013 - Magic 1

The Magic

"Time for the fun part. We've isolated your true form and primed it for emergence, but that's only a small part of what you can actually do. The magic varies from witch to witch, we'll run through the possibilities so I can get a sense of what's resonating with you. It's a pretty reliable method of detecting what you'll be capable of in the future as you explore your abilities and grow your talents."

Note that these are the possibilities isolated for you, not all witches would have the same opportunities you do. You are exceptional and have more options, and to a higher ceiling than most. Rank 3 in one or two specializations would be considered a capable witch. There are whispers of witches with rank 6 magic, while 7+ are the domain of gods, who are very real.

Each rank in a magic specialization below costs power equal to its rank, in sequential order. Ie; Rank 5 magic costs 15 points in total, rank 3 would be a total of 6p.
All Specializations have associated Affinities tagged. If you have one of these affinities, the magic costs half the power, rounding up. ??? are universalally discounted to all affinities.
Previous versions failed to make taking Rank 5 magic feel impactful and more of the default choice: For every Rank 5 magic, you must have at least one other magic at Rank 4. For every rank 4, you need 1 magic of rank 3 or less. This does not apply to the either Slot game mode changes, which behave in isolation. Slots stand on their own. This applies to the player, but non-player characters need not adhere to player mechanics and can be presumed to have various less notable magical traits not listed.
⭐'s show that a magic specialization has a universal "Rank 0" effect, which IS available to nearly every witch, though this does not imply any innate skill with the magic specialization that was built on top of some aspect of that magic.
If you have at least 1 rank in a Magic Specialization, you can spend Focus, Might, or Favor to temporarily "power up" to use the higher rank of magic, equal to what the Power cost would be to unlock that rank (5 power = 5 Focus). You can use it for 10 minutes, or extend it for an additional 10 minutes by pushing past your limits resulting in unconsciousness when time runs out.

Don't like math? Have a reference table.

RANKS: 1 2 3 4 5
Basic Costs(Totals): 1 2(3) 3(6) 4(10) 5(15)
Affinity Costs: 1 1(2) 2(4) 2(6) 3(9)
Class Costs: -1 2(1) 3(4) 4(8) 5(13)
Affinity + Class: -1 1(0) 2(2) 2(4) 3(7)

Slot Costs
If playing in a Slot Mode (Skill Tree or Constellation), Magic instead costs a Slot as shown. Folk slots can buy rank 2 magics. You can have white "Free" slots granting rank 1 magic as granted by your Class discount on options that would cost 0.
1 - (Class). 2 - Folk. 3 - Noble. 4 - Heroic. 5 - Epic.


Alchemy

Magician | Water | Nature | Life

Or "Potions", a classic magic employed by witches, many would say particularly iconic. I'll provide you a large, cast-iron cauldron and stirrer, plus a big electric hotplate (For modern witches with no chimneys). You can sell potions to people, but be careful to ensure that they're seen as a mumbo-jumbo unscientific remedy by most people, I recommend selling it as homeopathic natural medicine that would ruin profit margines if it were widespread. Sprinkle some extra conspiracy about how the government could kill you if they spread the secret, which isn't entirely untrue in your case. So long as you don't hand out more outlandish potions you should be fine.
Potions have infinite shelf life, and usually take around an hour to make, but you can usually make multiple bottles of the same potion at once just by adding enough ingredients to the cauldron. The fine details of how each potion works are down to your imagination, else this section would be far too long. Customize your potions within reason in ways that don't inflate the power beyond the general level shown in each rank, most witches have unique 'quirks' to their potions, no two witches making the same potion will have exactly the same result. Which can be used to track the creator of a potion. Plus an overarching theme, such as roses, that influences all potions made by the witch.
Potions can be then used as an ingredient in making any other ingested item. Including distilling it down to reduce a concentrated dose into a pill, vial, or fitting multiple doses into a dropper. A potion can be distilled with time down to a single drop. Potions start out at about 2 cups worth of liquid. Reducing takes 10 minutes per -50% volume.

Rank 1

With rank 1 you can make simple Curatives, Stimulants, and Novelties. Curatives can replicate the effect of any non-addictive and over-the-counter drugs such as allergy pills and basic painkillers. Stimulants are the same but for effects that boost performance past normal; including caffeine. Simple Novelties can duplicate the effects of mundane store bought items under $10, in potion form. For example, a whoopie cushion potion may cause a similar effect under a given condition, such as public speaking. Or you could make things like dyes for food, hair, clothes with vivid or natural-looking colors. For any beneficial effect you can also make a potion doing the harmful opposite.
Simple potions can be made from simple grocery store items, or ₭10, 10 Witch Kisses. Effects can last anywhere from an hour to 24 hours, or instantaneous changes.

Rank 2

With rank 2, you can make the same potions as rank 1 but supernaturally boosted to 3x standard effectiveness without complications. You could create alchohol that never causes alcohol poisoning or hangovers for example, painkillers 3x better at killing pain without risk of overdosing. Your healing poultices provide boosted healing at 3x the rate without scarring, and antibiotics or dissinfectant 3x more potent. You can emulate perscription pharmaceuticals as well as basic firework gunpowders.
Basic potions can be made from the type of ingredients that are more niche store items you might have to shop around to find, or ₭100.

Rank 3

With rank 3 your potions are based on the conceptual intentions of the potion rather than physical properties of a mundane effect. A painkiller isn't just blocking chemical receptors, but uses magic to target the mind's ability to feel pain. A healing potion isn't encouraging a natural process, but physically goes in to force the knitting of flesh and bone. Simple effects are 100% effective to the intended effect. Healing can heal any injury with enough time at a rate of a papercut per second for up to an hour per dose. Can create Grenade or "splash" potions that explode with a potion effect within a 10m area, or a literal explosion of force, fire, ice, acid, or electricity with the same level of damage.
Adept potions can be made from rare special order type ingredients, or ₭1000. Grenades cost 5x as much to make.

Rank 4

Rank 4 master Curatives can cure any disease, mend any injury, and restore the recently deceased to life. Master Stimulants can boost any attribute or quality by 300% or grant perfect focus or memory, remove and prevent fatigue for up to 24hr. Aphrodisiac effects are full blown love potions connecting anyone who partakes of the same batch of potion. Master novelties can instantly and painlessly provide any cosmetic surgery effect as though it were natural and can include traits in the animal kingdom; Cat eyes, fox ears, etc. Grenade potions can now have effect area of 30m, on impact as before, or on a timer, or by pressure (Mine).
Master potions are made from supernatural ingredients requiring witch connections in the magical worlds to acquire probably involving services or questing, or ₭10,000.

Rank 5

Rank 5 Arch-Curatives can restore youth and prevent aging, or instantly rejuvinate a body to peak health as an immediate full-heal, or restore the long-dead to life so long as a body is available. Arch-Stimulants can boost any attribute by 500% for up to 24hr, or perfect a skill for a month. Love potions could induce up to and including overwhelming addiction for another person or for a sensation. Arch-Novelties could completely grant a true physical redesign of a body to your precise specifications, or could cut, paste, delete, fabricate, or modify any memory. Place a memory into a potion form to share it, or make a person forget ever knowing you, or their last week, ect. Grenade potions can now effect a 300m area that stacks with concentrated combination potions and you can design them to have a propulsion aspect to them, turning them into rockets.
Arch potions are made from very rare ingredients such as dragon's blood, angel hair, succubus horns, flowers that blossom only once every few years, etc, note: it needs to have some reasonable thread of logic for the desired potion effect. You can't use dragons blood for everything. A full heal might require Phoenix Feather, for example. Or ₭100,000.

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