Guidelines for Witches

Description: Information and rules for playing witches

Categories: Characters, Supernatural Guidelines


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[url=https://www.nevernm.com/app.php/kb/viewarticle?a=13&sid=9e84f7fb88d95aa750817821037eaba7]Almanac - Guidelines for Witches[/url]

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[Almanac - Guidelines for Witches](https://www.nevernm.com/app.php/kb/viewarticle?a=13&sid=9e84f7fb88d95aa750817821037eaba7)
Witches are drawn to Never for largely the same reasons as angels and demons. The thin walls between worlds create small sanctuaries — Or “pockets” — where magic takes significantly less effort to cast. As an added bonus, the familiarity of Never inhabitants with the existence of magic means that witches needn’t always hide their identities or abilities.

Witches are always human and always mortal (although they may extend their lifespans with spells, rituals, or interactions with supernatural entities).

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PowersTypesWeaknesses

Powers

Regardless of type, all witches are born with the ability to do Minor Magic (like the examples given in the Using Character Powers article). Common Magic requires more power/energy and thus needs a specialized source (see a list of the source options under the Type heading).

Whatever their type, each witch begins with one Common Magic power chosen by the player. The full list of possible powers are:
  • Illusion or perception-altering (unlike miracles or contracts, these cannot change reality, only obscure it)
  • Healing and Harm (heal or cause injury to a localized target)
  • Elemental (choose a specialty at which they are best--for example: fire, water, wind, metal)
  • Shape-changing (may be partial or full body, but the latter requires more energy)
Additional powers from this list can be purchased from the shop with points.

Types

Witches can be one of several different types as detailed below. The primary source from which power is drawn differentiates the types from each other.
  • Alchemy: Magic relies on combinations of physical elements (such as plants, minerals, animal parts). These can be used to create (for example) potions, charms, amulets, and medicines.
  • Discipline: Magic relies on drawing power from the highly-developed unity of the witch's mind and body. Successful cultivation requires a combination of dedicated training and inner balance.
  • Ritualist: Magic relies on spells and rituals that must be memorized or recited. These can be learned from books, ancient documents, other witches, even angels/demons. Experienced witches can develop rituals of their own.
  • Transference: Magic relies on absorbing energy from something in close proximity, either living (plants, animals) or nonliving (weather systems, natural phenomena). If a living thing is sentient, it can be willing or unwilling, but the effect on it will be detrimental either way.

Weaknesses

Magic is marvelous! Pity that it doesn’t work against everything. Spirits will ruin your fun by intuitively seeing through all illusions cast by witches. They will also recognize a shape-changed witch no matter the form.

To add insult to injury, all witches are (as previously mentioned) still mortal. They will eventually die.