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[✗] [Magic Lore] Hags

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Olandyr

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Hags

Wielders of Witchcraft

 

Preface:

All terms in this piece are not innately known in roleplay. Terms such as ‘Hag’ may be deemed appropriate descriptors, and may be used, but it is not intrinsically known. Cultural interpretations of this magic and its terms are highly encouraged both in and out of Hag circles, especially since not even Hags are made aware to the use of their own soul.

 

Examples of interpretations are:

“Woodland Witches”, “Wayward Alchemists”, "Demons", etc…

 

Keywords:

Spoiler

Anima: A substance produced by the soul, correlating to magical potency; able to be coaxed out by magic.

Resulting product: This is the immediate end result of a spell - a solution or powder that is made for the spell. Not every spell necessarily has a resulting product, is the resulting product is always tangible.

 

The Cracking Bowl

 

The sun set, and washed the woman’s island cold, as it had a thousand times before, and as it would a thousand times more. She knew what would happen, the same as ever it had; out, through the darkness, crept the predators of the night - the fiends and fauna that, each night, she’d worked to cast away. But as this night crept on; she heard nothing - not the faintest movement - upon her accursed island, and no deeper had the weight of her exile sunk than now, for even gloom had evaded her. 

 

Light rose, as ever it did, and still did nothing return. The island seemed, to her, utterly barren, and so she returned to her lonely slumber. It was on the 3rd day of her sleepless despair that she felt the pangs of hunger, and from her home was forced to roam. A poor woman was she, to behold what she would, for deep in her island - in a cave - was a feasting, foul deific servant, unmeant for mortal eyes. Something within her wept for what she once was, as out from her soul sept anima and awakened.

 

Sleepless; kept in a perpetual turmoil from the soul that seemed to turn against her, she roamed the empty island. Each animal had gone, but even in the whelming dark the plants grew, and within them was a secret hidden even to the materially blinded alchemists - potential that resonated with her oozing soul. And soon she set to work, with draughts and drugs made manifest by her magic.

 

She would live 100 years more, and by aid of her skills, broke free from exile. Her daughter, at the age of 24, seemed to have inherited such a gift, and onwards lived the tradition of witchcraft.

 

- Explanation -

 

Hag Magic is a form of witchcraft centring on the manipulation of the material through anima in descendants whose soul is ‘awakened’ in such a way that they can coax out the anima from it, and use it as the base for the ingredients with which they mix it. The Hags themselves, however, are oblivious to this use of their own soul.

 

This, combined with material reagents, makes up the mixtures and spells they use.

 

-This is a [2]-[3] slot misc magic, utilising anima drawn forth from the Hag’s own body.

-This may be learned under any Hag with a valid TA that has been taught the Connection ritual.

-May only be learnt by those with an organic body, and at least [1] organic arm.

-May only be learnt by those with greater souls.

-At T3 (and any point past then), a Hag may take on a [3]rd slot by self-inducing a hallucinatory state, which, should they wish it, will cause them to fall into a deep meditation and awaken their soul further.

-A Hag may be of any gender.

 

- Physical Effects -

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Upon connection a Hag’s soul is ‘awakened’. Directly tapping into their fuel alters them greatly; their form thins, and makes any substantial sustenance difficult. Furthermore, it disrupts their relation to the soulstream and prevents monk revival (elaborated on in “Revival”). 

 

Ficklety

 

Making use of one’s own soul is no slight feat, and the repeated misuse of one’s own matter wears down the form of a Hag. The degree of this may vary, depending on the general frequency of their anima use, however all Hags fall prey to a sedentary body, and are unable to reach peak form of their race, no matter what mutations or alterations they might gain.

 

Each and every Hag shall suffer from this affliction of ficklety. The bounds of this shall further as the Hag becomes more engrossed in their studies of the arts.

 

 

Tier

Effect

Tier One

The Hag feels slightly weaker than in their natural form. This shall not manifest in any meaningful way. – Able to wield weapons and wear armour all they wish, with minor difficulty.

Tier Three

Progressing slowly, the Hag may no longer wear full-plate. Long- and broadswords are much harder to wield; though it’s still possible to do so, exhaustion is met quickly.

Redlines

-A hag who practises other physically hindering magics will gain the affliction that is greater. For example, a hag who is a voidal mage will suffer from the voidal poisoning as that is ‘worse’ than the bane of ficklety.

 

Regeneration

 

In much the same way that anima can extend and cast through the organic parts of a Hag’s body, these same parts may gradually grow back - a necessary adaptation by cause of the volatile essence they wield that readily frets them and puts at risk their vessel.

 

Regeneration is a feature that starts at T2, slowly restoring any lost body parts as anima flows through their body to slowly restore their blueprint. This process happens over the course of [7] OOC days from the moment of loss (of the specific body part), and on the 7th day it returns, permitting casting anew. This applies to all body parts, however occasionally produces body parts that appear heavily scarred, permanently bruised, or otherwise deformed and unhealthy. 

Larger body parts - limbs, to be precise, take 10 OOC days to regenerate, and have a far higher chance of some degree of deformity by the simple fact of their size. 

 

Organs may be regenerated through this - but such is unlikely, as it takes [7] OOC days for an organ to regenerate. In practice, it is only functional with bodily stasis, or to ward off any slow degrading (such as liver failure), or any degenerative diseases. Organs vital for a Hag’s survival, such as the brain, heart or lungs, cannot be regenerated whatsoever as the body can’t be stabilised while these organs are damaged.

 

Regeneration, however, is not without its drawbacks, for it is ceaseless and unresting - it gives no heed in its messy reparations. Thus, without tending to, a Hag’s body can often deform and become more and more estranged. More, useless, lesser body parts will grow from their form, and remain there lest tended to (cut off, typically). Examples of such a case can be smaller eyes forming atop their own, fingernails growing across their palm, long, extra teeth growing from their gums, or 6th fingers and the like. No matter the case, they are obviously obstructive in some way, and any benefit they might provide is minute and superficial. 

The more often a Hag loses specific parts, the more likely (and often) those parts would grow back deformed.

By T5, a Hag is afflicted by at least 3 extra growths.

 

Furthermore, regeneration holds no notice to prosthetics, as anima cannot flow through them, and so is unaware of them - any prosthetics a Hag should possess are constantly at odds, and are relentlessly damaged by the regrowing body part. This causes immense, constant pain for the Hag, disrupting any casting and activities alike.

 

Redlines

-It takes exactly 7 OOC days for any lesser body part, no matter how minor (nails, fingers, eyes) to regenerate. For limbs (or limb equivalents) it takes 10 OOC days from the loss.

-Any deformities provide no extra functionality. The same applies for any extra limbs or body parts.

-There are no precise guidelines for how long it can take for additional small body parts to grow upon them; such should be treated with reason, and to not RP it to some extent is powergaming. They may provide only minor functionality.

-Artificial, obstructing prosthetics (such as those of Animii or Atronach limbs) cause immense, constant pain with no relent. This makes them unable to cast, and takes effect regardless of whether or not they had the artificial prosthetic before or after connection. Organic ones (such as those made by blood magic, shamanism or things alike) are treated as part of the Hag’s body.

-The Hag regenerates body parts they lost before connection. If a Hag was born without a limb (or body part) then it does not grow at all.

 

 

The Soul

 

The effect of Connection on a Hag’s soul is discreet, not transmuting but ‘cracking’ so that a Hag might tap into it. As such, it reveals nothing to any that might look upon it (such as Seers or Shamans). 

The exception to this is 3-slot Hags.

For these Hags - Seers, Shamans, and any such things capable of soul-viewing alike may see a distorted, shaking soul that endlessly warps or, alternatively, a manifestation of their Discarnate form in their soul, wrapped around it, or as a shadow within it.

 

- Mental Effects -

 

The connection of a Hag is a traumatising and deeply affecting one, as the ‘spark’ for connection is a vision - and concoction - so potent it makes available one’s soul. This crude connection can spark a number of mental struggles in the Hag, the manner of which exists as an amplification, exaggeration or ‘twist’ on their prior life, often with some supernatural enhancement. Any [1] or more of the following examples must be chosen, and may not be changed even in case of disconnection.

At [3] slots, a Hag is encouraged (though not enforced) to pick up another mental effect, to reflect the deeper connection that they go through.

Below are some fitting examples:

 

-A constant, supernatural tinnitus-like effect, in which the sounds may be any range of things and creatures.

 

-Insomnia is a common trait, kept awake by their connecting visions, details of their past, or any manner of things. This may be accompanied by false visions and prophecies whilst they stay awake. 

 

-Nightmare disorder - Hags may suffer every night, or exceptionally frequently, from potent nightmares with varied levels of perceived realness.

 

-The Hag may believe that they, or someone they know, is being chased or hunted by a supernatural entity/thing, potentially incited by something they saw during Connection. This may lead to paranoia, erratic behaviour, restlessness, and a myriad of other things.

 

-The Hag may believe that they, or someone they know, is a supernatural entity/thing, potentially incited by something they saw during Connection.

 

-The Hag may believe someone or something (such as a species of animal, area, material) is trying to communicate with them and give them signs/messages.

 

-The Hag may develop obsessions over animals or abstract concepts.

 

Independency

To be a Hag is to be your own source; the fuel for your own engine and means for your own ends. It is a practice deeply independent of others, fostering introspection and independence. The adverse effect of this is that it typically manifests too as an aversion - and even hatred - of those they deem undeserving of what they have, and draws them even closer to Hags and other like-minded people.

 

Sensing

Upon connection, Hags begin to slowly attune to the use of their surroundings, and sense its potential; Sensing is a passive ability of the Hag, that lets them subconsciously discern whether something has an ingredient they need.

 

As such, a Hag can determine whether or not a reagent has the correct materials. For example, a Hag hoping to cast Refill will know simply by sight or touch that blissfoil will be useful for the spell. This manifests as a feeling of order and 'properness', though the Hag remains oblivious to the exact ingredient they are harnessing (e.g they have no knowledge of signs or symbols unless they have the Alchemy feat). As a result, Hags will often come up with an explanation for what it is about these ingredients that is so useful to them, to explain the seemingly random 'sense' they have.

 

Spellcrafting

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By use of their soul-given anima or absorption of reagents, Hags can knit together elaborate spells capable of a myriad of effects. 

 

Though their casting causes damage to them (below the threshold of 5 stored anima), it will not necessarily interrupt their casting. However, any externally-dealt physical pain greater than a slap (such as a cut) will disrupt the spell they’re attempting to cast.

 

Hags have a maximum of 10 anima, though those with Devoted (mentioned later) may reach a cap of 15 anima.

 

Hags regain [4] anima per OOC midnight (every 24 hours).

 

TELLS:

For the purposes of demonstration, below each Tell an example will be given. All Hags in these examples start at 6 anima. 

 

 

Hags make use of both Vocal and Physical casting - the difference between them is minute, only that Vocal pertains to the voice, and Physical pertains to physical traits. Both may be used in Material and Ethereal casting.

 

Vocal

 

A Hag may spin their spells and craft their maledictions by vocal means, charming and binding imprecations to the willing and unwilling alike. When a Hag uses incantations to mould anima to their will, they must be able to speak - uninhibited by any gags or injuries to their vocal cords. 

 

Should the Hag utilise their ability to weave spells wrought by voice, they must have the correct materials for the spell, and an apt amount of anima remaining in their soul-stores. If these criteria are unmet by the Hag, attempting to cast vocally shall cause nothing to manifest from them - Attempting to speak shall yield no effect, producing only a gasping sound instead.

 

Redlines

-A hag without vocal cords cannot partake in vocal casting.

-A hag must have the necessary prerequisites for vocal casting (amount of anima or materials).

-Incantations must relate to the spell being cast, else the Hag shall expend their anima without the desired effects of the spell, effectively wasting it.

-Incantations must be spoken in the range of #rp or #s.

-Vocal casting may use any language, or any series of audible sounds.



 

  • Invocation

 

When casting, the Hag’s throat glows brightly, and the air distorts as they speak.

 

10-5 Anima - No repercussions.

4-1 Anima - The throat and mouth of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). 

At 1 Anima, the vocal cords of the Hag fail entirely after casting.

0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days.

 

Invocation Emote Example

(Bestial Waters is used here, with anima)

 

Spoiler

Adelaide’s mouth opens, as from her throat a dull, dark glow reveals; the air about her distorts, as if shaped by her very words, and the water of that basin before her begins to change in hue; a thick mixture, of a deep blue hue, slowly forming.

 

[!] Further still she speaks, unintelligibly, as the mixture settles, and within it begins a bubbling. Adelaide’s incantations are broken only briefly, as over her throat a cut forms and draws blood.

 

[!] Yet the spell goes uninterrupted as she further casts. The bubbling settles down, and in the wake of the sound of frothing and spitting, a chirping emerges - a bluebird springs from the now clear water to settle on Adelaide’s shoulder.

 

[Adelaide may now only control 4 more animals of this nature, who act as non-combative servants.]

 

  • Teeth

 

When casting, from the Hag’s mouth seeps blood or a similar, dark liquid.

 

10-5 Anima - No repercussions.

4-1 Anima - The teeth of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). 

At 1 Anima, the teeth & tongue of the Hag fall out after casting.

0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days.

 

Teeth Emote Example

(Bottle Memories, an ethereal spell (requiring anima), is used here.)

 

Spoiler

Hansel’s mouth pulls open, as from it a viscous green liquid - like that of sewage - begins to trickle. Upon his client he lays a hand and begins to mutter, quietly.

 

[!] This liquid sputters and streams from his mouth as his hand, resting upon the head of his client, begins to wreath in a gaseous purple substance, slowly drawing out the memory brought to mind. Hansel’s lips begin to blister and bruise, blood splitting from them.

 

[!] ‘Til that entire memory - “Day of Coronation” - is removed and made vacant from the head of his client, now satisfied. In a fine swoosh Hansel traps the memory in a jar, and shortly thereafter chunks of teeth and blood are coughed up and onto the floor.

 

[The entirety of this spell requires IC and OOC cooperation and willing, and may, at the discretion of the player, remove more memory than intended.]



 

Physical

 

 

-A Hag may crush/mix reagents, using them up, and then a measure of Anima must be produced (from their eyes, hand or mouth) - which may appear to be any manner of liquid, colour and viscosity. They must then mix the anima and reagents, making the solution which acts as the relevant spell.

 

-The T1 spell ‘Absorb’ may be used too, using up the same amount of time as it normally would.

 

-These Tells may be used for ethereal spells, which don’t require reagents.



 

  • Nails

 

During each spell, the Hag’s nails slowly grow and sharpen (such that they may make easy marks in the dirt, but not cause any significant harm), having grown roughly half an inch at the spell’s end, and may recede back to their usual length (if above 4 anima).

 

10-5 Anima - No repercussions.

4-1 Anima - The hands of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). 

At 1 Anima, the hands of the Hag fall off after casting.

0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days.

 

Nails Emote Example

(Hex of Fright is used here, with ingredients)

 

Spoiler

Medea’s nails, dull and yet garish, begin to slowly grow, as she rushes about her home to grab the various ingredients; the most notable of which being a severed ear, and the chopped & severed head of an unusually large wolf. She puts the entirety of her ingredients into the cauldron, and begins, slowly, to stir through the thick mixture.

 

[!] As dark bruises and scars wrap around Medea’s fingers, and as her bitter nails lengthen, she bashes and beats the ingredients into that concoction; her hand pulls out of it, and from the tip of her nails a thick, golden droplet falls to taint the mixture a bright, radiant gold.

 

“Head of wolf, hair of weak. Afflict a fear unto the meek.” Medea utters, a thin mist trailing in wake of her words, as from her satchel she picks a hair, and dips it into the mixture as it slowly sets aflame and vanishes.

 

[!] Far in the distance, the low growling of wolves is heard, as far across the lands fear strikes the soul of a descendant. In Medea’s hands, a pair of bronze scissors form. On one side is marked the head of a wolf, and on another the distinct face of a human.

 

[Before casting Hex of Fright, or during it, the Hag’s player must request OOC consent.]



 

  • Eyes

 

 

When casting, the Hag’s pupils constrict and blood/a coloured liquid or mist seeps harmlessly from their eyes.

 

10-5 Anima - No repercussions.

4-1 Anima - The eyes of the Hag progressively darken and damage, with the aesthetics to the discretion of the Hag (so long as it is obviously damaging). 

At 1 Anima, the eyes of the Hag falls out after casting.

0 Anima - The Hag falls unconscious and in addition to all before, the Hag may not cast any magic for 3 OOC days.

 

Eyes Emote Example

(Ward Object is used here, with ingredients & Absorb)

 

Spoiler

[!] Before herself, Circe set out an array of ingredients - mandragora, a litany of other herbs, the shavings of a wooden shield, and a patch of skin. She lay her eyes upon them and they set aflame, dissipating; a faint trail of smoke flowed unto her form, and those grey pupils of hers tightened, as from her eyes seeped a thin, pale mist.

 

[!] As that pale mist continued to pour from her eyes, in Circe’s palm a green salve apparated, pooling at her fingers. Around those eyes of hers cuts and scars began to draw, and faint cataracts began to conjure.

 

Circe took a locket then, and inside of it carved a mark of two spiralling horns, over which she set the salve.

 

[!] From the mark, faint whisperings began to emit, and course over Circe’s fingers; unintelligible runes appeared across her body, bearing with them a light glow.

 

[!] A loud fwoomp broke the air as that mark solidified in the locket and gave off a faint, deep green glow, over which she closed the latch, and hung it around the neck of that human with her.

 

[This locket must be ST signed, and should the marking be erased (scratched over), it fails.]



 

Redlines (All Repercussions)

  • Repercussions will never outright kill a Hag, but do provide a notable disadvantage in any situation.
  • A Hag who depletes themself to 0 anima can’t cast any magic (whether it is of Hags or not) for 3 OOC days, as their soul is replenishing. Their anima regenerates as normal over those 3 days.
  • Should a Hag reach [1] anima (and thus have their means of casting removed), they may use other means of casting whilst the other ones are regenerating. The moment after they cast another spell in this state, they immediately collapse and suffer the repercussions of [0] anima.
  • If somehow they have lost their teeth, voice, hands, and eyes, I am extremely sorry for you, and also they must wait for one of them to regenerate before being able to cast.
  • Hags reaching the level of [0] anima will fall unconscious immediately following the casting and cannot be kept awake by nor awakened by any physical, alchemical or magic cure. 
  • Unconscious Hags due to 0 anima shall regain their consciousness after 1 narrative hour non-combatively (with repercussions remaining, i.e no eyes), or after a combative encounter ends.
  • If a spell specifies a casting tell isn’t required, that isn’t applicable should it cause a repercussion.
  • Being unable to cast “any magic” for 3 OOC days regards any magic at all that the Hag might have, not just Hag Magic.

 

Additional Tells

 

Freely, a Hag may manifest more mystical tells (though these don’t replace the required tells), which are harmless and only aesthetic. These may be conjured whenever.

This may manifest as: 

-Unobstructing, coloured mist.

-A glow/glowing lines appearing and moving over the Hag’s body.

-Glowing eyes, fingers, throat, and such.

-Glowing, twisting lines expressing around the Hag.

-Runes or simple images apparating and manifesting over the Hag’s body, or in the air around the Hag.

-Distant noises may manifest, such as the cawing of crows, the rippling of water, the sound of a choir, et cetera.

 

Non-combatively, they may conjure anima as a fog, glow, or harmless liquid of any hue or viscosity, though it may not push nor sway anyone or anything. The anima loss of this is negligible.

 

These may be produced at will, but serve no combative role.



 

Ingredients

 

In Material Spells (and Rituals alike), ingredients are required. The anima gives all the spells life, whilst the materials provide its characteristics. Some spells may have the materials forgone at the cost of expending anima (as specified), or some spells may have such a substantial amount of anima donated that it depletes their anima pool in part.

Any spells requiring ‘x reagent’, require only the sign named. Such as ‘Water Reagent’.

 

A Hag is expected to gather all ingredients to cast a spell, and may not simply emote having it on them. Brine and water need not be acquired RPly (as it is readily available), but may not be magically produced mid-RP.

Only exceptionally mundane materials may be emoted in possession, such as:
-Petals

-Salt

-Grass

-Sand

 

But should they have no reasonable way of obtaining it (such as being trapped in a cave for a week), it would be unreasonable to act as if it were obtained.

 

Unless stated otherwise, any spell referencing the need for a body part will have a hair or nail suffice, though larger materials such as fingers and limbs may also be used.

 

Due to the changing nature of herbs across maps, for sake of longevity no specifics are labelled, but it’s strongly recommended that individual Hags develop their own ‘preferred’ ingredients.

 

Should, somehow, any signs or symbols become totally unavailable (mechanically unobtainable by means of it not existing), they may be ignored or replaced.




 

- Material Spells -

 

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[T1] [C] Absorb [At Will]

 

Absorb is a base spell, in which the Hag drains a herb/reagent of its matter and absorbs it into themself. 

 

Ingredients: N/A

 

Spoiler

Rather than physically grind up the reagents, Absorb may be used to more subtly use them. This does not reduce the emote count for any spell.

 

In and out of combat, this may be done by touch - in which the reagent itself withers, shrivels, or becomes a powder - or consumption, in which it is ground up in the Hag’s mouth. Whatever the remains of the reagent might end up as, the properties of the reagent are taken into the Hag’s anima for use. 

 

Non-combatively, Absorb becomes much more capable - wherein the Hag may drain any reagents in a [10] block radius (so long as they are aware of it, and it is not in someone’s possession), in which streaks of matter absorb into them, and the reagent is left shrivelled and useless. Absorb may be used at the same time as another non-combative spell.

 

Redlines

-This may only be used on reagents with material components (such as Padfoot), plants, or listed ingredients.

-The Hag must have full hold of the reagent when in combat.

-Absorb may only be used on reagents and ingredients that the Hag mechanically possesses, and they must be disposed of afterwards.

 

[T2] [NC] Refill

 

A simple witchcraft, used for pleasantries and warming guests.

 

Ingredients:

-1x Water Reagent

-Alternatively, the Hag may wet their hands in a container of water & crushed petals; this permits Refill for the rest of their encounter, lest their hands are dried!

-This may be forgone at the cost of [1] anima.

 

Spoiler

Over the course of [1] emote (which may include Absorb), the Hag mixes their water and anima to expel it through their fingers/eyes as water, tea, wine or any similar mundane drink. Alternatively, this may simply have a container they are holding fill up.

This may bear a slightly altered taste, viscosity or colour, but may not conceal any poisons or similar mixtures. This includes tampering by the Hag themself.

 

This doesn’t require a casting tell, though repercussions (if any) must be displayed.

 

Redlines

-May not be used to refill any magical substance, nor any poison.

 

[T2] [NC] Bestial Waters

 

With a mix of ingredients, a Hag may make an animal with a lesser soul.

 

Ingredients:

-A basin/container of water - this may be anything ranging from a cauldron to an ocean.

-1x Measure of Animal Blood

-1x Measure of Yellow Bile

-1x Tooth of Descendant

-This may be forgone at the cost of [4] anima

 

Spoiler

Over the course of [3] emotes, the Hag mixes in the ingredients with a drop of their anima (or uses ‘Absorb’ and makes the resulting product), and drops it in a body of water (which must be big enough for the animal being made). For [1] emote thereafter the water will harmlessly bubble, with flesh and a silhouette forming before, on the [2nd/3rd] emote, the animal will leap out, and be mindless, bound to the Hag’s will. In this way, the Hag may control each motion, or simply give them mindless tasks, to act as servants. 

 

Only [5] animals of this nature may be controlled by the Hag at the same time, or [1] swarm of insects. They serve no combative purpose, and flee in event of danger.

 

Redlines

-The Bestial Animal may be no larger than a bear.

-All Bestial Animals look and act docile - any intimidation they lend is only by their existence, and not a conjured effect (such as snarling or swiping),

-Bestial Animals may not be used to spy on people or otherwise metagame any sort of information.

-Any combative use of Bestial Animals is limited exclusively to the Hag hosting player events, and requires cooperation with whoever might be on the receiving end (such as using [5] bears to invade a town, for example).

-ET permission must be given for any combative use in events.

-These animals possess no real soul or sentience, and may only be controlled by the Hag that made them.

-Should a Druid attempt to commune with them, they would be met with an eerie silence.

 

[T3] [C] Hex of Fright

 

To spite or console, a Hag may afflict or swap the fears of another.

 

Ingredients:

-1x Ear of Human

-2x Earth Reagent

-1x Measure of Blood

-Any 3 reagents with Fear symbols

-Any unmoving body of water

-[2] Anima

 

Spoiler

Over the course of [3] emotes (minimum), a Hag must mix all ingredients into a body of water, and then add their anima, to form an ill green, dark grey or bright gold resulting product. 

 

If this Fright mixture is used to afflict fears, a detached body part of the subject must be dipped into it, at which point it will begin to ‘burn’ or otherwise disintegrate until vanished, and the mixture will be used up, leaving only water. 

The related subject will be struck with a supernatural fear of whichever animal or creature was used in the process, which will make even paintings of said animal seem vicious towards them, and is capable of inducing extreme paranoia and anxiety. This requires OOC consent.

 

In the hands of the Hag, a token forms, which must be able to fit in someone’s palm. On one side of it, the face of the afflicted is irreversibly carved, and on the other side, a depiction of the animal they fear. Should the afflicted see this token, they will be able to sense it as a source of their fears, and should this token be destroyed, the fear will vanish.

 

However, should this be used to swap fears when the body part of the subject is dipped into it, the subject must provide OOC consent and name the desired fear to be swapped. The Hag must provide the fear with which it is swapped (a fear of heights, for example, might be replaced with a fear of insects). The fear that is swapped in doesn’t require OOC consent, though is advised.

 

Afflicting or swapping fears costs [2] anima, in addition to the ingredients.

 

Redlines

-Afflicted fears can be sensed by Paladins, Shamans and similar sorts of impurity detection, and it may be cleansed. The token would be left useless.

-Though OOC consent is, on the whole, not required, this shouldn’t be used in malice, and unreasonable fears (such as ‘fear of living’) may not be afflicted. The fear must be limited to a specific subject.

-Fears afflicted upon Templars would invoke the typical Templar response of courage and bravery.

 

[T3] [C] Ward Object [3 Slot]

 

A Hag may place a ward on an item, such that its wielder is shielded temporarily from curses.

 

Ingredients:

-4x Any herb(s) of the Hag’s choosing

-1x Hair/Nail/Skin of the person to be warded

-3x Mandragora

-Wood shavings of a shield

-[4] measures of anima

 

Spoiler

Over the course of [4] emotes the Hag may carve a symbol (with a minimum size of 3-4 inches) into an object, and then magically infuse (or apply the resulting product as a salve) the carving with a dim coloured glow. 

 

Should the wearer of this object be marked with a curse upon the soul (such as that of a Necromancer or Witch Doctor), the object instead shatters, and the ward breaks; the hand of the warded is marked with that same symbol inscribed on the Ward. Equally, the curser is made aware that they were unable to curse the warded, though they would not know the reason as to why, simply that something ‘blocked’ it.

 

Should they be given another ward, which succeeds in preventing a curse, the hand, foot, ear, or eye of the warded will fall off, and wards will continue to work in this way, ‘til there is no more flesh to be removed.

 

This costs [4] anima, in addition to the ingredients.

 

Redlines

-Warded Objects require an ST signature.

-Should multiple warded objects be worn/held by an individual at time of cursing, only 1 will function and all will break.

-Warded Objects only work on individuals with organic body parts, as the removal is a vital response to avoiding the curse on the soul. 

-Warded Objects only overcome soul curses. As such, a person wearing a warded object shall not be protected from blood, physical, etc. curses, i.e becoming a corcitură.

-When a warded object is shattered it only has the potential to harm its wearer, and nothing else.

-Warded Objects, as they have no discernible ‘magic’ tied to them (but are sourced by the Hag’s soul), aren’t detectable as enchantments, though through spells such as a Seer’s Appraisal, its Purpose may be discerned as warding curses.

 

[T4] [NC] Hag Fruit

 

A spell with which a Hag can make their own home-grown malicious plants.

 

Spoiler

Through a freeform process (with a minimum of [3] emotes), a Hag must add 1 of 3 resulting products (seen below) where a mundane seed has been recently planted. 

 

Over the course of the next OOC week (blooming on the 7th day), the plant fully grows and matures; however, the fruits it typically bears hold an off-colour (and often unnatural) hue. The Hag may have the plant grow to look as supernatural as they wish, able to change the colour of its leaves and twist its bark, have it look charred, or resemble body parts.

 

Hag Fruit Plants require an ST Signature. The Hag Fruits themselves don't, but the Hag player must mark the dates of next harvest whenever they (or someone else) take from the plant, and make a uniform description for all Hag Fruits from their tree.

 

The plant may bear [3] fruit per OOC week, or [3] handfuls of fruit (in the case of berry-like fruits). These fruit rot over [10] OOC days after picking, becoming innocuous, and the plant never holds more than [3] fruit at one time.

 

A Hag may only have [1] type of Hag Fruit growing at one time, unless they have a Devoted (detailed later), at which point they may have [2] separate plants for separate fruit types.

 

The Hag Fruit may bear [1] of the following effects, as defined by the ingredients they use for the seed:

 

Torment [C]

 

Ingredients: 

-1x Measure of Water

-1x Seed of Fruit-Bearing Plant

-3x Earth Reagent

-1x Old Man’s Finger
-[1] Measure of Anima

 

Upon majority consumption (3+ bites, or a handful of berries), the consumer falls into a dreaming sleep, in which their soul, tainted by the mixture, loses all senses and creates a detailed ‘dreamscape’ in the mind to compensate. This dream, however, orients around eternal torture - a repetitive and cruel task which the subject is damned to (pushing a boulder up a hill, playing music forever and cutting yourself on the strings, wandering through a maze, untangling yarn, as a few examples). The Hag may prompt the player, and design the torment (regardless of distance), with explicit OOC consent - otherwise, the player may make it as menial or maddening as they wish.

This lasts for [5] emotes (unless woken up prematurely). However, once the subject emerges, they may feel as if they’ve experienced an actual eternity of torment, or gone through that experience themself (this is entirely up to the player’s discretion). With OOC consent, this could last more than [5] emotes, however long the subject wishes, and it may be harder to wake them from sleep.



 

Redlines

-A light slap, very loud noise (such as a shout), or similar disturbance is capable of easily waking the victim.

-When regarding smaller fruit and grown foods (which may be consumed in less than/without a bite), the effects instead trigger when a handful is consumed (3-5).

-The experience of the victim is entirely up to the player’s OOC discretion, though with consent of the Hag’s player, the Hag may both determine and view the torment.

 

Bestial Curse [C] [3 Slot]

 

Ingredients:

-1 Measure of Water

-1x Seed of Fruit-Bearing Plant

-Powderised skull of giant pig/sheep/frog/cat (whichever type the fruit should bear; see Invite the Woodlands in Ritual).

-2x Instability Reagents

-2x Vigour Reagents

-[2] Anima

 

The animal fruit are as follows:

-Frog

-Toad

-Newt

-Lizard

-Large spider

-Pig

-Large rat

-Bat

-Owl

-Crow

-Snake



 

Should a seed be made to bear this fruit, along with what other tells they possess, these fruits appear to be misshapen, strongly resembling a snout, pig’s tail, snake, or an otherwise distinct animal part. Upon majority consumption (3+ bites, or a handful of berries), the curse is planted in the consumer for exactly 24 OOC hours. The Hag can sense this planted curse in the person should they be within #rp range and, within this range, may cause it to ‘bloom’.

 

To activate this curse, the Hag must display [1] vocal or physical tell and, over the course of [4] emotes, make according movements as they push and pull the soul and the reagents within them until, on the [4]th emote, the victim is warped into the body of a smaller animal. In the emotes leading up to this, the victim feels their bones and skin begin to shift - should they not be out of #rp range by the [4]th emote, the spell is enacted. This process is excruciatingly painful.

By the [2]nd emote their body is under such significant change and shifting that they may only run.

 

Whilst in this form, they retain full intelligence (though limited physical capability accordingly), though may not speak.

 

Activating the curse costs [4] anima, and the transformation takes [4] emotes. 

 

This lasts for [1] OOC day minimum, [1] OOC week maximum with OOC consent.

 

Alternatively, by option of the player, they may opt to be transformed for up to 2 OOC weeks, with life continued. Whilst in this transformed state, they may RP as normal - with the difficulties of being an animal - and can telepathically commune with the Hag that transformed them, in #rp range. 

The Hag and player may decide on a condition to break the transformation, such as needing to find a specific herb, speak a certain set of words, make a certain gesture, and so on. The conditions of detransformation may be vast and varied, but must be agreed upon by both parties.

 

This costs no extra anima.



 

Redlines:

-Whilst transformed in this way their intelligence and sentience remains the same. Telepathy with Hag may only be done with line of sight and #rp range.

-Any limbs lost in animal form are regained once untransformed.

-When regarding smaller fruit and grown foods (which may be consumed in less than/without a bite), the effects instead trigger when a handful is consumed (3-5).

-Should the person remain alive, this must be agreed upon by both the Hag and player, and without agreement from either side, transformation would act as normal. The purpose of this is to promote quests and storylines, not to punish. The functioning of this spell requires full cooperation, and misuse will result in a blacklist from the magic.

-The animal may not be of any dismissible size, such that it always must be emoted in a scenario.

-May only access where one might mechanically; a flying animal may only fly 3 metres off the ground non-combatively, and 2 combatively.



 

Blurring Dream [C]

 

Ingredients:

-1x Measure of Water

-1x Seed of  Fruit-Bearing Plant

-3x Air Reagent

-1x Instability

-2x Earth Reagent

-[1] Anima

 

Should a seed be made to bear this fruit, upon majority consumption (3+ bites, or a handful of berries) the consumer would feel lightly drowsy - though not enough to prompt sleep. When next they fall asleep, they’ll find their dreams falling deeper and deeper into lapses of waking up, dreaming, and waking up. This will become the case for every time they sleep thereon, and over the course of a few days, weeks, or months, they will be faced with derealization and an eroding ability to discern dream from sleep, to the degree that even physical proof of an event (a missing limb, for example) might be dismissed by something else, or thought to be dreamt.

 

This lasts for a minimum of [2] OOC days, but may become permanent, or last for however long the player would wish.

 

Redlines

-The duration of this is wholly up to the consumer, and needn’t be long lasting, but, at minimum, it will make the events of these [2] OOC days uncertain in what they might have done and dreamt.

--When regarding smaller fruit and grown foods (which may be consumed in less than/without a bite), the effects instead trigger when a handful of these is consumed (3-5).

-This, unlike the other fruit, may be detected and cleansed as a soul affliction by Shamans, Paladins, or similarly soul-detecting and cleansing magics.

 

[T5] [NC] Create Devoted [3 Slot]

 

A means for Hags to bind someone; to build trust, and to benefit themself.

 

Spoiler

Over the course of [3] (or more) emotes, a Hag may make a soul-bearing person into one of their Devoted, granting them boons (listed below) by forming the relevant resulting product (through Absorb or by mixing it and adding anima), then mixing it into the person's waters, food, or smearing it on their skin as if spiritualistic paint. Light may emit, or some other mystical sign of ‘connection’ (up to the choice of the Hag), and a Devoted is made as the Hag claims a portion of their soul.

 

For every Devoted the Hag has, they gain [+2] to their anima cap - so a Hag with [1] Devoted may have a total anima of [12]. This increases up to a total of [16]. The Hag, also, may design and shape the dreams of the Devoted to their will, and make them interactive. The Hag is given access to the Discarnate form OR the Estranged form (detailed below in Metamorphoses).

 

The Devoted may have [1] of the following blessings, which must be marked on the Hag’s MA (with the player’s name):

 

Oracle
 

Ingredients:

-2x Earth Reagent

-1x Eye of Descendant

-1x Vial of Sand

-[7] Anima

 

 

The subject is able to perceive lore prophecies, and each dream they have also comes as a prophecy which they might remember (based solely on their own worries, memories and beliefs).

1 drawback (minimum) must be chosen from the following:

-The subject is unable to distinguish between dreams and otherly prophecies.

-The subject feels as if lore prophecies happened physically to them.

-The subject is prone to seeing what has already happened to them as prophecies of the future.

-The subject feels certain that they know how they are going to die, but not when.



 

Unblemished

 

 

Ingredients:

-3x Purity Reagent

-1x Measure of Genus-Bearing Blood

-This may be forgone at the cost of [6] anima

 

 

The subject is unable to be permanently afflicted by any soul- or body-afflicting ailment, magic or curse. Any such malediction lasts only for an OOC day, before the soul purges anything afflicted from the body. Maledictions are largely limited to: Shaman Blessings/Curses, any soul-afflicting Magic or CA (bar Seer and misc magics), Naztherak curses, Necromantic plagues, or any other things that noticeably impact the body/soul. This includes mundane illness. 

2 drawbacks (minimum) must be chosen from the following:

-Wounds reject external healing, as the Unblemished’s soul works against the effects of magic and alchemic healing.

-Wounds of any sort take twice as long to heal as they typically would.

-When wounded, a false illness afflicts them (acting as normal, but without any risk of harm).

-The individual is afflicted with the strength of a voidal mage at their healthiest, perhaps even less at other times.



 

Infallible

 

 

Ingredients:

-1x Finger of Bardmancer

-1x String of Instrument 

-This may be forgone at the cost of [4] anima

 

The subject is instilled with a great creativity, rendering them able to perfectly remember any artworks and recreate them without fault. In the same way this is applicable for dancing, the Infallible also finds an easier time replicating (their own) fighting motions.

1 drawback (minimum) must be chosen from the following:

-The Infallible finds a far harder time imagining their own creative works.

-The Infallible finds it harder to remember plain facts.

-The Infallible is incapable of making any original artwork, and may at most somewhat modify a painting, song, dance or thing alike.

 

 

Should the Devoted wish to remove themself from the binding of the Hag, they may do so by invoking the Hag’s name/an alias, and casting off a body part (which may be as minor as a finger, but no smaller).

The Hag is made aware of if a Devoted denounces them or dies, and has their anima pool reduced accordingly. A Hag may denounce their Devoted at any point through the same process.

 

Redlines

-OOC consent is required to make anyone a Devoted.

-A greater soul is required to become a Devoted.

-This spell may be enacted upon a child or pregnant woman, to make a child into a Devoted, but benefits don’t take effect on either side until 16. Should this be the case, the child is entirely unaware of the source of their nature unless explicitly told such by the Hag that made them Devoted. Furthermore, to denounce the Hag they would need to remove an entire limb, and know their name.



 

- Ethereal Spells -

AD_4nXcEc4oe37Bv_4_AK5MuEfQSb3jQf-QALUWUCvVQ6936X-r-uFMXUvUvyrUPOc4klqwEXwLJmbsKwPH417oO_GfYmkSu6Zq97s6GwM6p0PbKfet8eON0IYvigUgQO9ZqcPjfYUlLZjkyqeLoufOnzRziu7_X?key=b8g8QUMfbTXD8SVryeEmQg

 

Spells conjured of anima and the Hag’s own bodily materials - as casting progresses, the Hag will get paler and meeker, though not necessarily more fatigued. These are prepared far quicker, as they don’t require materials.

 

[T1] [NC] Cauldron Bubble

 

A spell used by Hags to speed up the process of potion making or mixing.

 

Spoiler

The Hag may make contact with a cauldron/mixing tool for potion making (should they be an alchemist) or to be used in tandem with their own Hag workings.

 

Over a freeform amount of emotes (minimum [1]), all raw ingredients (they needn’t be cut nor prepared) dropped into the cauldron (or other such thing) will mix and form the desired solution. This may be used more mundanely to mix ingredients and form any other mixture, such as tea.

During this process, the cauldron may glow, bubble, foam, or take on any harmless aesthetic.

 

This costs [1] anima to cast.

 

Redlines

-May not be used to learn Alchemy, and potions made through this can only be made by an alchemist Hag.

-[1] emote is the minimum requirement for Cauldron Bubble, but should any spell specify Cauldron Bubble is to be used with a higher emote count, that is to be regarded.

-This process uses up all symbols in the raw ingredients, regardless of relevance to the mixture being formed.

 

[T2] [C] Replenishing

 

 A means for swift recovery in anima, and to avoid the negative drawbacks of overuse in dire situations.

 

Spoiler

The Hag may, in [2] emotes, eat a body part to replenish anima. Such body parts are:

-Fingers

-Eyes

-Toes

-Noses

 

The [2] emotes must be dedicated only to the Hag’s consumption of the finger/eye/toe/nose of another person (further anima may be gained from more, but not at once). In this process, the Hag grinds up that which they consume, slowly transmuting it into anima by sewing specks of anima throughout it, and letting it spread as a mould or parasite might. This gives them [1] anima.

Optionally, they may dedicate [3] emotes to consumption (in which they may only do menial things), to gain [2] anima from a body part.

 

The consumed body part must have been severed for less than [1] OOC day.

 

They may not speak during this process, else the anima flows out their mouth in the form of a smoke.

 

This costs [0] anima and doesn’t require a tell other than the process itself.

 

Redlines

-The body part may not belong to the Hag, but may belong to another Hag.

-A Hag may only eat [1] body part at a time.

-Should a Replenishing be interrupted, any anima the body part might have had is lost, and may not be reused.

-Body parts may not be reused.

-‘Person’ counts as any Descendant or Descendant-equivalent entity with a soul (and thus anima).

 

[T3] [NC/C] Transmuting Touch

 

Pulling ingredients from within themself, Hags may modify their body such that their touch becomes petrifying.

 

Spoiler

Non-combatively, a Hag may, over [3] emotes in which their casting tell is expressed, transform one of their hands into any open material at the cost of [3] anima, or both at the cost of [5] anima. This lends them all the strength and vulnerabilities of those related materials.

Should they have full grasp on an object, they may transmute it into that material over the course of [3] emotes, costing [2] anima; this is entirely non-functional on magical and deific artefacts, without [4] Hags and permission of the relevant ST (likely an ST Manager).

This touch may also be used upon material, such as the bark of a tree or the walls of a cave, wherein over [2] emotes they may turn a 3x3 area of blocks into the relevant material, expending [3] anima. 

With [4] Hags and RO permission, they may transmute an entire area (such as a home) in this way, expending [8] anima total (so likely [2] anima per Hag).

 

This lasts indefinitely, though brings with it the weight and limits of having one’s hand as that material (e.g. easily smashed off, burnt, bent, etc).

 

This costs [3] anima for one hand, [5] anima for both. 

[8] anima total for transmutation of a home or region, with [4] Hags and RO permission.

 

Redlines

-The Hag may not wear any covering whilst transmuting their hand, and it has no effect through coverings (e.g. transmuting a sword through a sheathe, or transmuting a sword whilst wearing massive rubber gloves, or even small rubber gloves!)

-The Hag may not transmute an artefact, lore important item, or living thing, such as an Atronach or regular descendant. This may not be used upon living flesh or flesh-equivalent, though it may be used upon something such as the wood of a tree.

-To transmute an area requires RO permission.

 

Combatively, a Hag may, over [3] emotes in which their casting tell is expressed, transform one of their hands into any open material at the cost of [5] anima, or both at the cost of [7] anima. This lends them all the strength and vulnerabilities of those related materials, and lasts for the encounter, unless dismissed or broken off.

 

Any organic material struck by the transmuted hand is transmuted for:
T3 - [2] emotes

T4 - [3] emotes

T5 - [4] emotes

 

The transmutation only affects the area struck, meaning unless it’s on an important area of the body (such as the knee, knuckles, feet, face), restrictions will be minor, if any. However, it can affect deeper than only skin, and so may greatly hinder movement. This also makes it vulnerable in such a way (largely to cracking) that it may be shattered or otherwise broken.

 

Any objects transmuted are done so over [2] emotes, expending no extra anima, and lasting only until the end of the encounter. 

 

This costs [5] anima for one hand, [7] anima for both, and lasts until the end of the encounter.

 

Redlines

-Combative transmutation works upon whatever it touches without an ‘off’ switch. If a Hag high-fives their ally, for example, the palm of their ally will be turned to stone, or if they need to scratch their nose, their nose will also be transmuted.

-This may not be used through or past coverings - armour may be transmuted over [2] emotes, but to little effect, and only until the end of the encounter. Also, without direct skin contact, it is ineffective (i.e. someone’s hand can’t be transmuted through a glove).

-A Hag must recast the spell to transition from non-combative to combative, relinquishing the non-combative version with [1] emote, and then beginning casting combative in the next.

 

[T4] Calcify [C]

 

A means of cold execution and merciful death.

 

Spoiler

Calcify is a freeform spell with a minimum emote count of [2]. Through any desired casting tell, so long as they are within [5] blocks of a defeated opponent, they may briefly turn their hands or lips (depending on physical/vocal) to any open, mundane material;  through spell incantations or touch, they may curse the soul of their opponent, and slowly turn their unconscious or defeated body into a statue.


This may be used as a means of death for any ICly and/or OOCly willing person.

 

This costs [2] anima.

 

Alternatively,

 

By option of the affected player (and agreement of the Hag’s player), they may opt to be permanently petrified (or petrified for a set amount of time), with life continued. Whilst in this statue state, they are totally immobile, and their only means of communication is through telepathy, which they can engage in with anyone in an [8] block (#q) radius. Once per OOC day they may send out a brief, [1] emote vision containing up to 5 words to [1] player, which reads obviously as a form of telepathy. The Hag and player may decide on a condition to break the petrification, such as needing to crack it with a specific hammer, speak a certain set of words, or make a certain gesture, and so on. The conditions of release may be vast and varied, but must be agreed upon by both parties.

 

This costs no extra anima.

 

Both of these require OOC consent.



 

Redlines:

-May only be used on a defeated opponent with OOC consent, or a healthy person with both IC and OOC consent.

-This does not warrant a PK, unless the player would wish such.

-In the event that a statue is made of someone, and they don’t PK nor consent to the likeness of their character remaining, the statue’s face is magically altered/disfigured to look like something else.

-This only acts as a means of aesthetic execution or a peaceful death to those wanting such. Though it can be used in combat (due to its nature), it is a final spell in combat, when the opponent has no last resort.

-This may not be used in ST events unless specifically allowed.

-Should the person remain alive, this must be agreed upon by both the Hag and player, and without agreement from either side, calcification would act as normal. The purpose of this is to encourage storylines of retrieval or entrapment, and not to punish. The functioning of this spell requires full cooperation, and misuse will result in a blacklist from the magic.

-Visions sent from a statue can’t contain a level of detail that gives a guide to the location or anything of the sort.

 

[T5] [NC] Bottle Memories [3 Slot] 

 

Memories are a fickle thing, but Hags can draw them carefully out of a willing individual.

 

Spoiler

Over the course of [3-5] emotes a Hag may make contact with an ICly and OOCly willing character; the subject must draw to mind a type of memory they wish to have taken by the Hag, and it will proceed to be drawn out as a viscous, coloured gas which must be put in a sealed container, else it’s lost to the surroundings. Once contained, the Hag may see no details of the memory itself, but any Hags can sense a ‘mental label’ (as set by the player) denoting its theme, such as ‘Near death by swords’, ‘Fought off 100 worms’, ‘Past names and aliases’, and similar labels which contain no personal details. This may be pushed to the degree of total life amnesia, should the character wish such.

 

The accuracy of a Hag is non-existent, unfortunately. They can only target themes of memories, as opposed to memories, so one wishing to forget a bad breakup, for example, might have the sum of their love life removed instead. 

There is a great chance that something else is taken instead of, or alongside, the intended memory, up to the discretion of the affected player. 

 

The Hag may choose to have the person forget the removal of the memory, and remember the conversation vaguely, instead, as a pleasant conversation, and anything else notable which may have happened in the interaction (such as an argument). The character will, at least, forget what they requested be removed from their memory. This requires OOC consent, else they remember the request (though not the specific) and process but, of course, not the memory.

 

Once the memory is bottled, the faintest remnants of it may linger, and should personal experiences conflict with the forgotten memory (such as being, once again, near death by sword, or fighting 100 worms once more) a minor sense of déjà vu will find the person, and a great sense of anxiety and danger, regardless of the type of memory removed. This may be eased and accustomed to over time.

 

This costs [4] anima.

 

If the container of a Bottled Memory is smashed, the memory returns to its former host; a Bottled Memory may be destroyed by burning. 

Should one willingly attempt to consume a memory (through effectively ‘drinking’ it), it is added to the boiling pot of their mind, and inserted as if from their perspective (as such, they believe those memories truly happened to them). Should they not be willing, the memory does not leave its container in the first place.

Functionally, the consuming player must contact the Hag or the person from which it’s taken - either should have the appropriate knowledge to inform further on the memory taken in. If it’s broken, the player must contact the Hag or person from which it’s taken (the player must be alerted either way).

 

Redlines

-IC consent doesn’t require them to know the full workings of the spell - or any - only that the Hag may enact something upon them.

-OOC consent does require them to know the workings of the spell, unless they’d willingly wish to forgo that in cooperation with the Hag.

-Likewise, consuming memories does require IC consent, but doesn’t require OOC consent, though OOCly malicious use may still bring consequences.

-Bottled memories can’t be used to learn magic, or other supernatural tasks, nor can it be used to learn any knowledge locked process (e.g thanhium forging).

-Only Hags are aware of the memory's original 'owner' and its theme.

-Bottled Memories must be player signed by either the Hag or the player, detailing the theme of the memory, the player it’s from, and an interact message. An appropriate example would be:

A radiant yellow gas fills this thick bottle; to any Hag, a memory of Joe, denoting ‘Fought off 100 worms’. [Should this be ingested or broken, contact Olandyr or xxJoexx. All rules & redlines follow Hag, ‘Bottled Memory’ spell].



 

Rituals

 

Rituals can be performed by all Hags, allowing them to gather for special events.

 

 

 

[T4] [NC] Invite the Woodlands 

 

A ritual through which Hags can get ingredients from conjured beasts.

 

Spoiler

A freeform ritual, of [4] emotes minimum, requiring [2] T4 Hags to gather in the open with [1] subject in the middle; the sky must be visible. They must funnel into the subject (who must be OOCly willing) a total of [8] anima and present offerings and ingredients (which is freeform), which may impermanently mutate and warp their form into creatures such as:


-A ‘giant’ (large-variant) of a mundane creature - such as a lion-sized spider, a human-sized butterfly and so on.

or

-Any organic, non-magical DIY creature - such as a Harpy, a Siren or any DIY event creature.

 

Whichever the case, it’s from this mutated form that Hags may gain such ingredients as required for many of their spells.

If, after 2 OOC hours, the creature is undefeated (or if it has fled the encounter) then it reverts and the subject is turned back (dazed and ill), without any reward for the Hags that made them. 

If the creature is defeated before 2 OOC hours, or is unable to flee, then the subject is ‘shed’ from it leaving behind the skin and matter of the creature providing viable ingredients equivalent to the amount of participating Hags - all else is lost and wasted, only for decoration or compost.

 

Should the creature they’re summoning be an event creature or already explicitly combative (such as a drake), it is not a giant variation - that works only for mundane creatures (pigs, butterflies, tigers and so on).

 

The subject may opt to have some permanent aesthetic leftovers from the battle/mutated animal, such as broken butterfly wings, bestial vocals, a harpy-like wing, mangled voice of a Siren, and the like. Whatever the case, it may either only be aesthetic (with extremely limited and unbeneficial use) or actively detrimental to the character.

This is exclusively up to the subject of the ritual.

 

This ritual costs [8] anima in total.

This follows all rules of DIY Events.

 

Redlines

-This ritual must be done with explicit willingness and consent from the subject, as it is effectively ‘conjuring’ a DIY event for purposes of the Hags. 

-This may be enacted upon any creature bearing a greater soul.

-Should the Hags wish to summon any event creature it will require ET permission, and must be played by an ET. If it is only a mundane animal or a DIY creature, it may be done simply between the Hags and the players.

-This will reward ingredients appropriate to the creature summoned, equivalent to the amount of participating Hags. Butterflies will not provide spider-legs and so on. 

-Ingredients from DIY events (and things alike) are also viable; however, DIY events are not to be run freely for Hags, and ingredients are not a justification to pester any players or ET.

-May not be cast in a city or other such place without PRO/RO permission.

-Must be cast in the open, beyond the confines of a room.

-The mutating subject must remain alive before and during the transformation.

-Regardless of the means of death of the animal, the subject is shed from it without harm.

 

Alternatively, this may be used by [1] or more T4 Hags to channel anima into an animal and impose upon it a new, permanent form, costing far less due to their lesser soul. This costs [2] anima per transformed (mundane) animal.

Any resources that come from these are completely unviable for ingredients in any capacity and serve only for aesthetic purposes.

 

This costs [2] anima per animal.

This follows all rules of DIY Events.

 

Redlines

-This follows all rules of DIY Events.

-These must be mundane, general animals (which need not be obtained in roleplay).

-This serves as a way to run DIY events, and may not be used maliciously.

-Does not need to be cast in the open.



 

[T4] [NC] Revival

 

An essential for the Hags of old and new that lets them hail back the connected souls of lost kin.

 

Spoiler

Through a freeform ritual of [5] emotes minimum, [1] T4 and [1] (at least) T3 Hag may hail back a dead Hag, in which they must present a totem, shrine, altar, or otherwise physical structure to represent the Hag, and funnel a total of [18] anima into it. This must happen in the open, whether it be a cave open to the sky, a spot in the forests or someplace else.

 

Over the process, the deceased Hag will form and rise from the structure and into the world, and on the [5]th/final emote, the Hag will have emerged.

 

Death is an unhealthy ordeal, and as such, for [3] OOC days after their revival, they will be unable to cast as their anima refuels, and for [7] OOC days after their revival they’ll be lift meek and meagre, unable to wield any remotely heavy object, nor wear any armour. The sedentary form of a Hag is, in this stage, pushed to an extreme, and with effort from the Hag, they may recover over the course of the week.

 

Redlines

-May only be used on and cast by Hags.

-A physical, mechanical structure must be built only for the specific Hag for them to rise from it. It may not be ‘all-purpose’ and must be at least [1] block in size, with some relevance to the Hag to be revived.

-Must be cast in open areas - without four walls and a door. Open caves, forest clearings, mountaintops, fields and things akin are good examples of ideal locations.

-Should the deceased Hag have any other means of revival (klones, necromancy and so forth) they may be used instead.

-The Hag may not cast any magic for [3] OOC days after resurrection, and may not wield or wear anything heavier than a dagger for [7] OOC days - even after such, recovery may be difficult without active effort. 

-Normal PK rules apply. 



 

[T5] [NC] Connection [3 Slot]

 

Ingredients:

-4x Fire Reagent

-3x Connection

-2x Chaos

-1x Measure of Hag-To-Be Blood

-[6] Anima

 

Spoiler

Connection may be administered through a freeform ritual in which the end result is raw, vibrant anima mixture being channelled into the Hag-to-be, whether it be by ritual (and directly funnelled into the subject), or an item of food/drink is briefly bestowed anima and, once ingested, induces a catatonic state in the initiate Hag as a vision overcomes them.

 

This vision is entirely up to the design of the teaching Hag, and may seem entirely real as if the student had never gone into such a paralysed state, prophetic, or bearing some deeper insight; the end result of this vision must be them witnessing something of immense grandeur or incomprehensibility, and once it’s over, they will be a T1 Hag.

They will suffer a great flu for [1] (or more) OOC day(s) after.

 

This costs [6] anima on behalf of the TA Hag.

 

Connection may only be performed by a Hag with an accepted TA, and to make a TA a Hag must know 3/4ths of all spells. To teach spells, for those which may be harder to do in practice (such as those with a high ingredient cost), a Hag may use the Visions spell.

 

A [2] slot Hag may, giving IC and OOC consent, have another Hag disconnect them through casting “Bottled Memories”, such that they forget the event of their connection and thus how to cast Hag spells. These [2] slots ‘linger’ for [1] OOC month thereafter, and after that the soul heals, and the slots are regained. [3] slot Hags may, with IC and OOC consent, cast “Bottled Memories” on themself or have another Hag cast it, in the same way. Their soul is so irreparably damaged at this point that they never regain the slots.  This memory isn’t bottled (as the Hag immediately loses their memory of Hag casting), and should they ever be connected again, the memory returns.

 

Redlines

-This requires full OOC consent, as the awoken state of a Hag’s soul is irreversible, and takes up [2] slots.

-Bottle Memories is used for self-disconnection, though the Hag wanting to be disconnected may also have another cast it on them, with IC and OOC consent.

-Connection must be done in a calm, private place. Should combat break out, the vision ends, and the connection falls through.






 

[T5] Metamorphosis [3 Slot]

The Discarnate

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A Discarnate Hag, made to look like a woodland beast.

 

The Discarnate form of a Hag acts as a warped vessel; a means to spark superstition, and to surpass the appearance of mundanity.

 

Discarnate 

 

A Hag’s Discarnate form is little more than a means of appearing otherly. The following may be different in Discarnate form:

 

-Height may change to be 3’0 shorter or taller, to a maximum of 9 feet and minimum of 2 feet.

 

-Additional eyes may be added, but they offer no functional benefit, and will fall out if the Eyes tell is overused.

 

-Eye colour/shape may be changed.

 

-Skin may take on the texture and consistency of any natural material (such as stone, twigs, flayed flesh, bone), and by doing so becomes more susceptible to bruising than slicing (though both remain effective).

 

-Voice may change in any way desired.

 

-An additional [2] limbs may be added, but strength is split between them.

 

-Appearance of limbs may be altered, though their functionality may give no advantage.

 

-Any wings they might have (à la Mothman) are wholly non-functional, lest they’d have a way to hover (such as levitation).

 

-Sources of dim light may be formed upon their body (such as the bulb of an angler fish, glowing eyes). These provide no more light than a redstone torch, and can’t see through any magical darkness.

 

Once decided upon, this appearance of the Discarnate form may only change every [4] OOC months, to reflect the potential change of a Hag themself. 

 

This Discarnate form provides no benefits to the Hag, other than potentially intimidation, and the minor restoration of their strength. They may cast magic as they typically would, but their physique in this form is isolated from their mortal body. As such, they may train and, with effort, achieve peak Orc strength (losing such in their normal form). Any further capability these physical alterations might give them is minor. 

 

Transformation into/out of Discarnate form takes [3] emotes minimum, and may only be performed non-combatively. The aesthetics of this are largely up to the transforming Hag, though during it a total of [2] anima must be spent as they build into their Discarnate form; in this process, both bone and soul shifts, and is immensely uncomfortable for the Hag.

 

A casting tell is not required; if the anima spent would harm their form due to low supply, such presents in their Discarnate form, and vice-versa.

 

Redlines:

-Discarnate form is limited almost entirely to aesthetics. The strength one might achieve in Discarnate form is limited exclusively to it.

-The Discarnate form must look obviously supernatural and not like that of a regular descendant - it can’t be used to disguise as Regular Joe.

-In transformation the Effigy disappears, unless the Hag wishes to keep it visible.

-The Discarnate form may have changed clothes and overall appearance, limited to aesthetics.

-Should they suffer repercussions during the transformation, as a result of low anima, they carry over into the Discarnate form, and vice-versa.

-Injuries taken in one form carry over to the next.

-The Hag must inform the ST that they have chosen the Discarnate form, and again after each time they change the form's appearance.

-[2] anima is required for the transformation into Discarnate form, but not back.




 

General Redlines

-’Hag’ and related terms may be used, but are not intrinsically known RPly. Not even Hags are made aware of the use of their own soul, as such is undetectable. It’s not unreasonable that one might assume the use of their own soul, but cultural interpretations are highly encouraged, both in and out of Hag circles.

-The physical and mental changes to Hags are mandatory.

-When OOC consent becomes a thing (as it is in a number of spells), it is the responsibility of the Hag to make sure that the options and effects are clear to the person affected. Unless directly stated (such as alternatives in Calcify & Bestial Curse), they may not coerce or prod someone into choosing one specific option, and should be entirely cooperative with the other party. There is no ‘enemy’ on an OOC level, nor malicious party, and it is the responsibility of the Hag to act in good faith. 



 

Tier Progression

Hags develop to T5 over 3 months, but do not tier up or learn any spells without active teaching - as such, a Hag may not vanish for 3 months and be at T5 or know every spell, for all spells must be taught.

 

Tier timeframes:

Tier 1: Lasts for 1 weeks

Tier 2: Lasts for 2 weeks

Tier 3: Lasts for 3 weeks

Tier 4: Lasts for 6 weeks

Tier 5: Able to teach after 3 months, provided they know a majority (¾) of spells 

 

Spell List:

Tier 1: Absorb, Cauldron Bubble

Tier 2: Refill, Replenish, Bestial Waters, Regeneration

Tier 3: Hex of Fright, Ward Object [3], Transmuting Touch

Tier 4: Hag Fruit, Calcify, Invite the Woodlands, Revival, 

Tier 5: (All [3]) Create Devoted, Bottle Memories, Metamorphoses, Connection



 

Incompatibilities

-Voidal Feats

-Any inorganic being/CA (Wights, Machine Spirits, Animii, etc)

-Anything lacking a greater soul (such as Homunculi, Musin, Wonks, etc)



 

Purpose

 

Hags exist to fulfil, first and foremost, the niche of witchcraft. They have been created such that they aren’t bound to be “The Woman of the Woods”, a cave lurker, or some other specific type, but that anyone might find an aesthetic based in witchcraft, and roleplay it to their heart's content. They fill a great narrative purpose, in giving tools to those who play Hags and those they interact with - it’s for this reason that most of their spells require cooperation, and any combative ability they might have is heavily muted.

 

This lore serves, too, as a magic to bridge the alchemic and magical through use of ingredients, which pushes for the very player-oriented theme, such that Hags are incentivised to - and functionally need to - interact with the broader community and create interesting interactions with them. This, of course, is the purpose of all the tools, which have been, in one way or another, inspired by mythology and fairytales, so that equally mythical stories might stem from them.



 

Credits & Comments

 

Olandyr - Author, Witch-Enthusiast

Tgrt - Artist, Writing

Alexmagus - Feedback, Writing

Panashea - Feedback

Rdowdy - Feedback

Benleft - Feedback

Frankdh - Feedback

Vitalian - Feedback

Fleur___ - Feedback

Hyperdron - Menace, Proofreading, Feedback

 

A special thanks to everyone who’s given feedback to both this and the last Hag write, everyone has been wonderful to work with.

 

This write has been in the documents for a while, and has been guided by the advice and feedback of some fantastic people. I'm posting this with the hope that, regardless of acceptance, it should provide some ideas or inspiration.

 

 

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1 hour ago, Olandyr said:

-As Hags don’t age in any effective way, the age PK clause of magics such as Blood Magic and Necromancy are considered null

You do know that current Necromancy is a 4 slot magic and thus (would be) incompatible with this one, right?

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WITCH LORE WITCH LORE WITCH LORE I LOVE WITCH LORE

That said, some critiques:

  • Tells could be pretty easily condensed and made more freeform. There is a very strict pattern that once you reach 5 Anima or lower, a chosen body part serving as a tell (vocal chords, nails, eyes, etc.) begins to deteriorate, at 1 Anima it falls off / stops working / is otherwise maimed until healed. Freedom would be really nice to see here, and listing "vocal chords" is a pretty clear grounds forg etting creative with it.
  • Regeneration and agelessness are pretty bad powercreep, especially for a miscellaneous (aka morally neutral and low-cost) magic. When I saw regeneration was a trait I thought it would be a dark magic drawing anima from victims.
  • The use of alchemical ingredients is an interesting bridge, but it should be kept to just Signs, not Symbols. For an alchemist to determine the signs and symbols of a reagent is a time-intensive process. Give hags a spell to identify just Signs, and require a signed reagant for spells. (Or scrap the alchemical bridge all-together)
  • Hags run off two resources? Anima and ingredients? They don't feel very well tied-together, the anima system doesn't feel like much more than a soft mana.
  • The spell list is pretty disparate, and I can't tell what actual niche the magic fills. I understand the "vibes", seeking out some sketchy witch from the woods, but the exact spell list makes me ask what do you go to a witch for? Personally I'd love to see hags be fleshed out into a magic properly based on blessings and curses, their spell list is really all over the place.
  • A revival system? Without a hard-PK clause? On a non-dark magic?
  • Hags should have some physical marker to emphasize a clear aesthetic. This is a very thematic magic, and it's hard to imagine a hag looking like just... some dude or some woman. When I think of a witch, the image that pops up is an old woman with unkempt hair full of twigs in patchwork robes. Giving hags a choice of physical traits, like hair that cannot be brushed and is forever unkempt, would be cool. (Just don't make them always old. Over-aging is kind of an overused aesthetic, it is more importantly associated with magics dabbling in death and undeath)
  • Why is this a two-slot magic?

I like the core vibes, but the magic itself seems not to have a strong identity or theme to it to play into "Weird witch throwing hair and herbs into a cauldron".

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so can fws go back to being sexy? since y’all are taking the “ugly witch” aesthetic?

 

👉🏻👈🏻🥺

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Go Olandyr Go!! Save us all with actually well written hags!!! 

Unironically wish you the best of luck, there is clearly a lot of love poured into this 

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Better than witch doctor tbh

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A great piece of lore written for those looking for a certain magic niche without having to delve into the Dark MAs (and tying yourself to a deific power)!

 

Love that there are costs to using the magic for the user that will bring about character development for someone who decides to become a Hag.

 

I would totally play this MA!

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My only gripe about this lore is Hags knowing which herbs they need instinctively, therefore, they should have a requirement to learn about the Signs and Symbols from either their Hag Teacher or take on the Alchemy FA to create a learning curve for the magic that is needed as a result of the magic requiring specific Signs and Symbols within the spells. 

Perhaps there could be a theme of a Hag teaching one of their Devoted (or a Hag-To-Be) Alchemy prior to making them a Hag? Not sure, but would help ease them into the magic since there is a strong connection to Alchemy via herbs/Signs and Symbols and has the potential to creates a Hag-based community as a result.

 

Otherwise, this is pretty well-written in my opinion, having two separate systems, material components and anima, to utilize some of the spells is interesting and unique; an Alchemist taking on this magic would create a unique experience.

 

Would interact/play with this MA once issues regarding knowledge of herbs/Signs and Symbols is ironed out in some way.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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