015 - Magic 3

Hexes


Warlock | Body | Beast | Blood

Also known as "Transmutation", these spells transform something into something else using the base logic of 'Inequivalent Exchange'. You will need a Medium, usually al ump of raw material, part of which will vanish when you cast the spell. You can cast most hexes the reverse way unless otherwise stated. (ie; Flesh-to-Stone can also turn Stone-to-Flesh). Hexes that can't be reversed in that manner can still be undone by recasting the hex on that target. Casting a hex is as fatiguing as jogging 1 mile per rank used. If you want to try to leverage transmutation to make money, I'd recommend against doing so on any significant scale, as financial institutions and agencies are more adept than you'd expect at tracking assets, easily leading to masquerade violations. Just use it tastefully or for your own private useage, you shouldn't have any problems unless you go off trying to use it as a crutch you center a business around making people wonder about your sources. Any polymorph spell cast on an intelligent creature can be undone by any other polymorph spell cast on that same creature, even without knowing they were polymorphed before, They'd instead revert. Rank 0 Effect: Any witch is capable of transmuting raw mana into minting their own Witch Kisses. Takes 6 minutes per ₭1, metals aren't required, only your mana. Has a very minor mana drain. Just need to learn how, with a level of focus while drawing a circle to start the conversion.

Rank 1

Medium: Any wood. Each spell uses roughly a twig's worth to transform up to 1 cubic foot of material. Or ₭5, 5 Witch Kisses.
Hexes: Stone-to-mud. Clay-to-glass. Iron-to-tin. Salt-to-sugar. Polymorph.
Polymorph can target living creatures up to the size of an adult cat, and turn them into a other animal up to half or double the mass.

Rank 2

Medium: Any metal. Each spell uses roughly 4 quarters worth of metal per cubic foot of material being transmuted. Or ₭25.
Hexes: Cloth-to-leather. Water-to-milk. Paper-to-plastic. Copper-to-bronze. Fuel-to-bread (Fuel being any combustible material to its calorie count worth of bread).
Polymorph can affect creatures up to the size of a child, and can transmute into anything living born of your imagination within the scope of effectiveness of a normal animal.

Rank 3

Medium: Jewelry-quality quartz or topaz. Uses about 0.1 cubic CM per cast. Or ₭100.
Hexes: Egg-to-chocolate. Water-to-gasoline. Vegetable-to-meat. (Cooked veg produces cooked meat, raw meat produces raw veg). You can also now cast Animate Objects, which animates objects weighing up to 15lbs each with a basic loop comparable to programming. They will continue to try to perform this loop until you dismiss it or the object is destroyed, and they can hover and fly as part of this. They can be given up to 3 commands that cause them to shift loops to another programmed response. Recommend saving 1 for a stop function. Their levitation can support up to 25lbs of weight. Walking can support up to 75lbs. Rolling on wheels or crawling on 5+ limbs can support up to 100lbs. You can also create loops wherein a director object issues and dismisses directives to other objects. Example: A dish sponge that animates dirty dishes, washes them, and causes them to march to the shelves where they de-animate. This example pushes the limit in complexity.
Polymorph can affect creatures up to the size of a human adult, into any smaller creature (Minimum size: mouse). Can now be used to reshape objects without changing material.

Rank 4

Medium: Ebony, ivory, amber, petrified wood, fossiles, or fulgurite. Roughly 100 grams per cubic foot of material or spell cast. Or ₭1,000.
Hexes: Wood-to-cheese. Cloth-to-air. Steel-to-cloth. fruit-to-treat (Turn a fruit into ice cream or candies). Can cast Golemwork to animate statues. Statues are as agile and mobile as a human person is. For every 7ft, reduce its mobility by 50%. It exerts force proportional to its mass and speed, and as durable as its material. Creating a golem requires human sacrifice to animate it unless you have Necromancy to bind a spirit that way instead. Alternatively, you can animate it without a soul and it will behave like Animate Objects instead, relying on basic program-like actions like a machine, or rough video game AI.
Polymorph can affect any living creature into any other, from a tardigrade up to a blue whale in size, or into an inanimate object.

Rank 5

Medium: Platinum or jewelry quality diamond, sapphire, ruby, emerald, citrine, or opal. 0.1 cubic CM per cast. Or ₭10,000.
Hexes: Old-to-young. Water-to-wine (or any beverage people drink). Lead-to-gold. Flesh-to-stone. New spell: Counterfeit. Duplicate any object using medium. Magical effects aren't copied. Requires equal platinum for any platinum part of the object being duplicated. Duplicated blood is generic blood (No ritual benefits), duplicated ₭ are inert coins.


Witchery


Magician | ???

A long time ago one of the very first witches to exist was very kind and motherly. She wove a spell to effect all her descendants, in flesh and in spirit which includes almosts every witch to exist as her children became the dominant lineage and other families married in. Like Ghengis Khan, you know, if he were a sweet mom. Rank 0: All witches with rare exceptions can meditate to call upon these mothergifts; The Garment, The Hat, and the Rod. Your garment is a single piece article of clothing like a robe, dress, toga, or so on. Your hat is a wide brimmed hat in some fashion. Your rod is anything between a wand and a staff that makes spellcasting slightly less fatiguing and slightly more potent. Without practice, ranks in witchery, the way they appear when you first manifest them is as they will always be, and they're very plain by default. Experienced witchery practiticioners can modify them for you, like a tailor. Takes 10 minutes of meditation to summon. They always appear fully repaired when summoned.

Rank 1

You deepen your connection to the Mothergifts, allowing you to summon them and dismiss them at your leisure with a visual flair that varies from witch to witch. When the Garment is summoned, it replaces your current clothes in totality, save for magical items and charms, so either enchant your underoos or keep your garment modest. The hat just replaces any headwear that gets in the way. Whatever your Rod is, you can now shift it between its base, and the form of a broomstick. This broomstick can carry your weight + 50%, at the speed of a bicycle. You can meditate for 10 minutes to alter your mothergifts into a preferable design.

Rank 2

Your garment now provides protection against the natural elements. You will never be too hot or cold while wearing them, they dry off in seconds, and self-clean, and now self-repair without having to resummon. Your broomstick can now fly at 60mph, and projects a shield of air that stops wind, bugs, rain, and other small airborn things up to slightly slower than an arrow. Your broomstick will automatically catch you from a fall, if there's room to do so. It can carry three times your bodyweight now, allowing a second passenger. Only takes a minute now to meditate on changing the design of your gifts, and your garment can be multiple pieces that disappear if separated from the rest.

Rank 3

You expand your mothergift to the extent that you can tap the pocket dimension from which they appear, allowing you to store anything you could carry in its space, so long as you can fit it into your robes or hat in a way that it can't be seen by anyone else. You conjure them back in the same manner, drawing your wand from your sleeve for example, or pulling a rabbit out of your hat. There is no breathable air in this space but biological functions are paused, including thought. Your broomstick can now go 200mph and the air shield now provides oxygen, pressure control, and air conditioning. It also provides an air cushion to ride in comfort without the discomfort of, well, I'll leave it at that. Your broomstick can also become a magic carpet instead, capable of supporting more passengers but traveling at half the speed, and up to 6x your bodyweight, 8x for carpet. You can now summon/unsummon in the blink of an eye, changing the design of your gifts in the process.

Rank 4

Your garment is now able to turn you invisible like an invisibility cloak, and while on your broom or carpet this extends to any passengers and the broom/carpet itself. You can now travel without fear of being seen. Avoid restricted airspace, as some sensors can pick you up, but radar and visual perception wont. Thermal is the easiest, especially if you're blasting your AC in your airshield. Your broomstick can lift 10x your bodyweight, or 15x for carpet, flying up to 600mph. Can modify the appearance of a willing witch's garment or hat.

Rank 5

You are now also able to pull your hat down over yourself or turtle under your robes to disappear into your pocket dimension in the Aether, a starry void with no gravity, and no shadows, everything is perfectly illuminated from all angles. With meditation you can change this pocket space similar to changing the appearance of your gifts. To do so first find something real that you want to copy including just a view of a forest for example, and meditate with it in view to make a snapshot, adding it to assets you can draw on to add to your pocket world, adding gravity, landscape, ect. Things you manifest in this way don't really exist and can't leave or do physical harm to something real, but you can still feel them with all your senses and interact normally. While riding your broomstick or carpet, you can remove your garment or hat and throw it in front of you to have it ripple open like a portal you can fly through, taking your passengers into this space. You can also disguise your garment as a curtain door people pass through to walk into your realm on their own. Perfect for the illusion of a shop bigger on the inside than outside. Once inside anyone can leave by willing themselves home, to appear inside any residence or business they or a family member owns or rents, including yourself, or you can appear where you left, your hat or garment still there to emerge from unless you pulled them along with you.

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