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==Metaphysics== What's an [[Urban Fantasy]] setting without magic? Based on the Unisystem rules, the world of WitchCraft has many different distinct "schools" of magic, which are individually known as ''Crafts'' or ''Arts'' and collectively known as '''Metaphysics'''. Each "school" has its own library of powers, so whilst it's technically possible to play a character who can wield multiple kinds of Metaphysics at once, most don't bother because that shit gets expensive. The corebook offers four Metaphysical Crafts: '''Magical Invocations''' are the "arcane magic" of the setting, using raw willpower augmented by rituals to bend and shape the metaphysical Essence of reality to affect all manner of effects. Practitioners of this Craft are known as ''Magicians''. Invocations are the broadest array of potential applications of mystic might, ranging from summoning spirits to [[elementalism|manipulating the elements]] to spiritual cleaning to blessings and curses to hurling bolts of soulfire, so that means Magicians have the widest array of potential abilities. '''The (Second) Sight''' covers [[psionics]], psychic powers, esper disciplines, whatever you want to call them. Practitioners of this Craft are known as ''Seers'', ''Psychics'' or ''Espers''. Seer powers are divided into three broad schools; Telepathy, Psychokinesis and Clairvoyance, with Seers focusing on specific applications of those three schools - one Psychokinetic may use Mindfire (pyrokinesis), whilst another has Mindhands (telekinesis) and a third is capable of both. '''Necromancy''' blurs the line between Magic and the Sight, and covers all the eldritch abilities to commune with or command the dead and the energies of death. Practitioners of this Craft are known as ''Mediums'' or ''Necromancers''. Necromancy is broken into four distinct schools that govern different aspects of the Craft, with levels in each school granting increased ways to apply necromancy. Death Lordship grants dominion over spirits, Death Mastery grants the ability to heal and kill, Death Speech allows one to commune with the dead, and Death Vessel is the power to temporarily discard one's body and operate like a ghost. '''Divine Inspiration''' is the divine magic Craft of the game. Fueled by faith and filtered through ones personal beliefs, Divine Inspiration may not technically prove that God is real, but their wielders sure don't lack for faith. Practitioners of this Craft are known as ''Inspired''. It functions the closest to Invocation, with an array of different individual manifestations like Exorcism, Holy Fire, and Strength of Ten. The '''Keys of Solomon''' were introduced in the Abomination Codex, and are a unique Craft wielded by the Knights Templar. Blurring the line between Invocation and Inspiration, these are a set of mystical powers that grant dominion over the many mystical entities of the WitchCraft world, from ghosts and elementals to angels and demons. '''Voodoo Magic''', as described in the Abomination Codex, is actually a blending of select spirit-focused Invocations and a natural talent for Necromancy, marking Voodoo Gifted as a rare exception to the "master one Craft, shun the rest" paradigm. '''Taint Powers''' are dark, twisted powers fueled by an unclean energy, the "Anti-Essence", a magical energy that is utterly inimical to all reality. Wielding these powers is playing with fire; body and mind both crumble in the end, the only question is how long it takes for one or both to utterly dissolve. '''Atlantean Arcana''' is a Craft exclusive to the True Immortals, and like them was introduced in the Abomination Codex. Immortals who can wield this Craft retain an unusually strong grasp on their memories of the lost world of [[Atlantis]], and thus can recreate at least some of the miraculous blendings of magic, psionics and technology that was capable in that distant era. This basically lets Immortals create a number of strange magical artifacts. The '''Disciplines of the Flesh''' are a reviled Craft that only Gifted individuals who have been physically and mentally abused for years can develop, their loathing twisting and warping their power until their hatred and disgust renders their flesh malleable as clay and allows them to express their anguish on the world through their own bodies. It is an art powered by anger, humiliation, helplessness, and one's own memories of abuse and betrayal. This Craft was introduced in the Mystery Codex. '''Tao-Chi''' is... well, it's mystical martial arts. These are Gifted individuals who decided that they didn't want to be a [[wizard]] or a [[psion]] or a [[cleric]], they wanted to be an [[/a/]]-style [[monk]]. This Craft was introduced in the Mystery Codex. Healing one's self through sheer will, punching out ghosts, that's the sort of thing this art offers. The Society of Assassins from the Book of Hod have their own version of this Craft, called ''Baraka Sabil''. '''Shamanism''', similar to Voodoo Magic, isn't a proper Craft in its own right, but instead a philosophy and a life calling that can be paired with different Metaphysics. It's discussed in the Book of Hod. '''Abhijna''' are a Craft unique to a specific kind of Gifted - the Enlightened - and honed by the Tibet-dwelling Covenant known as the Order of Shambala. It has similarities to Tao-Chi, but offers more esoteric abilities focused on mastering the mind and spirit as well as those of the body. This Craft is found in the Book of Hod.
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