There are multiple sources of energy throughout the realms, most used by Immortals. However, the Earthen realm’s energy cannot be accessed by any Immortal, and only a small population of humans can tap in and use it correctly. These humans are the Witches.
Initially, Witches were merely energy-sensitive humans. They were able to sense the energy from the Earthen Realm and absorb it into their own souls, making their lives slightly longer than the average human. As time passed and humanity became more advanced, the Proto-Witches slowly discovered simple patterns that channeled the Earthen energy more directly into them. This evolved into the spirograph patterns we see today.
As more people began to discover these patterns, more began to experiment with them. Combining different shapes, complexities, and even colors of pigment changed the nature of the energy. By modifying these qualities, Proto-Witches were able to channel energy into different actions. The Proto-Witches began to use the energy to encourage plant life to grow, as well as to enhance the immune system of fellow humans in order to heal them faster. These people were sought out for quite a while as Miracle Workers and Faith Healers. Life expectancy rose, mortality rates fell, and the overall quality of life improved for a short time.
However, humanity is a paranoid race that often becomes afraid of what it does not understand. These Faith Healers were attacked by institutions, claiming them as “frauds,” “heathens,” and eventually, “witches.” The power they were using was claimed to be demonic in nature due to more unsavory witches creating curses with their markings under the guise of being healers. As the persecution intensified, so did the creation of Curses and other dangerous spells in order for the witches to defend themselves. This, in turn, made the persecution even worse. A vicious cycle that claimed many lives.
In the modern day, witches are not as violently persecuted, but they are still ostracized from society if they are discovered. However, actually pinpointing a witch can be more difficult than it appears. They often can get away with symbols on their person by incorporating them into clothing, jewelry or tattoos, effectively hiding them in plain sight. With current fashion trends, there can be colorful spirographs on anything without it being a sign of a witch, and even small drawing kits to create spirographs are still broadly sold for children.
The exact amount of hostility a witch may get for being exposed varies depending on how magic-friendly an area is. In areas with high Hostile Immortal Activity, a witch may be seen as more of a threat, and thusly will need to hide themselves or face getting hunted down by Hunters or vigilantes, or worse; Immortals. But in a more Friendly Immortal Activity area a witch may be seen as a friendly face, and may practice their craft more openly without too much risk. However, being fully open with witchcraft is still dangerous for the witch. Being too open can gather the attention of DHOW or other unsavory people who wish to have the power of a witch on their side.
Witches are considered wildcards for most parties. They are considered assets to Immortals due to their power to stabilize souls once they are destabilized, as well as the ability to contain Maculari and Pecus who are about to have a city-reckoning Surge. They tend to be popular with demons and Demi-Immortals due to being a (mostly) neutral party that can be asked for aid when needed. Hunters have a less than satisfactory image of them, seeing Witches as yet another problem that plagues the world, mainly due to remnants of the belief Witches use demonic power. Unfortunately, this leads to many DHOW raids of potential witch’s homes, as well as unnecessary deaths due to fear of being cursed. The fact that many witches end up around Demons and Demi-Demons also does not help their reputation as “devil worshipers” to the Hunters, which makes the situation even more complicated.
As for the act of witchcraft itself, the process has advanced since its older iterations. Witches no longer require drawing or painting materials in order to cast their spells; they are able to channel their own energy into spirograph shapes, creating glowing patterns wherever they please. This has made the practice more portable, as well as slightly easier to use due to the precision that one can get from actively channeling their own energy versus with a paintbrush. It also has become more versatile, expanding the ability to use color as a way to experiment with spellcrafting.
Nowadays, many witches form groups known as Covens in order to connect and learn from each other. Almost every witch with some semblance of experience belongs to a Coven, either locally or digitally. Covens provide the witch community with spaces to safely communicate, learn, teach, and warn others of odd activities happening around town.
Most Coven activity is in the learning and teaching of spells. As any witch can learn any spell, often witches of differing specialties will group together and teach each other bits of their preferred magic in order to protect each other. This can be done in person with practical teaching, or over the internet through pictures and detailed descriptions. Often new spells are taught with inert spiros, ones drawn simply in pencil without specifically focusing on the energy required to cast the spell.
However, Covens often speak to each other about rogue witches in specific areas, warning of high Curse activity as well as Hunters on high alert. As soon as one witch is detained, there tends to be a flurry through the networks in the area to warn others to hide their spiros and be more careful with their spells until the panic dies down. Recently, there have been a few warnings about Immortals as well, but this is a newer practice.
Witches without a coven are considered “rogue,” and typically are seen as either inexperienced or dangerous within the witch community. If they are merely inexperienced, many witches will offer for the new one to join their coven, and it solves the problem rather quickly. However, for truly dangerous witches that don’t want to be associated with a group, this is often dangerous for everyone involved. There is a slight stigma around witches who focus on Curse magic, and unfortunately, many rogue witches tend to specialize in Curses. However, a rogue witch can be a specialist in any school of magic, and does not necessarily have to be a bad thing. It is merely the stigma of the community that creates such a negative view of those who are not in a particular group.
Witchcraft is, essentially, the process of manipulating and redirecting energy from one source into another. It is directly related to both the Earthen realm and the human’s Soul. Earthen energy is drawn out from the realm via Spirographs of varying size, shape, complexity, and color. The more complex the design is, the more powerful the spell, and the more energy it requires to cast. The size tends to control the specific area that the spell effects. The shape of the spiro directly correlates to the kind of spell that is being cast. The color of the spiro also determines many aspects of a spell.
Color is important in the process and is the only time that Soul Energy may not match the color of the user’s Soul. The color of the Spiro will determine how effective it is against a living target. In healing or other beneficial magic, the color must match the Soul Color of the target to be most effective. A few shades off won’t hurt, but if the spiral is in the completely wrong color, it may nullify the spell or cause damage instead. On a combative spell, the color should be as different as the soul color of the target as possible in order to ensure damage is taken.
The process begins with creating the Spiro. The caster focuses on their own energy in order to create a thin filament that appears where they want the spell to originate from (For example, a healing spell would appear over the wound/wounded person, while a Combative spell may appear on the palm of the hand). This process can take anywhere from a few seconds to a few hours depending on the difficulty and complexity of the spell. A more experienced or powerful Witch can speed this process up by expending more of their own energy at the risk of causing irreversible damage to themselves. Once the spiro is complete, the Witch has access to the power of the Earthen realm filtered through their marking. They then focus on the Earth itself to draw power through themselves and into the spiro.
When Earthen energy is channeled, it washes over the soul in particular patterns judged by the shape of the Spiro. This does have a lasting effect on the Soul, creating engraved channels within it that allow the energy to flow more efficiently in the future. This also allows the Witch to have genuine control over the energy rather than merely hope it will do what they want.
After the channeling is complete, the desired effect of the spell takes hold. This can manifest in many different ways depending on what is actually being done, though it is almost always something able to be physically seen. At the very least, even if there is no visual effect of the spell itself, the spiro used is always visible. The glowing effect can be dulled in the case of traps or other spells that need a specific stimulus to activate, but the symbol will still be etched into the ground or whatever the spiro was placed on initially.
Witches have many abilities they can call to their command. With the power of the Earthen Realm at their fingertips, their power is nigh unlimited. However, they do have a few limitations.
Firstly, they cannot create matter of any kind. They are able to manipulate and change it, but they cannot create something from nothing. For example, a Witch could draw water from the ground under them to splash at someone, but could not create that water from thin air.
The second limitation is that the witch must be able to physically touch the area they want to cast a spell upon for the majority of spells. This makes their abilities both more potent, but a bit less accessible during a combat situation. There are a few exceptions for specific spells, especially those that deal with potentially harmful substances that a human would not want to touch, but most spells require physical touch in order to begin the process of casting.
The third limitation is the time it takes to cast a spell. Many spells take minutes to hours to cast properly, which makes many of them not very useful in a fast-paced senario. This means that most abilities must be set up in advance, or the witch will have to potentially hurt themselves to cast a spell more quickly. While there are ways to negate and lessen the damage taken to their souls, the more a witch rushes things, the less likely they are to live through the situation.
In general, a witch’s abilities tend to fall into six different categories of spells. Any given witch tends to specialize in one to two of the following categories, but can learn how to cast any spell from any school of magic.
Naturalist spells focus on the natural world. These are spells that specifically target the Earthen Realm itself and the organisms that make up most of it. Spells of this nature allow plants to grow more rapidly, call upon animals for assistance, and other more ecological effects. Most of the time, these spells are used for gardening, hiking, and even animal training in order to give the witch an edge on the situation, or to merely aid in the growth of some flowers that they particularly like.
The most common spells of this nature are Growth and Decay spells, which directly effect most living creatures. Growth spells provide energy to the parts of the organism that aid in growth specifically, and can speed up the process significantly. Sometimes this means a plant that would take months to grow is ready for harvest in a few days, sometimes this gives a child that extra inch they need to ride on a roller coaster in an amusement park. Either way, a Growth spell is usually a permanent and nearly instant effect.
Decay spells specifically block the energy from all growth-centric parts of the organism, and in specific cases can even stop the cells from working entirely. This can be incredibly destructive to the natural world, and potentially fatal to humans in extreme cases. These spells tend to work more quickly than a Growth spell, as the cessation of all function requires less energy than the enhancement of a function, and often has a more immediate effect. Decay spells work on all living organisms, including Immortals, though Immortals tend to take longer for the spell to truly take effect. These spells can be put onto an object and snuck into a person’s bag in order to create a slower, but just as potent effect until the spell object is destroyed.
Constructive spells are those who affect other beings positively. These are typically healing spells, though can also be strength-enhancing, building confidence, or other positive effects. They are most easily compared to Buffs in an RPG. Settling a Maculari, as well as stabilizing souls and preventing harm fall into this category. These spells are typically used by those who get into a lot of difficult situations, and are the most popular of the general public. The few witches that are more open with their craft often make money from selling items imbued with spells for concentration, general health, and even calming or strengthening emotions.
The most common spells from this particular school of magic are typically Healing and Confidence Boosting spells. Healing magic works on any living creature, including Immortals and Demi-Immortals, which makes many Constructive-Focused witches into decent neutral-ground healers and/or hospital staff. These spiros typically take anywhere from 10 minutes to half an hour to set up, depending on the severity of the injury, and can take a few minutes after casting to take their full effect. They specifically focus on giving more energy to the body’s natural healing process, speeding up the healing from days or months into a few minutes. These spells can also be set up in advance to create “healing salves” when applied to ointments.
Confidence-Boosting spells are long-term spells that can also take anywhere from a few minutes to about an hour to set up. These are often put onto clothing and jewelry in order to remain subtle but portable for everyday use. These spells do have a shelf life of anywhere from a few months to about a year before they stop working and need replacement. While the spell is active, whoever is wearing the spiro gains a sense of accomplishment and capability that can aid them in whatever they do. The spiro itself pulls energy from the Earth and specifically into the centers of the brain revolving around contentment and decision-making.
Metamorphic spells are those that transform one object into another or make a significant change to a physical object. These spells are often one of the trickier schools to learn, due to not only requiring the concentration to perform magic in the first place, but the ability to visualize what you want the matter you’re manipulating to transform into. There is no limitation on what can be affected by Metamorphic magic, but the amount of matter cannot be changed. For example, a hand-sized stone can be changed into the shape of anything of the same size, and into any material of the same density, but cannot be transformed into a fully-functioning car. Metamorphic spells can also be used for disguises when used on the human body.
The most common spells of the Metamorphic school are simple Transmutations as well as Physical Transformations. Transmutations specifically are the most versatile of spells, used mainly to create physical tools needed for projects, as well as provide defences from potential attackers. These spells work by shifting the energy of the matter being affected and changing it into something else of the same relative size. They can be used to create objects, as stated above, or to change the properties of physical things around the witch. For example, a witch could build a sand castle, then Transmute it into stone, water, metal, or even glass. This is often used to reinforce doors and other defensive structures by making them out of something cheap and easily malleable, then Transmuting them into a tougher material.
A disguise spell tends to work by rearranging the structures and qualities of the body into a different shape. These spells never seem to last more than a month at a time, and can only last that long by keeping an object imbued with the spell on the target’s person at all times. Typically, these spells are used for moments where a witch does not want to be recognized, or even to test out different appearances before going through a more permanent change, such as a tattoo, plastic surgery, or hair dye. They are also used to give a small, temporary spice to an appearance, such as changing hair colors for a night out or transforming the body for a cosplay event.
Combative spells are those whose sole existence is to cause damage. They have no other purpose than that. These spells can cause internal bleeding, explosions, and other unsavory effects. Combative spells are often used in fast-paced combat situations, but are also used to create and set traps for unsuspecting foes to walk into. Combative spells take a significant amount of energy, but tend to have fast to immediate effects. Traps specifically still can take up to a minute to set, but in conjunction with Constructive Magic, this disadvantage can be negated. Combative magic is one of the newer schools, meaning that it is constantly being reworked and new techniques are constantly being discovered and re-written to be more efficient and less potentially deadly. However, Combative magic is easy to learn but difficult to master due to needing knowledge of basic Soul theory in order to cause the most amount of damage.
The most common types of spells from this school are Elemental spells, as well as Soul Bursts. Elemental spells are quite simple and self-explanatory. They work by drawing the specific elemental energy from the Earth and placing it where the witch wants it to be. Typically, this is a spiro placed on the palm of the hands or the fists in order to enhance hand-to-hand combat or provide a blast of an element that keeps foes at a distance. However, this can also be used to pull up walls of earth as a defense, create wind tunnels to keep enemies at a distance, and throw fire in classic magical fashion. These spells can be created not only on physical objects, but also in midair as long as the area is within reach of the witch.
Soul Bursts are the weapon of choice of many witches, despite the usual minute-long cast time. Soul Bursts are made of concentrated energy mainly from the soul of the witch themselves, but augmented and made usable through the Earth. It is the most potent kind of attack a witch has at their disposal, but currently the most dangerous if done incorrectly. Typically, these spirals are used in two ways. The first is to put the spirals on the palms of the hands in order to throw a beam of energy towards attackers. The second, and the more time consuming of the practices, is to create a trap of sorts on the ground for opponents to walk into. These take a minute to create without any sort of hasting, but provide an almost landmine effect to anyone who does not share the exact soul color of the spiro. Upon stepping into range, the spiro shoots up a column of light and burns whoever stepped into it. The more different the soul color is from the spiro, the more damage it does.
Curses are special spells that linger for any amount of time the Witch pleases, and can only be broken by the caster or a Witch of the same bloodline. Curses are what someone would use to recreate the famous poison apple of Snow White or to force someone to wander a hall endlessly for eternity. Their effects can vary almost infinitely, and can be varying degrees of detrimental, though are always detrimental to the target. Curses must be cast onto a physical object, whether that be directly on another human or onto an object to plant on someone. However, the bigger the object (and more dangerous the curse) the more energy it requires to cast. Even as one of the oldest schools of magic, it is still considered one of the most dangerous due to the stigma around it, as well as the amount of power required to cast its spells.
The most common curses typically encountered are the Norlial curse (and its copycats), as well as simple Clumsiness/Bad Luck curses. The Norlial curse is one of the most famous curses and one that is likely impossible to break due to the initial caster’s bloodline being completely wiped out centuries ago. The spiro was cast directly on a member of the Norlial family, and was set to jump from generation to generation indefinitely. The spiro presents as a very spiked pattern, typically somewhere visible but easily concealed, such as high on the shoulder or the back of the neck. The effects of the curse are specifically that the bearer will become irrationally angry at anything that upsets them, and will enter an almost berserker state until the object of enragement is destroyed or they are calmed down by a specific Soother. Those afflicted are dangerous to themselves and others when in this state, due to both enhanced strength and lowered pain tolerance due to enhancing the effects of adrenaline on the body. The Hunters have recognized this bloodline as a threat, and because of their curse, has a specific division for the discovery, containment, and use of the affected individuals.
Generically, a Bad Luck curse is the most often found and created curse in the world today. These can be anywhere from just annoying to outright malicious depending on the intent of the caster while casting the spell. These curses can cause any amount of misfortune to happen to a specific target, though, thankfully, are unable to affect anyone around them unless that intent is specified. Therefore, a person affected with a Bad Luck curse can trip over their own feet into an open sewer grate, but they will not suddenly end up with a relative in the hospital. Most of the time, a Bad Luck Curse is imbued into a specific object, and can be transferred to another person or place by simply removing it from the target. However, the object will remain cursed until the caster or a member of their bloodline specifically dissolves the effect.
Countercurses were created in direct opposition to Curses. They can be used as preventative measures against ill effects, as well as to remove a curse if the proper requirements are met. These are most easily equated to how Antiwards work for Immortals. A Countercurse specifically only effects the Curse school of magic, not to confuse it with the Constructive school. These spells are often cast directly on a person, similarly to an angel’s Blessing, and can last for a few months before needing to be replenished. They can be applied to objects as well, but these last for less time, and are typically used as “bandages” for already present curses to relieve some of the effects. Casting a Countercurse is a very involved process, requiring both the knowledge of the curse at hand and access to the witch who cast the curse in the first place. Countercurses are the only spells that always require a physical component in the form of a hair or other DNA sample from the Curse caster. When used in more broad protective manners, a sample from the witch themselves and the one being protected are required. The Countercurse school of magic is the most specialized of all the schools, having the least amount of types of spells, but it is the most complex to cast.
The most common contercurses are generalized Protective measures. These spells work by calling upon the Earthen Realm to protect a specific person from outside spells. They require a lock of hair from the person being protected, as well as from the witch casting the spell. These spells take anywhere from an hour to a few hours to cast due to the broad spectrum of energy that needs to be blocked. When cast upon a specific person, they gain a spiro somewhere on their body that faintly glows with the color of their soul. Once the spell takes effect, any curse that is directed at the protected person, whether directly or via planting a cursed object upon them, will not affect the protected person. In the case of a direct casting, the Curse will fizzle out and have no lasting effect beyond costing a very angry witch a lot of energy. In the case of a cursed object, the protected person will feel pain from the location of their spirograph and become innately aware of the cursed object on their person, allowing them to immediately get rid of the object. This does not un-curse the object.
Specifically attempting to lessen the effects of a Curse is a very involved process, taking from a few hours to a few days depending on the severity of the curse inflicted on the person. This involves getting a hair or other DNA sample of the curse caster, as well as a sample from the afflicted person. The spirograph is then placed upon a specific object, such as a necklace or a stone, and given to the afflicted person. Once on their person, the effects of the curse will lessen for up to a week. This allows time to search for a cursed object unimpeded, or to attempt to make amends with the witch that cursed them without having to suffer the effects of the curse. Do note that this does not un-curse the object or the person afflicted, it merely provides a moment of solace from the effects. As time passes, the spell object will begin to decay. When the effect is over, the object will break and the Curse’s effects will start to affect the person immediately. Some witches can make a good profit from selling their Countercurse services to those who are already cursed due to the high turnover rate of spell objects.
Witchcraft, while a relatively safe form of magic, definitely has its risks. Between how visible it is and the possibility of overloading the soul, the power Witches can use should not be taken lightly.
The first of the major risks is the attention that it draws. Witchcraft is not subtle, nor is is unrecognizable. If a Witch casts a spell, all who see will know that they are casting something. A glowing spirograph appearing is never subtle, even in the best of cases. It can be hidden if the spiral is small enough, and the glow will subside once the spell is complete, but the marking itself is a dead giveaway that magic is happening. This usually strikes fear or interest in the general public, and if this activity is identified by a member of DHOW, the witch is likely to receive a house call very soon afterwards to “contain” or “catalogue” their power. What this entails depends, but can be anything from simply adding their contact information to a form to be called upon when needed to a full-scale raid of their house and potential detainment.
Another form of attention Witches get is from Immortals. If a Witch is identified by an Immortal, they are likely to be approached, and it may not be as subtle as they wish it to be. All Witches have the power to stabilize a soul, making them priceless assets for an Immortal to have. However, this may not result in better treatment or protection as one may imagine it to. Being an Immortal’s personal witch is like being their toy; they will play with it how they wish, and if it breaks they will replace it. This is seen more often with demons, but angels are known to mistreat their witches as well.
Even if a witch is not abducted by an Immortal, the attention their gets them may draw in Demi-Immortals as well, looking for a neutral party to aid with their wounds and potentially with hiding. The more attention a witch draws to themselves, the more likely something more drastic is to happen.
The second risk is vulnerability. While a witch casts spells, they are slightly more susceptible to Soul Damage, which is nearly 100% fatal in humans. This is for two reasons. The first reason being that their soul is slightly less protected due to the nature of the Spiro. It allows Earthen energy to enter the Soul, meaning all other energy can enter it just as easily. This is especially harmful if the soul of the attacker is a different color than the witch’s. This will cause more damage and potentially kill the witch if their soul becomes overloaded with energy.
The second reason is that Earthen Energy can make divots in the soul called Soul Channels. Channeling Earthen energy too quickly or trying to channel too much at once puts strain on the Soul Channels, which can become dangerously deep. If the channels become too worn, they can begin to crack and shatter the soul of the Human. This is the most common cause of death in Witches, typically in young or learning ones due to ignorance of how their power truly works.
While there are risks, there are also rewards involved in the use of Spirographs and Witchcraft.
Witchcraft, while stressful on the soul, is nearly unlimited in what it can accomplish. As long as the appropriate Spiro can be made, it can be done, and new spells are being created at any given moment. The Earthen realm has more power than any Immortal or Human gives it credit for, which makes experienced witches incredibly powerful the more they understand the power and limitations of their planet. Also, Spiros and spell effects can be customized in any way conceivable as long as the Witch has the power and will to cast it.
Another benefit is the ability to give lasting effects to targets. Constructive or Countercurse magic can be used to give “buffs” to people in need, preventing them from harm and bolstering their already present abilities. They can be used preventatively, which can be very beneficial when going into a tricky situation. This also means that traps can be set before a confrontation in a simple way, which can aid in escapes. Alternatively, Curses can last for generations, and can only be destroyed by a Witch of the same blood as the initial caster. This can allow a particularly vindictive witch (or, simply, one who wishes to prove a point) to create a living hell for an entire bloodline of humans (and Immortals!) to have to deal with. For example, the Norlial bloodline. This bloodline was cursed to be constantly belligerent and tend to berserk angrily towards anyone or anything that upsets them.
The third benefit is that these powers can only be used by Humans. The Earthen realm’s energy has a different quality than the Heavenly and Hellish realms, making it incompatible with beings that are from those realms. This means that Immortals can attempt to use the power, but they are unable to actually make the energy work for them. Typically, all an Immortal will get from attempting Witchcraft is a case of Soul Sickness. Demi-Immortals are under the same category, though can occasionally get a slight effect to occur when making a spiro. However, they, too, tend to get a nasty case of Soul Sickness when attempting it due to the foreign energy overloading their souls. Witchcraft truly is a human’s gift.
So, Why can Semanti use Magic?
There is an example of a Demon in-universe who is able to use Witchcraft. The Witch (Alias: Semanti Furfante), a Knight-In-Training, is the one able to do this. She is a Possessor-class demon, which allows her to latch onto a human soul and feed off of it for her own purposes. However, this is not why she is able to perform witchcraft.
In her mortal life, Semanti was a witch, meaning that her Soul had channels within it that allowed for the specific flow of energy in order to use spells. Now that she is a Demon, those channels are still there, as they were built into her soul. She is unable to fully channel the Earthen Realm, but her own demonic energy is able to filter in through those channels, allowing her a bastardized version of Witchcraft. The spells are similar, though take on different appearances and effects, as well as have a higher chance of not working at all. She is nearly incapable of performing Constructive or Naturalist spells, though is still able to stabilize a Maculari or Pecus in a pinch.
This exception allows demons (or Angels) who were Witches in life to attempt to call upon their old spells. However, this is a highly difficult feat, and still dangerous to attempt due to possibly deepening the channels in the Soul.
The Witch (Semanti Furfante)