Can be killed by decapitation and heart removal
Angel wards can affect them and their abilities
Hell fire will burn them upon contact
Cursed artifacts can weaken and repel them
They can be countered by opposing demonic vices
Poor control and heightened emotions can affect their magic
Overuse of magic can lead to exhaustion, headaches, nosebleeds, fainting, temporary loss of magic, and â in worst cases â coma or death
Magic negation can cancel out their magic
Dark magic can counter them
Delayed Immortality:Â Florian will never age and can naturally live forever.
Superhuman Strength and Speed:Â Florian possess superhuman physical physical capabilities like being strong enough to lift large aircrafts and destroying the toughest metals and running or moving up to 250 mph.
Accelerated Healing:Â Florian can rapidly self-heal and his body automatically restore back to full health at an extremely fast rate. He is capable of recovering from mild to moderate injuries without issue but they cannot recreate lost limbs or parts.
Contaminant Immunity:Â Florian is immune to all natural diseases, viruses, bacteria, and most poisons.
Telepathy:Â Florian is able to read and sense another personâs thoughts and communicate with them mentally. While the mind reading aspect of this ability generally hears and senses surface-level thoughts, more experienced telepaths over 200 years old can dive deeper within a subjectâs subconscious to view memories and hidden thoughts. He can also use this to affect anotherâs mind by implanting new thoughts or memories, restoring lost memories or mental states from the effects of damaging mind control, creating strong mental links between oneself and others for communication lines, inducing specific mental states like calmness, confusion, or sleep, and attacking the mind with a psionic or mental blast to stun a target or induce a thunderclap headache.
Possession Immunity:Â He is naturally immune to demonic and spirit possession.
Divine Aura:Â Florian can manifest a golden aura of light around themselves that resembles a lesser version of a celestialâs shining halo. This also features a transparent projection of celestial wings seen as shadows over the ground and walls. His aura can induce calm and soothing emotions within others around them or it can be absolutely blinding to enemies of darkness or evil when kresniks show it
Light Magic:Â (white magic)Â Witches can create, shape and manipulate light via light energy, a specific natural energy usually drawn from inter-dimensional or other similar sources. It can be channeled as an absence of darkness and a solid substance that can be shaped or manifested in various ways. They can also create and dispel areas of bright light, move short distances at light speed, project holographic illusions, and bend light to turn themselves and others invisible. Light magic can be countered by shadow magic.
Transmutation Expert (Water): Witches can transform and alter matter, energy, elements, objects, and living beings into anything else, either permanently or temporarily. Transmutation tends to lean far more neutral since the spells used can be for both harmful and beneficial purposes on others in later levels. The most notorious dark magic ability in this school is magic that allows witches to transform mortals into demons.
Matter Transmutation:Â They can transform matter in a variety of ways with magic, such as deconstructing and reconstructing it on a molecular level, shaping it into different objects, and altering its current state with upgrades.
Transmutation Reversal:Â All witches are capable of reversing the effects of transmutation on matter. They can also reverse this magic used to alter living beings, such as anything cast on someone with morphing inducement or biological magic in this schoolâs later levels. This is ineffective on beings that have undergone a magical conversion into demons since that would require high level magic or would destroy the demon.
Energy Conversion: (this ability grants witches extra features as they master expert levels in transmutation) Advanced transmuters can absorb and convert one form of energy into another form. Example being, one absorbing cold energy and converting it into light energy, or absorbing kinetic energy and converting it into heat energy. This is a very tricky skill as it involves precise control in the transformation. Expert level transmuters can capture projectile energy shot at them and redirect it back in a different form.
Intangibility:Â By magically altering the state of their own particles, these witches can make themselves phase through solid matter and allow them to walk through walls or be unaffected by physical contact or attacks. This ability is short-lived as holding it for too long can disrupt oneâs form permanently. Magic negation and protective wards can prevent someone from using this. They are also incapable of phasing through magic barriers.
Morphing Inducement:Â They can magically transform someone into a different person for up to three hours until the spell wears off. When combined with animal magic, witches can morph others into an animal of their choice temporarily or even permanently once theyâve advanced in this school.
Shapeshifting: (this ability grants witches extra features as they master expert levels in transmutation) With transmutation magic, witches can change their own shape and appearance with spells. They can turn into existing animals and take the form of other humanoids (regardless of species) that they know and have seen before. They can hold these forms for up to an hour. At expert levels, they have become masters of disguise, their shifted forms nearly imperceptible straight down to vocal mimicry (so long as theyâve heard the person theyâre copying speak before). They can also fluidly shift between one form and another at the expense of their magical energy. Mind readers are able to see through their disguises unless theyâre blocked by a mental shield. This magic only applies to physical appearance â transforming into a different species does not grant them abilities or traits of that species.
Biological Magic:Â At expert levels, witches can manipulate the biology of living things like humans, supernaturals (except spirits), and animals. They can alter the appearance of othersâ or their own eye color, natural hair or fur (animals) color, height, weight, and skin. They can also change the physical sex of themselves and others, manipulate their fertility for reproduction or causing infertility, alter the biological and physiological makeup of the physical body, and affect the way one regenerates from injury and disease. Older magicians here over 100 years old can control the forces of life and death to the point of further extending oneâs life and slowing or completely halting physical aging. When done right, this can grant the wielder immortality and immunity to contaminants like illness, viruses, bacteria, and most poisons. Unlike shapeshifting and morphing inducement, the effects from this magic can be permanent and can only be undone through expert level transmutation reversal by the caster or another transmutation witch.
Transmutation Immunity:Â Their level of transmutation magic has increased to the point where they are immune against all morphing or transformation magic used against them. This power can be negated with power or magic negation used against the witch to affect them with transmutation magic.
Abjuration (Earth Magic) Expert:
Magic that provides protection of various kinds for oneself and others, such as healing, warding, cleansing, and creating protective fields. Abjuration is a school strongly associated with neutral or white magic. Dark mages are capable of going into this field but their skills and uses are all for protecting themselves instead of others, hence the limited abilities they have here compared to white or neutral mages.
Abjuration is one of the most versatile schools for any witch to familiarize themselves with, even if they donât become experts. It is effective both in combat or war situations where magicians can defend themselves or others and heal wounded allies, and off the field to hide oneself from prying (or scrying) eyes and keep evil entities out of oneâs home.
Barrier Magic: (this ability grants witches extra features as they master advanced and expert levels in abjuration) Magic that can create force-fields and magical shields made out of solid energy. The sizes of barriers expand as witches advance in this school. Those who have mastered the beginner levels of abjuration can generate small force fields or constructs capable of shielding themselves and few others within their sight against harm. Their skills and power continue growing as they master the advanced levels and they can produce area of effect fields that cover up to a 1,000 foot radius used to protect themselves or imprison enemies. Witches who have mastered the expert levels in abjuration can create multiple large fields and barriers with ease. They can also incorporate extra effects to their barriers that allows them to heal allies inside, add various wards for further protection, and combine it with effects from other schools like projecting illusions inside the field to confuse targets. Larger defensive barriers, like the ones around Krovs Castle and Krovs Town, can cover an entire city with the help of multiple witches. Maintaining barriers requires mana and even permanent ones will need to be reinforced with more magic over time to keep its efficacy and strength up. Smaller barriers can also be absorbed by advanced evocation witches capable of energy magic.
Dispel Magic: This allows witches to counter or cancel out the effects of enchantment and abjuration magic like illusions, curses, blessings, mind control, and magical traps or wards cast on people, items, and as areas of effect. This is not effective in combat situations. Witches can only dispel magic that they are aware of (i.e., they cannot dispel an illusion theyâre trapped in until they realize itâs an illusion) or magic discovered after being triggered (i.e., if they set off a defensive ward by walking through it, they can no longer dispel it now that itâs active) due to this kind of magic being a focused technique and not an area of effect. While white and neutral mages may use this on both themselves and others, dark mages will only worry about dispelling magic that negatively affects themselves.
Healing:Â (white magic)Â The ability to magically heal othersâ physical wounds instantaneously.
Warding:Â A passive defensive system that repels any beings from entering any residence, area, or person by use of invocations, incantations, or runes. Symbols marked outside of a home can keep unwanted invaders from entering or certain runes tattooed on a personâs body can keep demons or spirits from possessing them. Wards can also be added to barriers for extra defense levels in keeping out threats and/or trapping others inside, which can prevent anyone from teleporting in or out of the barrier as well. The larger the barrier, the more warding effects that can be added. Warding also includes runes that can negate all magic â including powers and active magic items or spells on a person â in an area. The witch who cast the runes is unaffected and can still use their magic. Once someone steps into this area the only way to regain their magic is to find their way outside of the runes. A witch who has fully mastered this ability can also cast protective wards around themselves in a location to hide from those searching for them with clairvoyance or other divination methods. Wards must be constantly reinforced to maintain their strength.
Exorcism Magic:Â (white magic)Â This allows the user to wield spells or magical power that can expel evil entities like demons or spirits from mortal vessels and invading essences or power. Younger witches trying to exorcise demons over 200 years older than themselves will need to use more power; this will cause overuse and significantly drain their energy.
Enchanted Armor:Â The ability to create magical armor on oneself and others that protects them from physical damages in combat or dangerous situations. This armor appears as a glowing aura surrounding the intended targets and will temporarily enhance their strength, speed, and accelerate their healing from injuries while the magic is in effect. This ability is always temporary and drains energy. It can last for a few minutes up to an hour depending on the casterâs age, strength, and skill. Maintaining armors across multiple people drains energy quicker. Older and stronger magic users might be able to break through a younger witchâs armor with higher levels of force. The armor can also be absorbed and weakened by evocation witches with energy magic. Dark mages will only use this magic on themselves and rarely, if ever, use it to defend others unless they need to keep someone alive for selfish or personal reasons.
Mental Shielding: Witches can project shields within their own minds or othersâ as a defense against psychic abilities. It protects against things like mind control, mind reading, telepathy, persuasion, siren song, emotion magic/manipulation, subconscious manipulation, dream walking, illusion casting, dream and nightmare magic, memory magic, corruption inducement, sin magic, and virtue magic. Those shielded are also unaffected by passive abilities like faeriesâ enchanted allure, mermenâs supernatural beauty, incubiâs mesmerizing presence, and gancanaghâs empathic voice and lovesickness. This ability is not permanent since it drains mana and magicians must cast it when they need it in effect. These shields can be broken by stronger beings or in a battle of willpower between the caster and the attacker.
Restoration Magic: (white magic) This is an incredibly advanced form of healing magic as it allows witches to return injured or damaged living and non-living targets to their optimal state of health or being. This magic can even recreate lost limbs or parts when used by white mages only. When it comes to living beings like humans or nature (forests, plants, animals, etc.), it requires infusing life energy into successfully bringing them back from the brink of death, healing them, and restoring their vitality. This magic can also work on repairing broken objects like cracked phone screens or even reconstructing ruins or destroyed buildings.
Anti-Magic Fields:Â Expert abjuration users can generate fields of energy that negate all magic, including powers, wards, and other charms already in effect. These fields can only affect and trap those within up to a 1,000 foot radius and are temporary. The fields last for a few minutes up to an hour, unless the caster continues pouring energy into it at the risk of draining themselves. Larger fields require more mana than smaller ones.
Power Reflection: This magical ability can reflect any power that is launched against a witch without being harmed. This serves as a means of self-defense and counter-attack by turning the attack back towards the original caster. Note that this only works on projectile attacks and not physical ones like punching or kicking. This ability does not serve as an innate counter attack; it is an instant reaction that entirely depends on the witchâs quick thinking, reflexes, and energy level. Reflecting attacks of any level takes a lot of energy; itâs in the userâs best interest to use this wisely.
Purification Magic:Â (white magic ONLY)Â Magic used to purify the intended targets enabling specialized effects such as healing the body, mind, and spirit, and cleansing the effects of dark magic like corruption and curses.
Sealing Magic:Â (white magic)Â Witches can seal or bind malevolent entities into other objects or places and banish them from earth. Seals used to trap entities in objects leave them entirely powerless until the target is freed. The effectiveness of these seals are dependent on the magic userâs strength. Seals can also weaken over time or be broken with other magic. White mages use this in order to protect humankind from evil by banishing evil spirits or demonic entities and sealing the powers of those deemed dangerous and threatening to the world.
Animacy Expert: This magic encompasses varying elements of the main six schools and revolves around manipulating the living, life, and the life-force. High level witches can grant life to the lifeless, animate things, manipulate the life force of the universe and those connected to it. While they can control life, most practitioners find a way to make peace with the idea that death is everywhere, and that life and death are both inevitable forces and canât exist without the other.
Death Prevention:Â Witches can prevent the death of others from occurring by preserving their lives and healing even the most severe injuries just before they pass. This does not render the target invulnerable or immortal as it only prevents death by unnatural means like murder or an accident. The target will still be susceptible to a natural death or other means at a later time.
Life Perception: (this ability grants witches extra features as they master advanced and expert levels in animancy) All beginner level animancers can perceive the flow of life-force in all living things. They can see it just like auras surrounding people, which tells them their state of health and vitality. Advanced level animancers can perceive problems in the flow of life, detecting terminal illnesses, coming death, and life growing inside of another. Once they master expert levels in animancy, their power here extends to seeing the names and lifespans of others.
Purification Magic:Â Magic used to purify the intended targets,
enabling specialized effects such as healing the body, mind, and spirit and cleansing the effects of dark magic like corruption and curses.
Animation: (this ability grants witches extra features as they master expert levels in animancy) Animancers can give life to inanimate objects, allowing them to act and move on their own accord. Most might use this to breathe life into toys and stuffed animals, animate tattoos on their own or othersâ skin, create moving photographs, or bring drawings to life off the page of a canvas. Though capable of operating purely independent of their animatorâs control, they can still function as extensions of the witchâs will, allowing the witch to possibly command and control them. These witches can animate up to five things simultaneously and move on to animating more than that at a time once they master expert levels in this school. This magic can be canceled with dispel magic or magic negation abilities.
Blessing Magic:Â Animancers can cast blessings or âcharmsâ to benefit themselves or others. These spells can include things like granting good health, long-lasting good luck, making someone more beautiful, healing physical wounds, and negating the effects of curses. Charms can be reversed or canceled through dispel magic or by the caster undoing the spell.
Fertility Magic:Â Advanced animancers can use a form of magic dealing with fertility and reproduction. They can make land, living beings, and plants fertile, allowing them to reproduce. When it comes to living beings, especially humans, they can increase the chances of getting pregnant by performing a white magic ritual to cleanse the body and beneficially affect someoneâs health that may be affecting their fertility. Death and curse magic can reverse the effects.
Light Magic:Â Witches can create, shape and manipulate light via light energy, a specific natural energy usually drawn from inter-dimensional or other similar sources. It can be channeled as an absence of darkness and a solid substance that can be shaped or manifested in various ways. They can also create and dispel areas of bright light, move short distances at light speed, project holographic illusions, and bend light to turn themselves and others invisible. Light magic can be countered by shadow magic.
Anthropomorphism Inducement:Â Expert animancers can go beyond with their animation abilities and grant human characteristics or behavior to other living beings like animals or non-living beings like dolls and toys or animated artwork. This grants these things sentience and the ability to speak, think, and communicate much like a human can. The effects can be permanent until reversed with dispel magic or expert transmutation reversal. This does not guarantee the spell caster control over the subject once they gain sentience.
Immortality:Â With their connection to the life-force and manipulating its energy, animancers can choose to become fully immortal and live forever (or as long as they would like to). They will permanently stop physically aging and become immune to diseases â the only way they can die is either through other means (unless they self-resurrect) or, as most likely is the scenario, by choice. Given that animancers believe death is a natural part of life, they will eventually choose to give up their life when they feel it is time and allow themselves to age again or go through other means.
Life Magic: Their control and connection to the living, life, and life-force has become so powerful that they are capable of wielding energy from the life-force for defensive and offensive purposes. This energy may appear white or gold and often mistaken for light magic. Whatever this energy touches will induce cleansing and healing, if needed, and can benefit the health of living beings, both human, flora, and fauna. When affecting nature, this magic can grow or restore new trees and plants within fertile ground where floral life once was. This magic can also grant life to those who have lost their lives very recently and couldnât be saved or revived by medicine, however, this requires quite a lot of mana and possibly even the casterâs own life energy in exchange. Life magic can be countered by death and curse magic. This cannot bring someone whoâs been long dead and buried in the ground back to life as nature has already claimed their lives and souls; only necromancy can work to bring them back as undead at this point.
Resurrection Magic: An extremely advanced and generally taboo practice of magic under this category. Resurrection is different from reanimation or even animation in that it fully restores a creatureâs body, mind, and soul to full health. Animancers with their ability to manipulate life and the life-force are able to go beyond what necromancers can and magically control resurrection itself, by casting magic to resurrect themselves from death instantaneously, resurrecting another person, or prevent the resurrection of someone to ensure the dead stay dead. A successful resurrection will always require the life of another â potentially even the casterâs life.
Enchantment Expert (Holy Fire Magic): Witches in this school are masters at wielding the supernatural forces at will to affect the world around them. This is one of the trickiest forms of magic to learn when first starting. One wrong phrasing or motion will cause unintended consequences. Witches use this type of magic to create sun rings for vampires. Enchantment is a school strongly associated with dark magic as most of the later level uses involve deception and harm towards others. White mages are capable of practicing enchantment for benevolent purposes, like reversing curses and helping others in combat by enhancing their allies abilities. This can also be used by neutral magicians who prefer a balance of both the dark and white uses. Enchantments are effective both in combat and social situations to aid in controlling the environment and manipulating others.
Animal Magic: (this ability grants witches extra features as they master advanced and expert levels in enchantment) One of the earliest signs that a witch is born to be an enchanter is that they have a gift of drawing animals to them. With further study in beginner levels they can learn to understand, communicate, and empathize with them. At advanced levels witches can tame them as companions thatâll obey them and serve them loyally. Expert level enchanters can calm the feral minds of werewolves and bring them a moment of mental clarity or enhance those mental effects to develop a dangerous situation for anyone in the vicinity of a werewolf. When combined with conjuration, an enchanter can also summon animal companions through various means. Expert transmuters can also learn to use this to turn others into animals.
Illusion Casting: (dark magic) (this ability grants witches extra features as they master advanced and expert levels in enchantment) Witches can perform common tricks seen in stereotypical magic acts (vanishing, pulling scarves from their mouths, card tricks, etc.). Beginner levels use this magic for harmless means such as rendering themselves and others invisible to avoid detection, projecting small visual images into reality like fireworks in the sky, duplications of themselves, and hiding wards or traps from sight. As they master advanced levels in this school their talent in illusions expands to create stunning and realistic visuals that can only be distinguished as false through physical interaction up to a 1,000 foot radius. Those whoâve completed expert levels can induce powerful illusions in a targetâs mind that are indistinguishable from reality in that they believe everything they see, hear, and feel is actually happening. Should the target suffer any wounds or physical harm in the illusion it will feel very real, despite having no actual effects in the real world. This can make it difficult for a target trapped to break free of the illusion given how convincing it can be. This level also allows an illusion to be cast on a max area of 5,280 feet (or 1 mile) affecting the minds of any who are in that area at casting. For area of effect illusions affected people can move out of the area and unaffected can move into it unless it is combined with expert level barrier magic. Divination experts with a mindâs eye can see through the illusions. Mental shields provide resistance against the effects of illusions. Once a magician has realized what theyâre seeing is false they will be able to dispel the magic and break free of the illusion. Bigger and more complicated illusions require a lot of energy and focus, so disruptions to the caster can affect their spell.
Magic Infusion: Witches can infuse objects, tattoos, or weapons with magic, empowering and energizing them and allowing the owner to utilize the spell cast into them. This can grant a variety of effects in the object for the wielder, including, but not limited to protection, offense, non-detection, and immunity against other magic. Sun rings are a common item that vampires request from witches so they walk around unharmed in the daytime. Infusing magic into a wearable accessory can also create a power negation item in the form of a necklace, ring, or other accessory. This will negate all of the wearerâs powers while it is worn. Magic consultants are familiar with this ability to create the power negating collars on slaves and staff members in the castle. This ability only affects items and not living beings. The effects can be canceled with dispel magic from abjuration.
Blessing Magic:Â (white magic)Â Enchanters can cast blessings or âcharmsâ to benefit themselves or others. These spells can include things like granting good health, long-lasting good luck, making someone more beautiful, healing physical wounds, and negating the effects of curses. Charms can be reversed or canceled through dispel magic or by the caster undoing the spell.
Curse Magic:Â (dark magic)Â Enchanters can cast curses or âhexesâ to harm others. These spells can include things like draining oneâs life or energy, inducing momentary crippling physical pain, making someone grotesque, granting them long-lasting bad luck, inducing insomnia by plaguing their victim with nightmares, or locking their victim in slumber with recurring night terrors. Hexes can be reversed or canceled through dispel magic, blessings, or by the caster undoing the spell.
Emotion Magic: (this ability grants witches extra features as the master expert levels in enchantment) Witches have the capacity to influence and manipulate emotions in others, ranging from love, calmness, fear, hatred, anger, sadness, joy, lust, desire, passion, stress, etc. This form of magic can be either dark (negative emotions), white (positive emotions), or neutral (both), depending on the user. Every witch at this level is able to manipulate already existing emotions by enhancing them or negating them. Mastering expert levels in enchantment allows the caster to invoke emotions not present that they can control within their target. The effects are short-lived with no permanence. Targets can be naturally resistant to the effects via their own willpower, although this is uncommon since this magic is subtle, making the target unaware of its influence. For example, a witch inducing sudden anger in a calm and content target with nothing to enrage them has a higher chance of arousing suspicion that can aid in the targetâs resistance to this magic. Whereas a target already on the verge of feeling annoyed and having a witch influence and augment their irritation into full blown anger will be less suspicious and more successful for the caster. White mages will develop empathy as expert enchanters. Mental shields are effective in resisting or negating this magic on someone.
Memory Magic: (this ability grants witches extra features as they master expert levels in enchantment) Witches can utilize a form of magic that allows them to affect the memories of others. At first, they start with being able to manipulate what already exists. They can view memories without the aid of mind reading or telepathy and modify them as needed. Modifications can include changing things that happened in memories like erasing a person from it, suppressing memories deep into oneâs subconscious, repairing damaged or altered memories, and completely erasing them or restoring wiped memories done by magic. Enchanters of expert levels can fabricate new memories in anotherâs mind and restore memories erased with this same magic. Both of these skills require a tremendous amount of concentration and focus. Altering and creating new memories requires meticulous attention to detail. Inconsistencies pose the threat of mental dissociation by the target or the target seeking an enchanterâs help to resolve the discrepancies. Mental shields are effective in protecting oneâs memories from magical influence although memories affected can be reversed with this same magic.
Luck Magic: This is an extremely tricky type of magic as luck itself is based on chance and highly unpredictable. The caster can use different spells to change the probability of an outcome by increasing their own chances of winning, causing a mistake to happen, and so on. This is different from blessing or curse magic in that the caster doesnât actually have control over the effect that happens â theyâre only positively or negatively influencing the chances of other forces in the world to interfere in a scenario. This form of magic can be either dark (bad luck), white (good luck), or neutral (either), depending on the user. These spells are a one-time use only. They take effect immediately and instantly as soon as they are cast upon a target. For example, a good luck spell can cause a person walking down the street to find a $100 on the sidewalk or step back in time before theyâre hit by an oncoming car; a bad luck spell can cause the same person to trip and fall or something more dramatic like a car swerving off the road into them. Smaller effects are easier to control, while larger ones take more mana and can lead to disastrous results, especially when dealing with dark magic. Luck magic can counter itself with good luck countering bad and bad countering good.
Support Powers:Â (white magic ONLY)Â White magicians can enhance or otherwise beneficially affect an allied targetâs performance such as speed, strength, durability, recovery, and powers. This power when combined with advanced and expert level abjuration can also protect the target against any and all ailments that harm them as well as accelerate their bodyâs healing process while the spell is in effect. More than one enhancement can be applied at the same time, although effect stacking can drain mana more quickly and requires more concentration.
Divination/ Air Magic (Advanced): A method of reading the future, the present, and the past in order to gain knowledge or insight by using an occult, standardized process or ritual. Divination can be achieved by communicating with the supernatural (i.e., gods or spirits) or by reading certain energy patterns. This school is fairly balanced between dark and white magic since it deals with obtaining information and isnât offensive or effective in moments of combat. All witches, regardless of alignment, are capable of all abilities in this school.
Aura Reading:Â Witches can perceive and read auras of all beings. Auras are normally invisible fields of energy that surround every living thing; this can be used to see a targetâs emotions, health status, and determine whether theyâre lying or not.
Magic Detection: (this ability grants witches extra features once they master advanced levels in divination; see also âMindâs Eyeâ for expert achievements) All beginner level witches can naturally sense magical energies within a nearby vicinity. They have no knowledge of what exactly theyâre sensing except that itâs magic. They are able to distinguish other magical species apart by the âtasteâ or âscentâ of their magic. As witches master advanced levels in divination they have a better feel of the magic theyâre detecting. They can tell by its energy what school active magic within a radius of roughly 1,300 feet is being used, although they wonât know the exact spell.
Precognition: (this ability grants witches extra features once they master advanced levels; see also âMindâs Eyeâ for expert achievements) All witches have the capacity to foresee future events although not everyone experiences it the same way or as often. Witches with a natural inclination for divination are more likely to receive more visions when their powers develop than those who choose to master other schools. This ability manifests itself through fragmented dreams that are hard to decipher for young or inexperienced witches in beginner levels. Once a witch masters advanced levels in divination, they receive clearer visions and full dreams that they can better interpret. Because future events are invariable until they reach the present, precognition, despite mastery, doesnât account for accuracy.
Psychometry:Â The ability to obtain historical memories or sensations concerning beings, places, and objects a witch receives through touch. With objects, they gain knowledge including the makers, users, and even those who have in passing used the object, and what has been done with it. With living beings or parts of the body, the user learns their general life-history but doesnât gain anything of what they were thinking or feeling. With places, they may relive past visions â usually the most recent events â that happened within those walls.
Astral Projection: The ability to separate oneâs consciousness or spirit from their physical body, which allows them to perceive, interact, and travel independent of physical limitation. This state is achieved through a trance or deep meditation that projects the witchâs form into the Astral Plane â a realm of existence over the mind, consciousness, and spirits â and allows them to move and exist outside of space and time using their astral form. While in astral form, they can move about the world as usual and observe others in real time, however, they cannot use their magical abilities nor can anyone see, feel, or hear them. This can be countered with the mindâs eye by expert level divination witches who are able to sense and see them in the Astral Plane. If a witch dies or is unable to find their body while in the Astral Plane they will remain trapped there.
Clairvoyance:Â Witches can acquire information using sight outside the normal range of detection about an object, person, location, or physical event that occurred in the past, present, or future. They can also view events that occur in other dimensions like the Faerie Realm. Abjuration wards and barriers can hide targets from witches trying to find them with clairvoyance.
Dream Walking:Â With magic and concentration, users of this can consciously enter the dreams of others and view them. They cannot control the targetâs dreams or affect them in any way. The dreamer may possibly notice that they are there but wonât really think much of it except that itâs an odd dream. Mental shields and protective wards are effective in keeping dream walkers out.
Mind Reading: (this ability grants witches extra features once they master expert levels in divination) They can sense and read the thoughts and memories of others at will through visual projections or hearing. This only relates to surface thoughts. Once expert levels in divination have been mastered, users can push farther into the subconscious to read hidden thoughts and memories with concentration. Mental shields are effective in keeping oneâs thoughts private from mind readers. This ability is also not the same as telepathy or mind control â witches can only read and sense thoughts; they cannot mentally communicate or manipulate someoneâs mind with this.
Evocation/Electricity Magic (Advanced): This type of magic focuses on channeling, generating, and manipulating the natural forces and energies of the world. Evocation has the most dramatic results with magic and is excellent for both offensive and defensive uses. This school is considered a neutral category as its effects are comparable to forces of nature, but they can be used for benevolent purposes like defending others and combating evil forces.
Telekinesis:Â The ability to move and lift objects or people in oneâs sight through magical means. Witches can also use this gift to levitate themselves and others similarly to flight.
Elemental Magic:Â (these abilities grant witches extra features as they master advanced and expert levels in the respective schools each element is aligned to)Â This is a very common form of magic all magic users are capable of. Some tend to favor an element they closely align with.
Electricity Magic:Â This magic allows witches to control electricity and lightning from storms. This source of magic is strongest during storms or in close proximity to electrical currents.
At beginner levels, electric mages can generate small amounts of electricity from themselves to charge a battery or restart electronics, short-circuit electronics or other things that run on electricity, channel electricity into their fists for a modicum of power behind punches, shock a target upon touch, and shoot varying sized bolts of projectile electricity at enemies to shock and harm them. At advanced levels, they can actually call down lightning from thunderstorms to strike opponents, expand their lightning bolt attacks into wider ranges like beams and rays for bigger or more explosive effects, fry entire networks and machines, and restart someoneâs heart like a defibrillator with a precise enough shock to the chest. At expert levels, these mages can redirect energy-based or other lightning attacks sent their way, channel enough power to fry or charge major city power grids, disrupt electronics within their vicinity with an electromagnetic pulse, and control electromagnetic fields around them by attracting, repelling, and deflecting metallic or magnetized objects or projectiles, and affecting the magnetization of non-metallic things by making them magnetic or demagnetizing them.
Electricity magic is usually strongest against water and air, weak against earth, and equal against fire.
Channeling:Â Witches can tap into and harness supernatural and natural energies from the elements, nature, weather, solar, and lunar energy to empower their spells. Due to their strong connection to these forces, they can also summon more mana from the natural energies around them. This is ineffective against power or magic negation. A witch who is already exhausted or overused their magic that tries to channel more energy than they have will faint and experience the more devastating effects of overuse.
Energy Magic: (this ability grants witches extra features as they master expert levels in evocation) Advanced evocation witches can channel their mana or magical energy into physical manifestations that they can control and shape at will as solidified constructs, objects, and projectiles. Expert levels in evocation allow witches to also absorb magical energy from other magic users to quickly restore their own mana while draining anotherâs and weakening their powers. Draining enough of another magicianâs energy can not only weaken their magic but temporarily negate it until they recover their mana again. This energy drain is ineffective under magic or power negation.
Light Magic:Â (white magic)Â Witches can create, shape and manipulate light via light energy, a specific natural energy usually drawn from inter-dimensional or other similar sources. It can be channeled as an absence of darkness and a solid substance that can be shaped or manifested in various ways. They can also create and dispel areas of bright light, move short distances at light speed, project holographic illusions, and bend light to turn themselves and others invisible. Light magic can be countered by shadow magic.
Weather Magic: (this ability grants witches extra features as they master expert levels in evocation) These witches can sense, create, and manipulate weather. They are capable of generating storms from clear skies, creating rain, wind, hail, lightning, snow, sleet, fog, and temperature changes along with removing storms for clear skies and sunny days. At expert levels, they can create heavy thunderstorms, hurricanes, derechos, tornadoes, blizzards, and other devastating storms. Since this power encompasses elemental magic, other elemental and weather magic users can defend themselves against any weather attacks or negate weather caused by magic.
These celestials are extremely determined, focused, hard-working, and responsible with high dedication and care to whatever they put their minds to. They are the least likely to be considered pushovers as they are assertive and steadfast. They like to keep themselves busy with tasks and will always work hard in whatever they do.
Diligence Empowerment:Â They gain strength and power from their own motivation and hard work, as well as from others enacting this virtue nearby. So long as these celestials are kept busy with responsibility, they will always have energy and never run into a problem with overexerting themselves.
Overexertion Immunity:Â Due to their virtue and being empowered by diligence, they are completely immune to overexertion and the negative effects that come with it. They are empowered by doing more, and with that builds their near-limitless supply of stamina. Older celestials who have embodied their virtue for so long can even be highly resistant or immune against the effects of sloth demons.
Diligence Magic:Â Diligence celestials can detect and manipulate the determination, motivation, responsibility, and persistence in others by inducing diligence and enhancing whatâs already there to counteract the temptation into laziness and procrastination. Their magic also gives them something of a âholy voiceâ that allows them to inspire and motivate others into becoming diligent in any aspect merely by speaking.<
Weaknesses:Â Laziness, inactivity, and a lack of motivation weakens their powers. They may also be countered by sloth demons.