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Witches in Emerald Hurst are more Pagan/Wiccan based than snap your fingers, twitch your nose type of magic. Even though it is acceptable to perform magic in the streets, some tend to keep it hidden, as many like to use them for their talents. In the end it is their choice if they wish to let people know what they are. They look like normal mundane beings, so blending into the public is much easier for them.

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Learning magic takes time, patience and practice. Players should find someone ICly that can teach them the realm they are wanting to unlock, learn it, submit it to staff, once officially noted the realm will become unlocked and the magics listed within that realm will become available for purchase with their points. There is no limit to the amount of magic any given player can own. However even though learning from another player is possible it is much more beneficial to learn from the Magic guild. See Magic guild for more information.

 

Last Quarter Moon: The magical races are affected by this phase of the moon in a way that the other races are not. On this day they can not use magic of any kind as the moon dilutes its essence for that 24 hour period. It is the entire day. Potions made before this day would still be useful.

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Aeternum: Witches are set in rituals and there is a ritual known as the Aeternum which allows them to form a spiritual bond with someone else. This bond allows the witch and the other to know when each other are distressed, weakened or otherwise in a highly vulnerable state. This does not allow them to know the location. To form an aeternum, both must be present. The witch will light a white candle and have their intended burn Jasmine with the flame of the candle. Once it's done the aeternum cannot be broken unless death, abandonment or unlinking.

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Witches can write symbols and words of power on a piece of paper or on a person's body, imbued with a magical essence that allows instant spell casting. While it's possible to use words in common languages like English, it's not a great idea as anyone could read your spell. That's why Witches prefer symbols. The canvas the symbols are written on are not important. It is the magically imbued ink that contains the spell components. Inscribing has the potential to be very potent magic, and almost always burns out after a single use. The benefit being that anyone, even non-magical beings, can use the symbols written by the Witch, just chant anything alone the lines of "Use this spell." This is a given ability.

[Racial Strengths]

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Magic: Witches have the ability to use rituals, spells and potions. We do not limit what you can make but there is a procedure to doing so. To make a spell, ritual or potion usable, you must rp it out. This includes gathering ingredients and materials needed, giving it a name and a use.

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High Willpower: They have a stronger willpower than most and this makes them less susceptible to outside influences.

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Familiar: A Witch may have a familiar,  an animal shaped spirit that serves the mage. They may fetch and deliver things for the witch as well as offer close companionship. A witch may feel extremely close to their familiar.  They may only have one familiar, it must be an animal common to the area, may not be used for spying or combat. The familiar is an NPC (can not be used for defense or offense but can deliver/fetch)

 

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[Racial Weaknesses]

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Iron: Iron stops the flow of magic. Carrying iron will not protect you from a spell, but if it is placed on the witch, they cannot brew potions, cast spells or perform rituals.

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Mortal: Witches do not live forever and they feel the effects of aging, getting sick and dying.

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Exhaustion: Working magic causes exhaustion. Casting, brewing and rituals all require energy which they will quickly burn through if they use their magic for extended periods of time. If a Witch becomes exhausted, they may no longer use magic and will need to rest. Some spells/magic may take more than one cast. Be mindful of the energy you are using.

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[Blood Effect]

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When drinking their blood it gives the sense of tingling throughout your body as the magic energy begins to flow through your own blood. This would give off the sense of an out of body experience, causing delusions.

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