087 - Rank 6 1

MAGIC - RANK SIX

A Witch may have only 1 Rank 6 Magic. By possessing a Rank 6 magic, you are officially a Rank 6 Witch overall with the usual implicit benefits of ranking up, having larger mana capacity and output relative to those of other rankings.

You may still expend FOCUS/MIGHT/FAVOR in order to upcast your Rank 6 temporarily to Rank 7 as normal but upcasting lacks actual new unlocks as usual, it's merely upscaling what you already have. You cannot use this page for Boosting Tier 5 magic with new effects.

In order to unlock your Rank 6 magic, you must seek the aid of a divine patron to assist you in this endevor, seen in the Divine Patrons section among their Tier 3 Boons, this section is merely the reference guide for this purpose.

By possessing Rank 6 magic, you acquire a spark of divinity which gives a minor divine rank. Your soul cannot be destroyed or tampered with, except by Wishcasting or Celestial magic of higher rank.

CORE ALCHEMY

Your Legendary potions are able to provide permanent effects from the Rank 3 options. Permanent potion effects don't stack with themselves.
A R6 Curative could regenerate a body with only a name & intent.
A R6 Stimulant could provide a mental state wherein time only moves when you do, pausing.
A R6 Novelty can grant the temporary form of any creature, including its supernatural abilities. Physical Ingredient of creature is mandatory for this purpose, non-substitutable, provided the creature itself isn't of greater ranking than R6.
Grenades now have a 1km AoE and convey hazards of other magics you know. R6 potions are made w/ Legendary ingredients such as the Eye of an Elder Dragon, or 1M Witch Kisses.

CORE RUNES

Manifest Kalamrokk (Apocalypse) and Tidløsricht (Timeless) runes
An Apocalypse-charmed object will cause it to be overcast centered over the object within up to a 12 mile radius. Within this area, it will cycle every 24 hours raining; Boiling Blood, flesh-burrowing tadpoles, worm-implanting Mosquitos, Maggot-exploding Horse Flies, bloated Dead Cows & occasional whale, Zombie bodyparts, skull-sized dry-ice hail, Piranha-like locusts, hot torchflame coals, and a mist causing violent aggression.
A Timeless-charmed object will project a field within 10m that grows by 10m per hour, wherein all time is stopped except for those bearing a Time-charmed object. The field will grow until it encounters a Warden-charmed object, acting as the stop.

CORE CURSES

Curses of Sickness, can cause total organ failure and violent exanguination.
Curses of Pariah, makes all nonmagical life despise the victim and feel like no laws apply to them and that they could get away with any crime.
Curses of Madness, causes the world to look like a hellscape and all life appears to be horrors of gore. No surface is spared.
Curses of Disaster, will cause the most viable natural disaster to befall the subject at 3AM every 3rd night for 3wks. Tornado, Earthquake, Tsunami, Fireball meteorite, Landslide, Avalanche, Rogue Wave/Hole are the possibilities from this.
Your Voodoo, now lets you target the victim with your magics as though they were present.

CORE HEXES

Medium: Mythril, Orichalcum, and other mystic materials, along with rare creature parts such as unicorn horn and dragon scale. Consumes the whole object or 1cm cube of material, or uses 100,000 Kiss.
Hexes:
Many-to-One AMALGAMATE, creating an abomination, a chimera, or a hybrid type from constituent creatures,
Rain-to-Jewel Transmute all rainfall from a connected raincloud cover into a rain of gemstones.
Life-to-Death Transmute physical material into spiritual material, soulstuff, instantly becoming a ghost, or ghosts/soulstuff into physical.
Spell-to-Plague Transmute the magic of an active spell into a viral form that spreads.

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