unwilling target. Its success depends on the affinity, rank, and sheer mental force of the user and tenacity of the target. [break][break] Analysis spells go hand in hand with obtainment spells, and organize the information existing within the interface. An example of such a spell could cause the interface to create a battle strategy after information of the terrain and the opponents is obtained, or could translate a foreign text into a known language. Analysis spells are geared towards optimization, but that does not mean they are flawless. It is often up to the user to fill in the blanks or edit the results as they see fit. [break][break] Finally, transferal spells concern replicating data within the interface and transferring it directly to something (or someone) else. They are often compared to telepathy, as these spells are often used to dump information directly into the mind of the user's allies for instant processing. Though usually less effective, such spells can also be used to transfer distracting or false information into the mind of an enemy. Basic transferal spells can transfer snippets of knowledge stored in the interface, but advanced spells of this sort can actually transfer skills or spells that match the affinity of the recipient. [break][break] Atheneum is not necessarily restricted to its surroundings. Though beginners will be limited in scope, masters are able to access or transfer knowledge halfway across the globe. [break][break] History: This affinity was conceived for the purpose of espionage and retrieval of forbidden or inaccessible knowledge. It circulated among highly esoteric groups for some time, but it wasn't long before scholars picked up on its existence. It exploded in popularity among those involved in academia, causing the tiny number of witches who were originally born with this affinity to multiply greatly. It is now mostly used in an academic setting, though some of those who specialize in espionage and strategy employ this affinity as well. Athenians are often stereotyped as intellectual, cowardly, and snobbish.
[break][break] Additional info: Not everyone is able to master Atheneum due to its demanding mental gymnastics and mana drain, but those who do sometimes let the power go to their heads. They become greedy for knowledge, with a few even developing a god complex over their illusion of omniscience, and seek access to taboos and forbidden texts. These people often meet unhappy ends, to the point that it is said that their affinity punishes them for their avarice. Athenians must be careful to keep themselves in check, and not lose themselves in their pursuit of enlightenment. [break][break] It should be reiterated that the interface is an extension of the user rather than an instrument. The more the interface is used, the more personal it becomes to the user, since it becomes a storage of all the user's memories and thoughts. Many users use the interface as a diary or a record, and some even bond so closely to it that it begins to reflect the user's personality. How this happens varies from user to user.
[break][break] Example spells:
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OBSERVATORY VOL 1: SCROLL #1
Scroll - Atheneum
A tome dedicated to a set of obtainment spells that constantly scans the distribution of mana in a specific area and feeds these reports into the interface to create a live broadcast of said area, often in the form of a moving diagram or other visual images. This allows the caster to observe an area and the movements in it from afar. The distance each spell can cover and the clarity of the broadcast produced is dependent on the affinity level of the user.
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ENCRYPT & DECRYPT
Scroll - Atheneum
A very simple analysis spell that allows for the instant scrambling of a message, though the caster must input the details of the cipher they want to use themselves. Alternatively, the caster can decipher a coded message as long as they are able to input the cipher required to do so.
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HIVEMIND (ADV)
Scroll - Atheneum
An advanced transferal spell that creates mana links between three or more beings where all knowledge they possess flows between each other. While this spell is active, information is constantly shared between the members of the group, and thus their perceptions temporarily meld into one collective mindset. The caster often acts as the leader of the group and directs the collective mindset as they see fit. It allows for true coordination, but very limited capacity for individual thought. It's often extremely hard to exert this control over unwilling targets. Said targets must be extraordinarily weak-willed, or the caster must be ridiculously strong.
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[attr="class","stafftemptitle"]augmentation
Concept by: Rabbit [break][break] Natural-born Rarity: Uncommon [break][break] Summary: The bastard child of alchemists dabbling in the arts of enchantments, augmentation focuses on channeling mana to modify, enhance or reinforce matter, emotion or skills. So while a practitioner cannot create like the alchemists or enchant objects to acquire new properties, they can mold mana to enhance or degenerate any pre-existing matter before them, including themselves or others. Augmentors, thus, need no preparation beforehand and can cast augments whenever they so wish or desire. Their affinity is sometimes perceived as casting 'blessings' or 'curses'. [break][break]
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History & Details
Applications: Enhancing one's strength, speed or mana are the most basic augments that come to mind. Skilled and experienced witches can cast more convoluted augments to not enhance, but degrade an attribute through feeding their augment a more complicated 'code'. While powerful, even the most skilled of witches cannot keep the effects of an augment lingering for more than a short duration of time. Being a recent and lesser explored affinity, beginners oft struggle to cast the most basic of augments while masters of this art can cast multiple augments at a time. [break][break] History: Alchemists are often considered the curious sort and push the limits of their study. One of the lesser known covens had begun experimenting and pushing the boundaries of what they could and couldn't do. By fiddling around and reverse engineering enchanted objects and studying the art themselves, these alchemists soon learned to enchant armor, matter and even humans. However, these 'enchantments' could not be created and only enhanced. Regardless, the founders of the affinity deemed their study a success and taught their coven folk the art. Unfortunately once the coven was disbanded, the art spread as rouge witches ran amok. While it was considered a silly project of the alchemists at first, its utilization was soon recognized unofficially. However, with augmentation being just a few decades old, the scrolls and scriptures for this affinity are sparse and difficult to come by.
[break][break] Example spells:
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AUGMENTATION FOR DUMMIES: SPEED
Scroll - Augmentation SYN Can synthesize as PERMANENT (ANY AFF) items
Part of Arkhanka Themisis' 'Witchcraft for Dummies' series, this scroll caters to the basics of augmentation - the ability to manipulate the attribute of speed. Upon being cast on another witch, or themselves, the subject will find their speed increasing several fold. While this boost isn't much for beginners, more experienced witches can cast augments that will increase their strength by thrice their actual ability.
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WEAPON AUGMENTATION: KEEN EDGE
Scroll - Augmentation SYN Can synthesize as REUSABLE items
This spell augments the sharpness and durability of a blade to help it cut cleanly through stubborn matterials. It can be cast in the heat of battle and maintained via continuous mana drain, or via a fairly long ritual to enhance a particular weapon permanently. The hardness of the material which the blade is able to cut depends on the strength of the witch which cast the augment.
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SKILL: THE BOON AND BANE OF AUGMENTATIONADV
Scroll - Augmentation
A convoluted spell that allows Augmenters to reverse-enhance their spells, thus deteriorating an object or attribute (or, to enhance it if the spell's initial intent is to decrease the effect). Reverse augments are dangerous, however, to both the practitioner and their subject - the spell can go haywire even under some rather experienced witches.
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[attr="class","stafftemptitle"]crafting
Concept by: Jaronart [break][break] Alternate names: Magical Engineering [break][break] Natural-born Rarity: Rare [break][break] Summary: A relatively new and unorthodox art, magical engineering allows one to not only sense the flow of mana in a mechanical structure, but also to meld and embed magic into it. Masters of magical engineering can simply glance at a piece of technology and intuitively know its inner workings. Though largely technical in nature, magical engineering also embodies leaving a magical element in a technological piece—many falsely believe this to be due to some sort of enchantment or runescripting. The magical engineers, also known as "crafters" to keep it nice and simple, don't quite know the cause themselves, but like to believe it's due to mana flowing between the engineer's hands and the technology, carrying the wishes and dreams of the creator.
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History & Details
Applications: There are many uses for magical engineering, though few realize the potential in this affinity due to there being so few master crafters in the world. It has only just recently made its debut in the field of transportation - from airships to portal-like gates, it can accommodate large quantities of material and long distances. Magical tech can fit a vast set of purposes, from replacing lost limbs, enhancing the human body, providing tireless labor in the form of constructs (though that last point ). Perhaps the most universal application is that the expansion of magical tech would reduce the amount of work that witches currently fulfill, as well as reduce the need and usage of mana (think using less mana to accomplish more work). [break][break] History: Having only been discovered and named within this past decade, the practice of magical engineering is still looked upon as "not being a true affinity". Due to its intellectual nature and the fact that there's very little mana involved at all, those with the affinity are often ridiculed if they try to label their craft as a magical art. Few realize that the ability is rare and many still believe this is an affinity that can be taught and learned as well as any master. Although those who have this affinity do progress over time, only those who were born with it can fully unlock its potential. This affinity still remains largely misunderstood in witch society and is often misnomered as enchantment or runescripting. [break][break] Additional info: It is currently not noted down as a formal affinity in witch society. Currently, this affinity is self-proclaimed, though this may change in the future. Although the affinity can certainly be learned, there is often a noticeable difference in ability when compared to someone born with it.
[break][break] Example spells:
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DORMOUSE THE CLOCKWORK MOUSE: V#001A
Scroll - Crafting SYN Can synthesize as REUSABLE items
A prototype of a toy mouse. There are blueprints inside, detailing the inner workings and gains of the toy. The wind-up toy can be rewound easily or can be set to automatically wind-up by using the stored mana that powers it. A very basic and rudimentary sort of magical engine, meant to help teach kids about the flow of mana.
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TIN MAN
Scroll - Crafting SYN Can synthesize as COMPANION items
A mechanical humanoid which can be programmed to complete basic tasks and lift heavy objects. The lower the crafter's skill, the clumsier and less expressive it is. High-level crafters can create tin men with eerie levels of sentience.
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AIRSHIP (ADV)
Scroll - Crafting SYN Can synthesize as REUSABLE items
A ship which flies through the air, powered by environmental mana. A number of different designs have been compiled into a single book: some with balloons, some with wings, and some with nothing blatantly out of the ordinary. Though not as quick as a broomstick, all of these designs are much more spacious, and capable of carrying a drastically heavier load. Ideal for long journeys.
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[attr="class","stafftemptitle"]divination
THIS AFFINITY IS CURRENTLY LOCKED. YOU MAY NOT CREATE A SEER/DIVINER WITHOUT THE PROPER ITEM AVAILABLE IN THE SHOP. [break][break] Alternate names: Divining or Fortune telling [break][break] Natural-born Rarity: Very rare, the rarest of all known affinities by far [break][break] Summary: "Divination" is the affinity and long-lasting study of the phenomena called 'seers'. These unique witches have the ability to gain or obtain magical insight into a question, problem, event, or even the general future. They are also capable of astounding mental feats comparable to an athenian, though they walk the line of magic and spirituality more so than reason. Things like astral projection, dreamwalking and other forms of insight gaining are also used by diviners.
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History & Details
Applications: The first application of divination is limited to only natural born seers. This is the obtainment of a sudden undeniable prophecy—a sudden fit or a whirring of images and events. These prophecies generally come a few times in the lifetime of the seer, though sometimes they don't arrive at all. They are inevitably true, but some have conditions for them to come true and can be thus avoided. [break][break]
The second is to scry- by looking into their element, witches are able to see glimpses of the future or possible futures. They can see images depending on what they are thinking or what they 'wish' to see. Different elements are reported to showcase different things and have different natures. A learned seer can scry with just about any element. [break][break] Diviners (both learned and natural) are also able to separate their astral form from their physical form, and are said to have a deeper connection with their familiar. They can leave their bodies and shadow walk or engage in astral projection. This form of projection can also be used to enter the dreams of others and other interpretations. Some diviners claim to have 'seen' the inner strata. [break][break] Diviners can also use a variety of methods of fortune reading and foresight. Generally, text classifies these into 'direct' and 'indirect.' Directly questioning fate or the future would involve asking questions to obtain insight, usually done with the help of media like tarot cards or tea leaves. Indirect methods of such foresight may be sudden glimpses into the future or being able to have an easier read of someone's actions and choices even passively. [break][break] History: Divination was once the word of the gods. According to legend, when witches were 'closer' with the magic they had, divination ruled the lands. Seers were venerated and feared throughout, and grand Empires rose and fell with prophecies. But the number of naturally born seers declined over time as society began to 'progress.' [break][break] Today, few take prophecies seriously. Fake seers and learned seers pushed against the tide, and many no longer regard 'divination' as sacred. People pretend to read cards all the time, and everyone pins insight onto cold-reading and 'experience.' It doesn't help that the number of true seers is at an all time low. [break][break] Additional info: Since divination often pulls from spiritual or subconscious energy, it is one of the few affinities which may activate some of its more passive spells without the caster's conscious intent.
[break][break] Example spells:
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ELEMENTS OF INSIGHT, FIRE
Scroll - Divination
Fire is a fickle element to scry with. It picks up on your emotion and taints the images in that way-- it often shows outcomes that involve people and their desires and does not like to be used to scry realistic things or things that are too mundane. It prefers being used to scry for future or past events
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THE MODERN DREAMWALKER #1
Scroll - Divination
A re-written scroll from the original Urusla's "The Dreamwalker" - this one pertains to entering the dreams of a person. It requires a few items from the person and, of course, requires them to be sleeping. When used, it enables dream communication and appearances. The user cannot alter the dream but can approach and play a role in it.
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ASTRAL PROJECTION
Scroll - Divination
By meditating, a seer is capable of separating their spirit from their body. This spirit, a fusion of witch and familiar, is located on a nonphysical strata overlapping the world's physical outer strata and is thus imperceptible, even to most spells. In this way, they are able to observe their surroundings undetected and undeterred by physical limitations. The seer cannot control their physical body while astral projecting.
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[attr="class","stafftemptitle"]enchantment
Natural-born Rarity: Uncommon [break][break] Summary: The ability to control, restrict, or otherwise force the flow of mana in a certain direction is known as enchantment, and witches that are gifted with this ability enjoy one of the most versatile affinities for mana. While enchantment can be used for everything from creating barriers to invoking curses, witches blessed with this affinity simply state that they are able to visualize and constrict or direct the flow of mana as they like. To this end, evocation-users are termed take-charge, vengeful, or sometimes just creepy.
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History & Details
Applications: Masters of enchantment have been known to end whole conflicts using their affinity. Enchantment can be used to create barriers (by bewitching space itself), charm objects, and even curse others. Their fortitude and resilience, as well as their willingness to get anything done, have allowed these witches to persevere through time and history. While bearers of this affinity have been known to grow into anything from lawmakers to hex-for-hires, they all somehow or the other fall under the umbrella of enchantment.
[break][break] History: Enchantment used to be regarded as a useless or 'trivial' affinity as the scrolls and spells associated with it were limited to minor charms jinxes. It was often thought to be the most simple minded and undesirable affinity, until the reign of Dutchess Ferrina - who broke many boundaries of enchantment and showed the public that enchantment was, at its core, an affinity that defined "easy to learn, difficult to master." Ferrina's grimoires enlightened the whole of the witchcraft society and completely flipped perspectives on enchantment as useful, protective, utility or even offensive affinity that could prove to be the most dangerous branch of magic of all. [break][break] Additional info: Enchantment is extremely varied considering that the mana of anything can be given "shape" or "orders" by the witch. Enchantment requires the sort of jack-of-all-trades mind; because it needs a certain level of creativity yet also the ability to be harsh and demanding, as mana does not like to be easily put under restraints. Enchants last much longer than transfiguration spells, and charmed objects have been known to keep magical properties for eons and eons. It's common for large bloodline oriented families to learn simple enchantments to "pass on" the spirit of magic through generations via magical heirlooms.
[break][break] Example spells:
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SPATIAL SCROLLBOOK #3
Scroll - Enchantment
A witch using this scroll can manipulate a small area of about 20 square meters and create a simple law which prevents entry into the space. The evocation is plainly visible on the surrounding ground, however. It can be removed with some difficulty by another evocation expert of the same or higher rank, or through a very powerful magical attack.
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EXPEL TRIGGER
Scroll - Enchantment
By evoking a forced flow of mana into an object - or simply pumping mana into a nonliving thing - the witch is able to send any object smaller than a loaf of bread into a volatile state. A single push will cause the object to explode after this state has been reached-- whether from an accidental step or blast of mana. The power of the explosion is dependent on the affinity of the witch.
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AN ASSORTMENT OF CHARMS, SCROLL #2: CRISSCROSSER
Scroll - Enchantment
A more cruel jinx, this causes the victim to move in the opposite direction to where they want to go. It can also be used an a flying object to instantly reverse its course, however attempting the spell on something traveling at high speeds is quite a feat.
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[attr="class","stafftemptitle"]illusion
Natural-born Rarity: Common [break][break] Summary: Mana has always been a fickle element, and while it can be used to destroy and create, it can also be used to alter reality itself. Or, at the very least, alter perceptions of reality. Illusionists are able to deceive even the most seasoned of witches, but in theory they are simply able to coat mana in mana, and know intuitively how to do it well. Unlike masters of transfiguration, they do not alter the mana itself, but rather-- apply texture, or seasoning. As a result, they are capable of more ludicrous and unrealistic feats...and also butt heads with their more practical counterparts. [break][break]
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History & Details
Applications: Frightening illusionists in history are known for having pulled off stunts that deceived the entire world and were only found out months after the initial effect. From simple changes in appearance to the illusions of hope and despair, these witches are able to turn tides in their favor through wit and audacity alone. Illusions, despite only having one real application (creating illusions)--can be limited only by a witch's own creativity. After all, illusionists consider their skill to be an art form if anything. Witches with this affinity have gone on to become espionage agents, performers, intelligence experts and have been called by too many names through history. They prefer it this way, of course.
[break][break] History: Illusion, despite having a history of darkness and a penchant for leaning towards evil as opposed to good, has had its hands in the dark as well as the light of witch society. While many rogue witches were illusionists, many children's stories and gallant heroes who stood fearlessly against entire armies were also illusionists. In an era of peace, illusionists also often work on stage and sometimes end up as amazing celebrities. There's somewhat of a rift between these so called "stage witches" and traditional illusionists who hold pride in secrecy and mystery-- though there is little historical proof linking such behavior with the possible grandiose feats of illusion. [break][break] Additional info: Illusions cast even by the most seasoned of illusionist have what is called "Puck's Flaw"-- a single impossibility among many that if noticed, may break the spell. The whole existence of this flaw is theoretical as no one can prove it exists (what is the flaw among flaws, after all?). In theory, this flaw expands slowly until its unbelievability touches the whole illusion, causing the magic to "wear off." The goal of all illusionists through history has been to create "the perfect illusion"-- a goal so frightening because it implies the true distortion of reality.
[break][break] Example spells:
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DARKNESS SCROLL
Scroll - Illusion
This scroll creates a cover of thick, pitch-black darkness affecting an amount of targets that varies according to the skill level of the caster. Skilled illusionists often add their own effects such as a pair of mocking eyes, or the rattling of snakes, or whatever suits them. For beginners, it is recommended to work on making the darkness “complete” first.
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A SUBTLE TOUCH: SCROLL #11
Scroll - Illusion
The ever-so-subtle feeling of being out of place, of being excluded or not belonging or being unwanted - this scroll often causes the target to start doubting and distrusting those around them, or losing confidence in themselves. Though the effects of a fledgling’s efforts rarely last very long or have a great effect, masters have been known to turn a well-adjusted person into a nervous wreck. In one particularly famous example of its usage, illusionist-spy Håkon Dal was able to halt an invading army by making its commanders turn on one another.
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SCROLL OF DUALITY
Scroll - Illusion SYN Can synthesize as PERMANENT (Illusion ONLY) items
When used, the witch seemingly splits into two copies of themselves - one is an illusion. The illusion can act on brief, general directives given by the witch, but cannot speak or think for itself. The illusion may duplicate many spells that the witch performs though only the real one will connect. The believability, duration, and versatility of the illusion get better as the witch uses the skill and progresses. Extremely skilled witches can use the scroll of duality twice, splitting further into four different illusions and so forth.
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[attr="class","stafftemptitle"]necromancy
THIS AFFINITY IS CURRENTLY LOCKED. YOU MAY NOT CREATE A NECROMANCER WITHOUT THE PROPER ITEM AVAILABLE IN THE SHOP. [break][break] Natural-born Rarity: Very Rare, due to centuries of persecution of those who practiced it [break][break] Summary: Necromancy, up until recently, was thought to be a dead affinity, with no practitioners left to carry on the teachings. But, it would seem that returning from the dead is within its very nature. Despite there being well over a century without necromantic incident, it is still on Salem's list of forbidden magical practices due to its highly taboo nature. Necromancers are known for being able to create mindless undead minions and communing with ghosts, though legends tell of master necromancers who were capable of returning deceased souls back to their body. Naturally, such tales always end in great misfortune.
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History & Details
Applications: Necromancy is best known for its ability to raise undead beings from dead corpses, temporarily returning false life to the body. This said, it has a number of other applications, including communing with ghosts, manipulating skin and bone in a manner similar to an element, and utilizing dead cells of a living creature to influence that creature. The common thread between necromancer spells seems to be that they either require some sort of physical component from a dead body, or they interact with the nonphysical dead. [break][break] History: Very little is known about how necromancy was perceived in ancient times, since years of persecution have left libraries-worth of books about the subject lost to ashes. What little is left has been stripped of any identifying names, most likely from when the last known users of the affinity went into hiding and hid the last of their history. In modern times, it is viewed as an affront to the natural cycles of life and death and as a defilement of those who've been laid to rest. It has been an illegal practice for longer than society can collectively remember, and although the witch hunts have ceased, it will still earn practitioners a lifetime in jail if caught and convicted. [break][break] Additional info: Don't use necromancy within cities. DO NOT.
[break][break] Example spells:
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BONE SPLINTERS
Scroll - Necromancy
Casting this spell on a bone causes it to splinter into sharp shards and shoot towards a target. More experienced necromancers can maintain their control over the bones for a longer period of time, and more quickly and deftly control the bones' path, allowing them to make sharp turns and sudden reversals of direction.
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SÉANCE
Scroll - Necromancy
This spell allows the necromancer to speak with ghosts. Though they cannot see the full forms of the ghosts, they can target and call specific ghosts using a memento or person that the ghost had a strong bond with in life. Ghosts cannot make new memories after death, and often lose their grasp on reality, so conversations with them are rarely straightforward.
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UNDEAD MANUAL: FLESH GOLEM (ADV)
Scroll - Necromancy SYN Can synthesize as COMPANION items
Golems are entities with both bodies and minds fashioned by a witch. The necromancer can use this spell to fuse multiple corpses from the material strata together and reshape the flesh to their whims, often causing the flesh golem to possess a hulking and unnatural figure. Once the shaping is complete, the body is given artificial life by the necromancer, created by a splinter of their own life force. Unlike many other undead constructs, flesh golems need not be obedient to their creator.
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[attr="class","stafftemptitle"]plantshaping
Concept by: Ribbit [break][break] Natural-born Rarity: Uncommon [break][break] Summary: The average witch wouldn't recognise the work of a plantshaper, assuming they're simply a florist or herbalist doing their job. A proper shaper, however, has a bond with the plants around them, able to focus and feel the flow of mana, and of the plants' very lifeforce. A trained plantshaper does not need to guess at what a plant needs - their knowledge and bond with the plants they are for let them know whether their decision was correct or not. A plant cared for by a shaper will always catch the eye of those with even the smallest smidge of magical inclination within them, even if they can't immediately recognise why the plant seems to shine, or fill them with a sense of content.
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History & Details
Applications: The quality of ones spells and potions relies on the quality of the ingredients, and everyone knows a plantshaper can draw the very best out of the plants they care for. If they're not tending to their own garden, they're checking in on others, or tending to the wilds beyond the safe walls of their city. From identifying the early onset of disease, to helping crossbreed a specific colour into a flower, if it has something to do with a plant, you'll want a shaper to chime in on the topic. [break][break] History: The first plantshapers were seen as just eccentric alchemists who loved the plants they used to make their potions a little too much. When they started going on about how the plant feels and making minor adjustments that seemed to have no basis for happening... people started to look a little deeper. Talks of being able to see the mana flow of plant life and trying to explain those gut feelings lead to the plantshaper affinity being fully recognised and established. [break][break] Additional info: Because of their flora bond, a group of plantshapers were actually the first to attempt communication with plantlike wraiths. The tragic consequences of that attempt is the reason for the legal ban on attempting communications with wraiths.
[break][break] Example spells:
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SUGAR CUBE
Scroll - Plantshaping SYN Can synthesize as LIMITED USE items
Lets a plantshaper draw mana-charged sugar from a plant, which is an excellent ingredient for magical foods or an extra sweetener for a kid’s medicine. Directly ingested, it can help restore mana to witches, though it isn’t as effective when used by beginners.
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FAIRY RINGS: SCROLL 2
Scroll - Plantshaping
The plantshaper causes a fairy ring to sprout, whereupon anyone inside the ring will begin to be drained of their energy. The stronger the plantshaper, the quicker the energy drain, the larger the fairy ring can be, and the harder the mushrooms composing the ring will be to destroy. The spell will be ‘broken’ when more an a quarter of the mushrooms are destroyed.
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PUMPKIN BOMB
Scroll - Plantshaping SYN Can synthesize as LIMITED USE items
The witch pours mana into a pumpkin until it bursts (or, until it's so saturated with mana that it bursts upon impact with anything solid) spreading guts and seeds everywhere with enough force to knock back large creatures. Can be used with any fruit or vegetable but is most often used with pumpkins because it's festive.
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purification
Concept by: Ribbit [break][break] Natural-born Rarity: Uncommon [break][break] Summary: The aim of purification is to return mana to a previous form. By studying other affinities and understanding mana manipulation, a purifier can see how the world around them has been changed, and unravel those changes. Those with an affinity to purification are curious, if somewhat anxious, individuals with an eye on all forms of magic. [break][break]
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History & Details
Applications: Purifiers are always on clean up duty, and are called 'magic maid/butler' as both a joke because... well, they're damn good at it. Be it a corrupted spell, an old charm that people forgot how to dispel, or breaking up a fight before the pub is set on fire, purification is used to still the change of mana. [break][break] History: Sometimes problems happen. Problems that no one really knows how to fix, no matter how much training and practice they have had. So in steps a purifier, with a keen eye and penchant for breaking spells, to fix it. There is a proper way to do things, and a proper way to fix a problem. Purifiers may have a reputation for being sticks in the mud or boring, but their meticulous approach to their work has to be admired in some way. [break][break]
Additional info: Purifiers rarely practice a second affinity, though they may hold great knowledge on it. Their job of undoing magic instead of doing magic can make it hard for them to switch gears to casting spells.
[break][break] Example spells:
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CLEAR SIGHT: ALCHEMY
Scroll - Purification SYN Can synthesize as PERMANENT (Purification ONLY) items
This scroll details how to start training your eye to pick out and fully identify the results of mana manipulation, starting with alchemy. As this can also be done with basic alchemy training, it is a good starting point for those doing purifier training, since they can compare what they 'see' with either their own or another witch's alchemy training.
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RSM-LAMP
Scroll - Purification SYN Can synthesize as REUSABLE items
These lamps, easily identified by the long, orange-liquid filled glowing cylinders at their top, are objects designed specifically for rupture stabilization. The purifying properties of these lamps only effect its surroundings when met by a point of extreme mana instability, only attainable by a rupture. Though inexperienced witches may be able to create lamps which are effective against older, more stable ruptures, only an experienced witch's RSM-lamps will have any effect against a freshly formed rupture.
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EXORCISM (MAS)
Scroll - Purification
A spell intensely difficult to cast, this scroll purges another of all magic affecting them - including but not limited to spells, enchantments, potions, the influence of trinkets and/or any environmental effect - essentially reverting them to their most unaltered state. The more magical effects there are to remove, the more intensive this spell is to cast.
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[attr="class","stafftemptitle"]runescripting
Concept by: Verdigris [break][break] Alternate Names: Rune inscription [break][break] Natural-born Rarity: Rare [break][break] Summary: Though there are many many misconceptions surrounding the affinity that complicate it needlessly, runescripting is simply the art of manipulating mana through written script. Runescriptors imbue their script with mana which directs the flow, and therefore the effect, of the mana - it must be noted that though the effect is mostly influenced by the script, it is also strongly influenced by the intent of the witch. [break][break] The 'script' so mentioned is commonly thought of to be ancient runes, but while ancient runes are a very important starting point that usually all novice runescipters study, it is nevertheless most commonly just a starting point. A script is merely a collection of symbols that hold meaning for the user - most runescripters simplify this concept by likening a script to a language - and the power held by ancient runes is not because it is the 'runing language', but because of the many associations of each rune, the cultural significance attached to the script, the in depth documentation of it in relation to runescripting, the ease by which ancient runes can be carved and linked together, and the versatility of the script. Most runescripters will learn ancient runes, then modify the script to suit their needs. Modification can range from personally connoting a rune to mean something different, personalising the way the runes are written, merging two or more runes together, or even creating new runes. The most dedicated runescripters, however, usually will create their own script, some from scratch, some based on a language they speak - the effects of runic arrays of such scripts are often stronger and more precise since the script is personalised for the user. [break][break]
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History & Details
Applications: Runescripting is such a versatile art that it is difficult to limit the potential applications. Common uses of runescriptions include barriers, wards, strengthening structures, inscribing effects onto objects, protective talismans, and explosive destruction, but there are many many other uses for runes. Though the effects of runic arrays can sometimes mimic the effects of other affinities (particularly enchantment), the methods by which such effects are reached are vastly different. Runescriptors often joke that if it can be logically written out, it there's enough time, and if the casters have enough mana, then it can be done. [break][break] Runic arrays can range from a single rune by itself, to multi-tiered linked runic arrays that span kilometres, and can involve a single runescripter, or many working together. A 'rune' is, simply put, a symbol with a meaning attached (or when equated to a language, it is a morpheme (or sometimes a lexeme)). Runes can be linked together to create more specific directions. Generally, the more complicated the array, the more mana it takes, and the more powerful the effects. Thus, the truly complicated, powerful arrays often involve more than one runescripter. Highly specific effects can also take complicated arrays. Runic arrays are usually written in a 2-dimensional circular or star shaped pattern, though triangular, geometric and mathematical patterns are slowly gaining popularity. Very recent innovators have also begun dabbling in the possibility of 3-dimensional arrays. [break][break] There are many ways to imbue a runic array with mana. One of the simplest methods is to channel mana into the whole array after it is written. This type of imbuing is usually used for single-use arrays or arrays that must be 'activated'. Another basic method is channeling mana into the scripting tool (such as a brush or a knife) or that which the rune is written with (such as the ink) - arrays written this way are usually automatically 'activated' upon completion and are generally for longer-lasting results. Other, more advanced methods include manually channeling mana into the script as it is written (fine control over one's mana output is needed, but one can then regulate the mana of each part of the array and thus achieve more precise results), channelling mana into the array that one traces over it with a finger (again, fine control over one's mana output is needed, but the witch's intent is a stronger influencer in an array activated as such), or even a combination of methods. Runic arrays can also be reinforced over time, though usually only the original scripter can do so. [break][break] A runic array is usually physically written with ink and a brush on a flat surface, or carved in wood or metal. More advanced runescripters can potentially draw out a runic array with their finger using pure mana, or even visualise/draw out an array in their mind and channel the effect directly into reality (though amazing control is needed plus a very deep familiarity with the runes involved, and such arrays usually remain very simple). Runescriptors are normally very much defense/support focused, but can fight directly, usually by either carrying around pre-written arrays that only need activation, drawing arrays directly into the air/ground as needed, combining runescription with other affinities (which is most common considering most runescripters' primary affinity is not runescription), or other similarly creative methods. [break][break] There are eight basic categories of runic arrays: passive, active, single-use, multi-use, short-term, long-term, self-sustaining, and maintained. An array can be more than one. Active arrays require a user to continually supply it with mana, whereas passive arrays only need the mana required to first activate it. Single-use arrays can only be used once, whereas multi-use arrays can be reused (how many times it can be used again varies according to each circumstance). Short-term arrays cause effects that last for any time less than a day, and long-term arrays last for longer than a day (it should be stated that 'short-term' and 'long-term' are relative to the purposes of an array. An array for a ward that lasts a month would generally be classified as 'short-term' as opposed to a long-term array that would last three years.) Maintained arrays require users to regularly reinforce the array with more mana, while self-sustaining arrays can sustain themselves. Self-sustaining, multi-use, and long-term arrays are the more difficult arrays to create. [break][break] Runescripting is not without danger. If one doesn't understand the runes they are using, it could result in strange effects or even potentially disastrous ones (such as causing an explosion). Some runes cannot be linked together, others must be linked in a specific way. Runic modifications must also be carefully tested before put into use. A runescripter must also be very careful not to create an array that needs more mana than they are capable of giving - some arrays will drain on the activator until they are exhausted or, on occasion, dead. Needless to say, the more complicated the array, the more likely it is to result in disaster. [break][break] Runescripting is a truly versatile skill of which there are many avenues to explore. Modification of runic scripts, merging mathematical principles together with array patterning, linking runes with cultural significance, even linking runes with astrological patterns - the possibilities are nigh endless, as long as one is willing to put in the effort. [break][break] History: Runic inscription used to be a highly regarded affinity with a wide variety of practical applications and a power and versatility few other affinities can boast. However, with the rise of enchantment came the downfall of runic inscription. Enchanting was similar to runescripting in its versatility but much easier to learn, and the popularity of the Duchess Ferrina brought about a wave of enchanters that saw a sharp decline in runescripters from where it never recovered. Runescription is a difficult affinity to both learn and master regardless of whether one is born with the affinity or not; nowadays, runescripting is commonly considered obsolete and useless at worst and a 'dying' or 'lost art' at best, with most of those witches born with the affinity choosing not to pursue it. [break][break] Modern day runescripters often face trivialisation and marginalisation of their work simply for the misconceptions and stereotypes surrounding their affinity. As such, most runescripters currently existing are those who have chosen to learn it later in life. Old scrolls for runescription are much, much more common than newer ones, however the runescripter community is a tight-knit one out of necessity, and most experienced runescripters would be more than happy to help newer runescripters. [break][break] Additional info: The theory behind runescripting is heavily linked to linguistics, maths, and geometric patterns, but also art and creative writing and culture - so runescripting is a skill that is not easy to learn even the basics of, but very rewarding for those with even an adequate grasp of it. To shine at runescripting, it is not affinity that is important, but determination, the willingness to learn, and above all else, creativity.
[break][break] Example spells:
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BASIC RUNIC BARRIERS
Scroll - Runescripting
A scroll detailing common runes and the linkages of basic barriers. Though novice runescripters are limited to the rudimentary arrays described in the scroll, more advanced runescripters can begin to build upon these basics and modify them to suit their needs.
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100 MOST USEFUL RUNES, SCROLL #4: ANSUZ
Scroll - Runescripting
Part of the '100 Most Useful Runes' grimoire, it is an ancient but still highly applicable scrollbook about the most useful focus runes that every runescripter is encouraged to read, if not memorise. Ansuz, meaning 'God', is commonly called the 'revealing rune', associated with vision, communication, insight, knowledge, and truth. It is typically included in arrays centred around the breaking of spells, the compelling of truth, or the focusing of clarity. By itself, its most common usage lies in the dispelling illusions or enchantments.
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RUNIC TALISMANS
Scroll - Runescripting SYN Can synthesize as LIMITED USE items
A guide to creating runic talismans. Talismans do not have to be protective - they can bring about malicious effects too, or other effects depending on the runes involved. Beginners will only be able to cause very basic, almost negligible effects; further practice and modification can result in much more powerful effects.
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[attr="class","stafftemptitle"]spellsinging
Concept by: Ribbit [break][break] Alternate Names: Auditory magic [break][break] Natural-born Rarity: Uncommon [break][break] Summary: The voice of an angel, the skillful plucking of a harp, oh how music can move the soul - and perhaps move a little mana too. Auditory affinities can be hard to recognise even though they can subtly influence mana on a large scale, as it can seem more 'mundane' at it is rooted in the study of music theory, as well as practicing the same song for the hundredth time to perfect your performance before you even consider consciously manipulating mana with it!
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History & Details
Applications: Music can soothe the beast, can it not? Auditory witches can sing and play instruments to shift the mood of others, be it to calm them to listen to a speech or to incite a violent riot. Masters of the art can even charm large crowds to do their bidding, or powerful beasts to obey them - as long as they continue to perform their music. [break][break] History: The place of music in culture has always been important, so it can baffle some that it took so long for auditory affinities to be fully recognised. On the other hand, the subtle manipulation and changing of emotions without permission have seen these spellsingers be branded as cheaters and untrustworthy. Any witch who performs music is met with suspicion - did they actually practice and put time into becoming that good, or are they just manipulating the mana around them to sound good? [break][break] Additional info: What many who pursue auditory mastery forget is that you can only replace so much practice and knowledge with mana manipulation. Once someone has been outed as an auditory witch, it becomes much easier for others to call them out on faking their sound. Auditory spells need to be subtle and layered into already solid musical performances to truly shine.
[break][break] Example spells:
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ANCHOR HOWL
Scroll - Spellsinging
This high pitched howl lures monsters within the area towards the location where this spell is cast. It is used most often to lead creatures into a trap or to pull enemy monsters away from allies to protect them from danger. This spell can be particularly dangerous when used in an unfamiliar location -- you never know what sort of beasts you'll draw in.
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JAZZ FOR YOUR SOUL
Scroll - Spellsinging
‘Jazz for Your Soul’ has suffered some memetic mutation in recent years, but this set of basic, down tempo songs is a great building block to learning how to create soothing environments that don't cause people to fall asleep (unless you’re trying to do that!), and to destroy the feeling of aggression in others.
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DEATH OF A VOICE
Scroll - Spellsinging
The user uses their mana to suppress the vocal cords from vibrating thereby effectively silencing everyone in the area. The user is also limited and effected by this so that they cannot use their own voice. The area is limited by the amount of mana used to keep the spell active and the rank of the witch. All other sounds are still present such as instruments.
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[attr="class","stafftemptitle"]starcalling
Concept by: Winter [break][break] Natural-born Rarity: Rare [break][break] Summary: Mana is the essence of life and the universe, and stars, according to great philosophers, are the beginnings of that universe. Starcalling is an ancient affinity that allows the user to call upon the mana scattered across the sky. It enables the user to become a medium for stardust and even the creation or destruction of stars. It involves the use of constellations and other stars as well, including the evoking of spirits to buff or debuff others. [break][break]
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History & Details
Applications: In modern times, Starcalling is often treated as a ‘showy’ affinity, and is used almost primarily for the flashy manipulation of stardust, a sparkling and breathtaking powdery form of mana. Stardust can be manipulated often like an element, and some Starcallers choose to specialize in this despite its uses being limited. [break][break] In the hands of a more dedicated user, Starcalling can be used to call on stars and constellations, blessing or cursing others with the powers of Pisces, Ursa Major, Sagittarius, and others. In this method, starcalling often requires a blind faith like Summoning to perform accurately. [break][break] Another application of starcalling is potentially creating a star or a “starette” as they are called, to function as a ball of heat and light. It’s a form of slightly more advanced stardust manipulation. [break][break] Starcalling can be used to channel stars, meaning a witch could potentially cause solar wind or collapse a star into a black hole. This has not happened for millions of years (probably having something to do with the rise and fall of the affinity in general), and so it’s just a rumor at this point. [break][break] History: Starcalling is sometimes called the oldest affinity, having inscriptions regarding it and its applications that predate history itself. However, the starcallers of old ages seem almost like different beings when compared to modern day callers, since they were apparently revered and extremely powerful. [break][break] Due to the affinity growing scarcer and scarcer as time went on, the knowledge of Starcalling faded to the point where today, no recorded clans of this affinity exist. [break][break] These days, starcalling is picked up by all celebrity witches as a very beautiful and showy affinity. As a result, it has come to be disdained. There are dozens upon dozens of these celebrity starcallers (all having learned starcalling later in life) This surge in popularity has cause skewed demographics, and no one knows if there are any natural born star callers left. [break][break] Tomes and scriptures regarding the stronger and more fearsome uses of starcalling such as rupturing, summoning solar winds, etc, have all but been lost. Even those that exist seem unable to be harness by modern starcallers. [break][break] Additional info: Please keep in mind the rarity of natural-born Starcallers (despite it being a ‘common’ affinity). Generally, starcallers often specialize in one of the uses, but experienced starcallers have spells from all corners of this affinity.
[break][break] Example spells:
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STARMAKER’S GUIDE TO THE GALAXY: CREATION
Scroll - Starcalling
An exceptionally well illustrated grimoire written by the beloved witch Lunella Lacehart, this particular scroll talks about the creation of a starette. It allows the user to bind stardust together at a focal point to create a floating ball of light and heat. A skilled user can make dozens of starettes at once, but knowledge of the rest of Lunella’s scrolls is required to fully utilize starettes. The user must have access to the sky or stardust to create one. At novice rank, this scroll no longer occupies a scroll slot.
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CONSTELLER GRIMOIRE: URSA MAJOR
Scroll - Starcalling SYN Can synthesize as PERMANENT (Starcalling ONLY) items
By calling upon Ursa Major, the user can receive the blessing of strength from the stars, finding that their physical attributes are all enhanced for as long as the caster can maintain the image of Ursa Major in the sky. The blessing can also be given to another witch.
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ASTRAGIC GRIMORE: LIBRA THE SCALES
Scroll - Starcalling
Anyone inscribed with this sign develops an altered interaction with gravity. The witch can inscribe one of two sides of the scale, either increasing the gravity on the object or person to slow them down, or decreasing the gravity of the person allowing for them to jump higher than normally possible.
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[attr="class","stafftemptitle"]summoning
Alternate names: Evocation or Conjuration [break][break] Natural-born Rarity: Rare [break][break] Summary: Summoning is the ability to create raw mana from one's own pool of mana. It is the most taxing affinity, but also the most sought after. Summoning functions differently from other affinities as it requires a sacrifice in mana (instead of simple mana manipulation) as well as sufficient amounts of mana in surrounding environments. Fatigue is a huge enemy of summoners. Summoners are stereotyped as creative, eccentric and manipulative. [break][break]
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History & Details
Applications: Summoning allows the witch to create things-- from simple blocks of wood to living creatures and elemental servants, summoning has the widest difficulty range from easy to mind-bogglingly complicated. Masters of summoning have been known to create whole, familiar-like creatures to serve them, or to summon barriers, and sometimes even call upon the forces of nature to fight at their side. Generally, summoning is divided into natural (called casting or evocation), inorganic (called conjuration) and spiritual (called 'true summoning').
[break][break] History: Summoning has a funny history. While average summoners or summoners more skilled at inorganic/object conjuration have been made out as blacksmiths and traders and skilled mercenaries, summoners capable of summoning living beings or evoking spirits have always been regarded as holy and connected with faith, or heretic and blasphemous. A lot of discrimination still exists even within users of this ability, although now with the widespread use of various grimoires and scrolls, summoners have become versatile and adept at different schools of this affinity. [break][break] Additional info: Summoning, similar to transfiguration, is extremely difficult and even more taxing. In fact, summoning is both mentally and physically taxing, even when used flawlessly. Unlike transfiguration, which backfires when misused--summoning simply fails in the hands of unlearned witches, which makes this affinity even more discouraging. Unlike other affinities where famous witches have been born out of learning as opposed to natural-birth, the history of summoning has consistently maintained that the most skilled summoners have summoning as their primary affinity.
[break][break] Example spells:
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CASTER’S SCROLLS, VOLUME 1: SCROLL 1
Scroll - Summoning
By designating a target spot on the ground, the witch can summon a bolt of magical lightning. It can only work when in an open space, and the target location flashes brightly a few seconds prior to the strike. As with all summoning, it uses up the mana of the witch and can be particularly exhausting for beginners.
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SUMMONER’S SCROLLBOOK: HETEROCAST
Scroll - Summoning
This scroll enables the witch to create small terrestrial animals like snakes, rodents, rabbits, turtles, dogs, cats, etc out of thin air. The summons can fulfill minor directives and are capable of all the things their animals would be able to do, and are mostly under the witch’s control.
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SUMMONING SPIRITS: WATER SPRITE
Scroll - Summoning SYN Can synthesize as LIMITED USE or COMPANION items
This scroll allows the caster to summon an elemental sprite into the physical plane. Sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. They are intelligent and sentient, but though they understand human speech, they cannot speak themselves. Once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. Sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. Water sprites are perhaps the calmest of all elemental sprites, usually following a summoner’s request quietly and efficiently. Many prefer to be summoned for healing purposes, though some can be more aggressive - as a whole though, they’ve also demonstrated a marked like for entertaining children and providing companionship. Water sprites tend to dislike being summoned in drier environments.
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[attr="class","stafftemptitle"]transfiguration
Alternate Names: Transformation magic [break][break] Natural-born Rarity: Common [break][break] Summary: Transfiguration is the art of completely changing the structure of an object (living or non-living) by altering the structure of mana within it. though some transfigurations wear off, some can become permanent. Transfiguration is very scientific and thought of as less 'magical,' despite relying heavily on visualization. Transfiguration users are often termed logical, fastidious and sometimes utterly insane.
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History & Details
Applications: Masters of transfiguration have been able to create life in statues, change and exchange materials for others, and transform whole witches into birds with the flick of a wand. Transfiguration is difficult, and skilled users of this affinity are needed almost everywhere.
[break][break] History: Transfiguration has always been regarded as a difficult and rigorous affinity, and its practitioners have been respected and feared. Because of the dangerous of witch transfiguration, the study and pursuit of this magic in particular (especially permanent variants) has been heavily restricted since the dawn of civilization and law. Despite what most may think, most rogue witches and wizards have had transfiguration as their affinity and not illusion or the likes. [break][break] Additional info: Transfiguration is often thought of as the most powerful ability, but it also has the highest rate of backfiring. It's not friendly to fledgling witches, and accidents can prove utterly catastrophic. Despite this, it requires some kind of bravery to master, akin to yet completely different from the audacity required from illusionists. Transfiguration is seldom taken up as a secondary affinity due to its difficulty, although those with a scientific mind enjoy it. It's often compared to alchemy in that regard.
[break][break] Example spells:
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TRANSFIGURATION 101, SCROLL #1
Scroll - Transfiguration
In Marlo’s Handbook for Witches Seeking to Learn Arts of Transformation (called Transfiguration 101 by many), he describes both simple and advanced techniques. The first scroll’s contents enable a witch to temporarily change the size of any non-living object - whose base size is between a small pebble and an average household door - into any other size in the aforementioned range.
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CHANGELING’S SCROLL
Scroll - Transfiguration
An ancient scroll that depicts how to morph one thing into something else. Only the first two pages are present, though the knowledge is enough to enable the witch to transform into one animal they know well-- that is, their familiar’s base form (eg. a witch having a six feet tall husky would be able to morph into an average husky). Spending too long as a changeling may result in being unable to turn back, or permanent outgrowths like teeth, tails, etc.
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TRANSFIGURATION 101, SCROLL #6: SKIN TO BONE
Scroll - Transfiguration
For a short amount of time, this scroll grants the caster the ability to produce a layer of bone on their body (or someone else’s), which is useful for quick attacks or simple shielding.
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[attr="class","stafftemptitle"]weaving
Concept by: Ribbit [break][break] Natural-born Rarity: Uncommon [break][break] Summary: Binding mana to thread, and binding material together with that thread, a weaver creates enchanted items with a variety of uses. From a pair of self-warming comfy mittens to a cloak that can turn into wings, pursuing weaving can turn the mundane into the mystical.
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History & Details
Applications: Weaving is usually referred to as a 'support affinity', with the mana infused threads finding use in other affinities in a variety of ways. These threads have little to no use on their own - it is when a weaver creates clothing, accessories, or another item that the magic really happens! [break][break] History: Weaving was first thought to be another facet of transmutation before the specific way mana was spun into thread became common knowledge. It quickly became a staple of life in both practical and aesthetic uses, empowering witches to explore other avenues with some extra support from their clothes! Weaving is an easy affinity to learn for those not born naturally into it - making those who are one of the few rare natural born feel disillusioned or angry that they were born with such a 'common, easy' affinity. [break][break] Additional info: If the thread is broken, frayed, or damaged too much, any benefits the thread created in the object may also be weakened or broken. Weavers and wearers of weaver items must be careful and aware of where the mana infused threads are, and what can cause them to break - there's nothing quite like having a Gill Scarf break when deep underwater and scrambling to find air!
[break][break] Example spells:
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BAG OF HOLDING
Scroll - Weaving SYN Can synthesize as REUSABLE items
This is a standard but eternally useful weaver product. Fledgling weavers may only manage a small sack that holds one item, but masters may manage a haven bag that one could use as a house!
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RESTORATIVE THREAD: CLOTHES FOR CONTACT HEALING
Scroll - Weaving SYN Can synthesize as LIMITED USE or REUSABLE items
As the name suggests, this particular thread holds the power of healing within its delicate spool. The weaver can spin this thread into an object to be worn, helping to heal the wearer of diseases, moderate injuries, and ailments through skin contact. The effectiveness will rely on the capabilities of the weaver and their mana storage. The intent of the weaver is also crucial at this point as it is assumed that such items may be gifted or sold. The more intent there is to heal within the item (coinciding with the weaver's power), the more efficient. And naturally, vice versa.
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RED STRING: THOUGHTS
Scroll - Weaving
A series of scrolls which most weavers learn prior to attempting the more advanced "Intangible" series, the Red String teaches weavers how to move intangible concepts through a physical thread. By tying each end of a string to two different living creatures, these creatures will then be able to share thoughts between each other for as long as the link of the thread remains intact.