Witch

''“We witches are far more than fume ingesting hags who live in swamps. We are beautiful; we are sophisticated; we are powerful. There’s more to us than just brewing poisons, eating children and worshiping demons. But no one cares enough to listen.” ~ Dana Leannon, a young witch taken before her time.''

Witches
Arkadell, the pinnacle of life in the known universe, houses many different races, cultures, histories, etc., each filled with fantastic tales of heroes whose bravery and mental/physical prowess served to slay the most fearsome and vile creatures. And those creatures, those villainous malefactors whose darkness seeks only to destroy the very foundations of good, lie deep within these pages, as crucial to the story as the heroes who slay them. However, each tale bears differing morals, heroes and villains with different names and visages, yet each time, the story ends the same, with  good conquering evil. But is this evil truly an evil to be feared? Are these fiends truly fiendish? And what creature, what dark master deserves such reprieve from history’s judgement? There is no being more deserving of pardon than the Witch.

Witches have existed in great numbers for centuries, acting as an escape route for many. A sudden change in the weather, the unexplained death of a loved one, the termination of crops, all blamed upon the supposed devilry of Witches. And who are these Witches? Are they truly the demonic old hags whom we often see roaming at night, hexing all how dare cross their paths; are they kindred old men and women who harbor dark secrets and consort with devils in the night, or are they simply our neighbors whose dark compacts have a malicious influence over our lives? The truth of the matter is that none of these statements are true, none of these questions can be answered yea. Witches are not the devilish, crooked nosed beings often described in fantasy. They are but another culture, another history to be documented and understood, a highly socially advanced group of individuals with great knowledge and powers, and their story shall be outlined on these pages.

History
In the years before the First Age, Witches did not exist, not as they do now. Instead, they were known as Cunning Folk, men and women who harbored powerful knowledge and the ability to communicate with the spirits. The Cunning Folk learned many secrets from the spirits, learned the ways of the natural world, the uses of various herbs, the meaning of the shifting stars, etc. Using this knowledge, the Cunning Folk lead their people, the tribes predating the First Age, providing various services. They created and cradled love and fortune, dealt justice to those who deserved its wrath, and healed the physical and spiritual wounds of those in need. There seemed to be no end to the good that these men and women could do for their community, but time would soon weather their gilded generosity.

It is the very nature of man to struggle for power, to claim it for himself. The Cunning Folk would soon outlive their usefulness for, as time passed and people progressed, their powers stood in the way of society’s momentum, stood in the way of more socially powerful men and women. These once wise men and women became dark malefactors, spreaders of deceit and evil. Their powers became chaotic, a perversion of the natural order. They became feared, unwanted, and unloved. The terms Witch and Warlock were soon placed upon these individuals, and those who were not exiled were slain. They were cast into the wilds, a haven for their kind, a place where their talents could be fostered and grow. Thus, Witches were born, the outcasts of society, the dark, heathenous practitioners of an ancient art.

Life for these individuals was a constant battle against the ignorant and each other. The earliest Witches struggled to create a system of practice that they could agree upon. And while they bickered, they were picked off by those who still did not understand their practices. Hunters, pilgrims, and religious leaders alike preached against the evils of Witchcraft, the malice that it entailed. Eventually, after decades of dilapidation, nine Witches stepped forward to form a governing body for their kind, a Council of Witches who would oversee the practices and rules of the Craft. Each day these nine gathered, formulating possible rules and systems, ways in which Witches could practice their art safely and in peace. They adopted a code of secrecy, removed themselves from the public eye, and formed a long lasting system, one which persists into the current Age. These nine Witches formed the first recognized Coven, and with it, spread their Craft to the farthest corners of Arkadell.

Covens
Covens are the very foundation of Witchcraft, that which holds a Witch’s society together, keeps their secrets, and provides them with a safe environment in which to practice the Craft and teach it to those ignorant of its ways. But what is a Coven? Put quite simply, a Coven is an established group of Witches and Warlocks, usually consisting of 20 to 30 members, though there are a several larger and smaller variants. Witches within Covens adhere to a strict caste system that consists of five ranks. The ranks are Initiate, Savant, Witch/Warlock, Attuned Witch/Warlock, High Witch/Warlock. Members of the Coven are also expected to perform certain duties, such as Divining, Healing, Artificing, Enchanting, performing/preparing Rituals, creating herbal mixtures for Coven use, or teaching new members about the Craft.

Inside the Coven
The five ranks within the Coven are as follows: (Note: Ages listed for each of these are the ages of Witches/Warlocks born into the Coven. Those who have recently been introduced may be younger or older.)
 * Initiate - Initiates are the very starting point of any Coven. They are the young Witches and Warlocks (or those recently introduced to the Coven) who have just begun the study and practice of Witchcraft. Initiates must learn the history of their Coven, as well as the history of the Craft, become familiar with the general operations of the Coven and its chain of command, learn ways in which to benefit the Coven, and be part of as many Rituals/Coven gatherings as possible so as to become more active learners. Initiates are not permitted to perform any of the duties of the Coven, but instead learn about each of them and take an interest in one or several of them. (Note: Initiates are generally those who are born into a Coven and remain an Initiate from the time of birth until around the age of 13 to 15.)


 * Savant - Savants are the next step up from Initiates. They are those Witches and Warlocks who have a deeper understanding of Witchcraft, who have studied for hours upon end, and who have become more involved with and attuned to the natural world and the Craft as a whole. Savants are required to perform any and all Coven activities, must be present during all Rituals/Coven gatherings, and must begin the practice of any one of the Coven duties. Savants are usually 14 to 16 years old, but circumstances have seen older Savants.


 * Witch/Warlock - The third and most important stage in an Initiate’s development, this is when one is fully recognized by the Coven and becomes a full-fledged Witch/Warlock. Witches/Warlocks may now undertake the Wiccaning, a ritual that will test their skills. Those who return are highly praised by the Coven and are ready to undergo the next part of their training. Witches/Warlocks are expected to participate in all Coven activities, as well as continue their own path of spiritual enlightenment and further their knowledge, understanding, and connection to the natural world and the Craft. Witches/Warlocks are also now fully devoted to a specific duty within the Coven and are now allowed to travel into cities without Coven permission.


 * Attuned Witch/Warlock - The next step up from Witch/Warlock. Attuned Witches/Warlocks are those few who have completed their Wiccaning, have performed a specific duty within the Coven for a period of one year, and have manifested one of The Nine Gifts. Attuned Witches/Warlocks are selected at the High Witch/Warlock’s discretion, and even those blessed with one of  The Nine at an early age are not assured promotion to this rank. These individuals are highly skilled in the Craft and extremely knowledgeable. They act as teachers for Initiates and Savants and are the High Witch/Warlock’s right hand. The ages of Attuned Witches/Warlocks vary depending on one’s ability to manifest one of The Nine. The normal age is anywhere from 25 to 30 years; however, circumstances have seen younger and older Attuned Witches/Warlocks.


 * High Witch/Warlock - The final stage of a Witch/Warlock’s development, the High Witch/Warlock is a valued member of the Coven and its central figure of authority. The High Witch/Warlock presides over all Coven activities, initiates new Witches/Warlocks, heads all Coven gatherings and Rituals, and officiates Wiccanings and other ceremonies. Each Coven is host to at least three High Witches/Warlocks, but smaller and larger Covens have seen greater and fewer numbers. High Witches/Warlocks are created by the Council of Witches. Any Attuned/Solitary Witch/Warlock who believes him/herself capable of running a Coven may speak with the Council, who will then decide if the Witch/Warlock in question is skilled enough to be promoted. The High Witch/Warlock is rarely younger than 35.

Coven Duties
A Coven is host to a wide variety of different jobs that its members are required to perform at some point in their training. Each of the different duties has a place within the Coven and are utilized by its members regularly, however, Witches/Warlocks often sell their services to individuals outside of the Coven in order to gather resources/money for the Coven. The duties are as follows:
 * Healers - Healers are the physicians of the Coven, having an unbridled knowledge of different healing herbs and magics, as well as a higher understanding of physiology. Most Coven Healers possess the Gift of Healing, but this isn’t a requirement.


 * Artificers  - Artificers are the craftsmen/women of the Coven, able to create small trinkets, charms, and talismans that produce interesting and useful magical effects. Charms crafted by Coven Artificers are commonly found hanging in Coven territory, and can be found in almost every city in Arkadell, as they are commonly sold. Artificers are highly knowledgeable on the topic of written runes and are very adept enchanters.


 * Illusionists - Illusionists are the protectors of the Coven, possessing knowledge on various methods of warding and shielding. These Witches/Warlocks can also disguise almost any item, surface, structure, area, etc., with the use of powerful magics known as glamours. Illusionists are less fluent in other areas of Witchcraft, as they devote themselves entirely to the fields of illusion and glamour. All Coven Illusionists possess the Gift of Compulsion.


 * Ritualists - Ritualists are the most skilled spell casters within the Coven and possess an unparalleled knowledge of magical symbolism, magical correspondences, and are the most highly skilled users of written runes within the Coven. Ritualists prepare all Coven Rituals and often work very closely with the Coven’s High Witch/Warlock(s). These individuals also frequently sell their services.


 * Diviners - Diviners are the eyes and ears of the Coven, specializing in various divination methods and techniques. Diviners peer into the unknown in order to derive powerful messages that help the Coven progress. These Witches/Warlocks often conscript certain Spirits and other supernatural forces to their cause, seeking their help in troubled times, calling for their aid when a vision is hazy or unclear, etc. The Diviner is a powerful practitioner, able to see into the past, future, and see the most invisible forces. Almost all Coven Diviners possess one of the divining Gifts, Empathy, Intuition, and Sight, but this isn’t a requirement.


 * Herbalists - Herbalists are the most highly skilled in the alchemical arts, having a knowledge of all manner of magical herbs and reagents. Their creations have the ability to carry out a variety of magical feats otherwise unattainable to other alchemists. Herbalists create potions, powders, poultices, salts, salves, solutions, and everything in between that can produce such effects as love, good fortune, protection, good health, etc. Their Craft focuses not only on the physical body, but on the emotional and spiritual body as well, influencing all aspects of mortal life. Their creations are commonly sold, but mostly used within Ritual/spellwork.

Coven Progression (OOC)
Anyone, regardless of background, social standing, age, race, etc., can join a Coven and become versed in Witchcraft. One joining the Coven must begin as an Initiate (except in the case of those who apply as a Witch and have undergone the Wiccaning to become Solitary. In this case, you will enter the Coven as a Witch/Warlock and work to become an Attuned Witch/Warlock) and must be initiated by a High Witch/Warlock. Progression through the Coven is determined by one’s knowledge of the Craft, and while all of you are perfectly capable of reading through this lore in less than a day, ICly it would take several years in order to become proficient in the Craft. The following is a rough format for progressing through the Coven. Remember that your progression is also at the discretion of your Coven’s High Witch/Warlock:

(15 IRL days is roughly equivalent to one IC year, so two weeks is about a year.)
 * First time, non-witch players can enter a Coven as an Initiate at any time, at the High Witch/Warlock’s discretion.


 * An Initiate must hold this position for a period of two to three years, again, this can change at the High Warlock’s discretion.
 * A Savant must hold this position for two to four years, subject to change at the High Witch/Warlock’s discretion.
 * A Witch/Warlock will hold this position for a few IC days, go on the Wiccaning which is an IC year and a day, so IRL about two weeks.
 * A Solitary Witch/Warlock will keep this rank until they register with the Council of Witches to become a High Witch/Warlock, or join a new Coven. (Note: Becoming a High Witch/Warlock isn’t necessary and isn’t for everyone. Joining a new Coven is also not necessary.)
 * A Witch/Warlock who returns to their Coven after the Wiccaning will hold this position for about one year, then become an Attuned Witch/Warlock if and only if they have manifested one of the Nine Gifts.
 * An Attuned Witch/Warlock will hold this position until they register with the Council to become a High Witch/Warlock.
 * A High Witch/Warlock holds this position for life, and under some circumstances can become part of the Council of Witches.
 * Note: Progression past the point of Witch/Warlock isn’t a necessity and only gives one slightly more sway in the Coven. Not every Witch goes on to be a High Witch, nor do they need to. If your Coven possesses more than two High Witches/Warlocks, you might not be able to progress past the point of Attuned Witch/Warlock.

Outside the Coven
Some Witches/Warlocks exist outside of the Coven for a variety of reasons. These individuals and their reasons are as follows:
 * Hags - Hags are those Witches/Warlocks who have been banished from the Coven due to their traitorous qualities, their treacherous actions, or their general incompetence. Banished Witches/Warlocks are easily recognized by a large brand that is placed upon their right hand at the time of their banishment. The brand cannot be removed and resembles two crescents moons oriented back-to-back. Banished Witches/Warlocks may never join another Coven, nor form a recognized Coven, and often turn to darker forces in order to gain power. Their souls turn black, their forms turn ghastly, and they become extremely hostile towards all others and lose whatever sanity they once possessed. This is when they become known as Hags. Rarely, Hags have been viewed helping those they cross, turning their dark powers to a higher cause, but under normal circumstances, they aren’t to be trusted or approached.


 * Solitary Witch/Warlock - The Solitary Witch/Warlock is an individual who has undergone their Wiccaning and chose to remain separate from their former Coven. Solitaries are thought of highly by their former Coven members for their bravery and cunning. Solitary Witches/Warlocks have several options in terms of how they practice the Craft. They can continue to practice alone, without the aid or interference of other Witches/Warlocks, they can rejoin their previous Coven or join a different Coven, convene with members of their former or separate Covens on Holy Nights, or form a Coven of their own. Solitary Witches/Warlocks cannot advance to the next rank once they become Solitary. They must join another Coven in order to become an Attuned Witch/Warlock, and must speak with the Council if they wish to become a High Witch/Warlock and form their own Coven. Only a High Witch/Warlock can form a Coven.

Coven Rules
Covens operate via a strict code of conduct. Punishment for violating any of the following rules ranges from demotion, to banishment, to death. The rules are as follows:
 * 1) Members must obey their superiors. A Witch/Warlock’s superior includes his or her High Witch/Warlock, those who hold a higher rank than he/she, and the Council of Witches. Orders that must be obeyed are those that: have the Witch/Warlock perform a certain Ritual/Spell, repeal certain privileges such as leaving/going to certain areas, prohibit the Witch/Warlock from performing certain forms of magic, etc. If a Witch/Warlock has reason to doubt the command of their superiors, they can first report them to the High Witch/Warlock, and then to the Council. Those found abusing power will be removed from the Coven. Punishment for not obeying one’s superiors involves demotion, termination of certain privileges, and banishment..
 * 2) Members may not bewitch other members without reasonable suspicion/probable cause. The High Witch/Warlock is not exempt from this rule and may not use Witchcraft as a means of achieving dominance over his/her Coven. Those found in violation of this rule will be dealt with by the Council, who will either demote them, banish them, or order their immediate execution.
 * 3) Members may not severely harm/kill members of the Coven. Those who are acting under the effects of a spell or other form of possession will be dealt with by the Council. Punishment for breaking this rule ranges from banishment to execution.
 * 4) Members may not divulge Coven secrets without the permission of their presiding High Witch/Warlock(s). Divulgence of Coven secrets can result in demotion, banishment, or immediate execution. The divulgence of Council secrets will result in immediate death by fire.
 * 5) Members may not knowingly leave their Coven/abandon the Craft. Negligent members who no longer wish to be part of the Coven can request a pardon from their High Witch/Warlock. Those who violate this rule will be dealt with by the Council.

Coven Operations
Aside from common and required Rituals, Covens have a few extra operations that are focal to the Coven structure. These operations are as follows:
 * Wiccaning  - The Wiccaning is a process undergone by those promoted to the rank Witch/Warlock, in which their skills are tested. The Witch/Warlock is required to leave the Coven for a period of one year and one day. During this time, the Witch/Warlock is expected to continue to practice the Craft alone, provide for themselves, and grow in their appreciation for the natural world whilst also mingling with citizens of larger cities and moving outside of a familiar and comfortable setting. Those who complete the Wiccaning may either return to their Coven and continue progressing through the Coven, or remain on their own and become Solitary. During the Wiccaning, a Witch/Warlock may not return to their Coven for any reason. Should they do so, they will immediately fail and be demoted to Savant. Witches/Warlocks on their Wiccaning may meet with other Covens and practice with multiple Solitary Witches/Warlocks if they so choose.

The Council of Witches
The Council was formed before the First Age/at the beginning of the First Age (records differ). It acts as a governing body to all Witches, enforces Coven rules, forms new rules, holds trials to assess the guilt or innocence of negligent/abusive Covens, Witches, High Witches/Warlocks, etc., officiates certain events, and assigns new High Witches/Warlocks to Council approved Covens. The Council consists of nine members, each possessing the High Witch/Warlock status. Members of the Council are known only to those who work in close proximity to them/to the High Witches/Warlocks of Council approved Covens. Council members are not permitted to head their own Coven and must devote all of their time to Council affairs. The Council has no official meeting place or place of residence, traveling to the corners of Arkadell when they are called upon. The Council prides itself in being highly secretive, so little more is known.

Notable Witches/Warlocks (Will be updated as time passes)
Throughout their history, several Witches/Warlocks have made names for themselves and their Covens. The following is a list of these individuals:
 * Germena Groggle - The matriarch of the Groggle family and one of the first Witches present in Reid, Germena led her family down their current path after her Coven turned against her. One of the five High Witches present in the Reid after the Great War, Germena headed the Groggle family and stood for all things dark, powerful and vengeful. After the creation of the Elven city, Tyrcilnn, the Elven Empire moved deep into the Reid, upsetting its current residents. The Witches of the Reid wished to reclaim their ancestor’s land, and so, Germena led her family, and the Wintereye family, against the Elves. Even with their powerful magics, they were defeated. Germena returned with what little family she had left, and the Wintereye family was all but destroyed. But Germena wouldn’t refused to be bested. She continued to plot and devise ways to destroy the Elves. The remaining families feared that she had become a danger to them all and poisoned her one evening. She, however, survived the poison, and with what wits remained, she took her family deeper into the Reid, where the Groggle Coven was born.


 * Ariana Potstopper - The matriarch of the Potstopper family and a member of the original Reid Coven, Ariana was a peaceful and kindred soul. She valued compromise and peace above all else, as does her family now. One of the original five families, she helped in the poisoning of Germena Groggle. Afterwards, she discussed a treaty with the current Elven rulers of the area, hoping to divide the remaining territories between her family and the Elven Empire. With the threat of powerful magic, the Empire agreed and the Potstopper family gained back some of its territory in the Reid. This Coven carries on the peaceful ideals of Ariana and is known throughout the Reid for their immense healing knowledge.


 * Mavarious Madkin  - The patriarch of the Madkin family and the only High Warlock of the Reid Coven, Mavarious was untrusting of his new Elven neighbors and believed the Coven should cut its losses and move deeper into the Reid, keeping as far away from trouble as possible. After the poisoning of Germena Groggle, Mavarious split the remaining land with Ariana and led his family into an age of enlightenment. The Madkin Coven made many new discoveries regarding the magical properties of several plants within the Reid. Today, the Madkins are believed to harbor information about the mysterious plant Lich Root, but are very weary of all who come looking for it.


 * Dana Leannon  - A young Witch from the Reid, Dana was widely known to the denizens of Kaza and Laurisis in around 1280 of the Third Age. She joined a strange group of modern crusaders, led by the experienced and eccentric woodsman, Sarek Duskwind. She grew loyal to him, venerating him as if he were more than a man. This loyalty eventually led her to become overwhelmed by a dark influence from the Reid. She became obsessed with tracking down Sarek and destroying him and his cause. After some time, the two finally came together, and Sarek hesitantly slew the young Witch.

Witchcraft
Witchcraft, put quite simply, is the form of magic employed by Witches and Warlocks. Witches, unlike Mages, do not make heavy use of their Auras, and instead draw power directly from natural sources of Mana. They utilize similar visualization and meditative techniques as Mages in order to achieve a state of unity and oneness with flowing Mana. This process is known as Attunement. The more Attuned a Witch/Warlock becomes, the greater her/his power. Attunement can eventually lead to the manifestation of one or several of nine unique powers known as The Nine Gifts.

The practice of Witchcraft can be divided into six parts. They are: Symbolism, herbalism, low magic, ritualism, astrology, and burden.

Symbolism
Witchcraft makes heavy use of a magical theory known to most as Magical Symbolism, which is the attributing of certain magical, emotional, or physical traits to a certain item or symbol. A symbol is an object or inscription used to represent a person, emotion, place, or idea. Almost any item can become a symbol in Witchcraft, as most possess some inherent magical qualities or emotional significance. An inscribed symbol is also more commonly known as a sigil. Sigils are symbols who have been given an illustration, sometimes representative of that which they symbolize, sometimes more abstract, and store Mana/focus it towards a specific purpose.
 * Tools of the Craft: Within Witchcraft, there are a variety of tools used in order to help bring about a certain magical change or effect. The following is a brief list of common tools, each acting as a symbol in and of themselves.
 * Herbs - Hold several magical and medicinal effects.
 * Athame - A ceremonial knife used for ritual purposes; symbolizes physical power, strength, courage, used to cut physical, emotional and magical ties, etc.
 * Mirrors - Used mainly in divination, but not always, used to show someone the truth or future, to reveal what is hidden, to create glamours, to inflict misfortune, etc.
 * Candles - A symbol of power, will, and intent, candles are used widely in the Craft as a means of focusing one’s desires towards an end. They represent life, death, beginnings, ends, focus, desire, etc.
 * Colors - Represents certain emotions and forces; can be used differently by different Witches.
 * Crystals and Stones - Hold various magical effects, used as a focusing item.
 * The Elements - Use/representation of the four elements in the Craft is common, especially in ritual. Each symbolizes a different set of ideas and emotions.
 * Jars - Used to bind something/someone, to hold the components of a spell and ensure its success, etc.
 * Poppets - Humanoid/animal figurines used to represent a specific person/persons; has varied uses in the Craft from healing to hexing.
 * (Note: This list is not all inclusive and there are several other items that can be used within the Craft. Use your imagination and direct any questions you may have to me.)

Herbalism
Herbalism is the processing and use of magical herbs in the Craft. This can include the use of herbs in the creation of potions, elixirs, salves, salts, dusts, powders, etc. Herbalism differs from contemporary alchemy in that it uses its creations in spell-work/as natural charms. Witches/Warlocks use their connection to the natural world in order to create or spark a reaction in their herbal creations, focusing on their desire and using the corresponding herbs in order to create change. This is a process that only Witches can initiate, as Mages and other magical practitioners’ Auras prevent them from undergoing this process, most likely due to their advancement past such chaotic magical feats.

The following is a short list of herbs and their magical uses, so as to familiarize first time Witches with the process: (There are several uses for herbs in herbalism, which can be explained IRP or further researched if the subject interests you/if you intend to create a Witch/Warlock or become one.)
 * Aconite - Protection from evil and negativity
 * Basil - Courage, strength, to bring love, protection
 * Birch - Protection
 * Cinnamon - Focus, Concentration, Clairvoyance
 * Cloves - Prosperity, Wealth, Purification
 * Daisy - Lust, Luck
 * Dandelion - Divination, Wishing, Summoning
 * Fern - Protection, Fortune, Baishing
 * Ginger - Love, Money, Success, Power
 * (Note: Again, this list is not all inclusive as there are several herbs, both real and fictional, that you have at your disposal. I have used real herbs so as to illustrate some of the possible magical properties of the herbs. You are free to use fictional herbs as well.)

Low Magic
Low Magic is defined by most Witches as a less complicated form of Witchcraft that utilizes various natural and symbolic items in order to reach a desired end. It requires little to no preparation and is usually very quick. This is the form of magic that Witches most often practice, and usually sell to customers. Low Magic can be further divided into four parts, intent, components, timing, and action. A few examples of some Low Magic spells are as follow:
 * Intent: A Witch/Warlock’s intent is everything when it comes to Witchcraft. Intent helps focus Mana towards a specific goal, it’s what helps ensure a spell/ritual’s success. In Witchcraft, magic tends to take the easy way out, so one must be incredibly specific in order to ensure their success.
 * Components: The items used in a spell. This includes herbs, crystals, symbols and sigils, etc. Components are used along with intent to focus a spell in the desired direction, leading to the spell’s success. Components are highly varied and several can be substituted.
 * Timing: The day of the week, hour, constellation and moon phase under which a spell is cast. Timing is not an essential part of Low Magic, but it often helps ensure the success and power of the spell.
 * Action: Other parts of the spell that help ensure its success and help the Witch/Warlock focus. An action can be the recitation of an incantation, the burying of a jar, the knotting of a rope, etc. The action isn’t a necessary part of Low Magic, though most Witches choose to include some form of action in their spells.
 * 1) Love Spell (Intent): During a waxing moon (Timing), light a red candle and burn some rose petals and catnip (Action and Component). Mix the ashes into your target’s tea, ale, etc.(Action), and watch their love for you bloom.
 * 2) Basic Misfortune Hex: On a blank parchment, write the name of your victim and the misfortunes you wish to fall upon them (Action and Intent). Place the parchment into a black bag inscribed with a hexing sigil, and add henbane, cinquefoil, and rose thorns (Components). Bury near your targets home, hang in their doorway, or bury in a cemetery and watch their fortune wane. (Action)
 * 3) Basic Luck/Fortune Spell: Place a few coins in the bottom of a jar as well as a piece of parchment with the amount of money/type of fortune you wish to obtain (Action and Intent) (Note: You aren’t guaranteed this amount, this isn’t a get rich quick shortcut, it just ensures that your endeavors will be more profitable.) Throw in some cloves, daisies, ginger, cinnamon, etc. (Components) Leave jar within the home or bury it near the home of those affected. (Action)

Ritualism
Ritualism, often times referred to as Ritual Magic, is a form of Witchcraft that utilizes complex symbols and actions in a much grander setting in order to bring about change. Ritual Magic works similarly to Low Magic, but requires far more preparation, time, and energy. Similar to Low Magic, Ritual Magic can be divided into several parts: action, timing, intent, components, and power. (I won’t give any examples of Ritual Magic as I don’t want to spend that much time on it, but basically take what you know about Low Magic and double the effort, prep, and size.)
 * Intent: The same as in Low Magic. Intent in Ritual Magic is far better directed.
 * Components: The same as in Low Magic; far more components are utilized in Ritual Magic.
 * Timing: Similar to in Low Magic, timing is far more crucial in Ritual Magic as it plays into the power element. Rituals are best done during certain celestial events/at certain hours/during certain days of the week, or with more than one Witch/Warlock present.
 * Action: Similar to action in Low Magic, Ritual actions hold far more significance and are more prominent in Ritual Magic.
 * Power: Power in Ritual Magic is a direct result of the skill of the Witch/Warlock, the time at which they are performing the Ritual, the number of Witches/Warlocks present, and the presence of a third party such as a spirit or demon. Heightened power ensures the success of the Ritual, as Ritual Magic usually seeks to accomplish that which cannot be done simply. A lack of power can lead to increased Burden.

Astrology
It is obvious to those who make heavy use of Mana that certain natural events have control over the amount of Mana present at any given time. Witches/Warlocks make heavy use of timing, and have further researched the movement of the stars and moon, hours, days of the week, etc., as well as the operations that are best done during these times. The following is a list of these times and events, and what is best done during these times:
 * The following is a list of moon phases and their effects in the Craft:
 * The Full Moon is a time of abundance and is used in spells for wealth, wishing, and divination. Alternatively, the Full Moon can also be used to help charge any operation.
 * The New Moon is a time of new beginning and is used in spells for love and romance, health, and business.
 * The Waxing Moon is a time of building and construction and is used in spells for love, success, wealth, luck, and growth.
 * The Waning Moon is a time of lessening and banishing and is used in spells for banishment, warding, hexing, etc.

(Note: It is not necessary that you do these specific operations on these days/during these times. This list exists to give you better insight into the Craft as well as provide you with ideas and a base for any spells that you may wish to perform as a Witch/Warlock. Timing, again, is not always necessary. Also, this is not an all inclusive list, and you are allowed to come up with your own celestial events)
 * The following is a list of days and hours and their effects in the Craft:
 * Monday: Wisdom, insight, divination, travel.
 * Tuesday: Courage, strength, power, revenge.
 * Wednesday: Luck, change, communication, summoning.
 * Thursday: Prosperity, wealth, abundance.
 * Friday: Love, attraction, romance, fertility.
 * Saturday: Banishing, warding, protection, cleansing.
 * Sunday: Success, wealth, wishing.

Burden
All magic has consequence, be it extreme exhaustion, the possibility of failure, or the need to create balance, every action has a reaction. This concept is known to Witches/Warlocks as Burden. Burden is simply the negative/positive consequences of Witchcraft and is an ever present factor in every spell or work that is done within the Craft. Sometimes, a spell can simply fail as a result of burden, and other times you can get far more than what you bargained for. Burden can be attributed to a lack or abundance of the following: skill, direction, resources, and power. Burden is always present, though it isn’t always obvious and varies in its size and effects. The following is a few examples of burden: (Note: These are rather extreme/embellished examples and the effects of burden can be much smaller, or much larger depending on the situation. Basically, just remember that there are consequences for everything that you do that can affect both you and those around you. You can’t go around casting whatever spells you like without repercussions.)
 * Skill: The greater one’s skill in the Craft, the lesser the worry of burden. An unskilled Witch/Warlock has a greater risk of burden in their every action.
 * Direction: Clear focus upon one’s intent. A lack of direction can result in sporadic and unintended effects, whereas an overabundance of direction can lead to the spell’s intended effect with added results.
 * Resources: A lack of resources can be a cause of burden, but improper resources is a far more common cause. Certain combinations of herbs and symbols don’t always work well with one another and should be experimented with.
 * Power: The greater the power available, the lesser the burden. Good timing and greater numbers generate greater power. Poor timing or disregard for timing can increase the risk of burden.
 * 1) A young witch has taken an interest in the local blacksmith’s apprentice. Every day on her way to the market, she passes the smithy, hoping to catch his eye. But every time she passes, he seems uninterested. She has flounced and flirted, and now believes that she can turn the tides with a little spell. She performs a simple attraction spell to draw his eye. However, due to her lack of skill, one of the following happens:
 * 2) After she performs the spell and gives it sufficient time to take hold, she walks into town and crosses the path of the blacksmith’s apprentice, who now seems rather taken with her, staring longingly as she passes each day. It seems like a success, however, each day she notices that he isn’t the only man in the village to look her way. As a side effect of the spell, other men, married and single, seem to be looking her way.
 * 3) After she performs the spell and gives it sufficient time to take hold, she walks into town and crosses of the path of the blacksmith’s apprentice, who doesn’t seem to have changed at all. She repeats this process a few days in a row and finds that not only is he uninterested in her, he is utterly repulsed by her, actively turning away from her every time she nears.
 * 4) A poor, solitary warlock has decided to start a small trading business within the market of a major city. He gathers what goods that he can, and that which he can make himself, and opens the doors. Unfortunately, after a week of being in business, his shop has seen almost no customers. He decides to perform a spell of good fortune, but isn’t very clear about what aspect of his life he wishes to become fortunate. The following are possible just two of the possible outcomes of this negligence.
 * 5) After performing his spell and returning to his shop, the warlock notices that his shop has gained a few extra customers. As the days pass, this number rises until men and women from all corners of Arkadell have decided to visit his humble trading store. Due to his heightened business, other similar shops and stores have received less business, slowly going broke and shutting down.
 * 6) After performing his spell and returning to his shop, the warlock sees no new customers. In fact, it seems as if some of his old regulars have stopped coming. After a few more weeks, his store is closed down, and his resources are almost completely depleted. A few days after the closing of his store, he decides to take to the roads and head to a new home. A large caravan passes, whose horses suddenly lose their footing, and it tumbles over, a finely dressed woman falling from the wagon. The warlock helps her and leads her into the nearest town. She decides to reward him with a small piece of her fortune, enough money so that he will never have to work again.

Witchy Do’s and Don’ts (OOC)
As we are all aware, magical practitioners are the world’s worst when it comes to being OP. To help create more balance, the following is a list of possibilities and impossibilities in Witchcraft. (If you abuse any of the lore written here in order to create an OP character, or blatantly disregard any of the listed rules of the Craft or server rules, you will lose certain powers and privileges without IC explanation. Exercise common sense and don’t be dumb. You’ve been warned.)
 * Witchcraft cannot be used in the field of battle.
 * Spells/enchantments/enhancements can be placed upon someone entering battle, but it cannot be used to quickly do anything, as prep is needed.
 * Potions, brews, and most herbal creations can be used on the fly with results following quickly after use. That being said, you can’t just throw down some dust to create a quick shield or anything like that.
 * Simply being a Witch does not extend one’s life.
 * There are various methods within the Craft to look/achieve some form of youth/extended life, including the Gift of Vitality.
 * Witchcraft cannot be used to kill someone outright.
 * Curses/Hexes that deal with death and misfortune take time to manifest and cannot simply kill someone, though they can eventually lead to their death.
 * Witchcraft isn’t always instant, and only the most powerful of Witches/Warlock experience frequent instant gratification.
 * Tools of the craft and resources required vary, and are somewhat dependent upon region. Witches from the desert or coast may use different materials and symbols than those from the country or city. It’s okay to use fictional herbs and items within the Craft, just be smart about their use.
 * In line with this, you really do have a lot of creative control when it comes to your Craft, just be responsible.
 * Not all Witches/Warlocks manifest one of the Nine, I repeat, not all Witches/Warlocks manifest one of the Nine. It is not a right, it is a privilege, it is not a necessity, it is only something to enhance your character’s motives.
 * Those who manifest Transposition and Transvection MIGHT be given the spell variants (blink, shadowstep, windwalk, levitation, telekinesis, etc.) However, if you abuse this privilege, these abilities will be taken away from you.
 * Because I really don’t feel like typing any more of these, use your best judgement and if you have any questions or concerns, ask me. If you are irresponsible, your content will be voided.

Beliefs
Witches believe that all of nature is divine, that it holds the power to create and destroy, to influence all aspects of mortal life. Due to their connection to these forces, they share in this power, but what is this force that they praise so highly? They do not venerate any known or widely respected Gods, nor call to them in their times of need. Instead, they worship a force who can only be described as the perfect incarnation of the natural world, a being known to them as Hanian.

Hanian is nature, it is the natural world, and to Witches/Warlocks, Hanian is Mana, the very essence of magic. Hanian is the force that binds all life, that which gives life and power to all who seek it. The central goal of Witchcraft is to become one with Hanian, and thus become one with the natural world. It represents all that is and all that will ever be. The Void and Hanian are one in the eyes of Witches. And it is Hanian who gives Witches/Warlock their powers, Hanian who gives them their knowledge and strength. But Hanian is not the being present within the Craft. Witches/Warlocks call to certain natural spirits, spirits that inhabit Arkadell and have power over several different aspects of mortal life. These spirits are known as Calon, and they are present not only in Witchcraft, but in several other cultures across Arkadell. The Calon are responsible for the spreading of Witchcraft across Arkadell, as they are the beings who taught the world’s first Witches. They spoke to them in a strange tongue, known as Cymraeg, a language Witches alone speak and use within their Craft. The Calon are much like Witches in how they operate, for they serve their own motives and are neither good nor evil. They are as mortals are, with personalities all their own. Some seek to help all whom they encounter while others choose to vex any who cross their paths, but all of them can be reasoned with, and Witches/Warlocks often make small deals with them/prepare offerings for them in order to gain their favor.

The Nine Gifts
The Nine Gifts are nine unique powers that often manifest as a result of practicing Witchcraft. Witches/Warlocks believe that The Nine come directly from Hanian, that they are the rewards for their spiritual devotion. The exact age when a Witch/Warlock can manifest one of The Nine is unknown, though several begin manifesting at the age of 19 and higher. (Some Witches/Warlocks never manifest one of The Nine which stops them from moving on to the Attuned Witch/Warlock rank.) Each of The Nine are fairly common, though some are rarer than others. The Nine Gifts are as follows:

The Gift of Empathy
One of three Gifts dealing with divination, Empathy allows the Witch/Warlock who possesses it to take on the emotional burdens of anyone around them. With a simple touch, sometimes with a look only, an Empathic Witch/Warlock can feel their target's every emotion, and even temporarily exhibit parts of their personality. Witches/Warlocks who have possessed this Gift for some time may also hear the thoughts of others around them, but this is somewhat less common. Those with this Gift also possess the ability to feel the emotions of an area depending upon events that transpired there, making them powerful diviners of the past. The Gift of Empathy can be quite strenuous to bear, and those who make heavy use of this Gift often suffer from bouts of depression and exhaustion.

The Gift of Intuition
One of three Gifts dealing with divination, Intuition allows the Witch/Warlock who possesses it the power to interpret natural signs more easily and see that which is usually invisible. Intuitive Witches/Warlocks can act as spiritual mediums, able to communicate with both natural spirits and with the spirits of those who have died. These individuals are also highly skilled in seeing and sensing Auras and natural sources of Mana. Unfortunately, due to their early inability to distinguish what is and is not present, those who possess this Gift are often eccentric, sometimes going mad in their early years.

The Gift of Sight
The most powerful of the three divinatory Gifts, Sight allows the Witch/Warlock who possesses it unparalleled knowledge of past and future events. Seers often gain small glimpses of the past and future through through touch, and rarely obtain extremely detailed, prophetic looks into both past and future. Those who possess this Gift have little to no control over their visions in the Gift’s earliest stages, and premonitions often come at the price of exhaustion. Headaches and migraines are also common.

The Gift of Compulsion
The staple of Illusionists, Compulsion allows the Witch/Warlock who possesses it to force another into submission with as little as a glance. Those with this Gift can impose their will upon others, making them forget certain events, force them to perform certain actions, or change their moods completely. This Gift is sometimes referred to as Seduction. Repetitive use of the Gift by the unskilled Witch/Warlock can result in its subconscious use. Excessive use can also result in absent mindedness, migraines, etc.

The Gift of Healing
The most practical of The Nine, The Gift of Healing gives the Witch/Warlock who possesses it immense healing capabilities. Those with this Gift can close open wounds, mend broken bones, and in some cases, cure certain diseases. Those with enough experience have even been known to reattach severed limbs. However, the Gift of Healing cannot undo birth defects such as blindness and deafness. Excessive use of this Gift can result in extreme exhaustion, and even loss of consciousness.

The Gift of Vitality
The second rarest Gift and one of three Gifts of legend, The Gift of Vitality can dramatically extend the life of the Witch/Warlock who possesses it. This Gift, however, differs from the others in how it works. The Gift extends one’s life slightly, and increases the rate at which one naturally heals. However, it does not halt death. Instead, when the Witch/Warlock who possesses this Gift dies, either of old age or disease, they will revert to the age in which they first manifested the Gift, effectively giving them a second chance at life. This works only once. Regeneration rate, however, remains.

The Gift of Transvection
One of three Gifts of legend, Transvection allows those who possess it the rare ability of flight. Witches/Warlocks with the Gift of Transvection can not only lift themselves into the air, but can transfer this Gift to others, allowing them brief levitation, or send them soaring into the air with deadly force. Those with this Gift may also lift objects and items several times their own weight with as little as a flick of the wrist, given enough experience. While Transvection isn’t a rare Gift, it is rarely seen practiced outside of the Coven. Excessive use of this Gift can result in extreme exhaustion.

The Gift of Transposition
A powerful Gift held in high regard, Transposition allows those who possesses it the ability to fade into the shadows and reappear in a new location. Witches/Warlocks blessed with the Gift of Transposition are few and far between, forever hidden in a world of darkness, shifting carelessly from one place to another. Excessive use of this Gift can cause nausea, blurred vision, and in some cases, out of body experiences.

The Gift of Transmogrification
The rarest of The Nine and one of three Gifts of legend, the Gift of Transmogrification gives the Witch/Warlock who possesses it the extraordinary ability to change their shape. This Gift allows one to easily shift into numerous animal forms for indefinite periods of time. Transmogrification is extremely rare and only appears about once every few generations. Experienced Witches/Warlocks can remain shifted for several days, even weeks, and it is rumored that once one shifts into an animal, it is extremely tempting to remain in that form forever. Excessive use of this Gift can lead to strange dreams and unconscious/involuntary transformations.

Today’s Witches
Today’s Witches/Warlocks are not met with the same enmity as their ancestors. No, instead they are greeted with curiosity and quizzicality. Mages all across Arkadell seek to understand their practices, the city dwelling commoners of Arkadell do not recognize them, for they have done well to blend into the humdrum monotony of society. Occasionally they are met with malice by those religious zealots who still fear their practices, are the targets of groups who still fear the powers of magic, and remain as a scapegoat for those men and women of power.

However, modern Witches/Warlocks have been met with respect, with kindness and reserved judgement. They have slowly but surely become more common, more open to the public, more accepting and willing to open their arms to others. They seem to be returning to a time when their powers were not feared, but revered. Their influence stretches into major cities, as several Solitary Witches have begun to expose themselves with little to no consequences. And yet, their history has proven this trend a dangerous one, for when all seems to be well, when the wrongs done to them seem to be righted by a more tolerant and advanced society, when the claws of fear and hatred have been retracted, these same claws are borne once again, scratching and tearing away at the good that these men and women have done, ripping their cause asunder and sending them back into seclusion. The moment that Witches become accepted by society is the moment when they shall be turned from it once again. But they are nomads, wayfarers, survivors of injustice, and no matter how many times they are wronged, they yet live, carry on and continue their practice in secrecy. For even when Arkadell is thrown into oblivion, when the Void comes to reclaim its creation, their secrets shall live on, and they shall thrive in the darkness, for they are society’s wisest men and women.