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Famous Witches of the 1800's

Witches. 

Legends of humans possessing abilities beyond what science can explain have existed for as long as humanity itself. Some are said to move objects with their minds, heal wounds, or even summon fire. These individuals have often been revered or persecuted by society, with tales such as the infamous Salem witch hunts serving as a stark example, where witches were largely seen as evil.

Like humans, witches can range in alignment—good, evil, or somewhere in between. They are human, governed by emotions and thoughts, so while stories of malevolent witches may hold truth, it's important to remember that there are always multiple sides to every story.

Witches are naturally gifted with magic, a power that is often thought to be passed down through generations, though no one truly understands how one person comes into their magic while another does not. These abilities typically begin to manifest during adolescence, when witches reach maturity.

 

As their magic takes hold, their aging seems to slow. The way magic appears can vary greatly from person to person, but it is often linked to moments of intense emotion. Upon discovering their new abilities, witches quickly become aware of their differences. While some may be embraced for their power, others are shunned, leading many witches to seek refuge in secrecy. 

Witch Tiered Ranks: 

As you know blackwater Dice combat improved with the tiered system, you will change roles as you spend time in blackwater. If your role is not automatically updated, please contact an admin

Tier One: Apprentice

2 months + 1 
Tier Two: Novice

2-4 months + 2 
Tier Three: Initiate

4-6 months + 3
Tier Four: Elder

6-7 months + 4
Tier Five: High Priest / Priestess

7-9 months +5

Covens, Cycles and Familiars. 

Covens:

It is a witches choice if they choose to join a coven, while covens do make witches stronger with the "strength in numbers" proverb being true in this case, it does no damage for a witch to seek his or her own path and is not a requirement within Blackwater to be in a coven. 

Cycles: (Commonly known as Sabbats)

Sabbats are important to all witches as it is the days and nights of the year where they can attune to nature, granting them a higher form of power for these occasions which are times at which they may progress in their crafts. 

Sabbats are celebrated by connecting to nature in someway or another, there is no rules for behaviors or participation and each person can practice in a way that is comfortable and authentic for them. Some witches choose private prayers upon altars and paying tributes, others prefer to hold celebrations and ritual the choice is yours, we do draw the line however at moonlight naked dancing in the streets. 

There are eight seasonal Sabbats we celebrate per year. ​​

 

Familiars:

Familiars are often in the form of pets that share a close bond with the witch, much like a grounding object familiars bring a sense of clarity and calm to a troubled witch, They are steadfast guardians and protectors, bestowed upon witches to assist them in their magical endeavors. Losing a Familiar is said to be losing a part of one’s soul.

A familiar is an animal guide, it can lend its energy to a spell and help protect the witch after a spell is cast. A familiar can also help a witch rebound after a spell faster if they are present.  

 

What can familiars do? 

Familiars are considered NPC’s, (however if a dedicated animal role player is wishing too they can register as one) and only the Witch can write for their Familiar unless explicit consent was received

A Witch can telepathically call their Familiar to them.​

A familiar can engage in hostile behavior, however should it result in combat the following must occur;

- Two posts must occur for the attack. 

- The NPC can be killed. 

- Shape shifters can not be Familiars. 

 

Characteristics and Appearance. 

Characteristics:

Witches are human in all aspects, the only difference is their ability to practice magic and perceived immortality from being able to slow aging through various spells. 

Witches typically come into their powers upon the onset of puberty, in the early to late teens is where it is most common to be seen, it may onset later in life too. 

The downside of witches being human is that they are suspectable to all illnesses and weaknesses that humans are, as well as to aging to which they will eventually succumb too. 

OOC NOTE: Witches are permitted to use small amounts of visual magic to supplement their roleplay, nothing big that will lag others graphics cards and anything considered "griefing level" will get you a warning and possibly a ban. No witch should be casting graphic visual spells during any form of WWM meter combat preformed on the sim. 

Abilities.

Casting: 

Witches are distinguished by their unique ability to cast spells. A “spell” is any combination of words, verses, incantations, ritual actions, or symbolic gestures performed to enact magical effects. Many spells also rely on specific tools, ingredients, or celestial events—such as a full moon—however what a spell requires is up to you, each witch is unique in this aspect.
 

  1. Impact and Permissions:

    • Spells that could cause significant damage to a sim in any way must be approved by an Admin first. 

Potions and Curses: 

Witches are famous for being able to create potions and hex's, however a witch should always remember that not every potion will affect every person in the same way and some could even back fire against the witch. 

See the Book of Shadows for approved potions and curses. 

Controlling the Elements

Every witch is aligned with a house governed by one of the elements, Earth, Air, Fire and Water. This connection shapes the core of their magic and identity. While witches can wield the power of their respective element, summoning and controlling it is no small action. 

Channeling an element requires immense focus and energy, often leaving the witch physically and mentally drained, The level of exhaustion directly corresponds to the scale and intensity of the elemental magic used. 

Vulnerabilities

Mortality: 

Witches are human, therefore they are vulnerable to disease, injury and aging just like any other mortal. A witches aging process will slow considerably when they come of age to receive their powers, usually around 18-20, enabling them to live up to a couple hundred years old if they are careful. Witches can temporarily avoid sickness by using protection spells. 

Exhaustion:

 The constant use of magic can quickly drain even the most powerful of witches, a witches stamina could be considered like health points, with each casting costing a certain level of points per spell. If care is not taken the witch can fully drain their power which may show in many ways starting with nose bleeds from stress, loss of consciousness or even death.

Concentration

If a witch is casting a spell and is distracted mid cast they can fail the spell or even lose focus which could cause the spell to backfire or go awry. Spells are spoken and take time to do so, while casting a witch is completely unguarded and prone to attack before they finish. ​​

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