The Underground Mods (
undergroundmods) wrote2015-04-15 04:30 pm
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Witch Magic
Magical Items & Spells |
This list categorizes witch magic according to how powerful it is and how easy it is to find and learn. Want to add a new piece of magic? Go here. Low level magic can be performed by a witch just starting out and learning their powers. Mid level magic requires more experience and/or greater power. High level magic is reserved for the strongest and most powerful witches. In all cases, working together with other witches will help to reduce the strain on the individual witch, and allows weaker individuals the opportunity to perform more powerful spells. Spells found in basic spellbooks can be assumed to be accessible to all witches, as long as they are practising within a coven or at a school. Spells found in arcane or dark spellbooks are not generally accessible. If you want your character to have access to this spell, list it in their application. Other characters must seek out such knowledge from the witches who do have access to it. The same applies to magical items and potions. If it's a low-level item found in a basic spellbook, you can buy it at a magic shop. Anything else must be requested from a witch and custom-made. Spells and items found in dark spellbooks are officially forbidden by Circle Daybreak. They're also against Night Council law. Between April and June 2017, summoning magic was no longer considered dark magic and was therefore allowed by Circle Daybreak. However, the Night Council reversed its decision on the classification of summoning magic as dark magic, making it illegal again and therefore forcing Circle Daybreak to change its position. If you are a member of Circle Daybreak and you decide to experiment with dark magic, be aware that you are breaking your coven's laws and the consequences of being found out may be severe. NB. This list only covers witch magic. Some of the spells and items below require the help of fae magic to perform and are described accordingly. Fae do not and cannot learn witch spells; their magic is instinctive and unique to the particular fae. Note on acquiring new items and spells In-game, you can acquire basic items and spells without needing permission. To acquire arcane or dark items and spells, you must either claim it as an activity reward or obtain it as part of an in-game plot (please ask mod permission, especially if it's a powerful item). Sundry Spells Charms low level ♦ basic spellbooks This covers all spells that are purely for aesthetic effect: creating a burst of flower petals in mid-air, magical light shows, the drawing of symbols. They are all temporary and fade quickly. Turnstile Charm low level ♦ request only Single use only. So you don't want to keep buying passes for the Tube, but you need to take it to work or school? Well, have a charm to trick the turnstile into thinking you paid. Unfortunately it is one use and we haven't figured out how to make it so multiple charms don't go off at the same time when you're just trying to use one, but you don't need to know about that! Here, buy twenty! Hair Straightening Charm low level ♦ basic spellbooks Fairly simple charm that allows for perfectly straight and smooth hair, no matter what the humidity is. Charm can be made with any material, but elm wood is the best due to its stabilizing qualities in spell-work. Branding low-mid level ♦ basic spellbooks Best performed with a wand, this spell marks the surface of an object with a particular sign or symbol. Creators of magical objects often use it to trademark their work, imprinting their own distinctive magical signature. It has also been used to less pleasant effect to burn into the skin of convicts, so that they carry the mark of their crimes for all to see. More powerful versions of this spell make the branding difficult to remove. Refilling mid level ♦ basic spellbooks A surprisingly complicated spell, it refills a vessel with whatever liquid was in it. Unless the caster is advanced and skilled with magic, the cost generally isn't worth the benefit, though. Messenger Spell low level ♦ basic spellbooks This spell instantly sends a letter. In its most basic form, it requires a physical address, in which case it will either drop through the letterbox or appear in front of the door. With a lock of hair or drop of blood, the letter can manifest within two feet of the person who provided the sample. The letter is unremarkable, and there is no way of knowing it arrived without seeing it, so there's no guarantee that it will be read. Mundane Mending low level ♦ basic spellbooks Keeps a non-magical object like new, if one is vigilant about casting it. Can only restore items which have small breaks, tears, or wear from age (a burnt book, a shredded bag, or a pulverised vase could not be mended with this spell). Metallic items must be mended one break at a time. Magical items can also be mended in this way, but they will lose their magical properties until such a time as they can be re-anointed. Lock Breaking low-mid level ♦ basic spellbooks A simple spell, hypothesized by most to have been invented by children looking to get into their parents' things, that allows the user to unlock basic locks. This does not apply to any seals or locks that are magical in nature. The user must use a physical charm (such as a piece of wood, metal, cloth, etc.) to act as a 'lock-pick' and touch it to the lock, or where the lock should be if the mechanism is internal. Linking Spells mid level ♦ arcane spellbooks A linking spell connects an object or living thing in some way. Objects can be linked to objects, objects can be linked to living things, and living things can be linked to other living things. Typically used on people to connect their life force so that when one is injured, the other is injured, or when one dies the other dies. Objects may be linked in a similar way so that when one is destroyed, the other is destroyed. Versions of this spell can be used in more inventive ways e.g. linked wardrobes, you step into one and step out of the other. Unlinking is always possible, but often difficult. Remote Spells mid-high level ♦ arcane spellbooks Witches have many ways of casting spells on people from a long distance, the most common of which requires channelling an object connected to the person in question. Location spells are the most basic form of remote spell, but a well-trained witch can work almost any kind of magic on another person if they have the right materials. Daedalus' Rose mid-high level ♦ arcane spellbooks A spell used to entrap human qualities (such as cowardice, courage, love, lust, etc) into a semi-solid medium (such as beeswax, honey, amber, wax, etc) in such a way that when this substance was heated it would release the qualities it contained. Either to one's benefit or the detriment of one's enemies. Staff Creation high level ♦ arcane spellbooks This spell is as much a technical skill as it is a high level spell. One must work the spellwork into the core metal of the staff as you forge it in fire using hammer and anvil. The overall process takes weeks to finish, requiring patience and diligence that most magic users these days no longer possess. Animation high level ♦ arcane spellbooks The ability to invoke temporary life into an item which already has some degree of lifelike shape – commonly a statue or sculpture of some sort. Unfortunately the temperament of the animated item cannot be guaranteed, as it may then wish to comment on all it has seen and be quite irate. Illusions and Seeing Magic Location Spells low level ♦ basic spellbooks Various locater spells can be used to find objects or people. They require an object to reveal the location (e.g. a map, a compass, a mirror) and something related to what is being searched for e.g. item belonging to the person in question, blood of a relative. Ley Line Locator Spell mid level ♦ arcane spellbooks Variant of the location spell. It requires a version of a scrying mirror, in that the witch must tap into a mental "third eye" to see the ley lines instead of the real world using specific ingredients. This can assist a witch in finding highly magical locations and places that will make the strength of their spells more powerful. It is useful in aiding a witch when summoning a Fae, but it can also backfire on them and allow the Fae to escape the pentacle if they can distract the witch from focusing. Card Shark low level ♦ arcane spellbooks A spell used to cheat at cards. It allows the caster to see the hands of the other players in the game. Belasis' Scopus low level ♦ arcane spellbooks A spell used to detect whether magic is occurring. It requires a glass filled with water. If magic is occurring, a light will glow within the water – the closer the proximity, the brighter the glow. It does not however identify what magic is being done or who by. Blend low level ♦ arcane spellbooks A spell that allows the caster to hide in any crowd and be impossible to pick out with the naked eye. Pursuers who attempt to search for them will simply not see them there. If the caster draws a weapon or breaks into a run, the spell will be broken. Vestigia low-mid level ♦ arcane spellbooks Casting for vestigia (or vestigum in the singular), a witch will be able to feel the background magic of a place or object. The magic is then sensed, like the memory of a smell or a sound that you once heard. For example, an earthenware bowl used in a magical ceremony might give off certain characteristics of its user, such as the smell of their perfume. It is up to the caster to interpret these signs and determine what they should mean, and that is why while it is an easy spell to perform, it is a difficult spell to use in practice. Seeing and Searching mid level ♦ arcane spellbooks The ability to use a mirror or bowl of water to see another person (using a mirror in their house) or another thing near a reflective surface. It can be terribly inexact, and sometimes requests ('to see my enemy') may prove confusing if the conflict has not come to pass. Cloaking Spells low-mid level ♦ basic spellbooks A person or object can be cloaked so that other witches are unable to locate it using magic. The witch requires access to the person or object they are going to hide. These spells aren't perfect: there are often traces around the hiding place that a witch can detect, and fae can often sense the magic too. Invisibility Spells mid level ♦ arcane spellbooks Makes a person or object undetectable to the senses. Usually, this is a psychological effect that allows the invisible person to walk around unnoticed, rather than unseen. It therefore has no effect on technology. (A person won't spot you, but a camera will.) Eagle Senses mid level ♦ arcane spellbooks A brief cantrip that grants the caster a 'sixth sense' to identify supernatural entities within a range of 20 metres, unless they're under an enchantment that hides their true nature. It can be used to see traces of recent magic, though not its nature or who cast it. Spell to Disguise Oneself as a Shadow mid level ♦ arcane/dark spellbooks A spell cast to take on the appearance of a strong shadow. A cloaking spell, however one that a person might be able to see through, if one has a keen eye. For example, the shadow will not always fall in the same direction or with the same strength as the rest of the shadows around it do. Mundane Obscurement mid-high level ♦ basic/arcane spellbooks A combination of Illusion and Invisibility spells, Mundane Obscurement makes an object look other than it seems to humans. Supernatural creatures, who subconsciously accept the fantastic, see straight through it. Illusion Spells mid-high level ♦ arcane/dark spellbooks Covers a person or object with an illusion or "glamour" that changes their appearance to onlookers. More powerful or permanent versions of this spell require the help of the fae and are therefore classed as dark magic. Mugura Bond mid-high level ♦ arcane spellbooks A technique that requires close attunement with nature. Allows the user to “see” from the perspective of other organisms: animals of all sizes, even flora and fungi (although this will produce a general sensation, not a visual image). Affords no control over the organism. Can pain an inexperienced user with information overload, or lull an experienced user into a trance-like state. Labyrinth high level ♦ arcane spellbooks Constructed by the witch Walter de Chepe, this spell creates a confusing labyrinth within the confines of a home or other location – to confuse and misdirect those who do not belong into spending hours seemingly walking impossible paths. Dissimulo high level ♦ dark spellbooks A spell to mould flesh and bone into a specific shape and/or appearance, generally used to disguise oneself. Unpopular because it generally has catastrophic results if severe physical changes are made that, upon the release of the spell, cause the restructured appearance to collapse on itself. Pythia's Eye high level ♦ dark spellbooks An ancient and powerful spell that allows the user to gain glimpses into the future, but at high costs. A fae needs to be contracted, multiple witches need to be present to keep the power contained, a live sacrifice needs to be killed the moment it's cast, and the witch using the eye itself can occasionally go mad or die shortly after using. Due to that, this particular magic has long-since fallen out of use, to the point where the exact details of how to cast it are lost to all but the oldest of witch bloodlines. You're more likely to find spells calling themselves Pythia's Eye for flashy-yet-low-grade scrying rituals that don't even work. Synchronization high level ♦ dark spellbooks The spell the Animus was designed to cast. While active, it allows the subject of the spell to relive their ancestor's memories as though they were their own. Frequent use of the spell causes a 'bleeding effect' where the memories intrude on the subject's mind even after the spell has been broken. The Art of Kinetics and the Elements Levitation low level ♦ basic spellbooks The ability to lift objects into the air. The object will continue to float until the witch's concentration is broken. Witches can also use this same spell to levitate themselves, which is a neat party trick. Fog low level ♦ basic spellbooks Creates a thick mist which can be used to atmospheric effect on stage or, more practically, to cover a quick getaway. Light low level ♦ basic spellbooks Casts an orb of light to show the way in dark places. Useful if you forgot to bring a torch. Telekinesis low-mid level ♦ basic spellbooks The ability to move objects with the mind. Requires concentration, especially for larger objects. Fire low-mid level ♦ basic spellbooks The ability to create fire. Can range from lighting a candle to a raging house fire. Making things burst into flames is often one of the first things a young witch does when their powers are beginning to develop. Ice low-mid level ♦ basic spellbooks The ability to freeze things. Requires the presence of water or moisture in the air. Aqua low-mid level ♦ basic spellbooks The manipulation of water. At its lowest level, the creation of a ball of water, and at its more complex, using water in combination with other spells for other purposes, such as creating a telescoping effect, collecting water in larger quantities, creating a flood, etc. Requires the presence of water or moisture in the air. Elemental Shaping mid level ♦ basic spellbooks The ability to shape the elements to one's will, for example to form shapes out of rain or falling snow or to summon up the sand of a beach to a new shape. The core substance of the element will not change, so any inherent strengths or weaknesses remain. Storms mid level, group ritual ♦ basic spellbooks Calling up a storm, whether a rainstorm or thunderstorm, is generally done by witches to allow them to draw on the power of the elements. Useful for rituals and complex spells. The Binding and Releasing of Supernatural Powers and Beings Employing a Familiar mid level ♦ arcane/dark spellbooks A ritual that requires verbal consent from both parties involved: the witch and the potential familiar. The familiar swears to serve the witch, and in doing so they both benefit from each other's protection. Adding in any clauses to compel obedience puts this ritual firmly into dark magic territory. Read more. Disruption mid-high level ♦ arcane spellbooks Temporarily removes magical effects. Can be focused on one particular item or spell, or cover a geographical area. This kind of magic is typically used when the witch is not strong enough to break the spell, but can only disable it for a short period. The strength required to do so depends on the strength of the spell being disrupted. Most disruption spells last for a few minutes at best. Creating Barriers and Locks mid-high level ♦ basic/arcane spellbooks Witches can create a variety of magical barriers to prevent people from entering or exiting a particular area. For example, they can trap people inside a room, or prevent them from getting into a room. These spells can be specific to individuals, types of people, or to everyone. A magical lock works in the same way, and can be designed to be opened only under certain conditions e.g. a door that only witches can open, a box that can only open during a full moon. Typically, barrier spells are temporary and depend upon the power the witch draws upon to cast it e.g. cast using the power of the moon, will last until the next moonrise. Locks are more likely to be permanent as the lock itself is used to bind the spell. A key may be required to break it (not necessarily a literal key). Removing Barriers and Locks mid-high level ♦ basic/arcane spellbooks All barriers and locks can be removed. The power required to remove the barrier must be the same as or greater than the power required to create it. If a talisman was used to bind the barrier spell, this must be found and used in order to remove it. The more powerful barriers and locks have very specific requirements to break them e.g. they can only be broken at certain times or by certain people. Sealing the Other Realm high level, group ritual ♦ arcane spellbooks The performing of this ritual seals away the Other Realm from the mortal realm, preventing Doors from being created and fae being summoned. First, the borders of the spell must be clearly defined. Usually it covers a geographical area. Then a celestial event or living vessel is chosen to act as the talisman for the spell, making it permanent. A similar ritual can be performed in reverse to unseal the area. Sealing Powers high level, group ritual ♦ arcane spellbooks A complex ritual that varies according to the power being sealed, and is best performed by a coven rather than an individual witch. It does not take away a person's powers, but rather prevents access to them so they may not be used. More than one power can be sealed at a time, if needed. Generally designed to be permanent, and therefore requires a talisman to bind it. Unsealing Powers high level, group ritual ♦ arcane spellbooks An equally complex ritual is required to restore powers that have been sealed. Can be done most easily by the witch or witches who did the sealing in the first place. More powerful seals have difficult requirements in order to break them. Removing Powers high level, group ritual ♦ dark spellbooks This ritual permanently removes powers, and is therefore performed only as a last resort. It can be performed on witches or meta humans, effectively reverting them to ordinary humans. Once done, the powers cannot be restored. Siphoning Powers high level, group ritual ♦ dark spellbooks A complex ritual requiring several powerful practitioners, this holds the potential to go wrong in many ways. If done correctly, the powers of the victim (who must contain magic) are transferred to the person conducting the main part of the ritual. Any interference can lead to the victim, the leader, individual members of the group, or all of the above going mad. Unbreakable Vows high level ♦ dark spellbooks A spell typically performed with the help of a fae, who are experts in creating magical contracts. The vow is either spoken or written. Often, the signing of a contract seals the deal. The penalty for breaking the vow is decided by the spell caster; it is invariably severe. Puppetry high level ♦ dark spellbooks This spell allows a witch to take command of a body of a being less powerful than themselves for a brief period of time, usually a matter of hours. The less willpower the controlled shows, the easier it is to maintain control. Use of Taming Draught can make the effect work for up to a month. Defence, Healing and Curse Breaking Protection Spells all levels ♦ basic/arcane spellbooks Magical shields or wards that protect against specific effects. For example, it is possible to create a spell that will deflect bullets, or that will revive a person from death. These wear off with time, or after they have been activated. Cave Ininimicum mid level ♦ arcane spellbooks This spell gives a warning when its perimeter has been breached, giving the witch time to prepare a response. Fairy Wards mid-high level ♦ arcane spellbooks Protects a witch from the illusory power and trickery of the fae. A high level witch can also deflect or dissipate fae magic, if the magic is weak or they know the true name of the fae. Counteraction mid-high level ♦ arcane spellbooks Defensive spells that counteract offensive magic with various effects. Most often the magic will be deflected and do nothing. Sometimes the spell has a "recoil" effect and will strike back at the caster with double or even triple force. It is easier to counter the spells of a weaker opponent. Mending Injuries low-mid level ♦ basic spellbooks A skilled witch can heal minor wounds and halt blood loss from more serious injuries. Leap of Faith high level ♦ arcane spellbooks Properly executed, this spell allows the caster to throw themselves off a building of nearly any height and assure surviving the landing. Psychic Surgery high level ♦ dark spellbooks Allows the user to phase their hands and forearms into a living body. Depending on the user's skill, the witch can then manipulate the target's innards to remove tumours and so on. A wrong move can lead to the death of their target. Or a witch fused to someone else's organs. Be careful! Familiarity mid level ♦ arcane spellbooks Practised ability to sense degrees of stress or calmness in living organisms, including flora and fungi, and to ease stress in non-magical animals. Affords no control over the organism. Breaking Mind Control and Restoring Memories mid level ♦ basic/arcane spellbooks If a person's mind has been meddled with, a witch can fix this with a few hours of what amounts to mental torture. It's painful for the person whose mind is being freed from control, but hopefully worth it in the end. Undoing Dark Magic mid-high level ♦ arcane spellbooks All dark magic can be reversed as long as the curse has not fully taken hold. There comes a point when the cursed party is beyond healing, which may be after weeks, days or even hours if the curse is particularly severe. Every spell requires a different method to break it, and the afflicted party must fight back as best they can. Sometimes the only way to reverse dark magic for good is to kill the witch that cast it. Removing a Werewolf Curse mid level, group ritual ♦ arcane spellbooks If a human has been bitten by a werewolf but has not yet activated their curse, the curse may be removed through the following ritual: Have the afflicted drink the blood of the werewolf who bit the cursed human on the night of the full moon, mixed with an extract of wolfsbane, and then perform an incantation. This cure will not work on those who were born with the curse. Hexes, Jinxes and Curses Incapacitation low-mid level ♦ basic spellbooks To be used on vampires, werewolves and other supernatural types. Stops them in their tracks and causes pain, sometimes enough to make them black out. Works despite healing factor because it delivers continual damage; should never be used on humans. Stupefy mid level ♦ basic spellbooks The caster emits a beam of red light that stuns its victim, if it connects. Powerful creatures are resistant to its effects. Multiple spells cast at the same time are cumulative, and so this is a very useful spell for a coven that can focus its fire. Bad Luck Jinx mid level ♦ arcane spellbooks A spell to tip the odds against you. Works only in a specific, limited situation e.g. in a card game, the victim might be plagued by the worst cards and wrong bets. The more power put into the spell, the worse a person's luck. Vengeful Curses mid-high level ♦ dark spellbooks Many and varied are the curses that witches can think up to punish others. They can twist a person's powers, drive people slowly mad, and cause sickness, bad luck and other maladies. These practices do not reflect well on the witch, quite literally, and will cause them to age faster. Binding Passion mid-high level ♦ dark spellbooks This spell requires the blood of the person it is being cast for and the sacrifice of an innocent life, though an animal will suffice. It causes the person it is cast on to feel an almost all-consuming passion for the person it is cast for, overriding their free will. It often results in obsessive tendencies and can cause the bewitched person to be dangerous in their desire to possess the person who it was cast for. The spell also leaves marks on the witch who casts it. The first three times it merely results in bruises that will never heal, but if the witch continues, then the bruises become leprosy-like lesions that continue to spread with every casting. Mind Control mid-high level ♦ dark spellbooks The art of controlling and influencing the thoughts of others. Can be done most effectively by putting the victim into an enchanted sleep and then implanting instructions into their head. The worst and strongest of these spells can turn the victim into a loyal minion for life. The less powerful spells invoke the true name of the victim with an incantation, compelling them to obey a particular order. Many witches make use of fae powers in order to do this. Removing and Altering Memories mid-high level ♦ arcane/dark spellbooks The simplest version of this spell is the quick-fire erasure that is used by witches to wipe the immediate memories of people around them, usually for the purposes of covering up magical events. More subtle and powerful variations can get inside a person's head and pick out particular memories to remove or alter, even planting false memories. It is possible to change someone's memories of an entire relationship, series of events, or place, or give them a false identity. Generally speaking, humans have no resistance at all to this magic, while supernatural types have varied levels of resistance. Stoksey's Vitrification high level ♦ arcane/dark spellbooks A spell used to change the subject it is cast upon (animate or inanimate) into glass. Petrification high level ♦ dark spellbooks A spell used to change the subject it is cast upon (animate or inanimate) into stone. Magicks Relating to the Dead Communing with a Ghost low level ♦ arcane spellbooks Opens up a channel to an individual ghost. This can call up a lost soul, force a hidden ghost to manifest, or else provide them with some means to communicate with the witch. The witch must command the ghost to show or reveal themselves. Summoning a Ghost mid level ♦ arcane spellbooks Calls forth a ghost into a pentacle. The ghost's true name (i.e. their birth name) must be used along with some object that relates to them e.g. something they owned. The ghost is trapped in the pentacle for the duration of the summoning, and can then be made to return to their previous location. It is recommended to create the pentacle out of salt, which ghosts cannot cross. Banishing a Ghost mid level ♦ arcane spellbooks The witch must command the ghost to leave. Banishment is only temporary: it can force a ghost to leave the area, eject them from a body they are possessing, or prevent them from manifesting. Exorcising a Ghost mid-high level ♦ arcane spellbooks Exorcism forces a ghost to pass on from the mortal realm to the next. The ghost's Door will appear and the witch can conjure up a wind to pull them into it by force. Aiding Possession mid-high level ♦ dark spellbooks Using a summoning circle, a witch can offer a person or animal to a ghost for possession. A ghost more powerful than the caster of the circle might be able to choose which (the victim or the caster) to possess. Fleshcrafting mid-high level ♦ dark spellbooks A type of magic that moulds flesh like clay; it can remove scars, patch up wounds, graft new flesh to a body, thicken skin to form natural armour, etc. The witch must be touching the target with bare hands. It is easier to perform on dead tissue or the undead; while it is possible to use on the living, it's far more difficult and likely to go awry in messy and unplanned ways. At higher levels, it can get really, really weird (and gross) and begins to become more like Vicissitude. Raising the Dead mid-high level ♦ dark spellbooks The art of necromancy is considered some of the darkest magic that witches can perform. Spells to raise the dead do not bring a loved one back to life; rather, they create zombies, shambling corpses under the control of the necromancer. Requires dead bodies to raise. The corpses will continue to function until the magic animating them runs out, or until their bodies are completely destroyed e.g. by fire. Resurrection high level, group ritual ♦ dark spellbooks True resurrection can only be performed with the help of powerful fae, and even then it requires considerable sacrifice (a life for a life). It is very easy for this spell to go wrong. Not recommended. Summoning Magicks Summoning a Fae mid level ♦ dark spellbooks Calls forth one of the fae into a pentacle, which must be adequately prepared beforehand depending on the entity summoned. The fae's true name (i.e. their birth name) must be used to call them. The fae is trapped in the pentacle for the duration of the summoning, and may then be returned to their previous location or further bound in order to carry out some task. Commanding a Fae mid level ♦ dark spellbooks The ability to command fae depends on how the witch's power compares with the creature summoned. To command the fae at will, its magic must be weaker than the witch's. It is possible to command fae of similar magical strength, by giving them a specific task. It is inadvisable to attempt to command any higher beings. Contracting a Fae mid-high level ♦ dark spellbooks To gain the services of a more powerful fae requires entering into a contract with them. The summoner must agree to pay the fae to carry out a task. Depending on what is asked, the price may be steep. Banishing a Fae mid-high level ♦ dark spellbooks Banishing a fae forces it to return to the Other Realm. The more difficult version of this spell banishes the fae permanently, and requires an object to be used as a talisman in order to seal the spell. Mirror Travel high level ♦ dark spellbooks The ability to step through a mirror into the roads of the Other Realm and travel them, eventually exiting through another mirror. Can be performed using the reflective surface of water if one is very talented. It is easy to lose track of time out in the roads, and of course other things lurk there too. Potions Camomile low level ♦ basic spellbooks A soothing concoction that relaxes the drinker and helps them to sleep. Bezoar mid level ♦ basic spellbooks A stonelike mass taken from the stomach of a goat, once prepared it acts as an antidote to most poisons. Blood Replenisher mid level ♦ arcane spellbooks This potion magically replaces blood, if the drinker has lost a significant amount. Originally intended for medical use, it has an unfortunate niche in keeping vampires fed. Vampire Toxin low level ♦ arcane spellbooks A relatively simple potion that makes the drinker's blood poisonous to a vampire. If the vampire drinks the blood, they will be temporarily incapacitated. Wolfsbane Potion mid level ♦ arcane spellbooks Subdues a transformed werewolf, putting them to sleep for the duration of their transformation. The potion must be taken on the night of the full moon, before the transformation. Supernatural Deterrent mid level ♦ dark spellbooks Affectionately given nicknames depending on who uses it – Mace, Holy Water, Fae-B-Gone – the Supernatural Deterrent is your easy, expensive, and occasionally cruel method of escaping from danger. The core ingredients are silver, iron, and potassium, kept in mid-high concentration sulphuric acid, and all can be adjusted depending on the damage one wishes to inflict. Highly unlikely to kill anything, but guaranteed to temporarily incapacitate anything except a rampaging werewolf. However, the mixture has to be kept in highly fragile glass containers, making it likely to break in the hands of the inexperienced. Fairy Tobacco mid level ♦ arcane spellbooks A very obscure warding potion (most ingredients have specific conditional requirements) that must be passed down from one user to another. It helps to obscure the user from the fae and reveals illusions. It is not as potent as fairy ointment in that regard, but it is longer lasting. Weak fae can be bound by it. Canway low-mid level ♦ arcane spellbooks A Cannabinoid created by dusting a fresh leaf of a cannaway tree with a potion. The leaf is then dried and smoked. Non-addictive. Comparable to marijuana. Blackcake mid level ♦ dark spellbooks A hallucinogenic drug created via potion that is known to cause hallucinations and excessive bouts of energy. The potion is created and sets into a black cake-like substance that can be eaten to achieve the desired effects. Moderately addictive. Comparable to MDMA, cocaine. Voxo high level ♦ dark spellbooks An opiate that is taken orally in potion-form, known to cause euphoric effects, energy highs and hallucinations. May result in death. Highly addictive. Comparable to heroin, meth. Shrink Me high level ♦ arcane spellbooks A potion that makes the drinker shrink to a tiny size, small enough to go through door cracks, key holes, etc. Can be used as an antidote to a Grow Me potion. Grow Me high level ♦ arcane spellbooks A potion that makes the drinker grow to the size of a house. More often used as the antidote to a Shrink Me potion, as it will then return the drinker to normal size. Truth Serum high level ♦ arcane spellbooks Forces the drinker to tell the truth. It takes six weeks to make so it helps to be prepared and have some ready. Recipe. Truth Serum Antidote high level ♦ arcane spellbooks This draught renders a drinker completely immune to Truth Serum. It is far harder to make than its counterpart, however, so it remains outside of the reach of most potential victims. Felix Felicis high level ♦ arcane spellbooks Liquid luck. Drink this potion to have success in all your endeavours and a perfect day. Almost impossible to brew correctly, and disastrous if done wrong. Polyjuice Potion high level ♦ arcane/dark spellbooks This potion takes a month to brew and requires a piece of its subject to work. Once imbibed, the drinker takes the form of the subject for one hour. Draught of Living Death high level ♦ arcane/dark spellbooks This sleeping potion is so powerful the imbiber can actually be mistaken for dead. Taming Draught high level ♦ arcane/dark spellbooks This potion requires a bit of blood from the person crafting the person and the person it is being given to. The draught is capable of numbing an individual's willpower and making them more pliable to suggestion, both supernatural and mundane. The potion must be administered daily to continue the hold, and it is a delicate process to create it. Even the slightest error in mixture turns it into a vicious poison. Elixir of Life high level ♦ dark spellbooks A potion that makes the drinker physically younger, and is the product of dark magic involving ritual sacrifice, virgin blood, the tears of infants, and the flesh of fae. Not for the faint-hearted. Endless Vitality Elixir high level ♦ Slughorn's personal recipe The arcane answer to the Elixir of Life, this concoction is benign to make and thus far more limited. Rather than stripping age from the drinker, it slows the aging process for a short while. One drink is barely noticeable; it takes routine use for years to produce a noticeable effect. It cannot hold off death forever, merely slow down its arrival. Magical Items Pathfinder low level ♦ basic spellbooks A catch-all term for the magic placed on any given divination item. Most likely found on tarot cards, runes, crystal balls, mirrors, Ouija boards; or any of the usual "token witchy items", but it can also be found on any item a person can reasonably meditate through: fountains, clocks and pendulums, musical instruments, magic 8 balls, whatever. Only one witch can use it at a time and it only shows 'visions' – either actual visions, or words, or knowledge – to the witch using it. The more power and focus poured into the Pathfinder, the more accurate an answer it will give, and high-level Seers will use it to get scary on-point answers. More likely, it will be found on your average witch hamming it up to seem more spooooky to everyone else. Example: every fortune teller to have ever swindled you out of twenty quid to tell you your love life. Jupiter Stone low level ♦ basic spellbooks A coin-sized white stone with blue stripes. When held or carried on one's person it reduces their physical strength down 1-2 levels. Maen Magl low level ♦ basic spellbooks Snakestones (specifically adder stones) said to bring good luck and good health to the owner. Additionally, they can cure diseases of the eye if rubbed on one's eyelids. Fleshcrafting Kit low level ♦ dark spellbooks The item itself isn't magical, but the uses are. It contains ingredients used in fleshcrafting: chalk, a knife, candles, incense, etc. There's nothing there that can't be purchased in London or via the internet. Techno-Transposition Charm low-mid level ♦ arcane/dark spellbooks Often called a "Human Warranty" Charm, it is usually a small paper or wooden charm, sometimes made out of a fancier material like jade, which is tossed into luggage or bags. Prevents human technological security systems from finding any one item you carry, which is named during the casting of the spell. This includes, but is not limited to metal detectors, wands, or even security guards (who will generally just miss it on an inspection/patdown). For when you really have to get your sacrificial dagger on your 2:00 flight for your 8:00 Witch's Sabbath. Lasts for one year. Multiple charms must be used for each item you wish to be hidden. Witch's Amulet low-mid level ♦ basic spellbooks Protects the wearer from supernatural mind control and mind reading. Usually made of silver, which acts as a deterrent to some supernatural creatures. Daylight Jewellery mid level ♦ arcane spellbooks Allows a vampire to walk in the sun. A stone of lapis lazuli is placed in the sunlight, the vampire's name is called and an enchantment cast. The stone can be placed in a ring, necklace or other jewellery so that it may be worn by the vampire. It protects only the vampire named, and only as long as it is worn. Moonlight Jewellery mid level ♦ arcane spellbooks Allows a werewolf to turn at will and access their wolf powers in human form (including their fangs). This means for example that a werewolf in human form could bite and inflict the werewolf curse on someone else. A stone of black kyanite is placed in the moonlight, the werewolf's name is called and an enchantment cast. The stone can be placed in a ring, necklace or other jewellery so that it may be worn by the werewolf. It works only for the werewolf named, and only as long as it is worn. Rose Bertin Sewing Kit mid level ♦ arcane spellbooks Named after the famous French milliner and dressmaker to Queen Marie Antoinette, these enchanted sewing kits simply contains needles whose sharpness will never fade and will always guarantee a steady hand for the person who wields one on of these. Ghost Jar mid level ♦ dark spellbooks Also known as a "talking head". Designed to hold ghosts for extended periods of time. While inside the ghost jar, ghosts can bypass normal weaknesses (e.g. salt or running water), but they cannot affect the world in any way, and must be clear of danger to enter/exit the vessel. Must be made from something sentimental to the witch (if "unlocked"), or sentimental to the ghost (if "locked"). "Locked" ghost jars are made for a specific purpose, and the ghost is bound to the will of the holder upon entry. Notably able to allow ghosts to speak to the living, if the ghost jar is made from something that would realistically allow speech like a skull or tape recorder, but overuse will trap the ghost until the vessel is destroyed. Additionally, ghosts can't pick them up, as doing so traps them inside. Fairy Ointment mid level ♦ dark spellbooks Fae-made. Rub this ointment on the eyes in order to see through all manner of illusions. The effects soon wear off. Fairy Dust mid level ♦ dark spellbooks Fae-made. Pink-purple powder refined from Other Realm diamonds that can accelerate natural processes such as birth, and can break minor enchantments. Dark Fairy Dust mid level ♦ dark spellbooks Fae-made. Black-grey powder refined from Other Realm diamonds. It can temporarily transform "deadly foes" into lesser and harmless beings. Pixie Dust mid level ♦ dark spellbooks Fae-made. Green powder refined from Other Realm diamonds. Used to help discover one’s true love, to temporarily change one’s physical abilities (e.g. ability to fly). The rarest type. Demon Trap mid level ♦ dark spellbooks A magical landmine. It is created by using magic to trap a spirit at the point of death and then use that spirit in what is basically a psychic bomb. A Demon Trap may have one or two devices attached to it. Its creation does not require an extensive knowledge of magic but disarming it is technically difficult. Materials needed to disarm them include a length of green wood, the younger and fresher the better. Also required is the skill to channel the psychic explosion without blowing yourself up in the process. Rock Flute high level ♦ arcane/dark spellbooks A flute that attracts and bemuses the smallest and weakest of fae until they can be banished to the Other Realm (or, if used for the purposes of dark magic, to infest a home in this realm). The music can only be heard by fae. Fae Gem high level ♦ dark spellbooks Fae-made. Stores a portion of a fae's power. Each gem is unique to a particular fae and its power can only be used by their own kind, but it does come in handy for de-powering them. Pieces of Eden high level ♦ dark spellbooks Fae artifacts of immense power, said to be able to turn thought into reality. They are said to take many forms and have played pivotal roles in history. Wand/Staff high level ♦ arcane spellbooks A stick designed to channel and focus a witch's power. Enhances a witch's natural powers. Different woods have different properties. Fae Wand high level ♦ dark spellbooks Fae-made. Used by fae for conjuration, enchantment, metamorphosis of objects. Think Fairy Godmother in Cinderella. Appearance differs based on the fae who uses it. Can be used by witches to often disastrous effect, as the wand will "rebel" against its user. The Book of the Dead high level ♦ dark spellbooks A spellbook designed to teach you how to use Abhorsen's bells safely to exorcise restless spirits, bind fae and put down the dead. It is bound in pale green leather and held shut by silver clasps. Only a witch with an innate talent for necromancy can open it. Abhorsen's Bells high level ♦ dark spellbooks A set of bells that hold a fragment of the power of the Seven Bright Shiners. They are, in order from smallest to largest: Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, Astarael. The bells can be used to bind or fight a variety of supernatural creatures, including ghosts, fae, vampires and dead creatures raised by necromancers. Necromancer's Bells high level ♦ dark spellbooks A set of bells that hold a fragment of the power of the Seven Bright Shiners. They are, in order from smallest to largest: Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, Astarael. Unlike Abhorsen's Bells, these bells are designed specifically to aid necromancy. They can be used to raise and control corpses, bind ghosts and command fae. The Animus high level ♦ dark spellbooks A magical device created by the Templars to enable the Synchronization spell to be cast multiple times. Visually, it's essentially a chair carved with runes: the spell is activated with a subject's blood. The Assassin bootleg version of this was destroyed in a Templar attack at an Italy safehouse. St. Peter's Cross high level ♦ arcane spellbooks A celtic-armed or decorated cross, also known as Oisin's Cross, these items are rarely made due to the difficulty of creating them. They are made of worked cold-iron or silver, and are said to grant the bearer the protection of uncanny good luck. While this is hard to verify, the last known owner became famous for escaping death five times in the span of a single year. An Oisin's Cross requires its bearer's blood to imprint, and cannot be re-imprinted until that owner's death. Concept Weapon high level ♦ arcane spellbooks A normal weapon covered in magical runes to function as a conduit and magnifier of the wielder's natural strength, along with a variety of customizable effects. Rare, due to being expensive and difficult to make, they can be used by anyone who picks them up. However, the root of the magic is done through the blood and soul of one specific person. For the person they're made for, they're light enough to be weightless, strong enough not to break under the weight of superhuman strength and immune to magic. Similarly, the stamina drain for the designed user is lessened. Seen most in use by witch hunters. Concept weapons get their name from the fact that they're immune to, and can thus sever, any type of spell they come into contact with. Usually made of iron or silver. Thorn Manacles high level ♦ dark spellbooks These manacles prevent the cuffed person from using magic. Made by fae (troll-smiths of the Unseelie Court) the manacles induce a frozen agony so strong they wipe out all thought if the wearer reaches for their magic. To overcome the bindings of the manacles seek that which is bane to those who made them (sunlight, iron or silver). Resurrection Ring high level ♦ dark spellbooks Protects the wearer by bringing them back to life if they were killed by supernatural means. Works for humans, meta humans, shapeshifters, werewolves and witches. Every time they are killed, it takes the wearer a little longer to revive. Some have speculated that the ring could eventually drive its wearer mad. Resurrection Seed high level ♦ dark spellbooks A grain that, when planted, ensures the success of the harvest for a wide radius. It exacts a cost: one life, randomly selected from any who partook of the harvest. A new grain grows in the roof of the victim’s mouth, and can be replanted upon their death. Genie in a Bottle high level ♦ dark spellbooks Or a lamp, or a figurine, or any small object a magical entity could be trapped in. These are objects prepared to contain a fae. The fae will remain trapped inside them until certain conditions are met (which could be as simple as opening the bottle). Usually, the fae is made to grant a wish or two before they can be freed. Magic Collar high level ♦ arcane spellbooks A tiny grey stone which is prepared with arcane magic and then placed into a piece of jewellery or other item that can be worn. To those without magic, it serves no purpose. To those with magic, it is useless without a Magic Leash. When activated by a Magic Leash, the person wearing the stone will find they are unable to use magic until either the Collar is removed or the Leash is severed. Whoever possesses the Leash will be unable to tell if a Collar has been removed; the Leash's tether may only be severed by magical means. Magic Leash high level ♦ arcane spellbooks A palm-sized, smooth grey crystal with runes etched into it. Must be prepared with arcane magic before it can be used. The Leash will then be tethered, via magic, to a number of Magic Collars (up to 10) with a rune carved into its surface for each Collar. Even possessing the Leash is draining, thus the more Collars that are attached, the more power one needs in order to sustain the bonds – not necessarily magic, but power and sheer will. The Leash can be used on specific or all attached Collars to prevent the Collared individual from using magic until the Collar is removed or the Leash's tether is severed. It is not possible to tell if a Collar has been removed simply by possessing a Leash; the Leash's tether may only be severed by magical means. Control Amulet high level ♦ dark spellbooks Works just like a normal witch's amulet (protects against mind reading) and appears as such to most magic types. However, it doubles function as embodying or enforcing existing mind control magic on the owner. The reason it sees less use compared to a slave ring is that it can only block or erase existing thoughts, not completely control them. Requires a fae for the initial casting, but the amulet powers itself by feeding off the energy of its user. In addition, it's made of a much higher concentration of silver and magical power, so it's actually highly toxic to all but pure humans, but the magic itself is rather hard to sense. Slave Ring high level ♦ dark spellbooks A fae-made object that gives the spell-caster complete control over a person of their choosing. Requires summoning a powerful fae. Works only as long as it is being worn by the victim. Cosmic Cube high level ♦ arcane/dark spellbooks These Cosmic Cubes can manipulate time and space, thoughts, realities, etc. Within these cubes are traces of magical energy from the Fae world ripped out of rifts between the two worlds. The user of the Cube can warp reality as he or she sees fit; however, it doesn't always go according to plan. As the Cube ages it can create its own sentience that will deny certain users or morph wishes and realities into something darker or unexpected. Only people with a high degree of magical skill (7+) and purity can use it effectively. Anyone weaker (5-6) will have their best intentions twisted and perverted, while others won't be able to use it at all. These items are exceedingly rare. Only a few have ever been made and most have been lost or destroyed. Unique items These are items where only a few or one of its kind exists, and therefore listing them all would make this page ridiculously long. See the links for more info. Red Moon Crystal | Staff of Righteousness | Tension Bracelet | Twig of Zamora | Vorpal Blade | Svalinn | Dáinsleif | Mogget's Collar and Ruby Ring | Pandores Sewing Mannequins Add a New Spell, Potion or Item Would you like to add a new bit of magic to the game? All suggestions are welcome! Please fill in the form below and comment to this post with information on your suggested new magic. |