LORE AND WITCHY SHIT, HOW IT WORKS. ───────────────────
There is no evidential proof to confirm where witches came from, but it is largely believed among the species that Mother Nature herself was the very first witch to walk the Earth - they refer to her often as Gaia in literature and religious scripts. As mankind's cruelty and greed began to slowly pollute her power, Gaia separated her soul (and thus her powers) into different pieces - and entrusted them to humans who were pure of heart. The chosen brothers and sisters studied their craft, teaching one another how to harness each other's gifts. To protect her children, Gaia bestowed upon them each a guardian - ancient scrolls say that these familiars all came from shooting stars waiting for a wish to speak to them. Scientists have since discovered that these powers are the "elements" of the natural energy forces that are essentially earth's vital organs. It is uncertain if earth itself is a sentient, feeling entity, but most witches believe so.
There are a plethora of elements. Not all witches can use them all and it is incredibly rare that a witch is capable of such power. These incredibly powerful witches all have a seat in a "High Circle" and typically serve as the face and voice for their kind.
These individual elements all come with their balances. Each element takes something different from the witch in exchange for its energy. If a witch overextends their physical capabilities, the magic is capable of taking their life, some more easily than others - and a familiar's power is useless against this certain death. When a witch gathers her power, she is borrowing energy directly from the Earth. They do not truly "own" these forces; they are in equal allegiance. A witch must be certain to care for themselves as they practice magic. They live incredibly long lives, but they are not immortal.
ELEMENTS
Lumos, gold - "light" magic, genuinely used for healing, be it body, mind, or soul. Commonly used to produce artificial light, or to cleanse effects of dark energy. Acts like synthetic serotonin. Used as a frequent base for potion brewing. Strongest during daylight hours.
- mild use takes physical energy, or causes headaches
- overuse can cause a moderate decline in health, or make the user weak
- incapable of resurrection
- can cause delirium if relied on for frequent mood enhancement
Nox, pitch black - "dark" magic. Used to cast tangible darkness. Can rob people of their senses. Capable of taking energy from another being's soul and in extreme cases, life force. Can trap one within their own mind. Capable of manipulating someone's will, perception, or action. Considered a taboo element and is dishonorable to use against another sentient creature. Most difficult power to master. All hexes and curses are made with nox, but if a potion is made wrong by a single molecule, the results can be catastrophic. It can take a number of things from a witch as payment and it seems to make its choice with merciless sadism in mind. Can erase or change memory and influence thought or opinion. Only magic that can craft shields or magic proof barriers. Can be used to block off a space where another witch cannot use her powers - but this takes
immense strength.
- leaves a stain on the soul, if a witch uses it too much without letting stains fade over time, it can drive them mad.
- Takes happy memories as payment for heavy use and/or causes night terrors. Causes irritability with minor use
- Was once illegal, but the law has been lifted in recent times and has caused a massive uproar in the witch community
- Only magic capable of killing a familiar before their nine lives are gone
- If a witch isn't powerful enough to commit to the spell they try to cast with it, Nox will kill the witch and their familiar.
Terra is able to use Nox frequently and with ease, but The Circle isn't aware of how strong her affinity for it is. She isn't aware, but her vampiric state dilutes the punishments a witch should truly face for its use. Even so, she still isn't impervious to the consequences of more extreme use. Her neglect to feed properly has started to take a toll on her natural defense against it. She believes it may be able to help Atlas with his toxic blood and has been practicing it behind his back.
Obscura, light pink - used to create hallucinations, called the "dreaming magic". Can fill dreams with comforting things. Also used to transform materials and allows witches to briefly take another "form" that is made from the witch's being. Every witch looks different in these forms - no two are the same. Can create objects for a short amount of time, but they will disappear eventually, depending on how strong the witch's affinity for it is. This is also the magic that allows a witch to take someone's pain or injury upon themselves. Good for placebo effects.
- causes exhaustion if overused - can leave the witch with a "blank" mind until they've rested. Harder to use if a witch's mental capacity is thin.
- If a witch does not return what she borrowed in sufficient time with their capabilities, the pain or injury can start to become their own.
- Allows a witch to borrow their familiar's body, but their body is immobile while doing so. If a witch stays too long with their familiar, the two will be stuck together permanently
Aria, ivory - air and atmospheric manipulation. Can be used to alter the weather, but effects don't linger long. Levitation and flight on brooms rely heavily on Aria. Can rob someone of breath, but can only do so as long as the witch could hold their own.
- takes the wind out of you, causes shortness of breath
Viridis, lime green - "earth" element. Can manipulate plant growth. Used to connect with wild animals, a strong witch can temporarily form a bond with another creature and ask it for help. Extremely powerful witches can use Viridis to give a familiar the ability to speak - results depend on their strength. Can manipulate natural materials of the earth.
- any animal bonded with a witch borrows their life, so if the animal dies while in union, so will the witch. Frowned upon to use bonds for combat.
- genuinely no major consequences for use outside of physical exertion.
Fuego, orange - fire magic. Can be used to spark flame without need for proper tender. Generates heat in a surrounding space or can be given to others to warm the body.
- if used too much at one time, the witch can suffer burns
- If there is not enough heat energy in the area, the magic will take it from the witch's body. This can cause hypothermia.
Electrum, neon blue - electric energy, often sourced from man made power or lightning if a storm is overhead. Can serve as a generator or power source or can short out machines/automated systems.
- is incredibly painful to use, can cause nerve damage or further bodily harm if used too frequently
- zaps physical energy - drains the user of strength
Unda, deep blue - water element. Commonly used to hydrate, cleanse, or act as a soothing or cooling agent. Can also be used to manipulate ice or drop temperatures in the area. An element that demands respect. Can create air bubbles that allow one to breathe underwater but only for a very limited time.
- ice is incredibly unpredictable and hard to contain or control
- Known to cause depressive states of mind if overused - witches are drawn toward the ocean if it is abused and will walk right into the sea. Extreme abuse can result in the user forgetting how to swim
- If relied on solely for water without actual consumption , the witch will become more dehydrated each time the spell runs out.
Witches will often thank their elements through various ways; allowing them rest, making dedications/offerings/"worship", etc. elements recognize the witch's gratitude however it's presented.
FAMILIARS
A familiar can be any creature. Most commonly they are cats or felines of some type, but any species of animal is possible. Some witches will never receive a familiar - and they are most often united during adolescence. It's believed that they are carried in "shooting stars" but are really sources of pure and good energy that float within the universe until they are drawn to the soul meant to bind with them. They show up in the witch's domain without warning or announcement. The moment eye contact is made, their bond is forged. Familiars are sacred; it is considered the highest crime to harm one or kill a witch to steal their companion. These familiars carry with them "nine lives". If a witch perishes and it is in the familiar's capability, they can regrant their witch to another life. Once they give their final life, they are taken back to the universe and are reborn as another familiar for a different witch and bear no memory of their past life. Familiars have access to the "void" , a space between worlds that allows them to teleport wherever they want, but no other creature is permitted to go inside it. The exception is if a witch is borrowing their familiar's body, but the jump leaves the witch terribly exhausted after returning back to their own bodies.
A witch's familiar is their soulmate - not in a romantic sense, but something far deeper. They are pure and innocent creatures, whose purpose is to serve their witch unconditionally. A witch who loses her familiar before their nine lives were given often grieves themselves to death: it's thought that by separating too soon, the familiar takes half of their witch's soul with them in death. They are viewed as the witch's brothers and sisters; someone who knows them better than they know themselves. Unless they have been cursed or hexed, they will only serve the greater good.
In recent times an age-old law has been revoked. There is a wretched curse that's been developed by an unknown witch that can separate a witch and familiar from their bond, but keep them tethered to earth to be sold to the highest bidder. A new bond is forced artificially via Nox. Laws are currently being debated that would give authorities the ability to take a familiar from its witch as punishment for crime and it will be "rehomed" - sold to someone else. Businesses can now house witchless familiars and sell them for profit.
Familiars already have their names when they arrive at their witch's door. It's unknown how they know this - it's just who they are.
In dire times of need, a familiar can take a larger, more monstrous form of themselves and can use their own source of magic, but little is known about how it works.