Witches

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Overview

As long as there has been magic, there have been witches. Even the earliest groups of humanoid life would have its wise woman, its shaman, etc. They would call upon the great powers for the aid of her/his people. Druids or Theurgists, they went by many names, but they were, in essence, practicing the same craft. People who had found the right words, numbers, symbols, objects, rites, and/or rituals to tap into the Source. They may call the power behind their spells by many names, but it all comes from the same place. Witches are the bridge between humanity and the source of all magick. To be a witch is to bear a great responsibility. Those who enter into the craft for cheap power or their own glory often find themselves either getting nowhere or going down darker paths (see Warlocks). To be a witch is to be a force of balance and community. It's about service and wisdom, not ambition.

Abilities

Magical Abilities and Powers. Witches develop a natural link to the Source over time but at first must rely on facilitators such as grimoires, amulets, wands, athames, etc. The more they develop their own craft, the more they create their own sacred tools and are less reliant on those already existent.

Witches also develop a sixth sense that attunes them into the world around them and the living things therein.

Many witches find their longevity increased as they begin to sync into the natural forces of the universe.


Elements. All witches attune to a particular element which influences every aspect of their magic: their specialties, range of spells, etc. The main four have various attributes, sacred colors, scents, and even foods that bring one closer to their element. The fifth, more elusive element, Aether, has none of these as it doesn't exist in any physical way.

Most covens have at least one witch of each element, with witches of Aether being the exception as they are so rare, many covens exist without them altogether.

The elements (and a few of their symbols) are as follows:

Air - Intelligence - Sword/Athame - Birds - East

Earth - Physical - Coin/Pentacle - Mammals - North

Fire - Wilpower - Wand/Staff - Reptiles - South

Water - Emotion - Cup/Cauldron - Fish - West

Aether - Inapplicable


Air. Witches of Air are the brains. They are creative and witty. They restore antiques and run libraries. They are historians, teachers, executives, philosophers, chess masters, and artists. They plan and machinate. They study magic even after they've already mastered it, always looking for more knowledge.

Some forms of magick particularly aligned with this branch are: Telepathy, Illusion, Arithmancy, Astrology

Gods associated with Air: Athena/Minerva, Hermes/Mercury, Nut, Arianrhod, Mimir, Shango, Quetzalcoatl, Clio and Urania


Earth. Witches of Earth are the realists. They are pragmatic and solid. They are protectors and guardians. They can be lawyers, manage the financials of their coven, own property, homemakers, teachers, etc. They make an ideal parental figure. They are the backbone and the glue of the coven, keeping everyone grounded and together.

Some forms of magick particularly aligned to this branch are: Vitality, Spells related to career and money, Fertility, Grounding, Protection, Barriers

Gods associated with Earth: Gaia/Terra, Geb, Hades/Pluto, Persephone/Kore, Demeter/Ceres, Eostre, Cernunnos, Pan, Cybele, Rhea and Baron Samedi


Fire. Witches of Fire are the adventurers. They are willful and wild. They go on the aggressive rather than the defense. They are passionate and impetuous. They are warriors, leaders, emergency response, showmen, sex workers, athletes, performers, etc. Extroverted people who put it all on the line.

Some forms of magick particularly aligned to this branch are: Destructive force, energy manipulation, Purification, Cleansing, Transformation, Tantric Magic

Gods associated with Fire: Hestia/Vesta, Set, Prometheus, Brigid, Hephaestus/Vulcan, Lugh, Sekhmet, Ra, Helios, Apollo and Erato


Water. Witches of Water are the counselors. They are empathetic and warm. They are advisors, healers, doctors, therapists, nurses, aides, nannies, etc. They deal in emotion, and their connections with others are primary to them. They epitomize the friendship that makes up a large part of the witch community.

Some forms of magick particularly aligned to this branch are: Healing, Scrying, Potions, Purification, Love spells, Emotional work

Gods associated with Water: Aphrodite/Venus, Poseidon/Neptune, Amphitrite, Sebek, Manannan mac Lir, Calypso, Thetis, Nimue and Selene


Aether. Witches of the Aether are mysteries. They are by far the least common type of witch, and not much about them is known. They keep the ancient secrets passed down from coven to coven and serve as a living record of magic and its studies. It is not uncommon for an aether witch to have formerly been aligned with another element, only to find aether later in life as their years in the craft build up.

Some forms of magick particularly aligned to this branch are: Concealment, Meditation, Astral projection, Blocking, Longevity

There are no particular gods associated with Aether as Aether witches commune with the source directly.

Gods associated with no particular element but witchcraft as a whole are: Ceridwen, Hecate, Frigg, Circe, Thoth, The Morrigan, Nyx, Hermes Trismegistus, Freya, Isis and Dagda

Strengths

They develop an innate connection to the Source and Enhanced Empathy to all living things. They form a psychic bond among coven mates. This allows coven members to call for help from across great distances and perform group spells greater in power than on their own.

Witches, in general, enjoy a place of neutrality in the supernatural world. They are considered allies to most, if not all, other denizens (save those who are solely malicious towards all parties such as demons or wendigos). No matter what rivalries or vendettas are afoot, witches and their places of power are a safe haven.

Weaknesses

Enhanced empathy can work against them as much as it can for them, leaving them open to harm as they open themselves up to all around them. They are not known for being physically adept like other denizens, and while they are often long-lived, they are not immortal (on their own, at least, human witches can be "turned" like anyone). Witches who practice on their own are far more vulnerable than those who do so in a coven environment.

There are areas of magic that witches do not have power over, or at the very least, are forbidden from doing so. In particular, those areas dealing with death and the desecration of life. This includes Necromancy, Psychic Vampirism (feeding off the life energies of a living thing), and possession, among others.

Other Notes

Non-humans can become witches, but it's harder for them as their connection to the Source is biased. Even if they do become practicing witches their magical powers will be lesser.

You do not need to join a coven to be a practicing witch, but you gain great strength from the group dynamic.

Covens

  • Le Cercle De L’Eclipse: An older coven representing the old ways and the more classic idea of what a wiccan coven is meant to be. High Priestess: Annika Norwood
  • The Ceridwen Collective: A newer coven, more "new age" and politically active representing the modern standard of collegiate-style covens. Lead Counselor: Ezra Yeardly