025 - Perks 3

Heritage

???
Cost: -4

Choose a relative. They are a witch as well, either not yet awakened or awakened long ago and have been waiting to see your awakening. If you have Isekai'd, it can be a late relative who was isekai'd themselves, or isekai any relative now or later. Sharing your lineage, they have a strong magic tier. Choose up to 50 Power for them to have and design a build for them. You can also invest your own Power on their behalf. You can take them as a Companion for 4p undiscounted unless you invested 4+ already. This is redundant if you cooperate with a relative (or friend) to make independent coexisting builds. Alternatively, or additionally, if you have Isekai'd, you and another player can choose to be made related and both gain 4 Power.


Magic Friendship

Life
Cost: -6

Choose one companion you have (or choose later). You'll form a special connection either super platonically with just a bit of undertones and fuzzies, or outright romantically. Either way, you'll both be able to feel the emotional state of the other and if they are in danger even if they don't know it themselves. You gain a new High charge rate by being intimate with one another, including just a warm hug. Stacks with other applicable charge methods. Both of you are incapable of thinking negative thoughts about the other. So fluffy it burns. Once per year you can work together to make a heart shape, and produce a beam of intense love (Life) energy that will cure any ailment, or delete all non-deity enemies in a narrow line.


Windsong

Wind
Cost: -15

You gain the blessing of a wind spirit, or the wind spirit unlocks an aspect of your own wind affinity. Wind always seems to be in your favor with minor conveniences like campfire smoke not blowing in your face, and dramatically blowing your hair or cloaks. But more importantly, you can initiate the windsong to gain a swirling breeze around you and a sense for all motion within wind within 60m acting like a 360 tremorsense through the air. Whenever you dodge an attack within 1m of yourself you siphon off kinetic energy to enhance your own kinetic energy, adding the force of the attack to your next movement or attack within 6 seconds. You can also "Step" on the air up to 4 times in a row.


Broom Beast

???
Cost: -X

Your mastery over a broomstick is especially noteworthy. Your broom is like a proper extension of your will. For 1p, Whether or not you have ranks in Witchery, you can summon your Rod in the form of a Broomstick near instantaneously to your hand and you can telekinetically command its flight remotely. For another 2p, it has the speed of an arrow, up to 250 feet per second. This stacks with broom speed from other sources. You can maneuver it with similar agility to a sportsbike, so do watch out for sharp turns.
For every additional Power spent, you gain an additional 50fps speed and improve the maneuverability by 50% until it's as agile as a hummingbird at 4 extra power spent.


Isekai Worlds

Life
Cost: -12

Isekai yourself with all the benefits of this cyoa into any other setting of your choice. If that world has its own special abilities systems, you may learn from them if possible independently of this cyoa. You may require Isekai Heritage to benefit from or obtain special abilities only available to certain bloodlines, or simply random chance making it unlikely for most people to benefit from it. If it's uncommon, Nobility can let you benefit. If it's rare, then Royalty is required. Since you are being reborn, you don't count as having visited this earth for the purpose of Portals, for an extra 2p, you can experience lucid aetheric dreams of this setting of "Earth (Witch Awakening)", sufficient to allow Portal travel back here if you wish.


Isekai Heritage

???
Cost: -X

Be reborn as a the child of a particular lineage of your choice. You can also orchestrate events such that any number of relatives or friends from your life also get Isekai'd into comparable positions within your new life. They wont be witches without Heritage, but they can still be normal members of a nonhuman race if you wish. If you have the type perk, they can have the type perk as well without cost. Can be born off-Earth.
-4p: Nobility / Merchant: You'll be born to a fairly successful family of either noble class, or merchants. Comparable to upper middle class or low high class.
-8p: Royalty / Merchant Lord: Born to a highly successful royal bloodline or a rockefeller-like head of an international trade company.


Sea Adaptation

Water
Cost: -2 OR -4

A set of biological features to enable a life underwater. While submerged, your body painlessly mutates any of the following:


Sun Adaptation

Fire
Cost: -15

A set of arcane features that enable a life in space, within the heat and pressure of a star. Novids can take this for just 4p.


Mirror Mirror

Water OR Metal
Cost: -15

Requires Waterworking or Metallurgy
Your Ice based uses of Water magics or your Metallurgy can take on a mirror-like finish.
Your mirrors can reflect any spell or general magic effects that lack physicality, meaning energy based or direct effects like a curse, but wont do anything to a hurled boulder or snapping vine.
Effective at trapping teleporters. If used for Harmony magic or Fusion magic with magics that produce light, the result is further empowered to be thrice as potent. If you have Portals, any mirror surface you created can behave as a portal to any other within your Gateway range based on rank.
If you have Crystallize, your Earthmoving can create and use crystals, which share the function as described for mirrors.


Structure Seed

Earth OR Nature
Cost: -15

By burying blueprints, you create a "structure seed". The earth centered on the structure-seed will rise like a 3D printer to build a 10m cube equivalent per minute out of sand or dirt. If you have Earthmoving 3+, then actual stone will also be used instead except where you'd prefer otherwise, and you don't require blueprints to create the seed.
The result has the durability of concrete, unless constructed out of stone, where it'd be as strong as solid stone, whether assembled like bricks or as though one solid piece. So long as the Seed remains in place, the structure will automatically repair itself.
If you have Naturalism 3+, then wood or vine can emerge and may be used instead or in addition. Can furnish with the same material.


Antilife Field

Necro
Cost: -15

Requires an Occultism 4 ritual or Necromancy 5 Lichdom
You produce an anti-life field as an aura up to 15m in radius from yourself. Within, Lifeweaving magic of equal or less rank is negated, or halved above that. Living creatures automatically take a rank appropriate DoT damage as true-damage ignoring resistance or immunities, so long as it's a living creature, though the damage is inherently reduced proportional to the ranking of the opposing creatures- with very mild damage to those 1 rank above you. So long as any damage is dealt, healing is prevented while in the aura. Undead creatures or creatures possessing shadow-bound magics or who lack a shadow will instead heal. Doesn't do anything to constructs.


Family Secret

Blood
Cost: -15

If this is taken, a grandparent or ancestor of your choice was- and is- a very potent Vampire Lord of the same Class Type you have and equal POWER, as an Empusa+ with Hybridize to share one or two other racial types as you. They have a Rank 6 magic.
When not within the Masquerade, they are an imposing figure with a ruthless reputation and morally grey at best, affiliated with the Hespathians. They control a metropolitan demiplane stuck between regency London and art deco New York with feudal titles among the vampire aristocracy and human serfs. No Masquerade.
They paid attention to your Awakening and invite you to take a place among their city with a noble title and property. If you perform well, may become heir.


Arcanolith

???
Cost: -8

An Arcanolith is a semi-sapient arcane formulation, a spell. A spell that has gained self-animation and intelligence. The spell isn't active yet, it has not yet been cast. The Arcanolith dies when it is eventually cast, which it seeks out as a deep sense of being its life purpose, delaying only for sake of curiosities or wanting to be of service. To maintain its existence it must bond with a host and exist as a disembodied force. While hosting an Arcanolith, you have a second well of mana at a High capacity. If you ever run out of mana, it dies. When you cast the spell, you reduce this second well from High to Medium, to Low capacity. On the 3rd use, it dies, and you keep the Low capacity.
The spell itself is a custom spell you may create of one rank greater than your maximum rank of the magic specialization to which the spell belongs. Alternatively, it may be an existing spell of a Specialization you do not own. This may include restricted magics, except for Wishcasting.


Conjure Elemental

Any
Cost: -8

Requires any Elementalism R3+
You may animate a mass of your element proportional to your max control amount, turning it into a self-sustaining creature type in a form that your Familiar could take (Even if you don't have Familiarity, just choose an animal) or it can simply be vaguely humanoid. This creature acts like a trained attack dog, but may benefit from any bonuses to your familiar you might have.
While you have an Elemental active, it maintains itself indefinitely but you stunt your mana capacity by about 15% if its rank matches your max rank, -5 per rank less than your max to a minimum of 1%.
If you have Golemcrafting, you may incorporate Elementalism into your golemwork.


Shuffle Reality

???
Cost: -20

Requires Dominion and Witchery 5 or other effects with an extradimensional space.
Your use of Dominion can be used to instead replace the Domain space with the space of your pocketspace or demiplane of some sort which you may have, for example the space inside a Genie's Vessel may work for this purpose. The Domain space is also not considered to be "anchored", and may be manipulated with Aether Skimming to move the domain after it has been placed. The domain warps through space without interacting with its surroundings, including the supernatural, unless stopped at a point. So you could "throw" your Domain and try to stop it on a non-mundane target to trap it.


Augmented Poisoner

Nature
Cost: -12

Acquire a 6th sense for poisonous materials and a passive "Appraise" effect identifying how materials may be used for poison, if at all. Using your poison control you can casually and perfectly extract all poisonous compounds from a natural material like a mushroom.
If you have a poison handy, you may consume it with your mana to charge any magical effect you next produce with that poison. Such as if you Hex or Curse someone, it could also convey the poison, or if you used Naturalism to create or manipulate a plant, that plant can become poisonous with that same poison, which can be used to get more poison out of it than you put in. Your use of Naturalism in general may keep a record of all poisons used.


Augmented Witchflame

Fire
Cost: -12

You may now alter the color of your flames freely rather than picking one. For extra mana cost, your flames may be multiple colors at once.
The color of your fire is not just cosmetic, but you can make your flames convey alternative elemental effects rather than "burn". Your flames may Freeze, Shock, Corrode, Necrotize, Poison, or so on, so long as you have a relevant affinity, Elementalism, or Aug-Poisoner or Aug-Energized.
This effects Firecalling, with all your uses of Firecalling now also counting as Witchfire without any additional steps, unless you choose otherwise. The effects are considered natural once cast, should your flames naturally spread into antimagic fields.


Augmented Energized

Wind
Cost: -12

You may alter the color of your electricity as you please. The color of your lightning alters the behavior of the electricity in how it interacts with the nervous system, influencing the nature of the electrical stimulation and emotional state of the target. For example, you may create red lightning which has amplified pain and mentally induces terror. You could create pink lightning which does no damage at all and causes pleasure, mentally inducing arousal. A cobalt blue lightning may amplify adrenaline, and make the brain operate faster. A green bolt may induce lethargy.
This effects your Windkeeping lightning, and the wind effects themselves may be charged as though you touched them with Energized.

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