
Wayward Grimoire
The fate of the Wayward Sisters remains a mystery in Eclipse Ridge…
With various speculations circulating. Some believe they passed away peacefully in their cottage, while others tell a tale of love and betrayal, with one Sister murdering the other two in pursuit of immortality, only to be transformed into a hideous monster, doomed to roam the Earth in solitude.
Regardless of the truth, the Wayward Sisters left behind a Grimoire, a book filled with spells, enchantments, and notes on their studies of gemstones and the Lode. Despite missing pages, the Grimoire has a unique property: occasionally, a lost page mysteriously reappears in the book, a phenomenon that occurs only rarely.
The Wayward Grimoire is under guarded protection at an undisclosed location. Fortunately, its pages have been digitalized and shared with the Witches of Eclipse Ridge, allowing them to access its wisdom and knowledge.
Sacred Gems of Eclipse Ridge
Only four gemstones—diamond, ruby, sapphire, and emerald—can serve as true conduits to the Lode, the source of all magical energy in Eclipse Ridge. These stones are not ordinary minerals; they were formed deep within the land’s heart, shaped by time, pressure, and the latent magic of the Ridge itself. Each is attuned to one of the ancient Houses and carries a unique resonance that allows witches to channel, store, and shape energy.
While other crystals and stones exist, and many are beautiful or potent in their own right, they do not carry the frequency required to connect directly to the Lode. These lesser stones can be charmed, enchanted, or empowered, but only through the influence of a true Lode gem. Without diamond, ruby, sapphire, or emerald present in the casting or crafting, the magic simply won’t take.
Lode Usage & Ability Tiers
Not all magic is created equal. Some spells require only a whisper of energy, while others demand the full strength of the Lode channeled through your Gemstone. Each Gem acts as a vessel, storing a finite amount of Lode. With every cast, the Gem is gradually depleted. Once drained, it becomes dull and unusable until recharged beneath the light of the full moon.
To help manage usage, abilities are categorized by how much Lode they consume:
| Tier | Lode Usage | Description |
|---|---|---|
| Tier 5 (T5) | 100% | Drains the entire Gem. Reserved for powerful, game-changing spells. |
| Tier 4 (T4) | 60% | Significant and impactful abilities. Use with caution. |
| Tier 3 (T3) | 40% | Common for mid-level spells—versatile but still costly. |
| Tier 2 (T2) | 20% | Moderate spells with reliable utility. |
| Tier 1 (T1) | 10% | Minor spells ideal for frequent use. |
| Passive (P) | 5% daily | Continuous effects, such as protective charms or enhancements. |
Practice of Gemwork & Channeling the Lode
Gems are used as conduits to the Lode. Witches can charge gems with prepared spells, use for spell activation, or use them for gem-infused potioncraft.
To work true magic in Eclipse Ridge is to form a bond with a gemstone, not for ornament, but as a vessel. Each gem hums with resonance to the Lode, the great current of energy that flows beneath all things. When a witch takes up a gem, be it sapphire, ruby, emerald, or diamond, they are not just holding a stone. They are cradling a fragment of the Lode’s raw will.
Cantrips
Each witch’s Major House grants them access to unique cantrips, innate magical abilities, tied directly to their discipline and gem. These low-cost abilities reflect the core strengths of the House and its relationship to the Lode.
- Cantrips are exclusive to their respective Houses unless another witch possesses the required gemstone.
- Note: All cantrips are subject to approval by staff. Requests for additional or custom cantrips must be submitted for review.
Spellcasting
Magic begins with attunement. The witch must align their breath, intention, and energy to the gem, either by word, gesture, or touch. This creates a conduit, a channel through which the Lode can be shaped.
The spell is then stored, cast immediately, or channeled over time depending on the witch’s need.
Spell Format
Casting time
The “standard” of time it should take to cast a spell is 3 posts. The first post should focus and declare your intention. The second post is the action of casting. Third is the response and/or follow up to the casting. Exceptions will be listed on the individual spells.
Components
What gems, items, or people may be needed for the spell.
Range
How far the spell/cast will effect
Duration
When does the spell end.
Tier
How much energy does the spell take? House cantrips use less energy than when a gem is needed.
Effect on Caster
There is always a price or cost to casting whether it is a cantrip or if it is tiered.
Potioncraft
To create a potion is to distill intention into form. The gem serves as a magical catalyst, allowing liquid and energy to marry.
Some witches steep whole gems in their brews, drawing out the essence over hours or days. Others shave them to dust, blending them with herbs, blood, or lodewater to craft infusions, tonics, and elixirs. No two brews are ever quite the same.
The effects of potions are delayed, subtle, or spectacular, depending on the alignment of the gem, the witch, and the moon.
The Codex of Spells
Below is the collection of spells that originated with the Wayward Sisters with additions added through the centuries by witches who have called Eclipse Ridge home at one time or another.
Witches are not constrained solely by the abilities documented here, as these contain merely a sampling of the gifts bestowed by the Lode. Unleash your creativity, but be mindful of the tier level. If you intend to craft something for another individual, consider creating a note card with instructions on how to use the potion, spell, charm, ward, or other creation. This will ensure proper understanding and utilization of your magical creation.
The Wayward Grimoire is a base guide and template. You are welcome to create your own spells and even submit them to be added to the Grimoire. If you have trouble deciding what tier to set your spell, please reach out to Anya Murtagh (Caissa McCarey) or Ryder Storms and they will help you categorize it! Please see “Spellcasting” for spell formatting.
The symbol “❖” indicates the house’s cantrips.
Ward House
Abilities & Spells
Gem: Sapphire | Element: Air | Sabbat: Imbolc
Aerokinesis ❖
The ability to manipulate air, wind, or gas.
Casting time: Standard
Components: Sapphire
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2 – Small scale manipulation, warming or cooling the immediate air around a body, fanning a smoke detector.
- T3 – Large scale manipulation, affecting an entire room or smothering a fire.
Effect on caster:
Ward Witches have an innate connection to the air. As such, they are able to stir and manipulate the air, wind, and gasses. This can be useful in directing smoke or noxious gasses away from those that could be harmed by them, cooling or warming the air to prevent illness, or hiding their scent from dangerous animals.With practice, the Ward Witch can develop the endurance to wield this ability at will, but others can learn with the required gem. Ward witches become exhausted after using the ability offensively or defensively, while other casters experience less exhaustion but lose a percentage of their gem’s power until the next full moon.
Shocking Grasp ❖
Transfer of an electrical charge to an animate or inanimate target.
Casting time: Standard
Components: Sapphire
Range: Immediate touch
Duration: 1 post round after spell completion
Tier:
- T1– short contact (1 round)
- T2- longer contact (2 or more rounds)
Effect on caster:
Part of their affinity with air, a Ward Witch is able to call on electricity to aid them. Should they need to, they can, at will, deliver a small charge of electricity to a target they are physically touching. With practice, a ward witch may be able to deliver multiple shocks, or sustain the charge for a longer period of time before becoming exhausted, but they do so at a risk. Those who wield electricity will themselves be burned by it. Other witches may also learn this skill, with the use of a sapphire, but will also suffer the damage of wielding electricity as well as the loss of a percentage of their gem’s power until the next full moon.
Precognition ❖
The ability to detect danger.
Casting time: Standard
Components: Sapphire
Range: Variable
Duration: Immediate
Tier:
- T2 – to sense if a loved one is in danger
- Passive
Effect on caster:
The Ward Witch is their coven’s protector, developing their abilities for the purpose of detecting dangers and shielding their community against them. It’s no wonder, then, that in doing so, they have developed something of a sixth sense that warns them of imminent danger. With practice a ward witch develops the strength to extend the sense to those they have a close bond with, if the loved one is in serious danger. (they may sense serious mortal peril, unlikely to sense a simple fist fight). Others can learn the ability with the use of a sapphire, but passive use will drain the energy of the gemstone. Sensing if another is in danger will drain a percentage of the gem’s power and leave the caster feeling anxious.
Technopath
Casting time: Standard
Components: Sapphire
Range: Varies
Duration: Varies
Tier:
- T1 usage for Ward Witches. Can bespell technology you can touch.
- T2 – can bespell technology within the same network (home network, company network, etc)
- T4 – the witch can access technology connected to the internet (including the Internet of Things)
Effect on caster:
As time goes by, a witch must adapt and learn. None more so than the Ward Witch. We are tasked with protecting our covens and families, and we must understand the various directions a threat may come from. Technology has advanced so much in the past few decades, a wise witch will learn and keep up with the progress of time. Technopathy is one way to address these new kinds of dangers. With a touch and a bit of knowledge, a Ward witch can manipulate a phone, a computer, a laptop, using just a bit of their gem’s energy. At higher levels, a witch can extend their magic to any machine in the same local network as the device they are using for access. At its highest level, a witch can send a spell through great distances to any device connected to the internet. The danger, of course, is that magic will leave a trace that those in the know can follow. The sheer lack of any mundane trace will send up warning signs, and a careless witch will find themself under scrutiny and possibly even hunted by those who notice the interference.
Scrying
The ability to use a magical item to locate a person or thing (ooc consent required where players are involved)
Casting time: Standard
Components: Sapphire
Range: 10ft max
Duration: one scene
Tier:
- T1 for Ward witches
- T2: Small scale up to 20 feet
- T3: Large scale up to 40 feet
Effect on caster:
A ward witch is a protector, but it can be challenging to protect someone who you can not find. This spell helps to solve that. By using a magical object such as a mirror, pendulum, or other scrying tools, a witch can receive information about their target’s location. After the effects of the spell fade, the witch will find themself disoriented for a brief time, getting their directions mixed up.
Veil the Senses
Blind the smell or hearing of a target to a specific thing
Casting time: Standard
Components: Sapphire
Range: 10ft max
Duration: one scene
Tier:
- T2 for Ward Witches: blind the target’s smell or hearing to the witch and one person
- T3: blind the target’s smell or hearing to the witch and two people
- T4: blind the target’s smell or hearing to a group of no more than five, including the caster
Effect on caster:
Protecting others from danger or negative energy is not always about fighting. Sometimes, the best protection is to avoid notice at all. This is most true in nature where one does not have to be seen to be hunted. This spell becomes useful when dealing with species that have far better senses of smell or hearing than humans. The Ward witch can use this spell to render the target unable to smell or hear a specific person or item, making it easier to hide. When the spell wears off, the witch may find themself unable to smell, or with a distracting ringing in their ears.
Provocation
The ability to magnify or calm others’ anger.
Casting time: Standard
Components: Sapphire, clear visual of target(s)
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2 for Ward Witches: Small scale up to 20 feet
- T3: Large scale up to 40 feet
Effect on caster:
When protecting against negative influence and other dangers, anger or rage can be one of the greatest threats…but also one of the witch’s greatest tools. Often put in the position of defusing volatile situations among the coven or the outside community, a Ward Witch may find themself needing to cultivate cooler heads.In some cases, though, they may turn that same anger into an advantage by stoking the fires even further, spurring someone to action or leading them to act in recklessly. When the spell fades, however, the witch will find themself unusually fatigued, shaky, and irritable.
Shadowmark
Blend into the shadows
Casting time: Standard
Components: Sapphire
Range: 10ft max
Duration: 3 post round after spell completion
Tier:
- T3 for Ward Witches: self or one other target
- T4: self and one other
- T5: group of five (including caster)
Effect on caster:
Going unnoticed is often one of the Ward Witch’s greatest tools. Whether it is hiding someone they are protecting, or hiding themselves, being able to blend into the shadows is a vital skill. While it will not render the target(s) invisible, it will make it harder for others to notice them as they hide in or move through the shadows. When the spell ends, the witch will find bright lights especially harsh on their eyes for the next few hours
Cloaking
Can temporarily change or mask appearance (can not imitate another person)
Casting time: Standard
Components: Sapphire
Range: Must be close enough to touch the target.
Duration: 1 scene after spell completion
Tier:
- T3 for Ward Witches: up to two hours
- T4: up to four hours
- T5: 24 hours
Effect on caster:
Yet another of the Ward Witch’s skills for blending in or remaining hidden, this spell allows the Ward Witch to mask their appearance. Hair color, eye color, height, build, they can change their appearance in order to avoid recognition. They can not, however, replicate another person’s appearance directly. The longer this disguise is held, the more of the gem’s charge it will consume, and the more exhausted the witch will be from the effort to hold the disguise.
Warding
Protections that can be cast to turn away harm, evil influences, or deflect misfortune.
Casting time: Standard
Types of Wards:
Environmental Wards – Anchored glyphs or object on land, doors, or structures
Personal Wards – Worn as an object, tattoo, or consumed.
Components: Sapphire and an glyph, trinket, object, tattoo, or potion.
Range: 10ft max
Duration: Varies. If passive it must be renewed monthly during the full moon.
Tier:
- Personal passive ward creation T3 for Ward Witches, T4 for others
- Environmental wards to protect large areas or groups T4 for Ward witches, T5 for others.
Effect on caster: Warding is, of course, the main stock-in-trade of the Ward Witch’s house. They will often be called on by their coven as well as members of their community to help in warding a person or place against harm and negative influences. This is not a simple spell that you cast on a whim, however. The ward requires thought and planning before a spell is even uttered. You must know the exact bounds of what you will protect, and exactly what you want your ward to do. You then gather your materials. Both to cast the ward and the item that will act as the focus of the ward. Whether this is witch bells, a dream catcher, or a piece of jewelry to act as an amulet depends on the intent and scope of the ward. While a ward witch can cast wards on their own, it is recommended to gather your coven whenever possible. Many hands make light work.
Hexa Custos
Bind from harm (requires OOC consent)
Casting time: Standard
Components: Sapphire
Range: varies
Duration: varies
Tier:
- T4: temporary binding
- T5: renewable binding
Effect on caster:
The Ward witch protects those around them from harm, both from physical attacks and from negative energies and supernatural attacks. Sometimes, this includes preventing a threat from taking action against the one you are protecting. First, the witch chooses their target, then they place the binding upon them. It is vital to carefully plan what you are binding the target from doing, as they will be restricted by the letter of the binding, not by its intent. The binding will last for up to two weeks at 60% of your gem’s energy. To make the binding renewable requires a dedicated gemstone that will need to be recharged and the spell reinforced each full moon. If for some reason, the gemstone is lost or stolen, the binding will be broken.
Stillroot Bind
Bind to a person, place, or item (requires OOC consent).
Casting time: Standard
Components: Sapphire and something from the person, coordinates of location, or item in hand.
Range: Varies
Duration: Varies
Tier:
- T4: binding to a location or item
- T5: binding to another person
Effect on caster:
The Ward Witch is capable of binding a person or entity to a specific place, object or person. This spell is almost like a reverse ward. Rather than keeping the being from a place or person, it prevents the being from leaving it. This can be a valuable tool at times, with multiple uses, from ensuring a guardian for a place or thing, to preventing a troublesome ward from putting themself in danger. If binding a person or entity to a location, the target will be restricted to remaining within line of sight of the item, or within 20 feet of the location, and this binding will last a maximum of two weeks. If binding to a person, the binding will last until broken, but will require the entire charge of a gemstone, and must be carefully worded, as the binding will follow the letter of the spell, not the intent. For the next three days, though the caster will be capable of leaving familiar locations if needed, they will find themselves reluctant, if not unwilling, to do so.
Hearthban
A witch may banish a person, entity or energy from a place.
Casting time: Standard
Components: Sapphire
Range: 10ft max
Duration: Varies
Tier:
- T4: from one building, up to two weeks
- T5: from a city block, lasts two days
Effect on caster:
This spell can, in essence, revoke a being’s welcome to a specific location, forcing the target to immediately leave. If the target is a person, they will be compelled to leave the location as if they suddenly remembered somewhere else they had to be. If it is an entity without ties to a physical form, it will simply vanish from the location for the duration of the banishment. This is, unfortunately, not a permanent solution, and will only buy time to prepare a proper ward. If the ward ritual is not done before the banishment wears off, the banished being will be free to return unrestricted. This spell can be exhausting for a witch, leaving them to feel as if they have just run a long distance.
Fulmen Ward
Using an electrical current to form a ward.
Casting time: Standard
Components: Two Sapphires
Range: Varies
Duration: Varies
Tier:
- T4 for first sapphire, second sapphire drains as a passive unless the ward is triggered
Effect on caster:
Sometimes, the usual wards aren’t quite enough to discourage trouble from showing up. In those cases, the electric ward is a wonderful tool. This spell requires access to two sapphires. The first for casting the ward, and the second to power it. During the casting of the spell, the ward witch will define the boundaries of the ward, and as the spell is finalized, using the second sapphire as the linchpin that holds the ward in place. The length of time that the ward lasts will vary depending on how many shocks it delivers. If the ward is never triggered, the gem will drain slowly (5% per day) over time. Each electric shock it delivers will drain 10% of the gem’s charge.
Witchfire
Release a charged stream of electricity at a target.
Casting time: Standard
Components: Sapphire
Range: 20ft max, within line of sight
Duration: 1 post round after spell completion
Tier:
- T4
Effect on caster:
Sometimes, the situation calls for decisive and effective action. Backed into a corner, outnumbered, a ward witch may need something fast to get their message across and give them the best chance of escaping a dire situation. Lightning bolt is that decisive action. The witch points a finger or their hand at their target, and with the utterance of their spell, a stream of electricity is released. This will, of course, cause a great deal of injury to the target, and should only be used when peaceful solutions have been exhausted. The cost, of course, is that a witch can not play with lightning without getting burned as well. This spell will cause severe electrical burns to the witch’s hands, and the clap of thunder that sounds when cast is likely to draw unwanted attention.
Bestowed Relay
To give a temporary ability from the Wayward Grimoire to another.
Casting time: Standard
Components: Sapphire and one other gemstone
Range: Line of Sight
Duration: 4 post rounds after spell completion
Tier:
- T5
Effect on caster:
In the event that a witch’s ward needs to be able to defend themself, a ward witch can bestow the temporary ability to cast one spell on them. To accomplish this, the witch must have their sapphire and a gemstone of the house whose spell they are bestowing. For example, should the witch want to bestow superhuman senses on a non-witch, they would need their sapphire to cast the bestowal, and an emerald to power the superhuman senses spell. The person on whom the spell has been bestowed can then cast the spell. If the spell is not used within four post rounds, then the bestowed energy is depleted. Bestowing a spell in this manner will leave the ward witch exhausted and vulnerable, as such it’s best saved for a last resort.
Mirrorlash
Turn an attack back to where or whom it came from.
Casting time: One post/reaction
Components: Sapphire
Range: line of sight
Duration: 1 post round after spell completion
Tier:
- (T5) – 100%
Effect on caster:
Nobody is perfect. Sometimes, even after their best efforts, an attack manages to slip past all other defenses. In dire need, a Ward Witch may turn the attack back where it came from, sending any damage back onto the attacker. This is, unfortunately best kept as a last ditch effort to end a fight, because without allies nearby it will leave the Ward Witch vulnerable and at the attacker’s mercy, if the deviation did not stop them.
Terra House
Abilities and Spells
Gem: Emerald | Element: Earth | Sabbat: Beltane
Agrokinesis ❖
Control growth of flora.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2: Small scale plant manipulation equivalent to one window box or flower bed)
- T3: Large scale plant manipulation equivalent to a small yard/clearing
Effect on caster: A Terra Witch is closely tied to the element of earth. As such, they have a natural affinity for growing things. As their abilities develop, most find themselves with a knack for encouraging the growth of the plants around them. A Terra’s garden often just seems naturally more lush and fruitful than others’. With practice, they can affect larger areas and encourage greater growth. Terra become exhausted after using the ability offensively or defensively, while other casters experience less exhaustion but lose a percentage of their gem’s power until the next full moon.
Grovesense ❖
Sensing the condition of the immediate environment.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2: Small scale up to 40 feet
- T3: Large scale up to 80 feet
Effect on caster: The Terra Witch is very in tune with their surroundings. Often, they can sense the general health and condition of the immediate environment around them. They can sense an area of about ten feet with little effort, though they may have a more habitual sense of the general health of their home environment. Others can learn this as a spell with the required gem and will experience less exhaustion but lose a percentage of their gem’s power until the next full moon.
Threadwalking ❖
The ability to track an individual or an object.
Casting time: Standard
Components: Emerald
Range: Self
Duration: 1 hour
Tier:
- T2: +1 hour
- T3: +2 hours
Effect on caster: When this spell is cast, the Terra Witch names an individual or object (“I am tracking Bob” or “I am tracking my wallet”) and will know the direction the target is in. If the target is moving, the witch will be able to tell what direction it is moving in. When the spell fades, the caster will be mildly disoriented for a short time, losing track of directions easily. If the spell is cast for longer tracking, the caster will feel fatigued when it dissipates as if they’ve run a long way.
Wildtongue
Telepathic communication with animals including Shifters and Werewolves.
Casting time: Standard
Components: Emerald
Range: line of sight
Duration: scene
Tier:
- T1 for Terra Witches: single animal not counting their own familiar
- T2: up to three animals
- T3: up to ten animals (small flock of birds, pack of dogs, etc)
Effect on caster: The Terra Witch can telepathically communicate with any animal within their line of sight. This ability does not guarantee that the animal will be friendly toward them. This can be used on werewolves, shifters, and familiars with consent of the other player. While the spell is in effect, the caster will seem distracted to those observing, and upon ending the spell will develop a mild headache.
Essence Call
Genetic detection – the ability to sense other species (requires ooc consent).
Casting time: Standard
Components: Emerald
Range: physical contact and up
Duration: Immediate
Tier:
- T1 for Terra Witches: upon touching the target, the Terra Witch can sense what the target’s species is.
- T2: Small scale up to 20 ft radius
- T3: Large scale: large room or alleyway
Effect on caster: This ability has two forms. In the first, the Terra Witch touches the target and casts the spell to discern the target’s species. (the witch MUST get consent from the player). In the second form, the witch chooses a species when they cast the spell. The spell will tell them how many of that species is in the given area (20 foot radius for T2, a large room/alleyway for T3) but it will not tell them who. This spell briefly gives off an aura that supernaturals in the area of effect may take note of.
Bitterroot
To be able to detect toxins and various poisons.
Casting time: Standard
Components: Emerald
Range: touch
Duration: immediate
Tier:
- T2 for Terra Witches: this level detects most of your common household toxins, prescription drugs, cleaning chemicals, pesticides, and animal venoms such as rattlesnake, copperhead, and mer-venom
- T3: this level can detect poisons that build in the body over time, such as heavy metal poisoning
- T4: This level can detect some of the most dangerous toxins, such as botulinum neurotoxin
- T5: can detect poisons used to affect a number of people at once, such as ricin, radiation, and mustard gas (this level would be story-line dependent and require ST approval)
Effect on caster: The use of this spell will detect dangerous levels of toxins in the system, such as overdoses or actual poisonings. The more dangerous the substance, the more of a charge the spell will take from the gemstone. For example, if the affected person was bitten by a rattlesnake, it would only take 20% of the charge, but if they were suffering from lead poisoning, it would take 60% of the gem’s charge. This uncertainty, and the weakness often felt afterward, contributes to debates among Terra Witches over the benefits of the spell over traditional diagnostics.
Fromcall
To invoke a species to change into their true or wild form. Can affect Werewolves, Fae, Vocatis, Aquatics, and Shifters.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2 for Terra Witches: can force one target you can touch into a shift.
- T3: the witch can force one target to shift at a distance of 5 feet
- T4: the witch can either force one target at 10 feet to shift, or two targets within touch range
Effect on caster: This spell gives the witch the ability to force another species to shift from one form to another, a useful trick when one runs afoul of a shifting species at the full moon. This is easier the closer you get to your target, with the least energy being spent if you can lay hands on them, there is, of course, a significant risk of getting within arm’s reach of them. At further distances (five or ten feet) you can more safely invoke the shift, but it will more quickly drain your energy reserves, leaving you weak and disoriented while still in potential danger from a now angry threat.
Tracecraft
Generate, manipulate, and control pheromones.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2 for Terra Witches: can affect their own
- T3: can affect in people or animals
- T4: can affect in plants
Effect on caster: The Terra Witch has the unique ability to control the production of pheromones. This can be particularly useful as these are the chemicals that convey messages throughout the plant and animal kingdoms. Knowing the proper pheromones to produce can have a variety of effects, from making oneself more attractive, to being able to attract the right pollinators to your garden. The easiest of these, of course, is manipulating your own pheromones. Advancing beyond that with a higher energy usage, you can affect the pheromones of other people and animals, to make your target repel a potential interest or perhaps to encourage a fruitful mating season in your livestock. Beyond that is manipulating the chemical signals from plants, which could draw in pollinators at the most opportune time in your garden, or even to help toughen a crop against harmful pests. One should be cautious with their use of the spell, as the more energy you expend, the stronger your own smell can become for a time, leading to potentially awkward social situations.
Argent Touch
Slow the effects of silver poison.
Casting time: varied by tier
Components: Emerald
Range: 10ft max
Duration: takes one full post round to take effect
Tier:
- T3 Terra Witches at this level can treat superficial wounds tainted with silver
- T4: this level will cover most wounds inflicted with silver weapon and slow the effects of the poison.
- T5: will slow the effects in even the most severe wounds, and potions can be administered for ingested silver.
Effect on caster: Silver is a known toxin among werewolves, shifters, and vampires, making it a popular weapon among those who would harm one of their kinds. We can slow the effects of the poison, making it more possible to clear from their system without it killing them or doing long lasting harm. If the poisoning is resulting from wounds, the witch should be able to apply their stone to the wound to help draw the silver from it. If the silver was ingested, a potion will need to be made. In an emergency, a part of your emerald may be crushed and ground down into powder, but this will permanently damage your emerald, leading to only getting a partial charge in the future and causing energy leakage until it is properly repaired by a divination witch. The far more preferable method would be to use your emerald to charge medicinal herbs to have on hand, and mix your potion from those, thereby imparting the magic more safely. This method does not, however, shield you from the side effects of using such magic. While you do slow the effects of the poison for the afflicted being, you will show some of the symptoms, albeit much milder, over a number of days depending on the severity of the poisoning.
Wildsense
The ability to have animal-like senses.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: Varies by tier
Tier:
- T3 Terra Witches can use this spell for two post rounds
- T4: four post rounds
- T5: full scene
Effect on caster: A Terra Witch spends much of their time learning about and caring for the natural world. This familiarity has allowed them to develop spells that will allow them to, in a sense, borrow the senses of the animals they have studied, in the form of an eagle’s eyesight, a rabbit’s hearing, a bloodhound’s sense of smell, or perhaps even the spider’s ability to feel even the tiniest disturbances around them. Once the spell has been completed and the enhanced sense fades, the witch may find their own senses dulled for a period of time, leading to potential anxiety over what details they are missing in their surroundings.
Verdant Touch
The ability to heal flesh and bone.
Casting time: Standard
Components: Emerald
Range: Touch or Potion
Duration: Varies by tier
Tier:
- T3 for Terra Witches, heals minor wounds, scratches, bruising, etc
- T4: the witch can heal severe wounds, lacerations, concussions, broken bones
- T5: The witch can heal life threatening wounds and internal bleeding
Effect on caster: The Terra Witch is most renowned for their abilities as a healer. In times of emergency, the witch may be able to lay hands on their patient and cure injuries that medicine itself would struggle to help. The difficulty of the spell and the amount of energy expended depend on the severity of the injury. A scraped knee may be more practical to simply wash and bandage than to expend 40% of your emerald’s charge, but a broken bone or a punctured lung would be well worth the cost to heal quickly. The healer, however must beware, as they will experience phantom symptoms for a time after the healing. Minor healings my present as simple aches, broken bones as sharp pain, or a concussion as dizziness and disorientation. This spell also may risk exposure if performed to benefit an unknowing human. Practitioner beware.
Rootlock
The ability to slow movement leaving a being or object in a frozen state.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 2 post round after spell completion
Tier:
- T4 for Terra Witches.
- T5
Effect on caster: A Terra Witch is capable, in times of danger, of slowing the movement of a being or object to the point of the target being frozen in place. The target is aware for the time they are frozen, and may still speak, though it will be slower than normal. This spell does not last long, but may buy the witch precious moments to evade danger. Once the spell fades, however, the witch will find their own reflexes slowed and their reactions sluggish.
Bloodstay
Halt Vampire or Werewolf infections from bites.
Casting time: Standard
Components: Emerald
Range: touch to five feet
Duration: at least one scene
Tier:
- T5 for Terra Witches.
Effect on caster: One of the most vital abilities in the Terra Witch spellbook. Humans and witches may find themselves bitten or infected by a werewolf or Vampire. In the case of humans, this would be catastrophically life changing. For a witch, it would also mean the permanent loss of their magic and a severing of their connection to the lode. The Terra Witch can perform a cure to halt the infection. For a vampire bite, this cure can only be performed if the victim has not been fed vampire blood. For a werewolf bite, the witch has until the next full moon to perform the cure. It is recommended to gather a coven for this spell, as the Terra Witch will be in a state of complete exhaustion for 48 hours upon completion.
Gravetide
To bring someone back from the dead with in 8 hours of their passing. Requires a coven with a Terra Witch to perform.
Casting time: Standard
Components: Emerald
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T5 for Terra Witches.
Effect on caster: Many accomplished Terra Witches have studied the healing arts to the point that they are capable of the truly miraculous. With the aid of their coven, a Terra Witch may be able to resuscitate a recently deceased being. They must perform this spell within eight hours of the death, or the spell will fail. This spell can not be done alone and would have dire consequences for both witch and patient if attempted without the backing of a full coven. Should the spell succeed, the Terra Witch will need the care of their coven as they will fall into a near deathlike sleep for several hours, and be in a state of exhaustion for the rest of the following 48 hours.
Atmokinesis
The ability to control weather (requires a story-line submission).
Casting time: at least one scene, with a full coven.
Components: Emerald
Range: Storyteller discretion
Duration: Storyteller discretion
Tier:
- T5 for Terra Witches.
Effect on caster: The Terra Witch’s connection to the natural world can often be a comfort to those around them. But that same connection can also be wielded to terrifying effect, and none quite so terrifying as a witch that leads their coven to take control of the weather. This is not a spell to be taken lightly, one can rarely predict what will happen should one meddle with the patterns of weather. A witch may intend to simply bring a gentle shower to water their crops, and end up calling forth a torrential downpour that leads to floods and mudslides. And one should keep in mind that an unnatural thunderstorm may lead to nature overcorrecting with a drought. Consider carefully before meddling in matters as large as the weather.
Corpus House
Abilities & Spells
Gem: Ruby | Element: Water | Sabbat: Lammas/Lughnasadh
Hydrokinesis ❖
The ability to manipulate water.
Casting time: Standard
Components: Ruby
Range: 10ft max
Duration: 1 post round after spell completion
Tier:
- T2: Small scale water manipulation up to 70 gallons (equivalent to a full bathtub)
- T3: Large scale water manipulation up to 7,500 gallons (equivalent to a 10×20 pool)
Effect on caster:
The Corpus Witch has an innate ability with the element of water. As such, they are able to manipulate liquids, moving them and raising or lowering their temperature. This can be useful for a variety of purposes. With practice, the Corpus witch can develop the endurance to wield this ability at will, but others can also learn with the required gem. A warning to Corpus wielders, you will become exhausted after using the ability offensively or defensively, while other casters experience less exhaustion but lose a percentage of their gem’s power until the next full moon.
Telekinesis ❖
Ability to move objects or people through will.
Casting time: Standard
Components: Ruby
Range: 30ft for an object or person up to 500 lbs
Duration: 1 post round after spell completion
Tier:
Per use:
- T3 otherwise
Effect on caster:
The Corpus Witch has a deep affinity for the mind. As a result, they develop telekinesis, the ability to move objects with only their mind. This ability is a manifestation of the witch’s raw will made tangible through the Lode, projected outward like a second body made of thought and pressure. It does take practice, of course, to learn control and to develop the endurance to wield this ability for longer periods, allowing for more delicate manipulations of objects.
Others can learn with the required gem. While Corpus wielders become exhausted and suffer from severe headaches after using the ability offensively or defensively, other casters experience less exhaustion and moderate headaches as well as lose a percentage of their gem’s power until the next full moon.
Shuttered Mind ❖
Increase resistance to mental manipulations.
Casting time: Standard
Components: Ruby
Range: Immediate person or shield 1 person up to 5ft away.
Duration: 1 scene
Tier:
- Cantrip for Corpus Witches however strength decreases if used more than once in a scene
- T2: for an immediate defensive block
- P: for daily use (e.g. amulet)
Effect on Caster:
The Corpus Witch’s affinity for the mind makes them particularly adept at shielding the mind from manipulation by supernatural means. With practice, they can use this ability multiple times, though this shield weakens with repeated use in a short period. Use of the ability for a defensive block may cause temporary brain fog or memory loss after execution. Passive use may leave the user feeling a bit forgetful more than usual (e.g. forget appointments, misplace keys).
Empathic Manipulation
To influence or weaponize emotions in a target (requires OOC consent).
Casting time: Standard
Components: Ruby
Range: 10ft max
Duration: 1 scene
Tier:
- T1 for Corpus Witches: per use per person up to 3 players
- T2: per use per person up to 3 players
- P: for daily use (e.g. amulet)
Effect on Caster:
A Corpus witch’s affinity for the mind imparts an ability to manipulate the emotions of others. This skill isn’t without its risks, of course. When using the spell, the witch may experience a heightened version of the opposite emotion that they were trying to create. For example, using the spell to calm another may leave the witch feeling irritated or anxious; inspiring sadness may lead to a bout of almost manic giddiness. These effects tend to last for three or more hours, though with consistent practice, the witch may be able to shorten the duration of the side effect, (to a minimum of one hour). If the witch creates an amulet to gift to another, they will experience similar residual effects, to a lesser degree.
Thought Pricking
The ability to intrude on the thoughts of a target (requires OOC consent).
Casting time: Standard
Components: Ruby
Range: 10ft max
Duration: 1 post
Tier:
Per use:
- T1 for Corpus Witches
- T2 otherwise
Effect on Caster:
Corpus Witches are able to quickly scan a target’s active thoughts. Often, this may be just thoughts on what the target is doing or focused on at the time, though with practice, a witch may be able to pair it with leading questions to direct the subject’s mind in the proper direction. This skill is not, however, without its drawbacks. The caster will, after using the spell, experience a ringing in the ears for a brief period (at least one post round after use of the ability). Witch beware, your target will be aware that their mind is being probed.
Mindspur
The ability to temporarily prompt or misdirect a target of something other wise false.
Casting time: Standard
Components: Ruby, a quick sharp pricking to target (e.g., pin prick, pull a hair, fingernail pinch, scratch)
Range: Must be able to physically touch target
Duration: 1 scene or up to 3 days
Tier:
- T2: Corpus Witches per use
- T3: per use
- T4: to use and to extend up to 3 days
Effect on Caster:
Just as a cowboy guides a horse with the sharp press of a spur, a Corpus Witch can steer the mind with a brief, well-placed sting. This spell uses a flicker of pain, typically a pinprick delivered through direct physical contact, to distract the target long enough for the witch to embed a false truth. The sensation opens a narrow window, allowing the witch to focus their will and speak the idea they wish the target to believe.
Under normal conditions, the effect lasts only a few hours (typically one scene), but with concentrated effort and a surge of additional Lode, the illusion can persist for up to three days. However, such manipulation is not without cost: after casting, the witch develops a subtle but persistent eye twitch that lingers for a full week, a telltale mark that the mind was used as a weapon.
Echo Sense
The ability to project your voice or mimic another (requires OOC consent from player(s) affected).
Casting time: Standard
Components: Ruby
Range: 5ft max
Duration: 1 scene
Tier:
Per Use:
- T2 Corpus Witches
- T3 otherwise
Effect on Caster:
A Corpus Witch’s influence over the mind and human body allows them to manipulate their own vocal cords to either project their voice or perfectly mimic another voice. In the case of projection, the witch can make it seem their voice is located up to 20 feet away from their position. In the case of mimicry, they can make their voice sound identical to one target. The change to the voice should last for no more than three hours, though when the effect wears off, the witch will have a dry cough and hoarse voice for 24 hours.
Feverbinding
Increase the body temperature between 100.5 – 140F°/40 to 60 C° (requires OOC consent from player(s) affected).
Casting time: Standard
Components: Ruby, free hand to touch target
Range: 2ft max
Duration: 1 scene or 60 minutes rp time if the effect should extend the scene
Tier:
- Corpus Witches: (T2) – 20% per use
- (T3) – 40% per use
Effect on Caster:
The ability to manipulate the body and its functions is always a potential risk. Few skills make that as clear as this one. The witch can, with focus and careful channeling, increase the body’s temperature between 100.5 and 140 degrees. Obviously, much care should be taken to ensure that the temperature is not manipulated too carelessly, as driving it too high can cause permanent damage or death. The effects of the spell on the target will last no more than an hour in most cases. The caster, however, will notice their skin may redden as if freshly sunburned or they may experience hot flashes and profuse sweating for the next twelve hours.
Sinew Surge
Momentarily accelerate muscle growth and reaction time. Can enhance physical speed, pain tolerance, and reflexes.
Casting time: Standard
Components: Ruby
Range: Target must be within 10ft max
Duration: 1 scene
Tier:
Per use:
- T3 Corpus Witches
- T4 otherwise
Effect on Caster:
Humans are often capable of extreme feats in times of duress. The Corpus Witch is gifted with the ability to tap into that potential through the use of the Lode, either in their own abilities or that of a nearby target. Over the next hour, the target of the spell will have either strength or speed beyond that of an average human. This, of course, does not come without a cost. Once the effects wear off, both the caster and target will experience immediate exhaustion and muscle soreness. If used repeatedly, could lead to nerve damage.
Fearmongering
Deliberately arouse and/or amplify a target(s) fear.
Casting time: Standard
Components: Ruby
Range: Target must be within 10ft max
Duration: 1 scene
Tier:
Per use:
- T3 Corpus Witches
- T4 otherwise
Effect on Caster:
The Corpus Witch can pinpoint a target’s fears and amplify them through focus and the Lode. This is not an instant effect, of course, and takes a moment of focus to pinpoint and manipulate the fear. Care should be taken in use, as any terrified and cornered creature can be dangerous. This spell is often used offensively to strike or escape as the target is consumed with irrational fear or reaction. Once the spell is cast, the witch themself may feel irritable or jumpy for the next twenty four hours.
Synaptic Reverb
To overwhelm someone’s mind with whispers, intrusive thoughts, or confusion.
Casting time: Standard
Components: Ruby
Range: Target must be within 10ft max
Duration: 1 scene
Tier:
Per use:
- T3 Corpus Witches
- T4 otherwise
Effect on Caster:
This spell enables the Corpus Witch to overwhelm a target’s mind with a cacophony of phantom voices—whispers, screams, murmurs, and shouts, each layered and shifting in tone. It can be used to sow doubt, steer decisions, or unravel a person’s mental clarity entirely. The effect is unpredictable, as every mind responds differently to the intrusion; some may hesitate, others may spiral.
Casting this spell comes at a cost. For the next twenty-four hours, the witch’s own senses, particularly hearing, become painfully heightened. Even soft sounds may feel sharp and invasive, like pins behind the eyes or pressure in the skull. Silence becomes a sanctuary rarely found.
Tethered Mind
Forming a psychic tether to a chosen target.
Casting time: Standard
Components: Ruby, a strand of hair from intended target, and one from the witch to tangle together.
Range: Individual can be tracked up to 10 miles.
Duration: 30 days and can be renewed during the full moon with fresh blood from both targets
Tier:
- T4 Corpus Witches
- T5 otherwise
Unlike a blood bond, this connection is forged entirely through will and intent, creating a subtle pull in the witch’s mind, one that strengthens when the target is near, and fades into a faint hum as they move farther away.
The bond also induces a mild, artificial sense of mental attraction or fixation, growing more intense in close proximity.
As with most mind-affecting Corpus magic, the spell walks a precarious ethical line. Though it avoids the physical dangers, the psychic toll can be just as severe. Overuse or prolonged bonding may result in blurred emotional boundaries, compulsive thoughts, or intrusive dreams affecting either party. In some cases, the witch may begin to absorb fragments of the target’s emotional state or vice versa, leading to confusion or co-dependency.
The bond must be renewed under the light of the full moon, through a focused ritual of mental stillness and reattunement between both minds. If the target was bonded without their IC consent, they may experience feelings of unease or resentment once the spell fades, often accompanied by headaches, sleep disruption, or fractured memories of the connection.
Mirroring
The act of bringing, recalling, or suggesting a feeling, memory or image to the conscious mind. (requires OOC consent from player(s) affected)
Casting time: Standard
Components: Ruby, free hand to touch target
Range: 2ft max
Duration: 1 scene
Tier:
Per use:
- T4 Corpus Witches
- T5 otherwise
The Corpus Witch may reach into the surface thoughts of a target, drawing forward deeply buried memories, emotions, or images and projecting them outward like a veil across their own form. To do this, the witch must make physical contact with their target and concentrate their will upon what lies hidden beneath.
The memory summoned is not spoken aloud or revealed directly; instead, it shapes the witch’s appearance in the eyes of the target. If the memory is one of love, longing, or beauty, the witch may appear breathtaking, even divine. If the memory holds fear, guilt, or horror, the witch becomes monstrous, an embodiment of what the target dreads most. The effect is sudden, jarring, and powerful enough to disorient, distract, or confuse the target, buying the witch precious moments to act, flee, or strike.
In conjuring a memory from another, the witch must sacrifice one of their own. Minor recollections like names, routines, and small comforts may fade after a casual probe. But if the summoned memory was vivid or emotionally charged, the cost to the witch is greater: the sudden loss of a cherished moment, the face of a loved one, or the fading of something once deeply familiar.
As such, even among Corpus Witches, Mirror of the Mind is used sparingly. It is not the kind of magic one casts lightly; it is a bargain made in seconds, paid for in years.
Severance
Sever a connection or bond between two individuals (requires OOC consent from player(s) affected).
Casting time: Standard
Components: Ruby, blood or hair from both targets
Range: Targets don’t need to be in immediate range if blood or hair has been obtained.
Duration: 1 scene
Tier:
- T5
- T4 with a Coven
Effect on Caster:
While Corpus Witches are known for forging bonds of mind and will, they are equally capable of unmaking them. This rare and solemn gift is often called upon to protect loved ones from enchantments, compulsions, or unnatural attachments, whether cast by witches or by those meddling in forbidden arts, or other species.
To sever a bond, the witch must possess something intimate from both parties: hair, blood, or bone, ideally willingly given. If the bond was imposed without consent, this proves more difficult, the bound may resist, and the original caster rarely offers their trace freely.
Once the required components are gathered, the ritual may begin. The unweaving of such entanglements demands immense concentration and force of will, leaving the witch drained at a soul-deep level.
- When performed alone, the witch may experience physical weakness, confusion, and emotional numbness for up to 48 hours.
- With the aid of another witch, the recovery time shortens to 24 hours.
- Conducted with the full power of a coven, the toll is reduced to 12 hours, though a lingering ache may persist.
Even when successful, some threads are never fully erased, echoes may remain, especially if the bond was forged through trauma, obsession, or blood.
To sever is to protect. But it is also to bleed.
Concord of the Mind
Concord of the Mind is a sacred, and sometimes forbidden, Corpus rite used to unify or overwrite the thoughts of a group. When cast, this spell links the minds of multiple individuals, aligning their perceptions, beliefs, and emotional states around a central narrative or truth chosen by the lead witch.
The result is a psychic harmony: shared memories may be implanted, specific knowledge forgotten, or emotional tensions resolved as if they never existed. In communities, this spell can end feuds, restore lost cohesion, or even rewrite history. In darker applications, it can be used to indoctrinate, suppress rebellion, or bind a group to a false belief for the sake of control or protection.
Casting time: Standard
Components: 3 fully charged rubies, list of targets to be affected unless targets are present.
Range: 25 miles max
Duration: Permanent unless reversed by the same witches that cast it.
Tier:
- T5: Performed by one lead Corpus witch with the support of a coven (minimum of 5)
Effects on Caster
The Corpus witch often suffers a temporary loss of identity, taking on emotional echoes of those linked in the rite. Recovery may take weeks. In rare cases, the witch permanently adopts traits or thoughts from the group.
Supporting witches experience lingering side effects, shared dreams, confusion about what memories are truly their own, or emotional bleeding between minds for several days.
If the spell is cast on unwilling participants, fractured psyches, emotional detachment, or long-term mental instability may occur.
Divination House
Abilities & Spells
Gem: Diamond | Element: Fire | Sabbat: Samhain
Divination ❖
Ability to perceive multiple possible futures and subtly influence outcomes by sharing warnings or suggestions.
Casting time: Standard
Components: Diamond in conjunction with another tool such as scrying, tarot card reading, palmistry, Astrology, or other similar means.
Range: 2ft max
Duration: Is completed when scene ends
Tier:
- Cantrip for Divination Witches however mental endurance decreases if used more than once in a scene
- T2: per use per person
Effect on caster:
Divination witches are revered as interpreters of fate, reading the subtle threads of the Lode through ritual and intense concentration. Though the witch will often use some familiar divination tool, this ability goes beyond simply reading a star chart or a spread of tarot cards, to peering beyond the wisdom they offer to gleaning knowledge of the unknown. Divination witches become mentally exhausted after divining, greater if used on more than one person throughout the day, but typically can regain strength after moderate rest, while other casters experience less exhaustion but lose a percentage of their gem’s power until the next full moon.
Pyrokinesis ❖
The ability to manipulate fire and heat.
Casting time: Standard
Components: Diamond
Range: 10ft
Duration: 1 post round after spell completion unless an object is set on fire then til the scene is completed or indicated otherwise below.
Tier:
- T2: Small scale manipulation including producing a flame, lighting a small fire (no larger than 1ft radius)
- T3: Large scale manipulation including setting a building or other object on fire.
- T4: Defensive use of fire as in throwing it or creating a wall of fire (up to max of 5ft wide and 6ft high for one post after cast).
Effect on caster:
Divination witches have an innate connection with the element of fire. They are able to call on it and manipulate it at will, from simply lighting a candle or campfire to other larger manipulations. One should practice caution however, as those who play with fire run the risk of getting burned. Many divination witches, especially young ones still developing their skills, will have signs of scarring on hands from past casting. Depending on the intensity and size of the flame, hands can become red and or blistered. Other caster will experience more intense burning, blistering, searing, or charring especially if they haven’t practiced fire manipulation more than casually.
Piercing the Veil ❖
Opening communication with the deceased.
Casting time: Standard
Components: Diamond, personal item of the person they are reaching out to
Range: 2ft max
Duration: 1 scene
Tier:
- T3: per use per contacted
Effects on caster:
Divination Witch may open a passage between the living and the unseen. When performed, the ritual draws upon the resonance of diamond, an anchor that stabilizes the threshold between worlds and shields the witch from being pulled too far beyond. Divination witches can experience not only exhaustion but a range of emotions including a sense of connection with the deceased or vivid dreams for up to 3 days after contact. Other casters will experience a heightened emotional state untrained to filter or compartmentalize the deceased emotions from their own. Often will hear the deceased whispering up to 3 days after contact.
It is to be noted that not all spirits are always truthful, nor kind. Some carry fragmented memories, while others hunger for influence in the waking world. A poorly anchored veil may invite echoes that linger or latch onto the witch like shadows.
Psychometry
To divine future, past or present events through contact with or proximity to a certain object or person.
Casting time: Standard
Components: Diamond, person or object
Range: 5ft
Duration: 1 scene
Tier:
Per attempt:
- T1 Divination Witches or with a Coven
- T3 per attempt otherwise
Effects on caster:
Because this blends well with their cantrip ability of Divination, the strain is increased slightly when trying to decipher the past, present, or future events of an object or person. Mental and physical exhaustion is greater for all casters because of the focus it takes to break through the barrier of time. If this is performed with a small number or a coven, the after effects are lessened and can become a T2 drain.
Dreamwalking
This ability allows the caster to passively observe or subtly influence the dreamworld of a chosen target.(requires OOC consent).
Components: Diamond and OOC consent
Range: Within 10 feet, with an unobstructed view of the target
Duration: One scene (effects on the target may linger for several days)
Tier:
- T1 for Divination Witches: Passive Observation: Viewing the dreamscape without interaction
- T2: Active Manipulation: Altering, steering, or speaking within the dream
Effects on caster:
Dream manipulation, the ability to enter, alter, or control the dreams of oneself or others, can have various consequences, both positive and negative.
Dream manipulation, whether for insight, guidance, or control, can disrupt natural sleep cycles for both caster and target. Repeated use may result in fatigue, anxiety, or emotional instability. Prolonged exposure can cause blurring between dream and waking life.
Divination Witches, trained through ritual and repetition, are better suited to withstand these side effects. For others attempting this craft, the use of a ruby talisman is strongly advised to stabilize emotional resonance and protect the psyche.
Mirakinesis
The power to create illusions to alter the senses of others to perceive a false reality.
Casting time: Standard
Components: Diamond and OOC consent
Range: 10ft max
Duration: 3 posts after spell is cast
Tier:
- T2 for a single attempt
- T3 for an attempt up to 3 people
- T5 for an attempt of a small group up to 20 people
Effects on caster:
Mirakinesis or illusions are rooted in perception and can be easily dismissed if they appear too unrealistic or if there are inconsistencies in their presentation. Repeated exposure to illusions can have a psychological impact on the caster, leading to confusion, disorientation, or even paranoia. Divination Witches as well as other casters are encouraged to practice this spell with caution and to avoid using it as a simple parlor trick. If the illusion is perceived to be false by the intended target(s), the caster experiences prone for one post while the illusion dissolves.
Soul Wandering
An intentional out-of-body experience where consciousness functions separately from the body.
Components: Diamond, a general knowledge of where they are seeking to travel, and an object the caster can tether to as an anchor to help guide them back to their body. An anchor can be a person, familiar, or personal item.
Casting time: Standard
Range: See the tier listing below. No time traveling. Visiting another plane of existence requires storyline approval.
Duration: 1 scene or up to 12 hours.
Tier:
- T3: Closer to the body you stay the longer you can go. Max time to be separated is 12 hours without long-lasting consequences.
- T4: The further away from the body the less time you can be separated. Max time is 6 hours without long-lasting consequences.
- T5P: Can travel thousands of miles but can only be separated for a max of 2 hours. This can be increased if the energy drain is shared with a coven which would allow the spell to be used at a T4.
Caster with a personal connection to a location they are soul wandering to will increase time spent by 1 hour. For example, 2 hours to project to London because you have a contact there, 3 to project to a specific pub in Dublin where you met your late husband.
Effects on caster:
Casters are encouraged to treat Soul Wandering as a rite rather than an informal act. Soul Wandering begins with the caster getting into a deep meditative state induced by hallucinogenic or hypnotic means. There is great risk separating the soul from the body and should not be attempted without a guardian, either a Ward Witch to help shield the body from physical harm and tampering or a Corpus Witch to protect the tether to the anchor so the body and soul can reconnect. Failure to do so can put the caster at risk of possession by Vocatis or succumbing to physical death.
Echo Sigil
Stores a spoken phrase, memory, or emotional impression into a sigil or glyph. When triggered (usually by a specific person or condition), the sigil “echoes” the bound memory aloud or telepathically. Used for leaving warnings, encoded messages, or even ancestral advice in temples or coven spaces.
Components: Diamond, sapphire, object the memory will be tethered to, and phrase to be spoken.
Range: Immediate
Duration: Until phrase is spoken.
Tier:
- T3 for Divination Witches
- T4
Effects on caster:
Mild effects can include a hazy memory, temporarily forgetting details of the message or memory the caster has bound. Feelings tied to the sigil (fear, grief, love) may linger or bleed into unrelated situations for hours afterward. If the sigil is tampered with or defaced, the message may rebound and twist within the caster, leading to nightmares, paranoia, or distorted visions.
Chronoskinesis
The ability to bring inanimate objects from the past to the present. Must have an image of the object to call on or pieces of the object as in broken and trying to repair.
Components: diamond, image or pieces of object, and knowledge of when and where the object is (the more accurate the information the greater the rate of success of the spell).
Range: Must have an image or pieces in hand to be replaced by an object.
Duration: 1 scene
Tier:
- T3: the object is from the same century as the caster
- T4: the object is older than a century
- T5: the object is older than two centuries
If a caster has an intimate connection to the object (family heirloom, personal item) the tired ability shifts down by one. For example, wanting to find grandma’s pearl necklace from the early 1900’s would be a T3 instead of a T4.
Effects on caster:
Dealing with time can be tricky no matter how small of an infraction. Bringing an item from the past to the present can have ripple effects. It does not simply duplicate the object, it removes the object from the current timeline so it can exist in the new. Take the example of Grandma’s pearl necklace. You had heard stories how precious that necklace was to her but was driven to obsession looking for it til her death when it just suddenly disappeared one day which may be fueling the desire for it to be found in the present day, creating a “what came first” effect.
The caster must be ready to accept that a small initial action of bringing an object from the past can produce unpredictable changes that alter the past and potentially affect the future and realize that remnants of the spell may linger even when the object was not connected directly to them.
**Side note: Gems can be objects retrieved but the gem will never hold energy past a T4 due to the tether it has to the Lode from its original timeline.
Gem Restoration
Healing and repairing damaged or corrupted Lode gems.
Components: Diamond, any Lode gemstone
Range: must be touching it
Duration: Gem purification takes 3 days total. The first day is cleansing the gem. The cleansing differs between witches and personal ritual. The second day the gem is repaired (if needed) then bonded to the intended person in a small spellbinding ritual. The third day is charging the gem during the full moon.
Tier:
- Divination Witches are taught the purification rite from when their powers begin to manifest. They are sworn as guardians to always assist the other houses in the rite. If they act accordingly, the gem renewal is a cantrip.
- Other houses can purify their own assigned gem. However, because a diamond is needed to fix corrupted or damaged gems or reassign a gem they need to seek out a Divination Witch. If they insist on attempting it on their own, and have possession of a diamond, it is a T5 spell that will completely drain the diamond which will then too need to go through the renewal process.
Effects on caster:
Divination Witches, when helping the other houses with gem renewal seem to have a boon in energy, a blessing from the Lode. However, those who refuse may become cursed, finding that their diamond is unable to be recharged until they make retribution to the witch they denied.
Other casters who attempt the renewal without help and guidance of a Divination Witch run a chance of the renewal not taking.
Clairvoyance
Having the ability to see beyond the range of ordinary perception using an object.
Components: Diamond, a gemstone that isn’t a lodestone (amethyst, citrine, pearl, opal, etc.), OOC consent from all players that may be in the area.
Range: 1 mile
Duration: 3 scenes.
Scene 1: Preparation – Use the diamond to infuse the non-lodestone gem with energy to act as a sensor. The diamond will act as the receiver so you can either hear or see but not both.
Scene 2: Place a non-lodestone gem within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
Scene 3: The second scene is gathering the information. You must be within a mile of where the sensor was placed. It will remain active for the duration of the final scene. After that, the non-lodestone is spent.
Tier:
- T5
- or T4 if done with help from a Coven.
Effects on Caster:
Those that use the spell to see will have sensitivity to light up to 3 days after the event. Likewise, the caster will have muffled hearing for up to 3 days if they listen instead. Casters must be careful with the information they gather because it is hard to decipher if the information gathered is perceived accurately or truthfully. If the caster uses this information and it turns out to be false information, they could lose their voice for up to a week.
Archive of Ashes
Burning an object tied to a person or event to recover fragments of its story. Visions rise in the smoke and ash, allowing the caster to witness key moments tied to the object, sometimes recent, sometimes ancient. A diamond stabilizes the flow of images; without it, the vision may come jumbled or incomplete. Requires silence and ritual focus.
Casting time: Standard
Components: Diamond, object tied to event or memory
Range: Immediate
Duration: Varies
Tier:
- T5
Effects on caster:
Burning an object bound to memory and emotion creates a psychic bridge between the caster and the essence embedded in the relic. The Divination Witch becomes the vessel through which the memory flows. sometimes passive, sometimes immersive, always vulnerable. Mild effects can range from smell or taste of ash lingers unnaturally to a short period of confusion where the caster feels out of step with the present, forgetting what year or moment they’re in. With more traumatic or volatile memories, the emotional connection can scorch the psyche; the caster may become more sensitive or irritable, especially if the memory was unfinished or unjust. Witnessing a traumatic event can cause the caster to experience aftershocks, panic, nausea, cold sweats, or weeping without knowing why.
Visionbinding
The act of taking a vision, whether received during trance, scrying, or dreamwalking, and anchoring it into a physical object or magical glyph so it can be preserved, revisited, or safely locked away.
Divination witches are charged with protecting and preserving the knowledge the Lode shares with witch kind. With each revelation, they safeguard balance, prevent corruption, and preserve the harmony of magical order.
This technique is reserved for visions too volatile, too fleeting, or too dangerous to leave unanchored in memory. A Visionbound object may later serve as a warning, a lesson, or a key to unlocking future truths.
Casting time: Standard
Components: Diamond (with optional Sapphire for clarity or Ruby for sealing dangerous visions)
Range: 10ft max
Duration: Varies
Tier:
- T2+ Binding a personal vision into a medium
- T3: Binding a shared vision for another to access
- T4+: Sealing away catastrophic or forbidden prophecies
Effects on caster:
Binding visions too often can weaken the caster’s connection to the waking world, causing them to drift into trance or fugue states involuntarily.
Over time, bound visions may become unstable symbols warping, imagery becoming fractured, or interpretations growing more dangerous. A powerful vision may imprint emotional weight into the object, causing unease, grief, or hallucinations in those who touch it.
Coven
Rituals
Lazarus Effect
The power to bind a soul back to its body up to 3 days after death.
Components: Diamond, body of the person being resurrected, a coven with one member being a Divination Witch
Range: 1ft max
Duration: 1 scene for the ritual
Tier:
- T5 with a coven. This cannot be performed otherwise. Fae may also be allowed to join the ritual to help channel the Lode.
The Ritual:
- A pentacle must be drawn with dirt from holy ground (church, cemetery)
- Body must be laid atop the pentacle and enclosed in a circle of candles each sat at the point of a pentacle representing spirit at the top point followed by earth, water, air, fire.
- The coven joins hands in a circle around the body and chant the following 3x’s
“From dust to breath, from night to day,
Rise again, come what may.
By bone and blood, by flame and fell,
Return now, break death’s spell.”
Effects on caster:
When bargaining with Death, there is a steep price that must be paid. The coven performing the Lazarus Effect will each give up a fraction of their soul to bind back the soul to the body of the deceased person.
Witches or Fae will experience a period of loss or dread as they adjust to the soul wound. If done rarely, the long term effects will ease and fade into a dark memory. However, the power of bringing someone back to life can cause a shift in some witches, leaving them craving for the exhilaration of toying with death, leading them to participate in the Lazarus Effect more often. With each soul wound, the personality of the witch is at risk often leading to apathy and obsession with seeking the path of a darker craft.
Revenant Ritual
Bringing a soul back to its body with the purpose of binding it to a person or task.
Components: Diamond, the body, a coven with one member being a Divination Witch, blood
Range: Immediate
Duration: Permanent
Tier:
- T5 with a coven. This cannot be performed otherwise. Fae may also be allowed to join the ritual to help channel the Lode.
The Ritual:
- Must be done during a full moon
- The body must be free of the grave but laying atop dirt from sacred ground (ie. cemetery dirt)
- The Dagaz Rune must be carved into the flesh of the body (typically the chest or abdomen)
- The diamond must be broken in half. One half is put inside the heart of the Revenant. This is known as the Gem Heart. The second half is held by the Binder. This half is known as the Gem Key.
- The Binder must offer up their own blood, spilling it into the chest cavity coating the Gem Heart and then coating the Gem Key.
- The Binder sits next to the body, enclosed in a circle of candles each sat at the point of a pentagram representing spirit at the top point followed by earth, water, air, fire.
- An incantation is repeated as the witches summon the energy to imbue the diamond halves with the Lode.
The incantation:
Part 1 (Spoken while the Binder does blood sacrifice)
By this blood I, [insert name], bind
The heart, body, soul and mind of [name of the one being bound]
To [then state task or desired outcome from the binding]
Part 2 (Speak Once)
By the element of earth be grounded to the physical world
By the element of water let vitae flow freely in the veins
By the element of air allow breath to fill the lungs
By the element of fire let the soul be awakened
Part 3 (Repeat til the person awakens)
Marrow of life
Take haste, take hold
Quicken the breath, awaken the soul
Effects on caster:
Bringing someone back from the dead is often considered taboo because it disrupts the natural order of life and death. Doing so could potentially cause chaos and harm, and could lead to malevolent intentions. Therefore a sacrifice is required and is different for each individual involved.
- The Revenant: May experience confusion, anger, and resentment at having their afterlife interrupted, leading to a strained existence.
- The Binder: Risks losing any genuine connection with the Revenant, who is now bound to their will, creating a relationship built on obligation rather than true companionship.
- The Witches: Sacrifice a piece of their own soul during the ritual, leading to emotional instability and lasting psychological effects.
- The Fae: Similar to the witch effects, however recovery is quicker due to their direct connection to the Lode.
