009 - Complications 4

Isekai Fates

+6 Power

In your awakening process you'll experience a time crunch in which you live out an Isekai life.
However, it's not a power trip isekai, it's a death run timeline and you're living with just your pre-awakening human capabilities.
You awaken only once you die, at which point you Regress to repeat it, but now with your Awakened witch capabilities and foreknowledge. Once you "win" however you define it in this second timeline, you'll wake up, fully awakened as a Witch.
You're guaranteed not to die soon, but will live at least into your 20's experiencing a life worse than pre-Hogwarts Harry Potter, or the life of various misunderstood "Villainess" protagonists in their tragic pre-regression life before the main story.


Wild Magic

+6 Power

The spark of magic within you is especially wild and difficult to control. Magic effects can occur around you relevant to what magics you possess, but performed without your input and can be directly contrary to your wishes, but influenced by your personality. The more callous you are, the more vicious your wild magic surges may be. Imagine your subconscious mind, acting on its own with key personality traits exaggerated with no capacity to feel shame or recognize social cues. This still expends your Mana as normal. So long as you don't have self-destructive tendencies, at least the magic won't harm you, and can autonomously act to protect you. But it's not very good at understanding what's a threat...


Curse Power

+12 Power

Your magic stems from a dark-seed, a spark born from one of the layers of Hell. While not Outsiders and inherently hostile to existence, demons are still demons after all.
The more you deplete your Mana reserve, the more vulnerable you become to possession by a hostile demon or devil entity seeded within your mana itself.
Your magic will pain you to use, but is many times more painful to others. Including healing or buff effects.
If you are slain, the evil entity will gain control of your body until your method of resurrection can be employed, which they will avoid but you can reverse the possession via mana depletion similar to them possessing you.
You may take Visceramancy without its prerequisite quest.


Patronage

+8 Power

You are required to take a Patron. Your magic stems from this patron, who outright granted you your Awakening.
If you offend your Patron's Laws you may experience backlash relevant to their domains, and should you ever deliberately act against their values you may lose the ability to use any Active magic effects, keeping only Passive effects. If you ever betray your Patron outright, you are liable to lose your Awakening.
You are granted their Tier 3 benefits without having to do their Quests first, but you must do them eventually.
If your Patron is good, you may take Lifeweaving without its prerequisite quest.
Incompatible with Curse Power unless an evil patron.


Folk Binding

+X Power

You have a deeply rooted enchantment ingrained in your soul. That of a Folk Binding such as afflicts many supernatural creatures. You're physically incapable of acting against the binding.
+2 per Binding taken.


Deep Roots

+4 Power

In addition to any real bonds you have, you'll retroactively receive additional or replacement bonds, whether entirely new or a revised timeline with an existing relation. Friends, Family, Romance, Children. Not ALL your bonds will be effected, just enough to gain deep roots in mortal society
These bonds will be strong with love and care as you choose to idealize but the bond will be reinforced regardless of your personal temperament: You will care about them irreplaceably.
You physically cannot by any means break the Masquerade to them directly or indirectly..
They cannot leave the Mortal World, nor its basic society.
You cannot abandon them.
They require your protection from hidden supernatural threats.

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