CHARACTER CREATION

Basic Information

Standard Information about your character.
Your character's full name, first and last (middle if applicable/desired).
Which tradition of magick does your character belong too? Characters with parents of rival traditions must choose the one they were raised in. This determines what kind of magick they have access too.
The Watchtowers imbued thirteen families with the ability of magic, your character's blood purity represents how close your lineage is to the source of that power.
The age, in words, or your character. (i.e. Twenty-Two)
A basic description of what we can expect from your character. ie: The Queen Bee, The Hunter
The name of the celebrity or model that you use for your character images.
Your character's line of work, if any.
Your username on our Discord server.
NSFW 18+?

HISTORY AND PERSONALITY

A more in-depth look into your character's past, appearance, and motives.
Describe your character, and how they look. Please include a description of your character that includes their style (or lack thereof), what kind of accent they might speak in, how they carry themselves, how tall they are, and so forth. Essentials like hair, skin and eye color are necessary.
What is your origin? Which tradition of witchcraft do you belong too, or were you a mundane who stumbled on magick by chance? This game is all about creativity, so we are open to expanding our world to fit your creative needs. We need a detailed recount of your character’s backstory up to this point.

Strengths

These are the virtues or qualities that give your character an advantage.

Weaknesses

These are your character flaws or shortcomings.
What does your character strive to achieve, protect, destroy, or obtain in life?

MAGICKAL INFORMATION

These are the character flaws or shortcomings that haunt and trouble your character.
Each Witch in our game has a unique element that they are especially in-tuned with and have an affinity for.
One aspect of your element that your character is most attuned too. It separates one witch from another who share the same affinity. Example: Water/Mist
Your character was born with some form of supernatural ability. Keep in mind that these are not unlimited superpowers, and we try to keep things realistic and natural. No X-Men here! Your ability is tied directly to your element, which should align with your concept.
Witch marks are a visible mark on their body or a peculiar trait about a character that identifies them as supernatural. Some suggestions for this are unusual eye color, odd-shaped birthmarks, an off-color swipe of hair, a third nipple or an enchanting voice. Please note we are not taking any “presence” for your witch mark. It does have to be a physical mark on your character’s body. Be creative!

PATHS

Each tradition has its own unique brand of magick. Some can be taken by Carrion Witches, and some (Dark Magick and Blood Magick) can not. According to your blood purity, at character creation, you receive a certain number of dots of magick. How you assign your magick is up to you, many of the paths are available to all witches. A max of two dots can be placed in the same path at character creation, and the first dot of Occult Knowledge is free.


Pureblood: four dots of magick
Full-blood: three dots of magick
Half-blood: two dots of magick
None: one dot of magick
Dionysus and the Orphic Mysteries have taught the Bacchae how to willingly and purposefully reincarnate after death, which can happen up to nine times. Spells allow the enchanter to tap into their past lives and relive their previous experiences.
Berserker Norn put themselves into a trance-like state that prevents the witch from feeling pain, losing stamina or agility until after the battle. After the spells wear off the witch will succumb to a deep odinsleep, where their body recuperates from the ordeal.
Sacrificial Magick draws its power from the om death of a Bruja’s victim; which depending on the sacrifice, has the potential to make the witch not only mystically enhanced but also physically stronger. Since the magick does not come from a higher power (ancestors, the watchtowers, etc.), the magick is entirely under the control of the witch.
The Blooded use Blood magick, first and foremost, is the practice of using blood—life itself—as potent fuel for casting spells. This life may be supplied by either the witch or sacrifices, whether willing or unwilling. As such, the use of blood magic often allows a witch to cast spells that would otherwise be beyond her capability. The higher the magickal working, the larger the sacrifice. (Butcher’s blood, for the common cold. Human sacrifice, to save someone from certain death)
Unavailable even to carrion witches, this dark path is available only to those who possess Blackwell blood. Negative emotions fuel this unique form of magick, and the witch does not need to use a spoken spell to invoke its effects. Dark Magick is purely destructive and can be hard to reign in. The more it is used, the harder it is for the Cailleach to resist its call.
Cailleach with Sight can see things most people can’t. It’s called the Sight, the Third Eye, a lot of other names. If a wizard uses his Sight, he can see the forces of magic themselves at work, spells like braids of neon lights, veils pierced like projections on a screen. The Sight shows things as they indeed are, and it’s always an unsettling experience, one way or the other. What you see with the Sight stays with you. Good or bad, it’s still just as fresh in your mind as if you’d only seen it.
Die Hexen witches use veil is a magical form of concealment which renders the affected either invisible or otherwise unnoticed by most of the magically unaware. Veils can range from basic feelings of aversion to looking in a direction, to a lack of conscious recognition of someone’s presence, to a complete state of invisibility and denial of the existence of the physical space in which the veil stands.
Nearly every Witch recognizes the flow of some sort of power: mana, sekhem, chi, vis, or some other representation of magical potential. Most learn to feel or describe the energies that course through them during the casting of spells. Guru has learned to direct these power sources in order to reshape the fundamental mystic energy about them. Geomancy, ley line channeling, feng shui – all of these senses and redirect the power of raw magic energy into new directions and shapes.
Hermetic witches have perfected the process of Alchemy through preparations and dedication. An alchemist cannot merely pull a spell out of his sleeves but has to create a product that embodies the effect he seeks or one that induces the desired result. Alchemical spells and rituals are generally called formulas, divided into potions, salves, powders, and essences. Methods aim to perfect the tangible, and it can affect the spiritual only through the rarified nature of a soul’s physical form. Therefore, Alchemy may affect only the body or a material substance.
Onmyōji summons and control entities called shikigami, the animistic spirits of nature. Their power connects to the spiritual force of their master, where if the invoker is well introduced and has lots of experience, their Shiki can possess animals and even people and manipulate them, but if the invoker is careless, their shikigami may get out of control in time, gaining its own will and consciousness, and can even raid its own master and kill them in revenge.
A Strega witch knows how to manipulate and conjure shadow stuff — at first, a simple shade but, with experience, near-tangible blackness or total nightfall. Color and light are absorbed and extinguished by these shadows, which dance and caper at the witch’s beck and call.
The Shaman art of transforming their body into that of a spirit animal. This Path is very elemental, often drawing upon instinctive knowledge, and many witches have lost their personalities to the beast-side conjured up. Others lose their identity in malleability. For a few, shapeshifting is less an art than a natural talent, but one un-channeled by the callings of the true Changing Breeds.
The Roma have perfected the art of casting curses. Most curses will need only a single casting, but very powerful or long-lasting curses can require more.
Witch Doctors are very committed to their families and their coven, and the bloodlines of the witch families in the community typically go back centuries. Also, similar to sacrificial magic, the magic comes not from the witch but the ancestors. In this kind of scenario, the ancestors must be petitioned and appeased to grant magical power.
Any witch can call forth an entity through summoning, but it is only the Vizier who has perfected a way of binding the creature to her will. Eschewing the entire concept of tit-for-tat bartering, deal-making or otherwise, the Vizier witch commands the being to do her desire…or else.
Unlike most paths of magic, only carrion witches and half-bloods attuned to Metal can use it. Also, unlike other magics, Cybermancy can only be performed at a computer terminal or supercharged smartphone. A relatively new talent, Cybermancy is the ability to control electronic machinery with one’s mind.

Creation of potions, tonics, poultices etc to create a magical change on the person who consumes it.
Harvesting magick fueled by emotion from willing participants, the more participants and the higher the emotional fervor, the more potent the magick that is harvested.
A master of this Path can instill loyalty, lust, confidence, faith, and love in those she comes in contact. In some cases, to the extreme. The witch has followers so devoted that they are willing to kill for her.
Summoning a creature to do your bidding:
The ability to change the weather through magick.
Creates illusions on the caster, with no actual effect on the environment. Whatever is being created by Glamour magic exists only in the mind of the target.
Representational Magic uses objects to manipulate reality. A voodoo doll, or a knot that when unwoven, will break a curse.
Inscription is similar to Enchantment in that it’s the art of creating an item for magical use, but different in that it involves Runes or Staves that in itself has a determined and specific use.
Determining the future through magick, through whatever means their culture taught them.
Creating a magical effect through dreams, often the dreams of others.
Protecting items against theft, wards generate a painful effect on individuals who are not allowed to touch them. Witches use these to protect sanctuaries, grimoires or even just a beloved object.


Helps you determine how much of the occult world you understand, and gives that knowledge more clearly defined scope.
While not a use of magick per se, it is nonetheless useful. Witches who know how to navigate the ways can open portals into the Never-Never to cross through.
Those talented in identifying magickal resonance can determine who used a spell based on the signature left behind.