MYTHOLOGY
Supernatural Histories -> Supernatural Practices -> Witchcraft
Description
Those who practice the Craft are capable of incredible feats, however they must pay a price in order to accomplish them. The harnessing and manifestation of supernatural powers is risky, at times uncertain, and more often than not as dangerous to the practitioner as to their enemies. Magic, depending on its user, can carry out different tasks and even grant occult powers with their own varying strengths and weaknesses. With these abilities, the magic practitioner can heal, protect or destroy.
Channeling and Learning Magic
Channeling Magic

The use of magic is the ability of enforcing one’s will on reality and involves Spells or Invocations and the channeling of mystical energy (Experience Points) to affect the real world. With the right amount of time and training, almost any student of the Craft can channel mystical energy; even if it's only on the smallest of levels. The right combination of EXP, skill, and knowledge can make almost any magical attempt successful. Any of the five major species have the ability to successfully channel and harness the power of magic; however, most angel breeds refrain from the use of magic and instead rely on the assistance of the Divine.

Some who practice the Craft have the power to tap into mystical energy at will, without needing to rely on complex rituals and ceremony. These people are referred to as natural witches, most often born from the Family Tradition of the Craft. Depending on their lineage, some natural witches are more powerful than others; in-game terms this is determined by the amount of EXP a witch needs to expend in order to harness a power or cast a spell. The most powerful of natural witches can expend up to one-third the required EXP to fuel a power or spell.

Humans who attempt to perform magic without the aide of artifacts, amulets, or talismans must have a strong mind of focus and double the acquire cost of a magical act in order for it to be succesful. Flippantly cast spells by mundanes will yield no type of success.

Learning Magic

Each Invocation or Spell is learned as a separate skill that the practitioner can routinely use if they possess the required EXP. Due to the complex nature of Invocations and Spells (the character is not just memorizing a way of doing things, but also achieving a fundamental understanding of a part of Reality), it costs a character a varied amount of experience points per Invocation or Spell that they learn to perform. The more powerful a Spell or Invocation, the more EXP it costs to learn. However, the most basic of Invocations or Spells require at least five EXP to learn.

Invocations, Spells and Rituals
Invocations

Invocations are the tools used to weave mystical energy into a desired shape. As the practitioner learns their Craft, they acquire a transcendental understanding of how mystical energy is used to create specific things. One can think of mystical energy as a fine thread, a thread that can be used to weave anything. The pattern of the weave determines what the final result will be. Each Invocation helps the practitioner to understand one specific pattern or matrix.

To imprint that understanding in their memory, the practitioner uses a “code” of words and signs that will, when properly spoken or gestured, “remind” them of the pattern they wish to weave. So, the Elemental Fire Invocation is learned to weave mystical energy into fire shapes and forms. The amount of EXP available limits how large or destructive the fire is, but the same Invocation will serve to light a match or to turn a building into a blazing inferno; both effects are part and parcel of the same Invocation.

Spells and Rituals

Spells and Rituals are more ceremonial in their casting than Invocations and require a great deal more time and mystical energy in order to create the desired result. Spells or Rituals are used to commune with the angels and daemons of the outer planes; requesting their assistance to complete a desired magical act. Due to the great amount of EXP required to successfully perform a Ritual or Spell, they are mainly cast by a coven of no less than three and no greater than thirteen.

The most powerful of Spells and Rituals must include a power anchor, this can be accomplished by drawing a power circle or other magical diagram (i.e. pentacle). Ritual litanies or some sort of sacrifice may be required as well. Symbolism is always the heaviest when Rituals and Spells are concerned. If the patron deity is an agricultural figure, then grain may be offered or flowers for a Spirit of spring.

To seal the power behind the Spell or Ritual once it is completed, a closing rite must be performed. If a diagram was drawn to serve as the power anchor it must be erased; if magical or holy candles were used then they must be blown out.

Intent and Magic
Intent and Magic

Unlike mindless natural forces, magic is a function of the will of the practitioner, and it is colored by the emotions and intentions of the practitioner. The forces invoked reflect their inner desires and their intentions. If the practitioner holds evil in their heart, the magic itself will be evil and treacherous, and will seek to turn against its wielder at the first opportunity. This is the origin of the old Wicca saying, “What you bring unto others, you get back three times.”

Using magic for revenge or to abuse the weak is a risky proposition. The Wicca claim that the forces summoned in such undertakings are the most twisted and malign ones, as good and neutral spirits would not lend their strength to such undertakings. In game terms, the intent of the practitioner must be taken into account by the Mystical Forces. Using magic to defend oneself, to gain some measure of good fortune (that does not harm others), or to accomplish similar, non-malicious purposes will not have unusual consequences. Using magic to harm people who cannot defend themselves, especially for frivolous and petty purposes, requires a Dismissal Rite regardless of success and suffers additional penalties.

Consequences

As a rule of thumb, the dismissal of such Invocations incurs an additional penalty of minus one to five EXP. The same happens to Invocations that, although not meant to harm the innocent, do so because of carelessness. A practitioner who unleashes a tornado in a busy street to destroy an enemy will pay dearly for any innocent bystanders who are hurt.

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