Witches

Women or non-men whose magic is forbidden.

Beldam

Alignment: Celestial

A witch who gains power via matrilineal ancestral memory. A beldam learns their craft from a mentor, learning the ways to help women in the community or to help those who do not conform to patriarchy. They also learn the arts of ancestral memory and the power of aemoa, the energy derived from reaching back to ancestors before the Fall. They do this by engaging in ancient practices handed down mentor to mentor, mother to mother, parent to parent, involving meditation, special substances, and deep visions. Almost anyone can access their ancestral memory, though it is not easy, but to access ancestors from before the Fall requires eradicating all patriarchal assumptions and indoctrinations first. One must be entirely free of patriarchal values to be able to go back that far.

Once someone breaks past that barrier, they may access it only briefly without being drawn into it. Most, therefore, either connect with a single ancestor or small number of them, or they only go back occasionally, or, as the beldams do, they focus on one kind of ancestor. In this case, they focus on other witches and protectors of women and gender non-conformers. They often have an ancestral guide, one from just before the Fall, and a handful of preferred ancestors to connect with, all of them some kind of witch. In order to access them, they associate some object with them, usually a piece of clothing or something they use in the course of taking care of others. They use that focus to instantly connect and gain wisdom or advice. They can also draw powers, skills, and abilities from their preferred ancestors, but in order to do this, they need to spend more time and effort than a quick connection via their focus. Usually, they need to enter a trance (using meditation and an hallucinogen) for a few hours and find the ability, skill, or power in a symbolic vision, led by their ancestral guide. Any skill, power, or ability drawn from their ancestors may only be temporary. If they hold onto it for more than a few hours, they risk having the ancestor's memories over take and replace their own.

A beldam's witchcraft attunes them to the cycles of their ancestors, and the power of their ancestors before the Fall are extremely potent. As witches, they have a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect they want to happen instantly must be prepared beforehand and attached to some triggering object - if they wish to hex someone, they need to have a focus they can store it in to release later when they have a target, for example.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around ancestral memory, skills and powers relating to serving women, fighting patriarchy, supporting gender non-conformity, or healing or soothing victims of sexual violence.

PRO -1 ATH -1 STR / AWA +2 WIL +4 PRS +1 STH /

Besomer

Alignment: Fey

Besomers are witches who enchant objects to store their spells and wield their magicks. They are much like cailleachs in all regards, but with a stronger focus on objects and spells that accompany them. Their main magic is their brooms (hence their name), in which they store spells of flying, cleansing, scouring, and wind. Other items include the following:
  • Cauldron: making potions and poisons
  • Hat: protection
  • Mirror: divination
  • Athame: fire magic
  • Boline: enhancing ingredients
  • Bowl: healing and water magic
  • Pentacle: sealing
  • Staff: offensive magic
  • Poppet: binding people and earth magic
  • Grimoire: lore
  • Candle: illumination and communication
A full list of spells will be developed with the GM, but their magic is very similar to a cailleach’s, just attached to an item.

PRO -1 ATH +1 STR / AWA +2 WIL +3 PRS / STH /

Cailleach

Alignment: Fey

A witch of fey cycles. Cailleachs are quintessential witches who wield the power of legendary witches and stories passed down from mother to daughter, from mentor to mentee, from coven to coven. They have covens of three, the classic maiden, mother, crone trio, and they learn magicks that all three may cast together via ritual as well as ones they use individually. They also learn herbalism, medicine, and crafting, and they are considered the wise women of their communities.

Their magic derives from cycles of magic itself. They study and understand the flow of magic through the world, guided by the lore, and they learn the arts of witchcraft from one another. When they are young, they are initiated into studying witchcraft by an older cailleach, who tests them and guides them until they are ready to become a maiden-witch. “Maiden” does not mean virgin in this context, but simply a younger woman (or non-man) by tradition, though some men do become cailleachs in rare cases.

Because their magic is so deep and wide-ranging, there is no preset list of spells. Stronger spells are done via group ritual while other spells are able to be cast individually. Their magic often focuses on cycles, nature, and fairy lore, but they have many other spells. Consult the GM to develop a list of magicks.

PRO -1 ATH +1 STR / AWA +2 WIL +3 PRS / STH /

Flowergirl

Alignment: Elemental

A flowergirl is a young person, usually a girl but not always, who has been chosen by their community to take part in a series of spring festivals: the Equinox Festival, the Dance of the Flowers, and Beltane. The beginning, middle, and end of spring. They may not be over the age of 16 or cultural equivalent (the closer to the age of majority, the less likely it is one may be a flowergirl). Flowergirls will be part of these festivals every year until they are sixteen, starting when they are old enough to understand the ceremonies.
  • Equinox Festival: The equinox festival marks the first day of spring. It is when flowergirls go into the nearby wilderness and gather flowers to craft garlands, which they wear for the rest of the season. At midday, they return to the community to gather and vote on who will be this year's budding maiden. At sunset while they perform a ceremony honoring the newest budding maiden. The honoring ceremony requires each girl to bow to the budding maiden, dance around her nine times, then kiss the earth before her. Once she is chosen and honored, she will give each flowergirl a special flower called a corsage, which they will wear for the rest of the year.
  • Dance of the Flowers: This festival marks the midpoint of spring. It is when flowergirls and the budding maiden gather outside of the community in a secret place filled with flowers that they have planted throughout the year(s). Here, they wear special dresses, their garlands, their corsages, and flower-crowns. They make the flower-crowns the night before. They dance from sunrise to sunset, not stopping all day. If their power is true, their dance will bring birds and beasts and bugs to serve them. Bees will bring honey, birds will bring water and/or nectar, squirrels or other small rodents will bring seeds, and so on. The butterflies will dance with them the whole day. At the end of the day, they will each have a unique power that will carry on through the rest of the year, waning away by midwinter.
  • Beltane: This marks the end of spring and the start of summer. The budding maiden and flowergirls construct and raise a maypole, which they dance around for nine hours. At the end of this dance, they call the community around, asking each to dance with them. The people of community join them for food, laughter, and, for those of age, sex. At the end of the night, shortly before midnight, the flowergirls take the budding maiden and tie her to the maypole. In places where the flower magic is powerful enough, she will be burnt to death, so that she may arise in two years' time (or so) as a Flower-Mother. In most places, however, it is only symbolic, and the budding maiden is simply teased with fire. After this part of the ceremony, the budding maiden calls upon the flowers and the Goddess of Spring, making every flower within miles bloom, and refreshing every member of the community.
Garlands are worn as necklaces by flowergirls (and their elder counterparts). If their flower magic powers are strong enough, the garlands are imbued with aetherial energy that makes them esoteric talismans. A garland will protect the wearer until the flowers in it fade (and they can be kept fresh and alive for an entire year with the right water and care). They will also give the wearer energy, health, and insights into the hearts of people around them. The flowers that compose a garland might give them other powers as well. The corsage is a flower given to the flowergirls by the budding maiden. Like the garland, it is an aetherial talisman whose power is determined by the festival. The corsage will only last the season, but it allows the wearer to speak to flowers, sense flowers, and heal and nourish flowers. It also has other powers based on the flower used. The flower-crowns are made during the Dance of Flowers and last for up to three-years, if kept fresh with water and care. The crowns give the wearer the ability to vanish once per month, bonuses to perception and willpower, a soothing presence, and the ability to speak to insects and birds. It also has other powers based on which flowers are used.

The moment a person is chosen as a flowergirl, a flock of butterflies will attend them. These butterflies will protect them until they have forsaken the powers of flower magic, they relinquish their role as flowergirl (etc.), they reach the "winter of their life" (usually around 70, on a human scale). The butterflies will have the ability to strike others with their wings as if they were sharp blades, spread pollen and dust that will confuse, ennervate, or sicken the target, and create a blinding flash. They also have the power to carry their flowergirl short distances if need be. Different kinds of butterflies will have other powers as well. Moths and other lepidopterans are not wielded by flowergirls, but other similar magic users, such as gamines, who use autumnal energies.

Dances used in festivals are forbidden to be used during the rest of the year, but there are other dances flowergirls know that can be used at any time except winter. These different dances will make the flowers near them connect to them and give them insights and special powers very briefly.

These are the stages of a flowergirl:

A budding maiden is elected by the flowergirls every year. She serves until the end of spring, when she is either figuratively or literally burnt to death in a ceremony. If she is literally burnt to death, she will return on the day she reaches the age of majority for her community. If she is figuratively burnt to death, she will keep her budding maiden flowers until she reaches age of majority, then they will fade. Most budding maidens (and flowergirls) only retain a fraction of their flower magic powers after age of majority.

Budding maidens have other powers beyond flowergirls' powers. They can turn any flower into a corsage token for anyone. They can revive dead flowers once per week. They can entrance others who are attracted to them, and they can stun those who wish them harm simply with a smile. A budding maiden can turn water into healing water, nectar into revitalizing nectar, and honey into nourishing honey. She can summon birds, insects, and small mammals. She can speak to them as well. And she can draw flower magic from any flower near her and wield it like a flame, a light, or a spark. She can also make flowers grow. Vined flowers she can command to entangle others. Tree flowers can be her way into commanding trees.

If a budding maiden dies and is reborn, she comes back as a flower-mother (if a person is not a woman does this, they will have a gender-appropriate title such as flower-father, flower-parent, or so on). Flower-mothers can make seeds turn to flowers, flowers blossom brightly, and fill the air with sweet pollen that makes everyone awake, alive, and energetic. They have tremendous powers that last until "the winter of their life" (usually around the age of 70 in human terms). They have innate flower magic around them at all times, and they can learn other ways to wield it through small rituals, traditions, and secret words.

If someone who has been a flowergirl, budding maiden, and/or flower-mother reaches the age of eldership (varies by community, but usually 65+, sometimes 50+, never later than 70 in human terms), she will usually lose all her powers as this is the "winter of her life." Some rare people, however, are so potent of elemental power at this time that they instead become stronger, closer to the Goddess of Flowers, and wielders of raw flower energy. These people are called blossom crones regardless of gender, and they are always leaders of their communities when they appear.

Petaliers are those who wield flower magic after having been flowergirls but not been budding maidens or flower-mothers. In other words, most flowgirls become petaliers, with minor powers. However, all petaliers may invoke certain rites that give them temporarily back their full powers, and they always keep their butterflies til late in life. The rites they must invoke happen at the Beltane festival.

PRO -3 ATH +1 STR -3 AWA +5 WIL +2 PRS +3 STH -1

Mahra

Alignment: Elemental

A witch connected to elemental chaos. Mahra use a magical liquid called tehom, anumun, or primordial, elemental, or generative chaos to attune themselves to the cycles of the cosmos and wield great magicks. They find this liquid in strange and frothing pools in secret places that they protect with their lives. The liquid appears to be the cosmos itself. Mahra are the most ancient witches.

Mahra gain magic from interacting with the anumun. If they touch it in any way, it will react to them. If they are unworthy of it, it will destroy them. If they are worthy of it, it will grant them powers. Only the most worthy are allowed to become mahra; most just gain a handful of powers. Because it is chaos, it is not fully controllable. But a worthy person will be granted the ability to guide it somewhat. Being worthy is determined by their attunement to nature and whether they are polluters or destroyers of the world. Only friends to the world are worthy.

As witches, mahra serve their local community as herbalists, wise folk, and general support, but they usually keep secret the source of their powers. They hide the main pool of anumun and keep some of it in a bowl in their home, and they draw from it only when most needed, for its power is immense even for those worthy of it. A bowl can contain up to 500 points of elemental chaos at a time. A mahra can use this in various ways: drinking it, washing in it, washing an object in it, sprinkling it on something or someone, or gazing into it.
  • Drinking anumun directly infuses the mahra with elemental chaos and gives them a random set of powers (see below) temporarily.
  • Washing in anumun gives the mahra (or the one they wash in it) protections, washes away infernal powers and curses, and restores fertility, youth, and health.
  • Washing an object in it gives the object the power to generate elemental energy temporarily.
  • Sprinkling it on something or someone causes the thing or person to randomly generate a feature or living things.
  • Gazing into it shows the mahra the origins of the universe.
Randomly generated powers are determined by the roll of a d100.
Roll Drink Invocation DescriptionSorted ascending Cost
8 Create jewel Clasping hand closed then opening it The mahra may create a small jewel of any kind (value of 1000) 40
41 Create sand Spinning in a circle while making a sprinkling gesture 8" of sand is created in a 25' diameter circle around the mahra 40
34 Create ice and snow Spinning in a circle while speaking a rhyme 12" of ice or snow is created in a 25' diameter circle around the mahra 40
58 Strengthen body Pressing one's fist to one's chest +3 STR for the mahra 25
10 Sunflare A complex hand gesture ending with the palm held outward A 100' ribbon of solar flame flows (20/29/38/47) straight out of the palm of the mahra 75
35 Fireball A single clap of the hands, then opening them palm outward A ball of blazing hot flame erupts from the palm of the mahra, 75' range, 20/27/34/41 75
15 Scouring base A circular hand gesture A base powder forms that can scour clean any surface within 10' 25
98 Blackhole Making a pulling gesture A blackhole of STR 75 forms at a point within 100' of the mahra for 3 seconds 200
20 Lightning blast Rubbing hands together then holding palm outward A bolt of lightning (19/28/37/46) flows from the palm of the mahra 40
45 Autumnal wind Three short puffs of air A chilly autumnal wind blows around the mahra 40
29 Blanket of mold Placing both hands on the ground next to the feet and making a circular gesture A circle of mold 25' in diameter forms at the mahra's feet 25
23 Create moss Spinning in a circle without lifting their feet A circle of moss 25' in diameter forms at the mahra's feet 40
62 Dry wind Shaking while breathing out A desiccating wind flows around the mahra, power 19 40
49 Winter wind Three long breaths A freezing wind blows around the mahra 40
72 Create hill Downward waving motion with one hand A hill of 300' in height and 100' in diameter forms 75
93 Meteor strike Clenched fist striking the ground A meteor hits within 100 miles of the mahra (75/100/125/150), 100' radius/1000' radius/1 mile radius/5 mile radius 200
69 Summon monsoon Spitting thrice and ducking A monsoon hits for 10 miles around 100
97 Summon storm Raising a clenched fist to the sky A powerful storm 1 mile in radius forms around the mahra 75
84 Galeforce wind Making a circular gesture with both hands A powerful wind of STR 40 hits in a straight line 250' ahead of the mahra 50
85 Primordial creation Singing a simple song of primordial power A primordial being or substance forms at random 120
71 Cosmic pulse An arrhythmic dance A pulse of cosmic radiation flows out in a 100' radius around the mahra, power 20 120
74 Pyroclastic blast Chanting a specific song A pyroclastic blast hits a target within 500' of the mahra (40/60/80/100) 200
2 Call rain Snapping fingers thrice A rain cloud 1000' in diameter forms and pours rain 25
70 Instill honor Touch and a soft spoken word A sense of honor is instilled into anyone the mahra touches 40
91 Elemental shield Gesturing outward with palms in A shield of pure elemental magic forms around the mahra 50
53 Mist shroud Crossing the arms over the belly A shroud of mist forms around the mahra, +3 STH and cold resistance 75
60 Fashion tool Grasping the hands together A simple or common mundane tool is created in the mahra's hands 40
51 Blade of grass Placing the pinkie finger in the ground A slender blade of grass (16/21/26/31) erupts underneath a target within eyesight of the mahra 25
22 Sonic boom Clapping hands together A sonic boom hits within 100' of the mahra, but they are immune to its noise 25
38 Boiling acid Clencing and opening the hand, palm outward, thrice A spurt of boiling acid erupts from the palm of the mahra, 50' range, 16/22/28/34 25
26 Swamp life swarm Spinning in a circle on one leg A swarm of plants, animals, and fungi from the nearest wetland form in a 50' radius of the mahra 40
92 Kill Pointing at the target and loudly saying "Your time has come" A target the mahra can see dies 120
42 Whirlwind Spinning in a circle while singing a song A tornado forms 100
50 Grow tree Placing the index finger in the ground A tree of any species the mahra is aware of grows to early maturity within eyesight of the mahra 40
3 Chaotic wave Gesturing widely with the arms while speaking a word of power A wave of anumun flows from the mahra, raw elemental energy that empowers elementals, strengthens elemental abilitiess, harms the infernal, and gives elemental resistance to anyone else 100
32 Flower blossom Clenching a fist, holding it palm upward, then opening it All flowers blossom within 1 mile of the mahra 40
55 Vernal blossoming Spinning in a circle while clenching and opening the hands, palms up All plants blossom or renew within 1 mile of the mahra 40
90 Eradicate pollution Gesturing outward with palms out All pollution or pollutants within 250' of the mahra is eradicated 40
99 Elemental aura Speaking a word of power An aura of elemental energy forms around the mahra, giving them protection and control of that element 100
67 Magnetic aura Placing open palms on the forehead An aura of magnetism forms around the mahra 75
57 Earthen wall Open palm sidewaves hand wave An earthen wall of up to 12' in height, 3' in thickness, forms in a line or arc of up to 20', within eyesight of the mahra 40
95 Earthquake Kneeling and tapping the foot thrice An earthquake rattles the world within 500' of the mahra 120
46 Reflect magic Crossing the arms over the chest An invisible barrier forms around the mahra that repels any magic directed at them, power 19 75
87-89 Generate elemental energy Cupping the hands together Any elemental energy the mahra chooses forms in a raw state, power 19, before the mahra 100
16 Alter element Crossing hands thrice Any elemental energy within 50' of the mahra can be changed to another elemental energy 25
5 Release elemental Breaking a twig Any elemental within eyesight being is released from any form of bondage or binding 25
76 Empower herbs Rubbing the herbs Any herbs the mahra touches gain +3 to potency 25
36 Create animal Spilling blood and spit on the ground Any mundane animal the mahra is aware of is created within 50' of them, instantly growing to early maturity 100
14 Create plant Pressing the bare foot against the ground and tapping thrice Any mundane plant the mahra is aware of will be created where the mahra presses their foot, growing instantly to early maturity 75
83 Water of emotions Touching water Any water the mahra touches will be instilled with their emotions 40
73 Grow crops Tapping the bare big toe thrice Edible crops (any single crop the mahra is aware of) grow to maturity in a 20' radius around the mahra 40
40 Summer warmth Spinning in a circle while breathing out Everywhere within 1 mile is made as warm as a pleasant summer's day (84 degrees) 25
66 Blackest night Holding the eyes closed for one minute It becomes a night with no moon in the sky for hour for 1 mile around 100
81 Illuminate Hopping once while blinking thrice Light shines softly in a 10'-50' radius around the mahra 25
59 Create microbes Spitting on the ground Microbes of the mahra's choosing (that they are aware of) are created in a 3" diameter circle within eyesight of the mahra 40
44 Bond/decay Placing the hands together or moving them apart Molecular fission or fusion occurs at the mahra's will 25
54 Create smoke One long outward breath Smoke forms within a 25' radius of the mahra 40
30 Alter gravity Hopping thrice The gravity within 50' diameter of the mahra is increased or decreased as per the mahra's wishes 40
18 Spacebreathing Expelling all air from the lungs The mahra and/or up to eleven other people are granted the ability to breathe in outer space and survive the cold and pressurelessness of the cosmos 25
6 Waterbreathing Drinking water and holding breath for one minute The mahra and/or up to eleven other people are granted the ability to breathe underwater and survive the cold and pressure of the depths 10
25 Mountain climb Pulling on their hair or earlobe thrice The mahra and/or up to eleven other people are granted the ability to climb mountains and resist the conditions of higher altitudes 25
82 Planetary attunement Spinning in a circle and speaking the name of the ascendant planet The mahra attunes to whatever planet is ascendant at the time of the spell, gaining a special power based on it 50
31 Find metal Placing a finger to the lips and blinking thrice The mahra becomes aware of any metal within 100' of them 10
37 Oceanic command Touching the ocean or drinking salt water The mahra can command the ocean at will if it is within eyesight 100
39 Healing touch Touch The mahra can heal the wounds, illness, poison, or other physical malady of anyone they can touch, power 22 25
96 Invoke elemental Name Seeing the target, speaking their True Name The mahra can invoke the True Name of any elemental being they can see, gaining control over them 200
64 Read currents Placing hands in moving water The mahra can read the currents of the world like a metapol 100
13 Reincarnation A very complex ritual The mahra can reincarnate anyone who has died within 1 hour if they are in the presence of their body or soul 100
65 Lunar insight Blinking thrice under a full moon The mahra can see everything hidden under a full moon for 1 mile around 100
19 Soulsight Meditation and then blinking thrice The mahra can see the souls of anyone within eyesight 75
11 Sense elemental energy Blinking thrice The mahra can sense all elemental energies within 100' 10
12 Find anumun Three deep breaths and blinking thrice The mahra can sense anumun anywhere within 1 mile 25
52 Find cave Closing the eyes then pointing at random The mahra can sense caves within 1 mile 10
56 Find island Spinning in a circle, then pointing The mahra can sense islands within 10 miles 10
47 Find water Drinking water then blinking thrice The mahra can sense water in any state they choose within 500' 10
79 Fungal form Rolling on the ground The mahra can take the form of any fungus they are aware of for an hour 50
17 Plant form Burying bare feet under the dirt or soil The mahra can temporarily take the form of a plant or plant folk they are aware of 50
68 Astrological insight Counting three stars The mahra gains horoscopic insight into everyone they can see for an hour 100
77 Evergreen longevity Washing in sap The mahra gains the longevity and extended youth and vigor of an evergreen tree 50
78 Hunter's senses Kneeling and blinking thrice The mahra has heightened sight, smell, and hearing +3 40
7 Attune to cycle Meditation The mahra may attune to a natural cycle of any kind, knowing it and gaining power as it waxes and wanes 33
9 Create elemental (non-viridianite) Drawing a circle with water then speaking a spell The mahra may create a newborn elemental being of any kind except a viridianite 75
100 Create world Singing an ancient song of power The mahra may create a world somewhere deep in the cosmos 500
28 Animal form Mimicking the intended animal The mahra may take the form of any mundane animal they are aware of 50
33 Rejuvenate Taking three steps backward The mahra or a single person they can see are restored to what they were at a quarter of their current age 75
86 Cold resistance Clockwise turn once The mahra takes -6 to any cold damage 25
80 Electrical resistance Placing a finger in the mouth The mahra takes -6 to any electrical damage 25
94 Heat resistance Counter-clockwise turn once The mahra takes -6 to any heat damage 25
63 Mindflight Jumping thrice while running The mahra's consciousness travels up to 5 miles in any direction for 3 minutes 75
48 Enshrouding shadow Stepping on one's shadow The marha is shrouded in shadow, +6 STH, for one hour 50
24 Call dawn Bowing, arms out, palms down, then rising The sun rises, no matter what time it is 100
4 Send undead Holding hand palm forth and speaking a word of power The undead are repulsed and destroyed (power 16) 25
1 Clement weather Whistling a pleasant tune The weather for 1 mile around becomes clement 10
61 Slow time Taking three steps sideways Time slows for everyone within 25' of the mahra for 30 subjective seconds 100
43 Create stone Making a downward, open palm gesture Up to 100 lbs. of stone forms within 25' of the mahra 40
27 Create salt Making a sprinkling gesture with the fingers Up to 25 lbs. of salt forms at the feet of the mahra 40
21 Create glass A short dance and tapping the feet thrice Up to 25 lbs. or 9'x9' pane of glass forms at the feet of the mahra 40
75 Seasonal spell (varies by season) Varies by season Winter wind, vernal blossoming, autumnal wind, summer warmth, dry wind, or summon monsoon, depending on the season 75
All powers last 2d12 hours. Once a mahra has used a power, it will only come back once all other powers have been used.

PRO -1 ATH +1 STR / AWA +3 WIL +3 PRS +1 STH /

Moonwitch

Alignment: Elemental

There are three moons around the world of Shem: the Grey Moon, the Green Moon, and the White Moon. The cycles of the moons affects the amount of elemental moon energy cast upon the world. The White Moon is the weakest, but it is better when used for attacks and bindings. The Green Moon's is the next weakest, but it is best used for transformations and emotional magic. And the Grey Moon's is the most potent, which is best used for protections, healing, and findings.

Each moon has a cycle ranging from new (unseen) to full (wholly visible), waxing and waning from crescent to gibbous. The White Moon has a 26 day cycle; the Green Moon has a 30 day cycle, and the Grey Moon has a 28 day cycle. Lunar magic is solar magic reflected from the moons. When a moon is new, it produces no accessible lunar energy. When it is full, it is at its greatest strength. (This is reverse if you are on the moons, but that is unlikely to come up.)

The phases of a witch's life are reflected in the phases of the moon:
  • Maiden (waxing): associated with the Green Moon (Devica), the Maiden phase is a witch before she reaches maturity. In this phase, she is associated with youthfulness, innocence, newness, rising, energy.
  • Mother (full): associated with the Grey Moon (Mati), the Mother phase is a mature witch (not necessarily a mother). In this phase, she is associated with nurturing, protecting, healing, fullness, power.
  • Crone (waning): associated with the White Moon (Krona), the Crone phase is an elderly witch. In this phase, she is associated with wisdom, death, withering, age, insight.
Each phase comes with its own powers. A witch casts spells based on the moon her phase is associated with, so if a crone uses magic under a full White Moon it does not matter if the Grey Moon is new.

The practice of witchcraft is a series of rituals, dedications, and traditions that allow them to access the flow and cycles of lunar energy. The practices include sacrifices to the moons. These rituals involve a set of symbolic materials, a giving of blood, and either incantations or readings from ancient texts.

Witches often gather in covens, groups in multiples of threes (no less than three, no more than 27 - though the latter would be a massive coven). A coven always has a maiden, a mother, and a crone for every three witches. These always form subgroups within the coven, each teaching the other generationally. Covens, when gathered and performing rituals together, are immensely powerful. In the colonies, they tend to be covens of three to eleven. Witches may join a coven either by inheriting it via a matrilineal succession or by being initiated. Those who are not born of a matrilineal line of witches must be initiated. Initiations are rituals that occur under a waxing moon.

A brother-witch is a witch who, regardless of gender, serves as a counterpoint in a coven or triad, a fourth member of any three witches who represents the masculine (whether they are or not), represents outsiders, represents the sun. They still wield all the powers of a regular witch, but their outsideness gives them the ability to use certain powers without the presence of moonlight. To become a brother-witch, a witch must be literally or symbolically resurrected after dying (again, literally or metaphorically) under a new moon. The ritual to cause this resurrection is one of the most closely guarded secrets of witchcraft. The power of the brother-witch derives from their crossing of lines between day and night, gender lines, ancestral lines, etc. These are very rare.

Powers that reflect the powers of the Moons:
  • Soft light: a witch make create a soft glow of moonlight, usually an orb of it, to appear via simple incantation.
  • Finding: a witch may cause a missing or hidden object to glow with soft light via incantation and simple ritual.
  • Light step: a witch may make herself or others lighter, as if less affected by gravity, by sigils on clothing or shoes or by potent ritual.
  • Tidal draw: a witch may make water react to herself, her will or her gesture, by washing in pure water under the full moon and performing a blood ritual within it.
  • Returning cycle: a witch may invoke the ending or re-beginning of a cycle of any kind through powerful ritual.
  • Invisibility: a witch may, under a full moon, become invisible by invocation of a complex ritual, washing themself and their clothing in blood, moonwater, and ash.
The most powerful ability witches have is reflecting other powers. Lunar energy repulses other energies, especially infernal ones, providing protections to anyone affected by it. Witches have many rituals, traditions, superstitions, and spells that provide protections to others, giving them lunar energy in some form or another to repel other powers. Marking with one's own blood, creating a poppet or mirrored amulet, or drawing a circle of power are the most common ways.

Witches can engage in a form of divination by looking into mirrors, which absorb lunar energy when left out under the full moon.

Witches can heal and soothe people by using their breath to drive away other energies. They supplement this with herbalism and other arts.

By affecting emotional resonance with lunar energy, witches can affect the emotions of others. They do this through simple incantations.

Powerful witches who have tapped into their ancient, ancestral magic can use the power of the new moon, the absence of lunar energy, the deep night, to draw in and devour targets. This is done via an ancient blood rite.

The most commonly used power of witches is to bind a person, place, or thing to a cycle. This is done via ritual involving something belonging to the target. When the target is bound to something, it will be affected by the cycle of it; for instance, witches use lunar energy to connect themselves to a moon during their initiation (unless they inherited a binding). For others, they may use lunar energy's senstitivity to cycles to cause something to be attuned to a cycle, thus making them react to the cycle. This can be binding to a different energy, or it can be binding to a natural cycle, etc. Unbinding is done similarly, but using lunar energy's reflective properties to break a cycle.

Witches bind to animal familiars via rituals that synchronize their living cycles with the animal. This allows them to sense the thoughts and feelings of the familiar, draw powers from it, see through its eyes, and influence its behavior.

Witches can send their consciousness into the flow of lunar energy around them during full moons. They do this by falling into a special sleep. They can send their consciousness anywhere under the light of the full moon.

The completion of a cycle is a moment of transformation. When witches complete a cycle, they have a moment of transformation, which usually results in their moving from one phase to another in a larger cycle (cycles within cycles, leading to greater and greater transformations). Knowing when they are near a completion, they can tap into the power of lunar energy to transform as the moon shifts phases. They must never do this going to or from a new moon, but any other phase shift will work. They can use a ritual in these circumstances to transform themselves or others (including objects or places), usually subtle changes such as an improvement or penalty, but sometimes major changes, including changing physical or metaphysical forms. The ritual to create a brother-witch is the most powerful example of this.

PRO / ATH -1 STR -2 AWA +4 WIL +4 PRS +1 STH +2

Stabula

Alignment: Unaligned

Stabulae are scientists who either study fields of science that are beneficial to women and non-men or who are women or non-men in scientific fields usually barred to them by patriarchal society. In the colonies, they are killed as witches.

The stabulae use advanced scientific processes to study any kind of science they wish. They perform hyperscientific experiments that allow them to run multiple experiments with the same ingredients at the same time. For example, if an experiment needs one fluid ounce of water, they can run that experiment twice at the same time with only one fluid ounce of water, allowing for use of controls and A/B testing to experiment more rapidly.

In order to tap into this power, a stabula needs special equipment - equipment made from a glass called potiri - and neutralized ingredients, and decades of study into hyperscience. They must find a way to access this knowledge, usually in secret.

Some examples of works stabulae involve themselves in include the following:
  • Hyperastronomy: study of comets.
  • Hyperbiology: reproductive health and gender-transition science.
  • Hyperchemistry: study of reaction kinetics between chemicals.
  • Hypergeology: cartography and topography and geological classification systems.
  • Hypermeteorology: study of cyclones.
  • Hyperoceanography: bathysphere exploration.
  • Hyperphysics: study of radiation.
  • Hyperpsychology: children's behavior, self-psych, experimental psychology, sexuality, memory, mental illness, psychopathology, and more.
Whatever field they are in, they have devices that help them in their work that have interesting powers.

PRO / ATH / STR +1 AWA +3 WIL +1 PRS -1 STH -1

Venefict

Alignment: Celestial

Veneficts are witches who are attuned to the cycles of chaos. They are anarchistic witches who obey no mortal law, provide support and aid to their communities, and seek alternative forms of power and structure. They have their own codes, and they refuse to be bound by patriarchal or oppressive values, codes, or chains. To maintain their powers, they defy consistency and change something about themselves every single day.

To become a venefict, someone (often a woman or someone who is not a man, but not always) must be mentored by another venefict. They taught basic skills of witchcraft, community support, and soft power. They are taught political philosophies. And they are intiated via rites of passage and power involving special substances, visions, and special arts using magical objects like tarot cards, mystic incense, or powerful symbols. After years of study, rituals, and training, they develop a library (literal or not) of spells, powers, and insights, and they engage in a potent ritual that sends them on a dream journey into the heart of celestial chaos. During this, they are tested, scoured of any connections to mortal, patriarchal laws, and released with their full powers.

Their powers defy and disrupt the laws of men. They have spells that can provide support outside of existing systems, protect those who are cast out of the protedction of mortal laws, and empower people to care for themselves. As witches, they have a wide variety of spells at their disposal. Witchcraft is ritual magic that creates a delayed effect. Any effect they want to happen instantly must be prepared beforehand and attached to some triggering object - if they wish to hex someone, they need to have a focus they can store it in to release later when they have a target, for example.

Because witchcraft comes with so many potential spells, player and GM will develop the list together if this occupation is chosen. All spells will revolve around chaos, and therefore, they will have an element of unpredictability. For every critical or exceptional success or failure, they roll a d100 and risk one of the following effects:
Roll Effect
1-2 The venefict is stunned
3 All allies within 33' and the venefict gain +6 to any stat that they choose for 5 minutes
4-7 Food fills the larders of every house within 1 mile
8-10 All enslaved or imprisoned people within 1 mile are teleported 10 miles away to a safe place
11 The venefict's next spell is an automatic special success
12-13 The venefict's next spell is an automatic normal success
14-15 The venefict falls asleep
16 The third person to the left of the venefict, no matter how far, is polymorphed into a songbird for an hour
17-23 The venefict and allies are teleported 10 miles away to a random location
24 Everyone within 33' has their gender presentation altered for an hou
25-26 The venefict loses on of their five primary senses for 5 minutes
27-28 The venefict's next spell is an automatic normal failure
29-32 Everyone within 33', including the venefict, is soothed of any stomach ailments
33 An angel appears
34-35 The venefict loses next action
36 Everyone within 33' is stripped nude
37-43 A wave of bluest water washes over everyone withinn 33', harming the infernal and helping everyone else
44 All enemies within 33' take -6 to a stat, skill, or power of the venefict's choosing for the next round
45-47 Everyone, including the venefict, within 33' hallucinates for 5 minutes
48-51 Bright lights shine on the venefict and her allies, revealing them to everyone nearby
52-54 All documents of mortal law within a mile are mixed up and altered at random
55-56 The venefict suffers a normal wound
57 The fifth person to the right, no matter how far, of the venefict is polymorphed into an apex predator mammal for the next hour
58-63 Impeentrable darkness surrounds the venefict and allies for five minutes
64 Every door within 33' is unlocked if it is locked and locked if it is unlocked
65-71 Beautiful music plays within 33' of the venefict
72 A rainbow bridge appears allowing the venefict, allies, and any oppressed or exploited to cross it to a safe location of their choosing
73-74 The venefict suffers a deep wound
75 The venefict communes with celestial chaos, gaining one piece of ancient wisdom
76-77 All plants within 33' release soothing scents or a foul stink
78-80 Folie a deu for everyone within 1 mile
81 A celestial storms sweeps over the area for 3 miles around
82-83 The venefict falls ill for the next hour
84 The venefict's favorite non-sentient animal appears
85-86 All wounds of everyone within 33' are healed
87-91 All illnesses of everyone within 1 mile are healed
92-95 Everyone within 33' can sense each other's emotions and thoughts for 1 round
96 A rainbow serpent appears
97-99 +9 to the lowest stat of everyone within 33', ally or enemy, but not the venefict
100 Celestial chaos reigns for a day and a night
The power of each roll is determined by a roll of 3d10 against which unwilling targets roll a relevant base stat, usually WIL.

PRO / ATH / STR / AWA +3 WIL +3 PRS +2 STH +1

Versandora

Alignment: Celestial

A witch who gives special gifts to children. Versandoras are an ancient tradition of witches with magic that allows them to sense which households are in need and which are not.

Versandoras learn their witchcraft from mentor versandoras, usually, though some stumble into the magic simply by being generosity or supportive figures seeking a way to help a child. In the latter case, the story is always that they find a child in need, but somehow lose track of them, and their search for the child awakens powers of giving and caring in them. This always happens twelve days after midwinter. On this night, the Night of Awakening, any versandora may travel to every house in their community and provide gifts for the children of the exploited, impoverished, and oppressed. So long as they perform this ritual of giving every year, they retain their magical powers. If they cannot do so because of illness, injury, imprisonment, or some other cause, they have a grace period of three days. Mummers may assist the versandora if the versandora is truly incapacitated.

Every versandora has magic tied to special objects which they make themselves:
  • Burnt poppet: the versandroa's burnt poppet (a ragdoll which has been scorched in her fireplace) allows them to enter any home to give gifts.
  • Black shawl: the black shawl allows them to go unseen as they deliver gifts.
  • Broomstick: the versandora's broomstick allows them to fly and to magically cleanse any home they enter.
  • Coal candy: coal candy is a black candy that appears to be a lump of coal. If an adult takes the candy from a child, it turns into actual coal.
  • Soot: two dots of soot on their cheeks make her immune to fire.
  • Toy hamper: their toy hamper magically contains candy, toys, baked goods, and fruits to give to children.
  • Rapping stick: a child who is being abused will be given a stick that is magically empowered to protect them.
A versandora usually holds a positive reputation in the local community, though many oppressive governments ban them. Locals (almost always the local men) try to protect the versandora by dressing as the versandora on a gift-giving night, parading through town, and distracting the authorities. They march through town, stop at every house and "demand" pork and eggs, and end the celebration with a bonfire, where they burn effigies of the versandora. This ritual gives the versandora protection from the authorities for the entire year. If the local community does not do this or turns against the versandora, the witch will be in danger, but often remains to protect and support the local children anyway.

Children often play games where they make fun of the versandora when the witch travels through town. The versandora responds by good-naturedly bopping them on the shoulder with the broomstick, giving the child magical protection for a week and a day.

When a versandora is under attack, they can invoke several powers of protection and combat:
  • Ember eyes: the versandora's eyes become burning embers and allows them to see the weakness of attackers.
  • Cat teeth: the versandora's teeth become sharp cat fangs with a biting power of +6/+6. After using this, their teeth fall out and grow back over the course of a year and a day.
  • Sharp tongue: the versandora can insult, mock, or taunt someone, requiring them to roll PRS or be enraged to the point of incoherence (-3 AWA, -3 WIL, -3 PRO).
Versandoras also have enchanted homes. Anywhere they live will be a home with powerful charms that protect it from attacks and allow it to be mobile. It will be self-cleaning and -repairing, have comfortable places to rest for any guest, and a well-stocked larder.

Music is important to a versandora. They have four songs that they can sing that have special powers:
  • Song of the Star: if they sing this song when stars are in the sky, a star will glow brightly and guide them to their next destination.
  • Song of Request: if they sing this song to someone, the person will be impelled to provide a service for the versandora or have misfortune come to their home.
  • Song of Provenance: if they sing this song, they will be brought back to their home.
  • Song of the Long Winter: if they sing this song to someone, the person will have the strength to get through a difficult winter.
Versandoras often have the usual skills of a witch - herbalism, medicine, advising, etc.

PRO +1 ATH +1 STR -1 AWA +2 WIL +2 PRS +3 STH +1
Topic revision: r7 - 29 Jun 2025, SallyJaneBlack
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