⌕✶ — A witching guide brought to you by 𝐂𝐚𝐭𝐫𝐢𝐨𝐧𝐚 𝐀𝐜𝐚𝐝𝐞𝐦𝐲.
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* As of 8/01/25. May change depending on if things need to be tweaked.
Trigger warning: long post.
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Simply put, all magic needs a source. Whether it be ingredients in a spell, the parts of your wands, or the energy all around you, magic needs something to propell it. The reason normal people can't perform most types of magic is because they don't know how to use the energy of something to do something else.
Most witches are drawn to a type of magic because of its source. Love witches drawn to rose petals and emotion, lunar witches drawn to the moon, solar witches drawn to the sun, weather witches drawn to the weather, et cetera.
It's possible to harness yourself as a source, though for most, it doesn't come easy. Older, experienced witches are more likely to know this form of magic. Familiars can give witches energy to aid in spells, though other animals and people can do this as well. Covens use this to their advantage to make enchantments work better and longer. Forcefully taking energy also works, but it is way harder.
Magic is a diverse art. "Nothing is impossible" is a phrase only possible because of magic. There are types that witches practice more often than others, though. These are:
Practical magic (picking something up because their hands are full, organizing books, et cetera.)
Love magic (ranging from blowing a kiss to themselves in the mirror to organizing a ritual under the full moon.)
Travel magic (by means of "teleportation" or by broomstick.)
Protection magic (one of the simplest by far.)
Communication magic (lots do this with enchanted mirrors, reflective services, and even holes which the end can't be seen, ex: rabbit holes, dark doorways.)
Light magic (lanterns, dead lightbulbs, non-fire-litten candles.)
Plant magic (calling on herbs to perform a certain purpose in a spell, rapid groeth of plants to be harvested faster, talking plants such as mandrakes and snapdragons.)
Potions, charms, hexes, incantations, and more are all types of spells.
"Spell" can be used as an umbrella term for all ways magic can be practiced. All squares are rectangles, but not all rectangles are squares; all potions, charms, and other enchantments are spells, but not all spells fit into a specific category.
Common spells that don't have other names are preformed by putting things in a jar, burning things, burying things, and much more. There are many ways to practice a spell. For example, throwing herbs into a jar and whispering something into its mouth before putting a cork in it is a surefire way to activate it. Another way is to speak what you want while using a wand (usually in rhymespeak or an old language like Latin), though some witches don't need them.
Potions are made in cauldrons or in similar containers. Liquid is usually added, but stirring dry herbs also works most of the time as long as it can flow freely enough to mix. A more modern use of potions is coffee shops serving drinks with (edible) magical ingredients in them.
Charms are most commonly applied to objects. A charm can be applied to a rock to propell itself at someone in particular. A charm can be applied to lipstick to make an unfortunate person's mouth make sounds that aren't of what the person instructed. A charm can be applied to a spell jar to not break. The list goes on.
There are, of course, orher categories of spells, but we'd be here for the next 3 eras.
The word for something being affected by a spell is "enchanted." Examples:
"He enchanted the door to only open for witches."
"The necklace has been enchanted for centuries."
"Her bicycle was enchanted to drive itself."
Wands are tools used to be more precise with magic. Most wands draw power from the material they're crafted from, ingredients put inside of the handle, and the material the pommel is made from (traditionally a stone or intricately decorated ball made of the same material the rod is.) The most common material the rod and handle a wand is made of is wood from magical or enchanted trees, but they can be made of other things like stone or metal as well.
Originally, wands evolved alongside swords and daggers, different styles being formed throughout locations and centuries the same way weapons were. This is why the end of the wand is called a pommel, the same thing the ends of swords and daggers are called.
The handles of wands are also sometimes engraved with patterns personal to the owner.
Anything can technically be a wand as long as it's in the general shape of a rod and has magical properties (either by means of enchantments or by the materials it's composed of), but the wands witches primarly use are designed to channel magic easier.
The only material wands can not be made of is plastic. This is because plastic doesn't channel magic the same way natural materials do.
Broomsticks are the traditional mode of travel for witches. They come in many shapes in sizes that are mostly a matter of preference for the witch who owns it. Handle length, bristles, the wrapping, and other modifications are up to the owner. Because of this, some modern witches have started riding vacuums.
The handle is where the owner sits and holds on to. The average spot for sitting (highlighted in purple) is close to the head (or bristles) of the broom and further away from the end of it. Some broomsticks have hanging loops for lanterns.
While traveling, any luggage is either placed on the head, or if more convenient, hangs from the handle with one of the rider's hands on where the luggage hangs on just in case.
Anything can be a broomstick as long as it's in the general shape of one and rideable. However, it will only fly if it's enchanted or made of magical ingredients. The types of wood and metal in broomsticks are usually what makes them fly.
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Familiars are animals that witches form lifelong bonds with. Once the bond is formed, the familiar can't die until the witch it's bonded to does. Familiars choose their witch in return for giving parts of their energy and wisdom to their witch to aid in spells.
Many witches believe in the reincarnation of souls and that their familiar incarnates when they do. "Familiar" is short for familiar spirit, a phrase once used to describe a spiritual being that helped a magician in their work. In the older days it was believed that familiars were immortal shapeshifters that wanted to pass down knowledge.
Some witches can understand their familiar's thoughts, however its not standard unless a spell is performed for that purpose.
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Anyone with the ability to practice magic (and does so) is considered a witch. Without preexisting talents, magic can't be taught, but parentage doesn't matter. Although rare, some witches don't find out about their abilities until they're into adulthood because they're not related to other witches.
Humans aren't the only beings able to practice magic, either (though they make up to 48% of witches that get an education on magic) — beings that go to academies to enhance their abilities include:
Make up 21% of witches that get an education on magic.
Make up 20% of witches that get an education on magic.
Make up 6% of witches that get an education on magic.
Make up 2% of witches that get an education on magic.
Make up 1% of witches that get an education on magic.
Other species, obviously.
Superstitions are a large part of witching culture no matter the region. Beliefs vary from location to location, but these are the most widely accepted.
Always carry pocket change or else you'll go broke.
Turning a broom bristle side up will get rid of unwanted guests.
Never gift an empty bag; always put something, even small, inside first.
Put an empty glass of water beside your bed to repel nightmares.
Never put your wand on the ground unless you're sitting on the ground with it.
Good and bad luck comes in 3s.
Historically, witches have always been condemned for not following what's expected of them societally. This has led to many witch trials and hunts.
Many figures are often taught to young witches during their schooling and in early childhood. The most notable figures include:
Merlin (The Great, The Sorcerer).
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Catriona Academy is held at a castle large enough to qualify as a small village. The castle itself resides in Scotland, shrouded by mist and hidden from view of regulars.
At the Academy, there are mandatory and non-mandatory classes. Classes like math and English aren't taught because students must pass an exam showing they have the skills already that they'd miss out on by getting into Catriona.
Options: Basic history, moderate history, advanced history.
Teaches about other intelligent beings like the fae, gnomes, goblins, and others.
Options: Rhymespeak, Latin, Akkadian, Ancient Greek, Gaelic, Old English.
Minimum of 1, can take another as an elective.
Options: Basic spells, moderate spells, advanced spells.
Language and energy based.
Options: Basic alchemy, moderate alchemy, advanced alchemy.
Math and measurement based.
Flying (also known as broom riding.)
Options: Basic flying, moderate flying, advanced flying.
Technically counts as a physical education class.
Teaches how to steer, broom handling, et cetera.
Broom games when the instructor doesn't want to make a lesson plan.
Cooking class with added magic.
Teaches how to maintain plants and turn them into herbs; goes through the meanings of each herb.
Includes crystal balls, tea readings, tarot cards, astrology, pendulums, and interpreting signs.
Teaches almost everything about the night sky.
Woodshop but for wands and brooms.
Covers both healing magic and medical practices.
Additionally, the Academy also has extra curriculars, including:
Orchestra with magic involved.
Choir with magic involved.
Band with magic involved.
Art with magical elements.
Theatre with certain special effects or other elements being from magic.
*7:25 - 7:45 AM — Breakfast.
9:30 - 9:45 — Morning break.
11:55 - 12:35 — Lunch break.
*3:00 - 4:00 — Detention, make-up classes.
*3:45 - 5:00 — After school activities.
*7:00 - 7:45 — Dinnertime.
* Not mandatory for all students.
The Academy doesn't technically have a uniform, however the dress code is strict enough that some consider the academy to have one.
Shirts must have shoulder straps and/or sleeves.
Skirts permitted with stockings underneath.
Only stripes and flannel/plaid pattetns are permitted for shirts.
Denim, lace, leather, and corduroy permitted for jackets and pants.
Painted and fake nails permitted if under 1 inch long ranging from fingertips to ends.
Shoe soles and heels must be shorter than 3 inches.
Card games with tarot cards.
Pep rallies as mass spells.
Top culinary students making synthetic blood for vampires.
Art club making charms for werewolves to help them through the full moon.
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Rooms are usually either inhabited only by 1 student or 2 students of the same gender. Rooms with multiple students often have more space than single dorms.
The rules for rooms are simple: don't destroy anything, don't cause a large ruckus after 10PM, and don't go into other dorms without permission. There are obviously other rules, but they're not important.
Each dorm comes equipped with a kitchenette (one oven/stove, one sink, one fridge, cupboards) and one bathroom (one sink, one toilet, one shower/bathtub.)
Dorm houses at the Academy are co-ed, though rooms are usually either inhabited only by 1 student or 2 students of the same gender. Rooms with multiple students often have more space than single dorms. Dorm houses occupy 1 wing of the castle each, the amount of rooms ranging from 40 to 50.
The houses at Catriona include:
Students put into these houses are usually randomly selected. Familiars often don't matter when it comes to housing arrangements unless there's a conflict of species amongst students sharing a room, e.g. a cat and a mouse, a hunting dog and a bird, et cetera.
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