Nov. 4th, 2015

incantamentum: (Default)
So Witchcraft in Eric's universe was practically capable of anything, Witches' hold a position of high power amongst even the Supernatural factions. Collaborative magic was known to be able to turn the tides of wars and even national disasters.

With this in mind I've decided to give Eric a very limited supply of spells under each of the headings provided so as to not make him some kind of ridiculous OP character.

Wards


Wards, unlike regular spells require a physical tether/conduit, this cannot be broken while the spell is in effect unless through supernatural means.

Privacy Ward ; Physical conduit: chalk. - A ward used to maintain privacy, what happens inside the ward stays inside the ward. It blocks out sounds so that those contained within the ward cannot be heard. Eric uses these daily around his office to protect his patients' privacy.

Diversion Ward / Mental Ward ; Physical conduit: salt. - This ward is a strange one, it does not create a 'barrier' as such, but rather it can be place on an area where you would want to divert attention from. People attempting to cross the ward will suddenly find themselves forgetting why they came or wanting to go elsewhere. Used often for witches who want to hide themselves.

Trance Ward; Physical conduit: dirt. - Another strange ward, this ward doesn't stop anyone from entering it. It does, however, place those inside it in a magical trance. The trance is used to heighten their levels of magic, witches use these trances in times of urgency to work more powerful incantations. The ward is used on a one-spell basis and must be drawn under the light of a new moon.

Impenetrable Ward; Physical conduit: blood. - The strongest ward in a witches' spell book. Was used collaboratively by covens during the 5 century hunt in order to save themselves from witch hunters. It is both magically and physically taxing while yielding great results. The ward cannot be penetrated through any means, but it can only be maintained for small periods of time.

Transmutation


Transmutation isn't like the other types of witchcraft. More specifically it is a type of spell in itself that uses raw magic to be worked. Akin to alchemists in the past transmutation is used to change the form of an object. It is incredibly limited just like the old legend, no-one can turn lead into gold. The object being transmuted needs to be inherently similar to what you want. For example you could change a soda into a beer or a cotton sheet into a silk sheet. It isn't particularly fancy but it can be used a lot by witches who have one thing yet require something slightly different.

Blessings


Blessings, unlike spells, are essentially magically charged prayers. They require a devout relationship with the deities to have their desire effects. They're based entirely on faith and incantation.

Stamina Blessing; can be used to extend someone's stamina in times that it might be needed. Although this sounds big and amazing it realistically isn't, those given a stamina blessing will find that when their energy wanes it crashes hard. Its the magical equivalent of a red-eye espresso.

Blessing of Tranquility; Used to soothe the mind. Eric casts these often during difficult therapy sessions. both on himself and his clients. They soothe the mind by helping to steer thoughts in logical and calming directions. There is no downside to a blessing of this kind.

Blessing of Good Health; Another kitchen witch kind of blessing. Can be used to cure basic illnesses, mostly the kinds of things you'd otherwise say left you feeling 'under the wather'. Like a good kick of vitamin C or a painkiller.

Curses


Curses are technically the opposite of blessings but they focus on raw poer and most importantly, emotion. A curse will not take form unless you have the supporting rage and desire to have it seek its target. Eric is less likely to use these, they're for significant grievances. All curses come with a personal sacrifice to the caster.

Bad Luck Curse - Requires a sacrifice of something held dear. This curse is rather simple, it guarantees the target twenty-four hours of bad luck. The sufferer of the curse will experience the kind of bad luck that might feel unbearable but nothing truly awful will happen to them. Their bag straps will break, their car will break down, they'll forget their keys. Anything that could be considered superstitiously bad luck could fall under this curse.

Nightmare Curse - A curse that is invoked to give the target vicious nightmares. It must be cast overnight and the caster is required to stay up in order to cast the curse. This is the sacrifice involved, the curse can only stay in effect for as long as the caster is willing to deprive themselves of sleep. If worked powerfully enough, can cause hallucinations in the day time.

Three Fold Curse / Vengeance Curse - The most powerful curse in a Witches' repetoire. It would've been known as a justice ritual in the past but now its seen for being truly extreme. For a witch with a grievance it is invoked against the target and whatever grievance was given to them is returned 3-fold onto the target. It requires a sacrifice of blood, a sacrifice of magic... and most importantly a sacrifice of life. It is rumoured, however unknown thanks to the ambiguity of these things, that the spell takes one week off your life. The witch in question has to be feeling a truly heightened level of emotion.


Hexes/Jinxes


Hexes are similar to curses but on a smaller scale. They're usually placed inside a magically charged object and left on the property / on the person of the target. (For example, a poppet, a stitched cloth, even something small like a button or a penny.) They are created through ritual, and as with most rituals must be performed at some stage within the lunar cycle. As such, most hexes can only be created once every 28 days. Hexes can be destroyed, however, if the physical link is broken.

Hex of Silence - Renders the target unable to speak, try as they might.

Hex of Confusion / Distorted Thoughts - Target becomes easily confounded / their thoughts are particularly jumbled. Can be small enough that they feel a little scatterbrained or extreme enough that they can't think straight enough to perform basic tasks.

Hex of the Senses - Tears away the target's senses. Might not always be all five, might just be one. It is dependant on the effort and energy placed into the hex. Hexes like these are usually placed on an object and placed within a room in order to make that room hexed for anyone who enters.

Charms


Charms are quick incantations that are used for single desired effects. They're based entirely in incantation but require a conduit, usually in the form of a wand or a crystal such as Quartz.

Sleeping/Stunning Charm - Knocks the target unconscious.

Glamour - Makes one object appear to be another. Can be used to disguise people/locations/objects

Stealth Charm - Makes the caster appear between two planes of existence, blurring their features, the ability to spot them or see them clearly, moves with the caster. (Used in the test drive to enable Eric to escape from the crowds.

Vanishing Charm - Makes an object vanish from this plane of existence. It is unknown where they go. Cannot be used on people- their spirit keeps them tethered to this world

Portal Charm - This charm plays on both incantation and ritual. It requires a door to be drawn in chalk, along with appropriate runes written on it and can be used as an actual doorway. The caster can only create a door to somewhere they can visualize. (Obviously to work within mask or menace's rules the door cannot take them out of the world.)

Potions


Eric is not any kind of a master with potions. The potions he knows how to create have always been used with his work, they are few and require certain herbs. Most of the ingredients can be bought in your average health food store, or planted in a witches' garden. (Sage, for example)

Calming Draughts - He makes these often and prescribes them to patients. Can be used whenever to calm the mind and make someone relaxed.

Sleeping Draughts - A potion based on valerian to let someone slip into an easier sleep

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Eric Dufosset

March 2016

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