Beast Within Lore and Spell-book

KatSea

Skittish Beaver
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FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Multiple posts per day
Online Availability
Generally online in the afternoon eastern time
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  1. Give-No-Fucks
  2. Adaptable
Preferred Character Gender
  1. Male
  2. Female
Genres
Fantasy, mystery, magical, modern,
Location : Guild 243# Location - East of Jackman-Maine

Year: 2019

Lore: However you got to this point, whether it be by the mysterious death of a loved one, or the simple fact that you were bred and made to do this job, you've made it to the guild. The guild of the Broken Beast was made for one purpose and one purpose only. Keep the unknown at bay. The Broken Beast, while new, is infamous for its clean work and has an ultimate reputation to uphold.

Monsters of every religion, region, and belief are real, and it's the guilds job to keep them hush hush. Their lives remain dedicated to the fight.

Broken Beast - Started in early 15th century. Demon possession grew wild and a Friar Daniel Holl managed to keep the damage at bay. Originally known as the order of the Iron Lady, the guild grew in popularity as lesser known guilds began to fall. The Iron Lady not only served as a hunting guild, but as a refuge to those whose lives had been torn to pieces by the unknown and the malicious. The guild spread beyond Europe to other areas in the worlds with each of Europe's colonies, discovering new creatures to hunt and various folklore legends coming to light.

By 1992, the Iron Lady guild was at its peak with a Marcellus Fuller, who had assisted in the rise of their organization by overtaking other minor guilds and welcoming them into his own. By 1994, the Irony Lady guild could be sought out in nearly every country, and stability of the guild was thought to be indestructible. In 1995, however, Fuller would go on a hunt that changed him, and within a year he had lashed out and killed half of his own guild, sector #021. In his own blitz of rage, he was slain by a fellow member. In the uproar, a variety of creatures that had been examined were released.

The scandal that followed would damage the guild heavily, particularly their headquarters in England. Once #021 was put out of work, other members of the Iron Lady decided they could not associate themselves with their fallen leader. It would only take two years for the Iron Lady guild to be left with only fifteen of its original members, and by 1999, the guild was next to none.

Marcellus Fuller's daughter, however, a miss Bethany Fuller, would recreate the guild in the early 2000's, under the name the Broken Beast. Broken Beast started in Jackman, Maine's headquarters, #243. The Broken Beast took in people of many ages, some who had been affected by creatures, others who were condemned from other guilds. Popularity would grow in a near decade, with guilds remaining in South America, Toronto, and one in Ireland. Currently Bethany Fuller has given rise to more guilds in the Philippines and in Japan with the assistance of her husband, Simeon Fuller.

However, things would grow rocky as creature populations spiked, and with it, the need for hunters.

Magic - Magic has always been a controversial thing within guilds. From the sixteenth to the seventeenth century the false idea that monsters could track spell casters was put into place. Other theories about casting spells included increased chances of possession, corruption of one's soul, and everyone's particular favorite, the damnation of one's soul. Magic use only came back into popularity in the early nineteenth century, was condemned in 1953, and then once again became popular during the sixties. Since then, the guilds have been more open to the use of magic in contracts. The Broken Beast specifically is known for their training and organization of spellbooks, and provided a basis for why they had grown to be popular. Ritual for magic originated first, which followed the use of light magic. Elemental magic was used commonly in Eastern and Western Europe, and a popular variation came into view in American tribes. Dark magic is a much more modern variation of magic, constructed in the early 20th century. Based off ritual, it broke a popular taboo of the interruption of free will. It is not incredibly welcome or common, but the Broken Beast welcomes it readily. In order to use magic it must be taught, not inherited. Anyone can learn to use magic, but as one variation is learned, it is nearly impossible to harbor other categories of magic. Guild members tend to believe it's apart of a magical contract. However some believe it is simply due to casters foolishness that they cannot learn the far "superior" areas of magic.

Most variations of magic and spells come from Briar Daniel, as well as some of his followers. Many of them were meant as banishment and exorcisms, but as time went on, people learned and adjusted the spells to meet their own needs. Construction of new spells and magic is not currently known how to achieve, and it assumed that after Dark magic was established that it was well kept out of most hands.



The Spell Book -
Introduction - Page 5
Basic Procedure - Page 13
Simple Exorcism - Page 15-20
Memory Charms - Page 21-22
Spells and Instructions - Page 23-56


A brief introduction for those who wish to use this given manual. This manual is meant to direct and guide the user to their specific practice of magic. Signing in accordance with this spell-book grants the user three spells of their magic class, and only three. The spells in this book are never to be used against innocent mortals, and are meant purely for creatures and the hell-bound. In accordance with this book, those who break its guidelines are to receive a punishment mirroring the harm they have caused. Magic is simply to be used for the purpose of protection and of good will, and the violation of basic mortal rights is prohibited to all users. Signing the agreements to these terms, you are bound to the guild and have the abilities that are to be given to you. These abilities have been passed down for centuries and it is with great honor that we bestow them on to you.

Sign Here ---------
This book is nonrefundable and cannot be sold to various other buyers. For more information, refer to your guild's instructors. The illegal pirating of this book will result in your ultimate demise, as well as humiliation along the way. Slow and painful is the way we like to do it here at the Broken Beast and we hope that it never has to come to such a thing. Further more, once a class has been chosen it will remain your class, no exceptions. This book cannot be destroyed. At any point you wish to leave the guild you must renounce your book and will be given a charm to clean any memory of how to perform such spells.


Basic Procedure:

  • Exterminate the threat. Minimize damages.
  • Return remaining pieces of the specimen to the guild. Remains of creatures have been notorious for causing secondary waves of damage
  • Minimize knowledge of said creature's existence. Three options - Leave individuals as they are if they appear to be useful to the guild, take victims to the guild for treatment and possible recruitment, remove memories of all incidents through a basic memory charm found in the next chapter of this spell-book.
Simple Exorcisms:

- Simple Exorcisms can be conducted by all variety of spell casters. Purifications are immensely preferred to the safety of the given host, but this ceremony is enough to banish a demon or poltergeist from their host. This exorcism requires holy symbols, and a religious chant. Demons and poltergeists are likely to resist, and in this case, major holy items should be applied directly to the host.

Memory Charms:

- Memory charms consist of a simple spell, and should only be used for the purpose of ridding knowledge of supernatural creatures. The spell shall appear to you in this book as needed.

Spells- (Spells and Categories to chose from. Once the category and designated spells are chosen, the user cannot rid of them or trade them in for new ones)

Ritual
  • Banishment - The user is able to banish spirits, demons, or hellbound creatures back to their resting place. It requires a holy symbol(which depends on the creature), a chant, and a drawn symbol. Some creatures require different things(blood, herbs, etc…) Medium Difficulty
  • Call of the Wild - The user is able to summon lower class creatures to temporarily assist in a hunt. These creatures tend to be gentle or grieving spirits, but if the user is not careful, they can also summon certain creatures that are hellbound. This spell requires a drawn symbol and a chant that is different for each creature. This spell tends to summon the wrong creature more than half the time due to translation errors. High Difficulty
  • Transfiguration- The user is able to temporarily change the appearance of an organic material. This includes things that were once alive, and it tends to require a sketched symbol on the item in order to change it. The spell can last to up to twenty four hours, but if the sketch is tampered with, the illusion is immediately broken. The spell can be renewed after eight hours. Low Difficulty
  • Rune - The user is able to rely solely on symbols to conduct their magic. Runes tend to be able to increase strength, defense, dexterity, and are common to use in the creation of charms. Rune's tend to be carved or drawn and are in effect as long as the symbol remains clear. Runes can also be shut on and off by the creator. Runes, however, require an incredible amount of training and time to perfect. Runes are similar to a language of their own, and the concentration of magic without outside force is near impossible. Runes, however, can be accomplished with enough time, but it does not promise full success. Runes can go horribly wrong with one wrong slash, and can even have negative effects on the user if used. High Difficulty
  • Transport Chain - The user is able to place beacons in areas they have visited previously, where they can teleport to in later times. The Transport Chain is able to be drawn out as a door, but it requires the proper use of a beacon, concentration, and a sacrifice of metal. The more value to the metal, the longer the portal will survive. - Low difficulty
  • Protection - The user is able to construct a shield, ten feet in radius within a thirty foot range.The spell is concentration based, but does not require specific patterns. The ritual requires a simple incantation and a payment. The more valuable the payment, the stronger the shield. Low difficulty
  • Broken Chain - The user is able to break curses that are placed upon themselves or other individuals. Curses can go as far as possession to fending off the Death-ward's sign. The user needs blood for this ritual, their own being the most effective. They also need a piece of the monster that had placed the curse, making this spell difficult to prepare. Medium Difficulty
  • Mirror Image - The user is able to summon a picture perfect copy of their top target. This empty shell is able to possess similar magic and traits to their target. This requires a piece of the creature, concentration, an incantation, and multiple symbols. If any of these pieces are compromised, the spell horrifically backfires. The spell itself isn't difficult to perform, but the preparation and the consequences can be disturbing. High Difficulty


Light

  • Circle of Renewal - The user is able to heal minor wounds for a single target (human, monster, and demon alike) within a holy circle of light. It requires perfect diction and memorization of a chant and for the target to remain stationary during the duration of this spell, which takes roughly one minute to complete. In any instance that the chants are pronounced incorrectly, the circle will disappear immediately and, in some cases, harm the user with minor backlash, such as fatigue, headache, and pain. High Difficulty
  • Interspeak - The user is able to form a mental connection with another willing participant and communicate telepathically. Messages can be given and received through physical barriers but has a distance limitation of roughly 120 ft. The user can only latch onto one other mind at a time, and switching between participants will quickly drain the user until a few minutes of rest are required. To cast this spell, the user must establish this connection with physical touch and acceptance into the other's mind. This spell also requires a minimal amount of concentration to uphold; interrupted focus can result in the connection severing. Low Difficulty
  • Guiding Light - The user is able to form anywhere between 1-5 balls of light, which are approximately the size of the user's palm. By whim, the user can move and attach the lights to whatever surface they choose. Guiding Light can only illuminate natural darkness; if the shadows have magical/spell origins, the lights will be useless. The spell requires a brief chant and lasts for approximately 30 minutes. As a fun bonus, the user can will the lights to emit any color they choose. Low Difficulty
  • Purification - The user is able to negate all evil/hostile presence and toxins from the target's body. These elements include demonic possession/influence, non-magic based venoms and poisons, Hellbound enchantments, and low-level curses. To perform this spell, the user must recite a lengthy chant with perfect diction, maintain concentration on the target for five minutes, and leave themselves vulnerable to contracting the presence or toxin as well. Due to this cost, the Purification spell is considered extremely dangerous and should only be used in moments of desperation. This spell proves to be a more effective version of an exorcism, but with a higher level of danger for the caster. High Difficulty
  • Mending - The user is able to repair minor damage of inorganic items with a single touch. Minor damages include, but are not limited to, a single tear in fabric, splintered wood, dented metal, scorched material, etc. As long as the damage is no larger than 5 ft in length and width, it is repairable. However, this spell only fixes physical damage; repairing charmed items will not return the magical qualities of it. Low Difficulty
  • Aether's Shield - The user is able to create twin shields of light magic around their fists, each composed of a medium-sized incantation circle (2 ½ ft in diameter). These shields function dually as offensive and defensive tools, whereas the user can deal extra damage to Hellbound creatures and demons with bludgeoning force while also defending themselves against their attacks. To cast this spell, the user must draw symbols onto the inside of their forearms with ink and allow them to dry. Once a brief chant is uttered, the ink fades and filters into the twin shields. This spell lasts for 30 minutes. If the symbols are not drawn perfectly, the user's system will suffer backlash, in which the gathering of light energy will aggravate their spiritual balance. This will lead to pain and difficulty performing Light Magic for the next 24 hours. High Difficulty.
  • Sunbolt - The user is able to expel a bolt of light from their palms, temporarily blinding or burning their targets, especially creatures vulnerable to Light Magic. Due to how simple this spell is, the user merely needs to a chant to cast this. The more energy poured into this spell, the stronger the bolt becomes. Practice caution, however, as the bolt has erratic aim and could easily strike an unintended target. Low Difficulty.
  • Retrace - The user is able to delve into a target's memories (whether their own or another willing participant's) and search for an individual face that they have met previously. Upon locking onto this identity, the user then forms a connection to that spirit's presence and form a mental trail leading them to its current location. Performing this spell comes with several difficulties. First, the target must be willing to allow the castor into their mind; second, the target's recollection of this face must be clear enough for the spell to recognize its soul, if not, the effort will prove to be useless; third, the user must tread through these memories with caution, as they can harm both the target and themselves mentally with hidden traumas; fourth, overall concentration must be of utmost importance. Committing mistakes in any of these areas can lead to failure and permanent mental consequences; tread lightly. Finally, to cast this spell, the user must utter a chant during the entirety of it while cradling the target's head. High Difficulty.

Dark

  • Puppeteer - The user is able to take control of an object that is organic and living, but can do the same for an object that was once living. The user has no control over what the creature or human may think or say, but they can force them to move, to use magic, or to stop all movement. This spell requires the targets a part of the target, such as blood or hair. It requires high levels of concentration, and the spell can only be cast once per day. The spell can last up to thirty minutes, but tends to have a negative effect on the user. If done slowly on dead or inanimate organic objects, the spell can be cast twice every day and last for up to an hour. Some users use a variety of dolls to fully perfect their puppeteering, some have adapted to using tattoos for creatures they have used for a long while. High difficulty
  • Bound Souls - The user is able to bind their soul to another individual, monster or human. The repercussions of this spell is that whatever happens to the user for the next hour, happens to the individual they are bound to. Effective users are able to transfer their wounds towards their bound soul and heal themselves in the process, but this incredibly risky and tends to lead in wounds spreading elsewhere in their bodies. This spell requires a piece of the individual, as well as a brief chant. The only downfall to this spell is that whatever happens to the other bound individual happens to the spell caster. This spell is generally good in use of last resorts, or healing another person. The spell can be broken simply by saying the chant backwards, or until it wears off. Medium Difficulty
  • Spirit Trace - The user is able to track a certain individual or beast within a fifty mile radius by gaining a piece of them, or simply by having cast bound spirits before on the creature. Even if bound spirits has worn off, the tracker is still there for twenty four hours. Low Difficulty
  • Lurk - The user is able to hide themselves within a veil of shadow, temporarily making them undetectable to magical or physical attacks. This spell can allow the user to remain unseen for up to an hour, and is commonly used to track down targets. Users may have visionary problem in the light, but along with this spell comes dark vision, and users tend to be able to navigate without an assisting light, no matter the situation. Low difficulty
  • Lost in the Dark - The user is able to nullify one of their target's main five senses. The user requires a piece of their target and sight upon them, as well as a simple chant. This spell can only last for fifteen minutes, but can be used multiple times in the course of an hour. The user can only block out one sense at a time, and in return their own sense is affected. Medium difficulty
  • Animation - The user is able to temporarily bring life into non-animate objects. This does not include dead creatures. The spell requires the user's blood and a small symbol to be drawn with ink. The spell can last up to three hours, but the newly animated creature does not listen to its creator, and tends to cause mayhem to any living creature within a fifty foot radius. Medium Difficulty
  • Give In - The user is able to creep into a target's mind, human or monster. This spell is remarkably simple, only requiring a demand and sight of the target. The user can either sense the target's intention, or scour their mind for an answer if the target protests. This spell does not require permission from the target, and can be invasive to the point of memory search. It has been rumored that witches can use this spell to break a person's mind, but it has not been proven to be efficient or useful. Low difficulty
  • Silhouette - The user is able to manipulate darkness for a brief period of time. Much to the surprise of many users, this spell requires nothing more than surrounding darkness and a favor to the user's silhouette. The favor can vary to staying alive, to the promise of a monstrous organ. The user is able to manipulate darkness, transforming it into solid objects, weapons and shields. The user is able to do this for an hour, depending on their vow. This spell can be broken by intense amounts of light or by light magic. Medium Difficulty

Elemental

  • Weightless - The user is able to lessen their overall weight and achieve flight with the manipulation of air around their body. To cast this spell, the user must suffer the initial discomfort of air evacuating their lungs, which lasts a handful of seconds. However, once the beginning backlash fades, the user is capable of breathing again and no further complications should follow. This spell lasts for roughly 1 hour. Medium Difficulty
  • Minions - The user is able to create a maximum of three minions, whether from fire, air, earth, or water. These tiny helpers are no larger than two feet in height and are fairly weak, likely to vanish with one strike. However, they are capable of following simple orders from the user or can follow the commands of another if the user asks them to. Minions can be curious and impish little creatures, so constant watch is required on the user's part, unless trouble could unfold.
  • To cast this spell, minions of each element requires certain material. Fire minions are summoned through chant and burning a single incense. Earth minions are summoned through chant and gathering a simple pile of dirt/sand and grass before the user, focusing upon it. Water minions are summoned through chant and sacrificing a small percentage of water in the user's body, leaving them somewhat dehydrated. Finally, air minions are summoned through chant, but the user must speak with carefully measured breaths in between (3 seconds inhale, 3 seconds exhale), literally "breathing life" into each minion. High Difficulty
  • Imprison - The user is able to form a dome shield/prison around the designated target (including themselves). This can be composed of whichever element the user chooses, though each are vulnerable to their natural undoings. For example, a water dome can be evaporated with enough heat or a dome of fire can be extinguished with an overwhelming rush of water. A dome ranges in size from 5 ft in diameter to 20 ft, in which increasing width coincides with how much effort/energy is applied to the spell. This spell can be taxing on the user depending on how long they uphold it, but every second eats away at their stamina. Overexertion can lead to fatigue and, in some cases, unconsciousness. To cast this spell, the user must simply utter a chant and will it into existence. Medium Difficulty
  • Water Breathing - The user is able to grant themselves and four other participants within your line of vision the ability to breathe underwater. Once the spell is established, participants must remain within 30 ft of the user; if they venture outside of this perimeter, the ability will vanish. A minor side effect of this spell is the acquirement of gills on the sides of their necks, but they disappear once the spell ends. To cast this spell, the user must swallow 8 oz of salt water, utter a brief chant, and touch the participants receiving this ability. This spell lasts for 24 hours. Low Difficulty
  • Fireproof - The user is able to make themselves impervious to the effects of fire. They can essentially touch and interact with the element without suffering from any burns or heat damage. This spell can only be applied to the caster and simply requires a chant to be casted. This ability lasts for 30 minutes. Low Difficulty
  • Unyielding - The user is able to match their density and center of gravity to that of a mountain, making them nearly impossible to knock down or "uproot". All manners of physics that accompany this increase in density apply, such as increased durability and striking with heavier force. This spell can affect either the caster or another willing participant, but no more than one target at a time. To cast this spell, the user must have a zircon gem within their possession and utter a brief chant. This spell lasts for 1 hour. Medium Difficulty
  • Long Wind - The user is able to grant themselves and four other participants unending stamina. The affected parties are impervious to the symptoms of fatigue and do no require recharging, such as sleep and resting periods. However, once the spell fades, the rest debt that had gathered for the duration of the spell will hit the participants. Hard. These consequences can range from intense fatigue, headache, and nausea to unconsciousness. This spell can last up to 24 hours, but it is advised to stop around 9-12 hours. The user can only cast this spell once every handful of days, so they must judge their use of it wisely. To cast Long Wind, the user must be at full strength, as casting it will drain them heavily. This is also accompanied with chant that takes roughly 1 minute to utter with intense concentration. High Difficulty
  • Frost Breath - The user is able to breathe clouds of frost and freeze targets within a 30 ft cone range before them. Victims of Frost Breath remain frozen for roughly 1 hour in any atmosphere, no matter how high the temperature. If one wishes to melt the victims before 1 hour passes, they need to do so through the means of magic based heat/fire. To cast Frost Breath, ground sapphire and aquamarine stone must be cradled within the user's palm while uttering a chant for 1 minute. During the chant, the dust grows colder until the user experiences discomfort and--potentially--frostbite. This spell lasts for 30 minutes and can only be cast twice a day. Medium Difficulty
 
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