|
|
|
|
|
|
|
|
|
Posted: Thu Aug 18, 2011 7:33 am
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 18, 2011 1:09 pm
THE SETTING
Blah blah Witch's castle, warlock's underground covenant blah blah dark setting, you'll need flash lights all the time blah blah horrible beasts that love cereals blah blah and a frog with thousand eyes. ha ha.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 18, 2011 1:41 pm
WITCHESTechnically, this faction harbours both witches and wizards, spellcasters who rely on their knowledge of nature for various purposes. Since they derive their power from pure intellect, a witch or wizard will need a lot of conentration and a good memory if s/he wants the spell to be successful. BASIC WIZARDRYThere aren't really 'young' witches in existance. Since wizardry requires one to be able to read, write, calculate and be extremely precise along with a vast knowledge of nature and the arcane, the youngest witch or wizard (=apprentice) is easily 15-16 years before they are allowed a first experience with real life. With Basic Wizardry, the witch learns to brew various potions based upon common herbs, a few minor spells that require not much arcane signs (such as: open/close lock, minor levitation, light...) and a little bit of handicrafting as each witch creates its own focusing tool. A witch or wizard will learn early on what their favoured School of magic is, and might even show a strong and weak side in their spells. ADVANCED WIZARDRYAdvanced wizardry won't be taught to a witch until the age of 25-30. The complexity and precision required for these spells is so high that it is nearly impossible without the proper experience. Witches at this level usually specialise in 1-2 Schools, since the spells learned are very powerful yet time consuming to learn and remember. Advanced Wizardry Schools with their various grades can be found further in the thread. TYPICALLY WITCHCRAFT:Rhyming spells"Should thy spell text not rhyme, thy enemy laugheth at thy mime." - First Wizard Broderic.
A witch's spell should rhyme at all times. It is believed that the more creative a spell is described, the stronger the effect is - it is not a given though. Without rhyme, the spell will not receive power and will fail automatically.Awkward Spell componentsLizard tail, spider leg, squirrel eye, ball of bat guano in sulfur...
Although most of the names are mainly codes for the true ingredient, witches stick by the oldschool fashion to give them strangest names. Why? So Warlocks wouldn't know their secrets, of course!BroomstickYou never know when you need to erase your footsteps. Or leave none at all. - Mystic Machteld
Though it is only at later grades they learn to use it properly, the broomstick is the tool of transport for any witch. All brooms are able to carry up to two people: the rider and a guest.Focusing toolThe women mostly prefer the wands. It's compact, suits in a bag and you can subtily scratch your hair with it. The Wizards are often more flamboyant, taking pride in a walking sti- I mean staff. There are but a few who are able to master the Orb as a focus. - Craftswitch Lucia
As the text say, there are three focuses available for a witch: the quick and compact wand, the mighty and proud staff and the hard-to-master crystal orb.What's with the Familiar?Just a friend and compagnion. Usually empathic, but never put it in any danger if you truely love it.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 18, 2011 2:06 pm
WARLOCKSWarlocks are spellcasters who channel energies to cast their spells. This ability is something innate, often uncontroled, that starts to manifest at around 10 years. Since a Warlock can roam many years without real guidance, the Warlock's instincts are trained for survival. As time passes, warlocks at school learn to tap into the various 'sources' available so to create various effects. Warlocks makes no difference between men or women. Some do give female warlocks the name of Siren, Sorceress or Witchlocks though these aren't official. BASIC SPIRITISMEvery Warlock starts with one single source which is considered known. This source (see further in thread) will allow a Warlock to cast a whole arsenal of spells as if he has been casting it since forever. No signs needed, no concentration... it just happens. It is under the guidance of a higher ranked Warlock that the young will get to know other sources, learning to tap into them. Though the casting of spells might still go easy, the channeling itself will often prove a challenge. ADVANCED SPIRITISMThese require a whole lot of concentration, paired with difficult and sometimes life-threatening rituals to tap into a myriad of dangerous sources. These sources offer plenty of power and spells for a short duration (duration of the pact depends the rank)... at a high cost. The knowledge on these powerful sources is quite readily available if the Warlock has proven itself to be up to the task, but no teacher shall take up responsabilities should the Warlock succumb to the sources. Warlocks are about survival, not baby-sitting. TYPICALLY WARLOCKS:Glyphs, Symbols, Power SignsAll rituals and many high leveled spells are fueled by drawing magical signs and symbols. More advanced spells require whole patterns of circles, triangles and squares that take the utmost concentration as they require perfection and precision. These patterns are often written down in spellbooks for easy access.SulfurLike Witches and broomsticks, a good Warlock never goes out without sulfur as it is a most necessary component for transportation. With just a pinch of sulfur and the destination in mind, a Warlock teleports itself everywhere he wants to be. The condition is: he must have been there before.
Sulfur is a rare mineral. It is hard to come by, thus valued high and used sparingly.Focusing ToolExperienced Warlocks know that certain emotional states, tricky spirits or some places cut off the Warlock's link with its source. That's why many warlocks carry a simple weapon with them: a dagger, a staff, a sword... Not only does it help targetting and focussing spells, you never know when someone's trying to get too close.
A second focussing tool, often used for rituals, is a spellbook. With the spellbook close, a Warlock is sure to draw the ritualistic symbols in the correct order and the correct way. Not doing so could end up very bad...
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Sep 28, 2011 3:49 am
RANKS, AND THEIR MEANINGFledgling: A fledgling is someone who has potential to become a witch or wizard, but is unaware of their own power. Fledglings are often met randomly or through divinations with the intention to recruit them at school and unlock their full potential. Apprentice: An apprentice is someone who's successfully enrolled at the Witch' School, learning the very basics of Wizardry. A new world full of wonders opens to them, but still they are too young to use Wizardry in real life situations. Witch/Wizard: From this day on, you are a full-fledged Witch. You are supposed to know the rules and the basics. You're also able to take your first steps into more specialised Wizardry, probably those you've been dreaming about all along. While many paths open up for a Witch, they are also expected to perform well in trials and quests - time will suddenly be short for your grade. Grand Witch/Wizard - [School] Adept: You've taken 1-2 paths to master and have grown quite adept at them. Your current rank often goes hand-in-hand with a School specific grade title as Conjuration Adept, Illusion Adept, Divination Adept... By now, there aren't that much different branches for you left, so all your time goes into solving problems, quests and studying your already grand knowledge of your School. Keep it up, you're not there yet. High Witch/Wizard - [School Title]: There you are, a well-known (in)famous Witch. You probably bear the title of Conjurer, Diviner, Abjurer... while alltogether inspiring awe in all those newly arrived school kids. You're task is to guide the newbies, while continuing your own path in your School - believe it or not, you're no Master yet. Your skills will be sought for the harder, often life-threatening quests from now on. Master [School Title]:You did it! You've finally become a master at your school, and are now allowed to teach others the basics and the dangers of your School's spells. How old are you now? 60-70? You should be proud... not many still live to reach this level of Wizardry. Arch Witch-Wizard: Only one can carry this title, and if you do, it means you're now the official owner of the University of Wizardry. You are responsable for the entire school, running from the greatest teacher to the weakest newly arrived fledgling. It is up to you to uphold the Word, to uphold the rules and to make sure your University stays number 1 (and defenatly keep it better than those Warlocks!). Fledgling: A fledgling is someone who's able to channel the energy of minor sources. Unawares, uncontrolled, these Warlocks are often a danger to the public. It is thus adviced to quickly find a teacher who can help you grow more powerful. Acolyte: You found an older Warlock that can teach you to properly channel the energies of the Spirits, and you learned about the existance of several other Sources. From now on, your path to Spiritism becomes one of give and take, of sacrifice and suffering for the sake of power. Warlock: You've grown accustomed to the ways of the Spirits and are able to delve deeper into the Sources you know. Soon, even more power will be available to you. Warlock Adept: After so many years, the Spirits have grown to like you. Rather than to teach you more about their powers, they send you on a dangerous quest to prove your worth... your reward will be a tighter bond with your innate Source, allowing stronger, better or more powers at all times. Warlock Elder: This is where people start to fear you. You delve deep into the power of the Spirits and have attained a vast knowledge that attracts many young Warlocks. Witches know you're hard to predict and that every other day you might return with powers that could beat theirs. Eldritch: The Epithome of Spiritism; only three of the Warlocks can attain a bond with the Spirits of this level. No longer living in one world, the Spirits have taken your body as a vessel for their tea ceremonies. At all times, you can see the spiritual power of beings, but living in that 'distant land' of yours makes you hard to be understood.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Sep 28, 2011 4:01 am
WITCH SCHOOLSYou learn that you have the possibility to learn spells and cast them. Accept to learn at the University of Wizardry, and you'll soon be an Apprentice. Quite boring, without much spiffy stuff, you familiarise yourself with the possibilities of Wizardry. You will obviously be weaker than a Warlock of the same grade, but then again you're never alone: there's always a higher grade Witch with you. Potion Brewing I: You learn the very basics of what potion are and do. You learn to recognise herbs and plants, which to pick and which to avoid and how to let them dry safely. You literally get a taste of some potions, some probably to your disliking. Crafting I: You learn the existance and need of a focus: the wand, the staff or the orb. For the first time, you learn how to use them and quickly develop a liking to your favoured focussing tool. Once you know which one you want, you'll learn step by step how to craft one - a journey not as easy as it seems, for the materials are one of many travels. Spell Crafting I: Your first experience with a myriad of spells begins here. The Apprentice learns the existance of various schools and learns how to recognise them, to detect magics at work and even learns a few minor tricks: light, dark, minor levitation, open/close lock and a short haste spell so you can get on time next lesson. Flying I: The Apprentice learns how useful a broom can be, and may even try out a few brooms of different wood. The one you like is the one you'll make. Like the Crafting school, this might be a long journey. At this grade, you finally get to delve into the vast array of Schools waiting for you. However, your spells will generally be weaker than a Warlock's of the same grade. Use your high intellect... you'll need it if you wish to surpass them! Potion Brewing II: Finally, after endless rants of plants, mushrooms and trees you get to make your very own potions. A potion to shrink, to grow, to heal scratches. See in darkness, turn blind, cure poison... a few minor, yet useful potions. Crafting II: You got your focusing tool from the previous grade, but that's a plain basic one. This time, you'll learn how to enchant it, how to recharge it, how to make it stronger and more attuned. Another journey for rare materials awaits you, but at least you'll have 'bling' among the Witches. Flying II: No more flying around the courtyard. You got a broom, it's time you go travel. Races against time, races with obstacles, air-to-ground duels, air-to-air duels... oh, you thought it was just for cleaning? How silly of you. Spell Crafting II: For the first time, you'll get to taste the real power of the Schools. Right away, you are thrown into the ocean that is Wizardry. Will you drown in the many many many arcane spells, concentration failures, stressful situations and lack of memory? Hopefully not, because if you survive this you may finally pick the Schools you like. A taste of what you'll learn: Abjuration School: Shield, Counter Spell (this is, casting the opposed spell) Force Wall. Conjuration: Summon Broom, Summon Familiar, Summon Messenger Sprite Divination: Detect Magic (detect vague presence of magical residue), Eagle Eyes (see hidden, non-invisible things) Enchantment: Enhance Presence (attract attention), Hide Presence (pushing away attraction) Illusion: Blur (become blurred), Hide (hide from sight. This isn't invisibility). Evocation: Flame (a hand-sized flame), Shock (a shocking touch), Pebble ( a hand-sized stone), Puddle (a hand-sized amount of water). You've picked 1-2 Schools that you really like or that you're naturally good at. From now on, the other Schools will stay in the back of your mind, while you intensely train the spells of your preferred Schools. Your spells are at equal level of a Warlock of the same grade. Potion Brewing III: You will learn more complex and difficult potions, how to recognise them and how to brew the antidote. You learn to use rare ingredients too, and for a first time you are allowed to sell them for profit... don't disappoint your customers! Spell Crafting III: You will learn a vast array of spells belonging to certain schools. Sadly, you don't have the time to learn them all, therefore you should pick two Schools from the list below and stick to them. Abjuration School: You are now known as an "Abjuration Adept". Specialist in counterspelling and dispelling all kinds of effects. Barely any offensive power, but alltogether it is hard to attain an Abjurer by mere spells.You will learn spells like Barrier (shields against mind spells), Arcane Lock (enhanced close lock spell), Dispel Lock (enhanced open lock spell), Counter Spell (countering higher grade spells, including a 'general' counterspell), Reverse (undo minor cast spells still in motion) Conjuration School: You are now known as a "Conjuration Adept". Generally, this school teaches one to summon: summon your broom, your familiar, your scrolls... and on later levels, summon wild animals and lesser sprites suiting your needs.You will learn spells like Summon Ancestor (a pacified spirit giving advice), Summon Animal (Rats, mouse, small birds, cats and the like), Dismiss Summoned. Divination School: You are now known as a "Divination Adept". Astrology, Clairvoyance, Reading Signs and Symbols... often seen as a boring school since no spiffy magic tricks are learned. A good Diviner is worth its weight in gold though.You will learn spells like Discern Lies (no more lies in your life!), Flashback (see part of the past of an object), Know Language (read or understand a foreign language), Know Sign (understand foreign arcane signs and symbols). Enchantment School: You are now known as an "Enchantment Adept". Tricks to charm, forget, subtely suggest or alter the mind of others. A much liked School by the more ugly Witches.You will learn spells as Charm Animal (sooths wild animals), Charm Person (makes a humanoid friendly), Suggest ('suggests' ideas not against target's nature). Illusion School: You are now known as an "Illusion Adept". You change reality around yourself and others, tricking them into believing things that aren't there. Or are they?Alter Self (change appearance of self), Create Illusion (images and sounds), Invisibility Evocation School: You are now known as an "Evocation Adept". This School emphasises on combat and destruction. Summoning fire, water, air and earth, you manifest the elements into raw powers of pain and sadness. Sometimes a good defence is a good offense.You will learn spells like Fireball, Icicle, Gust of Wind, Lightning Ray, Rain of Pebbles... The High Witch is a power to be recogned with. No longer a newbie to magic, you have the age and the experience worth to be respected or feared. Your spells are slightly stronger than those of Warlocks, but don't get too cocky: a creative Warlock will still beat you. Spell Crafting IV: You continue to enhance your knowledge on your chosen Schools. All others remain where you left them: Witch/Wizard Grade. Abjuration School: You are now known as an "Abjurer". Specialist in counterspelling and dispelling all kinds of effects. Barely any offensive power, but alltogether it is hard to attain an Abjurer by mere spells.You will now learn to cast your shielding spells upon others. There's no point in being the sole survivor if you know how to guard others. In addition, you learn the majestic spells 'Slow Time' (allowing you a single second to make the difference), Remove Curse, Deflect Spell (you counter and return minor spells). Conjuration School: You are now known as a "Conjurer". Generally, this school teaches one to summon: summon your broom, your familiar, your scrolls... and on later levels, summon wild animals and lesser sprites suiting your needs.A good Conjurer is never alone. You can summon bigger beasts, up to the size of a gorilla or tiger. You also learn the Primal language - the language of elements - so you can summon creatures tied to specific elements. Divination School: You are now known as a "Diviner". Astrology, Clairvoyance, Reading Signs and Symbols... often seen as a boring school since no spiffy magic tricks are learned. A good Diviner is worth its weight in gold though.Your previous spells get stronger, and you learn the much loved 'Visions' (predict the future) spell, 'Astral Body' (travel around the world unseen!) spell and 'See Invisibility'. Enchantment School: You are now known as an "Enchanter". Tricks to charm, forget, subtely suggest or alter the mind of others. A much liked School by the more ugly Witches.If your teacher doesn't forget about it, add 'Memory Erosion' (let someone forget small things), 'Dominate Mind' (short moment of control), Invisibility (short duration of unseen goodness). Illusion School: You are now known as an "Illusionist". You change reality around yourself and others, tricking them into believing things that aren't there. Or are they?Shapeshift (change appearance and shape of self), Change Other (change appearance of others) Create Illusion (images and sounds may harm), Mirror Image (copy yourself). You can turn others invisible one by one. Evocation School: You are now known as an "Evoker". This School emphasises on combat and destruction. Summoning fire, water, air and earth, you manifest the elements into raw powers of pain and sadness. Sometimes a good defence is a good offense.(Almost) Unlimited raw power!! Add even more terrifying spells like Blaze, Searing Fire, Ice Coffin, Sand Wave, Boulder, Lightning Flash, Haste (for faster doom). You have finally reached the end (?) of your School. You know every spell, can successfully cast them and are so good you can become a Teacher for the young now. Your power surpasses that of a same-graded Warlock, but his speed is still faster. What will win: speed or mastery? Give us the answer. From now on, people look at your for guidance, and your old life will will unrespectedly be used for the most endearing, most dangerous and breath-taking quests now. Aren't you thrilled you're still useful at this age? Spell Crafting V: You're laying the last touch on your knowledge on your chosen Schools. All others remain where you left them: Witch/Wizard Grade. Abjuration School: You are now known as "Master Abjurer". Specialist in counterspelling and dispelling all kinds of effects. Barely any offensive power, but alltogether it is hard to attain an Abjurer by mere spells.Your 'Slow Time' spell gains two seconds, your 'Deflect Spell' can handle higher spell grades. You are now able to shield multiple people at once. You learn to use certain specific Abjuration Seals for a myriad of shields useful to guard buildings or areas. Conjuration School: You are now known as a "Master Conjurer". Generally, this school teaches one to summon: summon your broom, your familiar, your scrolls... and on later levels, summon wild animals and lesser sprites suiting your needs.Face the wrath of an Ancient Raptor! Twice the size of a human, this frenzying creature tears up anything on sight! You learn the morally questioned path of conjuration (necromancy) so that even the dead shall heed your call and temporarily fight for you. Soon, an army of beasts will march through the gates, crushing your enemies... or protecting your loved ones. Divination School: You are now known as a "Master Diviner". Astrology, Clairvoyance, Reading Signs and Symbols... often seen as a boring school since no spiffy magic tricks are learned. A good Diviner is worth its weight in gold though.So predictable. They ask, you answer. Your eyes can't be trusted, so you blindfold yourself to truely See the veil beyond the veil. None shall lie, none shall doubt, all shall know. But must you share these secrets...? The downside of Divination is you're rather 'lost' in time. Today's future isn't Tomorrow's future... Enchantment School: You are now known as a "Master Enchanter". Tricks to charm, forget, subtely suggest or alter the mind of others. A much liked School by the more ugly Witches.No mind shall defy you. They are your slaves, your zombies, your puppets. No matter the distance, no matter the secret, you will know... with the power of Telepathy and Mind-Reading! Oh, how you will know... Illusion School: You are now known as a "Master Illusionist". You change reality around yourself and others, tricking them into believing things that aren't there. Or are they?Shapeshift Other (change appearance and shape of others) Haunt (summon nightmares), Alter Reality (change the very surrounding to your liking), Invisibility Sphere (turn an entire group invisible) Evocation School: You are now known as a "Master Evoker". This School emphasises on combat and destruction. Summoning fire, water, air and earth, you manifest the elements into raw powers of pain and sadness. Sometimes a good defence is a good offense.The true horror of battle magic is you. You no longer care about single target spells and weak rays. No, on your whims, you lay waste to entire areas. Whole farms will burn, towns will crumble, oceans will rise and storms will rage. Oh, you thought it stopped with being a Teacher? Well now teach the teachers with your experience! As an Arch Witch/Wizard, you supervise the entire University. What challenges will you accept from the Warlocks? What Witch or Wizard will you send on what mission? How will you punish those who disobey the Word? And do you still got time to invent new spells, as others would expect from the greatest Witch of its time? So many questions, so little time. You are an old (wo)man after all...
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Sep 28, 2011 4:30 am
WARLOCK SOURCESThe Fledgling has one innate source from the following list, available at all times unless specified differently - the innate source doesn't count towards active sources. Pick one; the others remain unavailable no matter your rank.
Fay: The Fay are tricksters. Warlocks with Fay as source are able to perform minor predistigation and other illusion spells.
Phantom: The Phantom as source means you're great in dissapearing now and reappearing a short distance further. You're not invisible, but one would need magical/eagle eyes to see you. Similarly, you're able to freeze objects and small water pools on touch; your teach feels frigid, leaving behind shivers.
Wilde: You seem to have a pact with the Wilde; wild spirits of nature. They offer you short boosts in strength or speed, allow you to grow vines or thorns and give you a small resistance to poisons.
Element: You're atuned to the elements, which means you're able to summon small amounts of raw energy. Starting a fire, shocking people on touch, blowing away arrows or hardening the skin just for that one attack...
The Acolyte can tap in any of the following sources, under condition of having retrieved the knowledge at school, having performed the right ritual and offered the right sacrifice. Acolytes can only have one source active, and channel that source for a maximum of 1 days. Your power is bigger than that of an Apprentice, but where they are in numbers you're just alone...
Sidhe: These are a stronger form of the Fay, and are mostly up to no good. A Warlock with this source is able to curse, take away the luck of a target, cast better illusions. Ritual: The Acolyte requires misschievous intentions, not deadly, and should offer something creative to the Sidhe for them to play. Sacrifice: A hairlock of yourself. What goes around... Lifespan: Up to 7 days if your innate source is Fay.
Fairy: A stronger form of the Fay, the fairy is a master at illusions. It gives the Warlock the ability to perform better illusions, fly for a short duration and divine/relocate lost objects. Ritual: Positive and creative ideas, or the need to find back something lost is most important. You will need Fairy's Stool (a mushroom) and beautiful flowers for them to feel comfortable. Sacrifice: None. Lifespan: Up to 7 days if your innate source is Fay.
Necros: You ask for the avengers of the disturbed dead. To channel this power means you're out to take revenge. Necros bestows upon the Warlock the power of the Wraith, giving him the power to drain life on touch, take on a ghostly appearance, run like the wind and see the spiritual power of entities. Ritual: Done naked at midnight, you draw several dead-invoking symbols with white chalk on your body. Sacrifice: Your own blood. Beware, should you kill while channeling the Wraith, you will suffer tremendous illness - feeling the Wraith's wrath. Lifespan: Up to 7 days if your innate source is Phantom.
Ancestors: The Warlock summons a spirit of older ages to guide his steps. Ancestors bestow mainly knowledge of a certain subject you seek. You are able to see spiritual power of others, and occassionally you have uncontrolled visions of future or past. Ritual: You need the name of the one you wish to channel. Dressed in white, your symbols should be drawn with blue chalk. Sacrifice: You will forget your known world. You act oddly, off-worldly, and feel lost until the pact's duration's over. Lifespan: Up to 7 days if your innate source is Phantom.
Enoya: You close a pact with the ferocious Spirit of the Wilde, she who commands the hunters, the predators. You become partially predator, with all its benefits: you are able to shapeshift into a predator, you may enhance your senses, sumon sharp claws or teeth, you might improve your strength/dexterity/speed... Anything you need to kill your prey, the Feral Wilde will give you. Ritual: A dance of primal roars, grunts and rage preferably in the middle of untouched nature. A freshly caught prey, still bleeding. Sacrifice: Rabid and dire animals are usually shot. Don't let the upcoming rage blind you. Lifespan: Up to 7 days if your innate source is Wilde.
Gaia: You call upon the Wilde for the powers of the prey, and the calmer nature of hunted animals: better hiding and sneaking, attuned senses, a sharp perception for exits. You wish for more subtle powers, perhaps even healing and strength in serene peace. You are able to shapeshift in small creatures as well. Ritual: Silence. Calmth. Your empty heart. No judgement, no hatred, no love. Sacrifice: Your health: in return, you will feel weak, ill, perhaps afraid. But all presence of power and authority will be gone. Long-term pacts may be devastating to your health. Lifespan: Up to 7 days if your innate source is Wilde.
Storm: You demand lightning and wind to do your bidding. Your touch will shock people, maybe even paralyze, your sighs will blow out the candles afar and arrows won't even touch you. But for what purpose? Any. Like the winds, you could be gentle and playful, like the storms you could bring destruction. You are unpredictable, vivid like a child. Ritual: Essence, feathers, and a lot of fresh air are a must for this ritual. Sacrifice: Your focus for the duration of the pact. You will be impulsive like a child, hopping from one end to the other without realising you might be wrong. Lifespan: Up to 7 days if your innate source is Element.
Ocean: You seek the power of the Inner Spirit, of the mother, of the ocean's eternal balance - give and take. Controlling the flow of water, you are able to harm or to protect. And sometimes, even, to pull or push certain people around you into (dis)liking you. Ritual: A dance reflecting the ebb and flow of the Ocean, sea shells, done by the sea or ocean. Sometimes, a river might do the trick too. Sacrifice: The Ocean brings balance, thus changes. The Ocean Element changes your heart for good, changes the people around you for good. Will you live with your new friends, and mourn the loss of old friends? Lifespan: Up to 7 days if your innate source is Element. The Warlock can tap in any of the following sources, under condition of having retrieved the knowledge at school, having performed the right ritual and offered the right sacrifice. Warlocks can only have one source active, but can channel it up to 3 consecutive days. Your power is bigger than that of a Witch. Love it, cherish it, but don't be stupid.
Sidhe: A stronger form of the Fay. This time, the Sidhe will grant the Warlock secret lore. Delving into stronger beings, near-gods, of the Sidhe, you ready yourself for battle and any challenge ahead. While you're still not out for a kill, you do claim respect for honourful winning. As long as the pact last, you attain secret knowledge of weapon crafting, as well as weapon mastery. Ritual: You utter the words and names of a foreign language, known to the Sidhe as powerful 'rulers' in their realm. Sacrifice: A hand-crafted item of noteable value for each consecutive day. Lifespan: Up to 7 days if your innate source is Fay.
Fairy: A stronger form of the Fay. The Fairy add several new abilities to your powers whom are especially useful for travels. In addition to previous powers, you can fly for a longer duration. Your body becomes lighter, allowing faster movement speed and for an additional cost, the Fairy will even bring you to your destination by passing their world. Ritual: Positive and creative ideas, or the need to find back something lost is most important. You will need Fairy's Stool (a mushroom), a handful colourful gems. Sacrifice: None. If you desire to travel through the Fay World, you will arrive nausead, dizzy and shun the brightness of light for at least an hour. Each use of Fae Traveling doubles the period of illness. Lifespan: Up to 7 days if your innate source is Fay.
Necros: Where the Wraith prohibits a Warlock from killing, the Revenant won't stop the Warlock. Necros bestows the ability to drain life on touch, to bring fear and terror upon enemies with a single scream, cast spells of raw destructive power (single target) and see the spiritual power of entities. Ritual: A sworn oath of revenge, an old armour/helm, and a total surrender to the Revenant's mind. The Revenant is summoned with specific symbols. Sacrifice: Once the pact is over, you lose the ability to channel any source for an amount of days equal to the pact's duration. Lifespan: Up to 7 days if your innate source is Phantom.
Ancestors: The Warlock summons a spirit of older ages to guide his steps. Where an Acolyte may ask for knowledge, the Warlock will be shared wisdom and experience. You are able to see spiritual power of others, and you have uncontrolled visions of future or past more frequently. Ritual: You need the name of the one you wish to channel. Dressed in white, your symbols should be drawn with blue chalk. Sacrifice: You will forget your known world. You act oddly, off-worldly, and feel lost until the pact's duration's over. Lifespan: Up to 7 days if your innate source is Phantom.
Enoya: You close a pact with the Wilde Spirit Enoya, asking her to keep an eye on you as you travel. Wherever you go, creatures will join and aid you whenever you need it. The creatures coming to your aid are highly dependant on the environment and place, so don't expect tigers to help when you're in a desert. Ritual: Offer her a bracelet or necklace made of teeth, claws and fur of the prey. She loves strong (wo)men. Sacrifice: So lonely without her. Unoya makes you need her, call for her, crave her. Her presence, so invigourating, so infuriating. The longer the days with her, the harder the days without her. Lifespan: Up to 7 days if your innate source is Wilde.
Gaia: The Warlock is in need of healing, the soothing touch of Nature. Therefore he calls for a bargain with Gaia herself, the Wilde Spirit of the Earth Mother. Gaia bestows any Warlock the ability to heal wounds, remove poisons and diseases. Broken bones and torn muscles are repaired at a slow rate. Ritual: A genuine desire to aid or heal and a willing to sacrifice yourself. Sacrifice: With every passing day, your blood becomes more poisoned and slowly takes away your senses. Will you survive the curse of poisonous plants? Lifespan: Up to 7 days if your innate source is Wilde.
Fire: The destructive and transforming power of the flames shall be bestowed upon the Warlock closing a pact with the Primals. Ritual: Like the old days, you will dance around a great fire, jump over and walk on a bed of smoldering coals to please the Primals. Sacrifice: A high fever will take over your body after this pact is over. Lifespan: Up to 7 days if your innate source is Element
Immortal Earth: With this new power, you are able to shield yourself and others from much harm. You summon the slow but undestructable power of Earth to do your bidding: summon walls and barriers to protect, strike with stone boulders or slam your enemy into the air. Ritual: You will stand immobile and disciplined for several hours. No word, no sigh, no scratching your nose. Sacrifice: Your casting speed is slowed for the duration of the pact. Lifespan: Up to 7 days if your innate source is Element.
Adepts can have two sources active, up to a combined duration of 5 days. Your pact's spells are equal in power to those of a Witch. Rather than to learn new rituals though, the Spirits of the innate Source you've chosen will send you on a difficult quest. If you have proven yourself in that quest, your innate power will be strengthened. Fay: You can cast better illusions. Unless Rank IV Divination Spells are used, it is impossible to discern illusion from truth. The lifespan of pacts equal to your innate Source now has a maximum of 10 days instead of 7.
Phantom: Instead of disappearing and reappearing, you turn invisible. Eagle Eyes' power has no effect on you anymore. You can freeze bigger pools of water (the city's local fountain), and your touch is so cold it damages the skin instead of chilling it. The lifespan of pacts equal to your innate Source now has a maximum of 10 days instead of 7.
Wilde: Enoya especially has taken to like you. People around you feel oddly out of place, attracted/afraid by the dangerous grace surrounding you. The lifespan of pacts equal to your innate Source now has a maximum of 10 days instead of 7.
Element: The elementals are watching. Your basic damaging spells pierce the weak shields of lesser spellcasters (Rank I-III) with ease. The lifespan of pacts equal to your innate Source now has a maximum of 10 days instead of 7. Warlock Elders are often sought for their vast knowledge and experience on the many different sources available. These Elders, not only the epitome of knowledge, also serve as the beacon of power when it comes to handling life-threatening quests. Elders can have two sources active, up to a combined duration of 7 days. Your pact's spells are equal in power to those of a Witch. Unseely Court: The Unseely Court comes to your aid as you summon them. Their cheer presence alone is enough for the Warlock to realise that he will be neglected and forgotten. But that is probably what he's looking for: subtlety, the ability to turn invisible, and diverting any attention. Ritual: The Seely Court ritual can only be done after several successful Fay rituals. It should be done at a clearing in a forest. The ritual is unavailable in Summer times. Sacrifice: None. Lifespan: Up to 10 days if your innate source is Fay.
Seely Court: You request an audiance with the Fay of the Seely Court. By merely being there, you become blessed with a positive energy that can't be denied by others. People pay attention to you, and your words are so sweet that many people will find it hard to resist your lure. The Seely Court bestows upon you the means to charm people and animals alike. Ritual: The Seely Court ritual can only be done after several successful Fay rituals. It should be done at a clearing in a forest. The ritual is unavailable in Winter times. Sacrifice: None. Lifespan: Up to 10 days if your innate source is Fay.
Necros: The Warlock takes yet another step deeper into darkness, asking Necros for power instilling fear in the hearts of any sane man. Necros grants you the powers of a Vampire: enhanced speed, strength and endurance, the ability to drain the lifeforce on touch, and by drinking one's blood you're granted a weak taste of its powers. You gain levitation/telekinesis too. Ritual: A chalice filled with fresh humanoid blood, to be drunk in honour of Necros. Red chalk should mark the borders of the ritual's circle. Five black candles should burn. Sacrifice: The sunlight will kill you, you'll hate fire as much and every single day you'll have a deep craving for fresh blood during the pact. Feed yourself, or you'll turn in a bloodrage, drinking the blood of the closest being. After the pact you will be left alone drained and weakened. Lifespan: Up to 10 days if your innate source is Phantom.
The Silver Path: You ask the Ancestors to watch over you as you leave your body. You can see the spiritual force of others, travel wherever you want and can't be seen, but you can take no actions in return. Ritual: Symbols of the dead should be drawn with blue chalk on your body. You might do good to lay down too. Sacrifice: None. Lifespan: Up to 10 days if your innate source is Phantom.
Enoya: The Warlock seeks the thrill of the hunt, alone or with a group, and asks Enoya to manifest into himself. The Wilde of the Predators agrees, granting the Warlock enhanced senses and speed, knowledge and mastery of primal weapons, the ability to bestow enhanced strength, speed or endurance upon allies and the ability to communicate with predatory animals. Ritual: The skull of a prey. Be dressed in predator furs, and dance. The ritualistic symbols require black chalk. Sacrifice: During the pact, the Warlock becomes feral, returning to basics and thinking like an animal. He doesn't bother about complex thoughts, but cares for simple needs. He's damned attractive, yet dangerous. The Warlock suffers continued need for danger and hunting. Lifespan: Up to 10 days if your innate source is Wilde.
Gaia: The Warlock seeks to be a beackon of hope and peace or is looking for knowledge beyond him. Channeling the Wilde Spirit of the Earth Mother, the Warlock's presence soothes the emotions of others. Rage dissipates, tears dry up, pain is soothed with warmth. Peace returns, and where the Warlock sets his feet, tiny flowers start to grow or bloom. Secondly, he's all-knowing on all fauna and flora. Ritual: The flower of the rare Gaian Lotus. Three white candles burning; the symbols drawn with white chalk. Sacrifice: The Warlock shall take up no arms, no matter what. Lifespan: Up to 10 days if your innate source is Wilde.
Aegis: As the first beings born out of chaos, a Warlock will seek Aegis' knowledge to understand and read any language, signs or symbols his eyes meet. With this knowledge, he is able to counter spells with a single movement of the hand, or translate any script for other people. Ritual: A long meditative ritual where you connect to the world of the Primals and remain there as you seek knowledge. Sacrifice: You'll be haunted by nightmarish visions during your pact. Long term pacts will slowly turn you insane. Lifespan: Up to 10 days if your innate source is Element
Primal Fury: The Warlock doesn't choose one element, he takes them all! Asking the Primals to be the avatar of their vengeance, their fury, the vessel of their plans, he is bestowed the ability to cast spells corresponding to all elements. If he wishes so, the Warlock can channel even more power to strike whole areas at once with a single hand. Ritual: Token or amulets representing the four elements. The signs and symbols written in each direction should be written with white chalk (south), black chalk (north), blue chalk (east) and red chalk (west). Sacrifice: The ritual is very addicting. Imagine the power you felt... you could have it again with just a single ritual! Lifespan: Up to 10 days if your innate source is Element.
The Eldritch is no longer a Warlock of this world. His/Her connections to the Sources is so strong, that the Eldritch roams both the normal world and the innate-chosen world together all the time. However, all Spirits in unison have agreed to only share this kind of knowledge, power and insight with only three Warlocks at a time. The Eldritch can have three sources active, up to a combined duration of 10 days. Your pact's spells are lower in power to those of a Witch, but casting them takes less time. What will win: speed or mastery? Give us the answer. The Nameless: The Eldritch understands that all Spirits are but fragments of something... bigger. Channeling this power makes the Eldritch see the Balance in all, and become the Balance of All. Ritual: A mask, one part crying, the other smiling. Sacrifice: For the duration, you are only able to cast the balancing spell. You will cancel pain and give joy if it must happen. You will take away hope, and bring dispair if it must happen. There is only balance. Lifespan: A pact of 3 days. Not less, not more. It can't be combined with any other pacts, and your innate pact is canceled as well.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Sep 28, 2011 2:43 pm
THE WORD The Word is the law. It is the codex lived by for any Witch and any Warlock. Sure, they both follow the rules slightly different than another, but deep within, no Witch or Warlock will ever break that Law. Why? Because the Word said so.
The Word was written by the very first arcanists out there. The very first Warlock was a woman by the name Elvyne. From little on, she had the innate ability to cast spells, and was believed to be a Fay herself. As she did her best to explore her own powers and help the world, she stumbled upon a man named Broderic. His intelligence, his smooth words, his pride and respect eventually made her fall in love. With her tricks, Elvyne made him hers and the two became lovers.
Broderic, smart and cunning, had always wondered the how and what of Elvyne's tricks, and as he threw himself in a dangerous exploration of her powers, he took notes and wrote it all down. Little by little, Broderic became the very first Wizard and together with his beloved he wrote the Word - the law that speaks on proper magic use.
Sadly enough, his ever growing knowledge made him blind for the small man he once used to be. His pride and his cunning eventually brought him upon a path of harm - and a loss of love. Heartbroken, a huge arcane fight occured between the two as Elvyne tried to make Broderic see the mistakes he was making. And even though Elvyne's spells were far more versatile, she was unable to truely harm the one she loved so dearly. After a long fight of several days and nights, both agreed to a ceasefire, deciding to rewrite the Word yet even there, both couldn't agree anymore.
"The path thy shall follow, is the one of thy mind. For the heart should be hollow, to know magics in its true kind."
So spoke Broderic, and wrote it down to Elvyne's dislike. She allowed the words nonetheless, as was the deal, and added following words herself:
"Whatever Magic thy hath, let it not stand in the way of thy heart. Wizard, Witch or Warlock, shalt forever stand side by side."
Ever since that day, following the tales of legends, Elvyne wanders the world with a broken heart, trying to restore the suffering her husband brings. Her aches have made her blind though, for she believes none should ever learn the spells of another. People would have to be born with magic so that they would never follow the same heartless path of Broderic. Their ability to help should come from the heart, not from the head. And yet... some Followers of Broderic the First believe that learned spells, too, can be used for the good. What do you say, oh Fledgling?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Oct 01, 2011 3:59 am
WELL KNOWN WITCHES AND WARLOCKS
Ruling Hierarchy Nirmala Medrile - Arch Witch; Master Illusionist & Master Conjurer.Though in her 60s, Nirmala still looks as if she's in her late 20s. She's bright, quite cheerful, still loves to pull pranks, and has a 'shapeshifting cat' (diviners know it's actually a tiger) following her everywhere. Despite her often youthful behaviour, she has done a great job keeping the University organised. Elvyne - Fay EldritchShe remains unfound up to this day, but the Spirits say "she's one of the Eldritch". This would mean that Elvyne's older than 400 years. Carne Meirwicht - Phantom EldritchA calm man in his early 50s that wanders the world all over to keep himself busy. Sometimes he teaches younger Warlocks, sometimes he doesn't bother about them at all. The man's difficult to predict.
Legendary Elvyne - First WarlockIt is unsure if Elvyne still lives or not. Naturally, she should be dead, but the Spirits claim otherwise. Broderic - First WizardBroderic has died by now, though some Conjurers believe that it would be possible to bring him back.
Famous Anslo Dernfarrow - High Wizard; Master Evoker & Master Abjurer.The so far unbeaten 'War Wizard' of the University. He's popular with the ladies, in heavy demand as a teacher, and has a deep hatred versus Warlocks. Lessah Isfera - High Witch; Master Diviner & Master IllusionistAlways blindfolded and often shunned, Lessah is loved for the many times her predictions have saved students or teachers alike on their quests. It is said that without her, even Nirmala wouldn't have been Arch Witch.
Infamous Lorn McCulligan - High Wizard; Master Conjurer & Master EvokerA renegade Wizard, and cultist of the 'Followers of Broderic'. He's quite obsessed with necromancy, believing it to be the key to revive Broderic. He has put several students in danger at the time, but managed to escape the University before he got caught. Siskia of the Morigantes - Elder Phantom WarlockKnown as the 'Executioner', Siskia roams the world in search of Witches and Warlocks who don't abide by the Word. For those, there is only one sentence: death.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Oct 10, 2011 4:35 am
To do... Finish NPCs (Teachers + Source Spirits) Finish Setting
|
 |
 |
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|