WCCP Witch Information

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WITCH

Witchcraft and the belief in its existence have existed since the dawn of history. They have been present or central at various times, and in many diverse forms, among cultures and religions worldwide, including both "primitive" and "highly advanced" cultures, and continue to have an important role in many cultures today.

Witches live freely within today’s society, at least to the point that they do not need to fear being actively hunted. But they still hide their knowledge from the human world as a whole, knowing that sharing such things will lead to fear of persecution or worse those that would make them use their powers for unspeakable evils against the world. It for these reasons and many more that true witch’s keep their abilities and lineage a secret. Their ability to control others’, and affect the world around them inspires fear and mistrust. Ordinary people who find out what a witch or warlock can do either want to learn his secrets, too, or want a ritual performed for them, or want to kill them due to their misunderstanding of what they really are. In fact the murder of suspected of witches still takes place in certain areas of the world. But this sort of prosecution has been know all throughout the witch’s history. Witches who are open about their abilities have been known to cause uproars that have led to tradgeity, hence when this occurs they are swiftly dealt with by the leaders of their kind.

So no all witches keep their abilities secret from the human world. Some who uncover the secret attempt to blackmail a mystic or beg to learn their secrets, but witches are forbidden to do so and the human must be dealt with accordingly. Other beings that do not have a blood connection to a witch’s linage cannot become a witch. The magic is passed down through generations, though it might skip a few, there is still always a link to it somewhere within a person’s family tree.

One of the keys to the survival of many hedge witches -- especially the poor or members of religious or ethnic minorities -- is information. In addition to using their own craft to keep track of people's feelings and actions, many possess familiars as companion’s, protectors, lovers, friends, any number of reasons that a Shapeshifter is chosen. But this link provides them with a connection between the two and has been of common practice for centuries. It is where the commonly known ledge of witch familiars came from. Familiars are linked to their witch’s is a unquie bond, the link allows them to not only feel each other when apart, they can in ways communicate and always know where the other is. Most often this links provides a great deal of comfort and closeness between a witch and her familiar.

Witches usually don't find their abilities until their mid-teens, when they must be trained by an elder witch or warlock to harness the powers. it's mentally and physically draining and takes a great deal of practice to get things right. Learning on one’s own can be done, but it takes a great deal longer and has its own dangers. Thus when a witch is found or felt to have her powers he or she is taken in under the guidance by a mentor.

Strength

  • No matter the type they are all able to tap into the magical energy around them. Lay lines, spiritual nexus, the spirits themselves, these energy's are manipulated to work their craft.
  • Due to their link to the magical energy around them Witch's age slower after they reach adulthood, or obtain the gifts (as some don't get them till later in life). And they age 1 year for every 3 human years and can live to the grand old age of 300. Though they do so their age as any normal human...just takes longer to get those winkles. (GM NOTE all character must be over 18)
  • They have the ability to gain a familiar, these familiars are Shapeshifters of any kind really. This link binds them together in a spiritual way. They are able to feel each other no matter the distance (though if far away it may feel weakened). They also have the ability to feel or know where they are, or at least have the general understanding of such. They can also feel the emotional state of each other, the stronger the emotion the clear it feels.

Weaknesses

  • Witch's are still human and as such can not exceed human limitations at least not without the aid of their magic. And anything gained from their magic is short lived. The only thing that remains is their longer and healthier life spans.
  • Persecuted even in this modern day, thankfully within the supernatural communities that have found freedom and safety to be themselves.
  • Witch's do not instantly learn all of their craft, they need to have a mentor teach them so they can advance their skills. (A NPC mentor can be written into your back ground.)
  • There are varying levels of witch's, Beginner 2 spells/potions, Intermediate 5/potions spells, Expert 8 spells/potions, Mastery all ten spells/potions (mastery takes hundreds of years and can be no younger than 200) The potions choice does take up one of your chosen spell slots as a skill. So if your a beginner and choice it you only get one other spells, but you do get two potions.

Social Structure

Witch's have a strong connection to each other and usually form a social and magical community where ever they go. Though their a lone witch's they tend to feel as if they are missing that sense of community or connection. They also lack the protection of the rest of the coven and all the education and resources that they can provide. And are watched closely by the council as they are believed to be more a risk to themselves and others of their kind for various reasons.

Each area or state will have a witch upon the council to represent their needs within the area (GM CONTROL character or npc for now). These witch's see to keeping the community connected and looked after, and see to dealing out punishment to any witch that breaks the set rules of their kind.

IC Rules

  • Witches do not point out the identity of other Witches. Discrimination still haunts many of us. If one brings about such an incident, he/she is directly responsible for the harm that befalls the one revealed. On the other hand exposing yourself to the human world is also a strong taboo, and any witch will be dealt with and punished in a very harsh manner when this occurs. New witch's are given one warning when this occurs, but will be dealt with same as the others from that point on.
  • Witches know that no truths are absolute. There is no one absolute truth for anything. There is no one way to interpret reality, behave, think, or live. Therefore there is no single way to practice magick, pray, celebrate the seasons or spirituality. The idea that there is only one truth to any question leads to fanaticism, compulsion, and persecution.
  • Witches understand that the Universe is in perfect harmony and balance. Therefore, everything has an equal and opposite, not necessarily equated to a negative. For example: male and female, light and darkness, up and down, positive and negative, left and right.
  • Witches realize that for every action there is a reaction. Most of us view this as the Law of Karma. Therefore if you create evil, you will receive evil inn return, create good and receive good in return. Harmony begets harmony, evil begets evil, and balance begets balance.
  • A Witch should never close his or her mind to knowledge of any kind. It is through the continuous process of learning that we raise our personal vibration and our attunement to Deity.
  • Witches use common sense and wisdom and do not share the Mysteries with common fools. The Mysteries are not to be wasted in this, or any other manner.

Interaction With Other Species

Human

They remain watchful of the humans due to the history of their percussion. And keep the truth of what they are what they can do a secret from those not within the supernatural haven. But they don't intentional have ill towards all humans. After all you can not blame them all for a few the choices made by other people. Still trust is something they must earn.

Shapeshifter

Shapeshifters and witch have a long history of working together and living in a state of symbiosis. Centuries ago it became common practice to take a shapeshifter as a familiar. Binding them together for as long as the witch lives or deems such. Breaking this link is not easy, and will leave both with a physical and emotional scar. As this link does go as deep as the souls within the pairing.

They are able to feel each other no matter the distance (though if far away it may feel weakened). They also have the ability to feel or know where they are, or at least have the general understanding of such. They can also feel the emotional state of each other, the stronger the emotion the clear it feels.

Vampire

They can also companions to Vampires as they are still human as well. A human's body is warm and vampires crave the warmth that its own body has lost. Though there is one drawback, a vampire cannot feed off a witch’s blood as it is poison, tainted by their ability to touch the nexus' energy.

Fae

They have a mutual understanding between them, as they are not simply human but beings of magic as well. They fae have a rumor that in ancient times a human bred with a Fae and allowed them to obtain their magic. The witch's of course say this is nothing but a rumor, in the end that time is lost and no one really knows the truth anymore.

Types of Practices

These types of practices are available to PC's. Things like Necromancers are only for GM use. Also as a note, these descriptions are interpretations that fit within the setting and are no way meant to perfect representations of the different types or meant to insult anyone's beliefs. They are simply interpretations worked to fit within the setting.


Druid

Since Druidry is a spiritual path – a religion to some, a way of life to others – Druids share a belief in the fundamentally spiritual nature of life. With this thinking they will favor a particular way of understanding the source of this spiritual nature, and may also feel themselves to be animists. Druids believe that Deity does not exist as one or more personal gods, but is instead present in all things, and is everything.

The greatest characteristic of most modern-day Druids lies in their tolerance of diversity: a Druid gathering can bring together people who have widely varying views about deity, or none, and they will happily participate in ceremonies together, celebrate the seasons, and enjoy each others’ company – realizing that none of us has the monopoly on truth, and that diversity is both healthy and natural.

Nature forms such an important focus of their reverence, all Druids sense Nature as divine or sacred. Every part of nature is sensed as part of the great web of life, with no one creature or aspect of it having supremacy over any other. Unlike religions that are anthropocentric, believing humanity occupies a central role in the scheme of life, this conception is systemic and holistic, and sees humankind as just one part of the wider family of life.

Druid Spells

  • Commune with Nature – The ability to talk with plants and animals.
  • The Wild – Upon going on a walkabout in nature (while in a traced state) the druid may have visions. The casting of ruin stones may be used to tell fortunes. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
  • Summon Animal – Summon an animal native to the area. (depending on the length of ritual will depend on the size. No meditating for five minutes and summoning an elephant.)
  • Bark Skin – Your skin becomes thicker, and more resistant.
  • Wisp Walker - Summon a wisp, that appears in the form of a shinning orb or glowing animal spirit, to give you direction if you are lost.
  • Druid's Best Friend - Befriend an animal (summoned or captured), and give them a small task to perform. (Follow someone, pick pocket something, ect.)
  • Nature's Sight - See from the eyes of an animal. (May be used with Druid's Best Friend.)
  • Herbalist - The Druid can grow plants that have the same affects as potions would. Plant types-Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)
  • Bysedd Gwyrdd - Bysedd Gwyrdd, which loosely tranlated from Welsh means Green thumb, helps enrich the soil and causes plants to grown and bloom more quickly and stay in the prime bloomed state longer.
  • Haven - With this ritual a Druid can prevent a supernatural from crossing into an area. Humans may still pass freely though

Shaman

The word shaman originated from a word in Siberia and came to be applied to all medicine men and women of indigenous cultures who’s practice includes the flight of the soul. Anthropologist studying indigenous cultures throughout the world, began to find that for different cultures, there were similarities in the way the medicine men and women worked with healing and connecting to the spiritual aspect of people and the world. While there were differences specific to culture, there were specific practices that could be found in most cultures.


Shamanism’s practices usually accompany the belief that everything in the world has a spirit and has wisdom to share. That is why you go on journeys, to communicate and find the wisdom that is within other living and non-living things. Through that experience practitioners of shamanism begin to feel and see they have interconnection to the world around them.

As a healing practice, shamanism has been very powerful for both the people of today and those reaching back into the beginnings of recorded history.Shamans work with the spirit or the soul. They heal illness at the soul level. They gain knowledge and insight from working with the spirits of nature such as rocks and trees, the land, and they gain knowledge from working with spirits of animals and humans such as their ancestors. For the shaman, everything is alive and carries information. You can call this spirit, energy, or consciousness.

In order to communicate with the spirit or consciousness of these things, the shaman will shift his or her own state of awareness. Shamans can do this through various means, such as meditation, repetitive sounds such as that of the drum or rattle, or through the help of hallucinogenic plants. The shaman will then “see” through a new set of eyes, they will see what is going on with you on a spiritual level.

Shaman Spells

  • Summon Mephit – Summon a small elemental spirit.
  • Elemental Mastery – Higher resistance to the elements (earth, fire, water, air.)
  • Shaman’s Drum – Depending on the beat of the drums, one can encourage those around them, instill fear, cause happiness, ect.
  • Stone Shaping – Shape stone with ease.
  • Palm of flame – Your hand becomes engulfed in flame.
  • Gust of wind – Depending on the time spent on the ritual will depend on how strong the wind is.
  • Cure Affliction - Depending on the time spent on the ritual will dictate how serious the affliction being cured can be. Use for more extreme cases as they have an oil that can help with healing as well.
  • Whispers with Gaea - Commune with Nature Spirits.
  • Rejuvenation of the Spirit - This enables the witch to cleanse any negative energy away from the caster's intended subject. It makes the recipient of the spell's affects more happy, less stressed, and mildly prolongs life.
  • Spirit balm - much like potions these oils help in varying ways. (Balm types-Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witches :P)

Techo Pagan

Modernists in every sense of the word, the Techno Pagans claims neither ancient texts nor links to the ancient practitioners of their craft. Instead they forge ahead feeling that Humans have touched on the supernal through modern ideas, science and technology. By learning these ideas the Techno Pagans hopes to change the face of magic and revitalize it for the modern age.

Techno Pagen's use of modern-day devices in magical ritual. This can include the substitution of technology for traditional magical tools, such as using their oven for a hearth, keeping a "Disk of Shadows" instead of a "Book of Shadows", and using a laser pointer as a wand. In other practice, technology is the target of the magical work, such as the use of stones and other charms to help improve the performance of mundane items or online role-playing avatars.

Techno pagen's do not use the traditional energy's or lines of communication that humans do. So they do not use the internet, radio waves, cell phone signals and so forth when preforming their magic.(when not doing magic they use normal technology as they normally would). In fact they connect and use the lay lines that run all over the world to work their magic's. Their devices connect to this and preform similar actions as if they were connected to the humans networks. No you can't search google on your tablet dedicate to your craft. But you can communicate with others witches, cast spells with them as if they were standing next to you, use a gps as a scrying map, use a camera as a tool to see magical energies and entities and so forth. But all of this is done using the spiritual lay lines in the witch's area. There are even spells in place to protect a witches chosen tools (table, phone, camera....) if it is compromised or someone that is not the actual witch tries to steal or use the item it is prevented.

In fact in most cases becomes utterly useless or returns directly to the witch it belongs to. This makes hacking or stealing from the techno pagans impossible. But this does not mean that it can not affect modern technology or things, as they are using their devises to cast a spell over something. But the link can no be reverse because the tech being affected has not been adapted to tap into the lay lines used by techno pagans.

Techno Pagan Spells

  • Jam Technology – Jams a select piece of tech.
  • Jacked In – You don’t have to be near a computer to be “online.”
  • Party Chat – Like Telepathy (Must have some sort of electronic item that can link to a phone line or the internet to use this type of telepathy.)
  • Password Denied – A ward for any tech you have. It is unbreakable and keeps your magics and any information on your computer hidden.
  • WPS - Witch Positioning System, with this spell a witch may use a GPS to locate a person or item. They must possess something linked to what or who they are looking for to make it work.
  • Power Cell - The witch's body can act as or temporarily replace a battery or energy cell.
  • Administrator - With a ritual beforehand a techno pagan can gather

information from any technological device on the standard human network. (OOC NOTE: If the item being 'hacked' belongs to another player's character, they must be contacted and asked permission via PM before this spell is used in game.)

  • Ghost Buster - The techno pagan can detect spirits through use of an electronic device.
  • Manatap - The techno pagans give themselves injections that have the same affects as potions. Injection types-Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witches :P)
  • Camera tap - this ritual allows the witch to use their blessed device to see through any camera's present around their chosen target. The stronger the witch the father away you can be from you target and do this ritual.

Voodoo

The widely held image of Voodoo in the Western world is one of wax dolls with pins sticking out of them and black magic. It is, however, one of the world’s most ancient religions. Voodoo arrived in the West during the slave trading days, and the basis of the religion came from Africa. The practice as it is most widely known was structured in Haiti, where a variety of different ethnic groups amalgamated their traditions into this form of the religion.

Voodoo is a West African word meaning "spirit," and comes from term vodun. The basic ethos of the religion is that everything in the universe is connected. Nothing happens by chance in this world, and there are no accidents. Everything that one person does to another, he is doing to himself, because he is that person.

Religious ceremonies contain prayers, dancing, and rituals, as well as animal sacrifices. The figure of the snake plays a major part in the rituals, and the high priest or priestess will embody the serpent’s power. Spirits of wealth, nature, and happiness possess the bodies of believers at the ceremony. Dancing and music are also major elements. In the West, the dancing has often been portrayed as sexual, but that is not its main purpose: it's a way to connect with spirits and the spirit world.

Practitioners also use spells, most of which are performed to evoke good, not harm. There are healing spells, love spells, and spells to celebrate joy. The image of black magic and harmful spells was mainly founded by Europeans who had a distrust of anything African.

Voodoo Spells

Voodoo Oils - Knowing how to make Voodoo oils is a big first step in mastering the finer art of Voodoo spell casting. Oil types - Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body for a limited time(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)

Voodoo Dolls - The function is that the doll represents a certain person and helps you direct your energy and intentions to them specifically. Sticking pins into your voodoo doll isn’t going to necessarily cause a surge of pain. (OOC NOTE: The player of the character the voodoo doll has been made to represent MUST agree to all actions taken against their character via PM before it occurs in game. If any god-modding happens because of this spell the victim of the modding is to come directly to the GM staff and report the occurrence. The GM staff will then take action.)

  • Summon Serpent – You can summon a serpent to you to help aid you with a ritual. (Sacrifice, extra essence, ect.)
  • Eyes of the Dead – You can look into the eyes of a fresh corpse (within 3 days) and know what happened to them.
  • Summon/Banish Spirit - A Voodoo Witch/Warlock can summon a spirit to speak with them from beyond the grave. They also have the knowledge to banish the spirits that are evil and intend to cause harm to people.
  • Fòtin Lespri (Fortune Spirit) - With the casting of bones, the voodoo witch summons a fortune spirit to arrange the bones so that the witch can tell a fortune. A more powerful ritual can be done with bones and blood to see visions of the future. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
  • Lespri Chans (Luck Spirit) - With a ritual, the witch can summon a luck spirit to grant or remove luck from a target. (OOC NOTE: The player of the targeted character must have agreed with the Luck Spell via Pm prior to it occurring in game.)
  • Witch Hex- A Binding hex against a fellow witch/warlock. This hex binds the target from doing magic. The stronger the witch, the longer the spells stays in affect. (OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
  • Bani Enèji Negatif (Banish Negative Energy) - This spell cleanses the area of negative energies and helps in the binding of malicious spirits.
  • Line of fate - this ritual allows the caster to see what is connected to the tagret and why, IE connected to this person out of love, this person out of hate, this person because their fates intertwine.

Wiccan

Wiccan views on theology are numerous and varied and there is no universally agreed-upon religious canon, but Wicca is traditionally revlovling around the belief in spirits energy or deities such as the Triple Goddess associated with the moon, stars, and often the Earth, and a Horned God associated with the sun, forests and animals.

For most Wiccans, the God and Goddess are seen as complementary polarities in the universe that balance one another out.Many traditions hold a belief in the five classical elements. These five elements are invoked during many magical rituals, notably when consecrating a magic circle. The five elements are air, fire, water and earth, plus aether (or spirit).

There are many rituals within Wicca that are used when celebrating the Sabbats, worshiping the deities and working magic. Often these take place on a full moon, or in some cases a new moon, which is known as an Esbat. In typical rites, the coven or solitary assembles inside a ritually cast and purified magic circle. Casting the circle may involve the invocation of the "Guardians" of the cardinal points, alongside their respective classical elements; air, fire, water and earth. Once the circle is cast, a seasonal ritual may be performed, prayers to the God and Goddess are said, and spells are sometimes worked. These practices are filled with tradition and history passed down from generation to generation, as such even today modern wiccan's use the tools and ideals that have been in use and believed in for centuries.

Wiccan Spells

  • Potions – Craft Potions for various things. Potion types- Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)
  • Protection Spell – Protect a person or area from magic, evil, good, or whatever they would like protection from.
  • Summon the Guardians - With a rite the witch can call upon the Guardians to sanctify a space. It cleanses the area of negative energies and helps in the binding of malicious spirits.
  • Eye of the Fates - With this spell the witch can tell fortunes and see visions of the future. This spell requires some sort of focus item, such as a crystal ball, tarot deck, mirror, small pool of water, ect. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
  • Summon/Banish Spirit - A Wicca witch can summon a spirit to speak with them from beyond the grave. They also have the knowledge to banish the spirits that are evil and intend to cause harm to people.
  • Bind Thy Kin- A Binding spell against a fellow witch/warlock. This spell binds the target from doing magic. The stronger the witch, the longer the spells stays in affect. (OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
  • Tongue of Truth - The target of the spell must tell the truth for a temporary amount of time. The more powerful the witch and ritual, the longer the spell lasts.(OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
  • Enrich Soil - This rite helps enrich the soil and causes plants to grown and bloom more quickly and stay in the prime bloomed state longer.
  • Spirit's Touch - With a small ritual you may see an objects history by touching it.
  • Visions touch - When prepared this spell allows a witch to see the resent history of an item or person when they touch them.