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The Shadows House Rules, Faction Information and Character Creation, Setting Information


The Shadows ST

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HOUSE RULES

Golden Rule – Have Fun Tell a good story

Dicepline/Powers – you are not limited to one power per level but you do have to pay the XP cost for each power.

Supernatural Strength- Blood Potency/Primal Rage/Channeling

Because this game is inspired by the Vampire Diaries and The Originals TV shows I wanted to emulate the way that supernatural strength is portrayed as closly to the TV shows as I could.

I found the the best way to do this is through the use of Blood Potency/Primal Rage/Channeling as a controlling stat.

In the shows someone with a greater Supernatural Strength (Bloodpotency, Primal Rage, or Channeling) is simply stronger and faster than someone with a lower score. Something that is difficult to portray following the normal game mechanics therefore I came up with the following.

When dealing with npcs of any level lower than PC equivilenc level make a Rouse check and your relevent score allows you to simply overcome your foes with your greater supernatural strength.

All Supernatural Npcs will have a relevant supernatural score from 0-5, mortals will not have a supernatural score and are basiclly fodder.

In a given scene a PC (or NPC of PC equivilence) may simply defeat any number of mortals within her range ( a roomful is a good guideline) each turn, a rouse check is required

She may defeat upto her score in 0 level supernaturals a rouse check is required

For Supernaturals with a score of 1 or higher, subtract the supernaturals score from the relevant score of the PC and this is the number of that score that you may defet per turn. A rouse check is required.

You may do this only once per turn and may take no other actions unless you spend a temporay will point in which case you may take a normal action at the end of the turn after everyone else has acted.

Defining Supernatural Strength The raw power a supernatural being posses simply because of their existance as a supernatural being. Generally rated as 0-10 and 10+

Bloodpotency dictates a Vampires Supernatural Strength, Primal Rage a Werewolf's, and Channeling a Witches. An Untriggered werewolf has no supernatural score just like a normal mortal, until triggered.

Score Vampire Werewolf Witch

0 New – 100 years Newly Triggered birth

1 101-200 years

2 201-300 years

3 301-400 years

4 401-500 years

5 501-600 years

6 601-700 years

7 701-800 years

8 801-900 years

9 901-1000 years

10 1001 + years

10+ An Original

 

Initiative – Higher Supernatural Strength goes first.

In case of a tie compare dex+ wits, if there is still a tie compare number of dots in the skill being used, highest goes first. If it is still a tie roll one d10 until some one gets a higher number.

 

Vampires

Immortal, undead humans that feed on blood.

I have to admit... at first, it felt strange, the metallic taste. But then, it was like electricity coursing through my body-- a million stars exploding in my mind all at once. It's like nothing I've ever felt before. It was amazing. And all I can think now is... I want to do it again.”

-Camille about becoming a vampire in A Ghost Along the Mississippi

Vampires are magically reanimated human corpses which are inhabited by the spirits of the deceased person and who closely resemble the living human they were before their transformation. Vampires feed and survive on the blood of the living, typically on that of humans, and they can also transform other humans into more of their kind by sharing their own blood with them. Vampires are one of the many known supernatural species and were created by Dark Witches.


 

Creation

"She called upon the sun for life and the ancient white oak tree, one of Nature's eternal objects, for immortality. That night, my father offered us wine laced with blood. Then, he drove his sword through our hearts."

-About the creation of the first vampires.

A human who has consumed vampire blood in some way (whether by drinking it, having it poured into their open wound, or by being injected with it) and has subsequently died with the blood in their system will be magically revived as an undead vampire, just like the vampire who sired them. The exact nature of the human's death is irrelevant to this process; the only condition that must be met is that the body has to be more-or-less intact and able to function once they reawaken in transition, though the upper limits of physical damage upon a human body by which vampirism can recover has yet to be defined.

Vampire In Transition

In order to complete the transition into a vampire, the person must then consume a significant amount of human blood, at least 1-2 ounces, within the next twenty-four hours, or else they will die. Vampires can only feed on human blood in order to complete their transformation-- animal blood or vampire blood is not sufficient to finish the transformation from human to vampire. However, in this case, "human blood" can include the blood of a human witch, but not a werwolf. Additionally, the blood need not be from a live human; Medical Bags of human blood and drinking from the newly-deceased can complete the transistion. Note that drinking from the newly dead while transitioning will also cause that dead person to awaken into transition themselves.

A vampire in transition is neither truly living nor truly dead until they make their choice to either complete their transition or to abstain from feeding and ultimately die. This puts the semi-vampire in a strange liminal space between the two states that can affect them in different ways. For example, a vampire in transition is immune to the effects of dark objects. In a similar vein, until a person in transition drinks human blood to complete their transformation, they will be not be susceptible to the standard weaknesses of a vampire (i.e. they can still walk in sunlight and can enter homes without an invitation).

Sirelines

Every regular vampire who has ever existed is descended from those of their kind known as the Original Vampires, who, unlike the majority of vampires, were turned not by dying with vampire blood in their system, but who were instead transformed using a spell that was cast using Dark Magic. However, the ritual that resulted in their transformation does have similarities to how normal vampires are turned, in that they had to consume blood before being killed while that blood was in their system.

After the Originals awakened in transition, they fed on the blood of another human and were officially transformed into the world's first true vampires, from which all other vampires have been created. Their blood possesses mystical properties that are passed down to each and every one of the vampires they sire, along with every vampire sired by their progeny, connecting all vampires to one of the six Original vampires from whom they are descending by a bloodline. Due to this link, the death of an Original vampire will result in this connection being severed, and every vampire in the deceased Original's bloodline will follow them in death within an hour. As of the beginning of this game two of the Originals are dead and the current identities and locations of the remaining four are unknown.

Physiology

"Look. We're vampires. We're a toxic species. Whether you wanna blame it on magic or biology, it's just who we are. When a human gets ravenously hungry, they eat a double cheeseburger. We kill people. Some of us are more extreme than others, but that's just who we are. When humans want to break free of complicated relationships, they go to therapy. Vampires get a pass."

-About vampirism

Blood is the main component of a vampire's diet, be it human, animal or vampire blood. According to the tale of their origin, the reason why vampires crave blood more than anything else was due to the immortality spell used by the witch who created the Original Vampires, which used the blood of a doppelgänger as the catalyst in the process that made them immortal, transitioning them into their new lives as Originals.. If a vampire fails to regularly drink blood, their body will become severely weakened, and will ultimately desiccate into mummification until they are able to get blood into their system.

Blood (especially human blood) does not only satisfy a vampire’s thirst, but it also heightens their supernatural abilities, making them stronger, faster, and able to heal much more quickly than they would after not eating for a significant period of time. The longer a vampire abstains from blood, the more likely the vampire of becoming feral until they are eventually unable to resist feeding on whomever they come upon. In many cases, a vampire who has been starved for a long period and is risking desiccation will eventually become so overwhelmed with hunger that the lose all sense of their humanity and rationality altogether and finally give into their bloodlust. It has been demonstrated that vampire blood, just as with human and animal blood, can be used to revive a vampire who has been desiccated (even if they ordinarily do not partake in the consumption of vampire blood), and it can also help a badly injured vampire heal more quickly if human or animal blood is not available. However, human blood is most compatible with a vampire's dietary needs, and because of this, the majority of vampires rely on it as their sole food source. Despite their main food source being referred to as "human blood," this term also extends to the blood of both witches and werewolves who are in their human form, as their blood seems to be functionally identical to that of regular humans.

Due to their acute senses, a vampire can detect whether or not a human has recently consumed alcohol or drugs, because their blood tastes unclean and can leave a vampire with a chemical aftertaste. This also extends to the herb vervain as well, as vampires who feed on a human who regularly ingests vervain will be burned and weakened upon contact with their blood, which can often be used to the human's advantage. Due to a vampire's amplified senses and feelings, their hunger cravings are much stronger and harder to control than the mundane hunger for food that they felt when they were humans, and this hunger will often be connected to and amplified by powerful emotions.

Vampires are magically preserved in the physical state that they were in when they died, therefore making a vampires body a freshly dead corpse, though it is reanimated and protected from decay with dark magic. Vampire's bodies remain in the same exact state as they were just prior to their deaths as humans (aside from the injuries or effects of most illnesses that caused their death, and cosmetic changes such as hair styles and coloring, or peircings and Tattoos) from an anatomical standpoint, except when it comes to their supernaturally-enhanced abilities and the addition of vampire's true face. Their true face is a slightly transformed version of their human face, which includes red, blood-shot sclera with protruding veins around the eyes, as well as elongated fangs. The bite of a vampire is so powerful that it can sever the limbs of both animals and humans, as vampires are known for having extremely sharp and strong teeth.

Similarly, a vampire has human-like physiology, and their bodies continue to function normally as long as they have a steady diet of human blood; for example, their heart still beats to pump the blood they've consumed through their system to maintain their vitality. Because of this, vampires can eat human food, though it doesn't sustain their life or provide any nutrition like blood does, and their digestive system will continue to process it and produce wastes just as a healthy human's does. Regardless, many vampires continue to eat regular food for several reasons, including out of human habit, to maintain human appearances in order to prevent their exposure, and to help sublimate their eternal hunger for blood and thereby keep their bloodlust at a manageable level.

Vampires can also become intoxicated by drugs such as alcohol and marijuana just as humans can, although they do have much higher tolerances due to their accelerated healing, which rapidly regenerates the cells damaged by these drugs which causes the sensation of being drunk or high. In fact, most vampires frequently drink alcohol throughout the day to help them deal with their perpetual hunger, much in the way that some vampires eat human food to help curb their cravings.

Vampires are immune to the majority of human diseases and illnesses. One exception of this rule is cancer, though vampires cannot actually develop it-- they have to have had the cancer prior to being turned, as vampire blood cannot cure it in humans. These aforementioned vampires continue to have cancer even after their transition is complete, as cancer cells rapidly regenerate in the presence of vampire blood due to the cells being functionally immortal; normal human cells have "suicide buttons" that allow them to die once their organelles have worn out, but cancer cells have no such button, and vampire blood only serves to accelerate the regeneration of cancer cells. The only known substances that can have a serious negative effect on vampires are vervain and Werewolf Venom.

Nature

"She is a different person. She's a vampire. We're a predatory species. We enjoy the hunt, the feed, and the kill. When the guilt gets too bad, we switch off our humanity and we revel in it."

-Damon Salvatore to Bonnie Bennett about a vampire's nature

"You feel like you could do anything. Be anyone. Beautiful things are more beautiful. Everything's heightened, you know? Just a little bit more intensely. Love more powerfully. [...] Anger becomes rage. When you're sad, you're in despair. Grief. Loss. It can cripple you. That's why so many of us turn our emotions off. It just becomes...too overwhelming."

About the best and worst parts of being a vampire in The Last Day

Vampires have the capacity to be extremely feral, predatory creatures, and can be more beast-like and savage than their human appearance suggests. They growl, hiss, snarl, and curl their lips back when provoked, baring their fangs as a sign of aggression when faced by a threat.

Despite their nature, vampires are also capable of human emotions, such as compassion, love, and self-control. However, it's in a vampire's nature to be violent, and no matter what their morality or kindness, they will almost always resort to such acts if it's necessary for their survival. While vampires typically maintain their human personalities after their transformations (though magnified by the magical properties of vampirism), they are usually dehumanized to some degree, and due to both the violent tensions between witches, werewolves, and vampires (along with the in-fighting within the vampire community itself), violence, tragedy, and death of the aforementioned groups and humans caught in the crossfire seem to follow vampires wherever they go, even despite their best efforts to avoid it. Many (though not all) vampires are inherently selfish and consider other beings, especially humans, to be inferior to themselves, as they see themselves as the top of the proverbial food chain. Even the most compassionate of their kind will often resort to cruelty and torture if it means protecting themselves and their loved ones from danger.

However, vampires experience sensations and feelings much more intensely than humans, and as a result, they have a much more difficult time controlling their emotions, all of which are tied to their hunger in some way. Whenever a vampire is overwhelmed by powerful feelings (such as extreme hunger, fear, anger, happiness, love, etc.) their faces become pale, and blood rushes into the veins surrounding their eyes, darkening them tremendously. Their canine teeth will lengthen into fangs, giving them a more predatory look to scare off or threaten their prey and to aid them in feeding on humans and animals. This intensification of emotions experienced by vampires also extends to their personalities as well, both the good and the bad aspects of it.

Due to their intensely emotional nature, it is not uncommon for vampires wishing to maintain self-control to document their lives after their transition in journals. Though they have consistently shown considerable powers in recollection of specific memories and dates, vampires still need to peruse their journals in order to reflect on their feelings and other minute details during certain events. Another function of the vampire nature is the ability to "turn off" their humanity in order to make it easier for them to emotionally deal with feeding on (and occasionally even killing) humans to maintain their immortality.

Vampires who have used this coping mechanism have described the process as "flicking a switch," which essentially numbs their emotions and disables their ability to be empathetic, allowing them to shut out painful feelings such as guilt, grief, and sadness and turning off the part of them that makes them ashamed of their actions. Vampires with their humanity turned off often think of themselves as purely rational and logical and are not ruled by their emotions. They also have no problem feeding indiscriminately on whomever they please, either using mind compulsion to make the humans forget the experience or killing them outright with no shame or remorse.

Society and Culture

"And you know what makes me able to drink my fill and leave someone breathing and not rip their head off like my brother? It's that I can revel in it. I can make it fun."

-Damon Salvatore, 'The Five'

Many vampires are nomads of sorts who periodically move around from place to place to make sure their immortality and lack of aging do not lead to their exposure as vampires to the general public. Some of them appear to attempt to take on identities within the human world and exist alongside humans, who take on a new identity, location, and career every thirty years or so. While others instead appear to enjoy living among humans mostly anonymously without making human attachments and then choosing to travel to new places for a change in scenery whenever the urge strikes them.

While the world does not appear to have an official rule-based vampire government (neither in an international level nor a national level), at least one place, the American city of New Orleans, Louisiana, has had a thriving permanent community of vampires from the late 18th through 19th and 20th centuries and into the early 21st century. For most of the community's existence, it was ruled over by a the Twin Originals Kirsten and Kristan Magnusson, then, prior to WWII, the pair disappeared and the control of the vampires was taken over by Lilith Rambaux, who had been, supposedly, sired by one of the twins around the time of the American civil war. She proclaimed herself to be the queen of the city and managed to broker a fragile peace between vampires, werewolves, and witches. Upon gaining leadership of the community, Lilith created many rules that she strongly enforces within the borders of New Orleans, which includes the following: vampires can only feed on tourists (though feeding on consenting locals seems to be allowed as long as they're willing to keep the secret or can be compelled to do so); and all vampires are responsible for keeping the number of vampire-related killings of humans to a minimum so as to not negatively affect tourism rates, which thereby affects their food supply and the city's general prosperity.

The number one rule of the community, however, is that vampires are forbidden from killing any of their own kind, and vampires who have violated this rule have faced strict punishment, such as one hundred years of solitary confinement and starvation in the Garden prison or even death. The only known vampires to avoid punishment for such a crime are the Queen, and those in her favor who, together, are far too powerful for any vampire in the community to force them to abide by the laws.

As previously stated, there is no international vampire government, or even a vampire government within specific nations. However, there have been vampire societies over the ages that the species has existed. The most well-known among them being The Strix, a congregation of the most ancient and powerful vampires the world has ever known. Created by The Original called Erick, who sought to seek out vampires with the time, resources, and inclination to enrich the world with the powers they possess. However, Erick was eventually forced to abandon the organization, as he was dismayed by the realization that he had gathered a large group of "narcissistic and sociopathic" vampires who were only concerned with gaining power, status, and wealth with which they could use to further their own agendas. The Strix still exist but stay mostly in Europe, North Africa, and Asia with only the occasional foray into America and inevitably New Orleans.

Age is a powerful status symbol in the global vampire community. One such reason for this is because the amount of history the vampire has experienced gives them a great deal of knowledge, which translates to certain bragging rights in the community, especially when the elder vampires interact with the younger vampires, werewolves, witches, and in-the-know humans they encounter. There are many examples of extremely old vampires whose age and history have gained them respect and status.

However, the main reason why age is a status symbol in the vampire community is because a vampire's age directly correlates to how physically powerful they are. As a vampire ages, their supernatural physical and mental abilities become even stronger and more advanced as well. While attitude, training, and catching an older vampire off-guard can occasionally compensate for another vampire's young age in a fight, an older vampire will nearly always win in a fight against a younger vampire in a one on one encounter. (I will make a separate post about Potency and the equivalent attributes that werewolves and witches have as there are specific new mechanics involved)

The sharing of blood between vampires is considered an intimate act and is not typically taken lightly, though it is not always this way; for example, some vampires have been shown feeding their own blood to their kindred and vampire friends to heal them after they have been seriously incapacitated by injury or desiccation. Between romantic partners, however, this is an incredibly intimate act that denotes the love between the two vampires, as well as the trust they share.

Attitudes Toward Humans

Vampires generally coexist with humans due to their shared origins and appearances. Humans are mostly oblivious to the existence of vampires outside of myth and movies, which makes it easier for vampires to commingle with their human cohorts without detection or exposure. Most of the few people who do know about vampires have either been killed to ensure their silence, compelled to forget their encounters with them, or, in some cases, are compelled not to speak of it to anyone, which lessens the chances that the vampire species will be exposed to the public.

Attitudes of vampires towards humans vary from individual to individual. Some see humans as simply food, servants, and/or entertainment, while others feel compassion for humans, remembering their lives before becoming vampires and not wanting to cause any more harm to them than necessary, and even regarding certain humans as close friends, lovers, or family. In general, vampires are known to see humans as less compared to themselves and ultimately regard their lives as being essentially insignificant, as humans are mortal whereas vampires live forever. As a result of their immortality and the fatal violence they witness on a regular basis, the death of a human who has no significant connection to the vampire is typically a non-event for them, and is either shrugged off as collateral damage or seen as a means to an end in part of whatever the vampire in question's current agenda is.

Human Awareness of Vampires

Only a handful of humans are aware of the existence of literal vampires. In history, there were periods of time where vampires were not so secret, but as of the 21st century, the majority of humans regard vampires as superstition, fiction, and myth, which is how most vampires prefer it to be, as it makes it easier for them to move through the world without detection. There are small pockets of in-the-know humans, however, and they usually are in one of two groups: either they are aware of vampires because they are acquainted with at least one of them, either due to friendship, alliance (such as the Human Faction in New Orleans), or, in rare cases, being attacked and not compelled to forget the encounter; or, they belong to a family or are associated with an organization who hunts vampires (such as the Guardians of the Dawn or the Town Council of New Orleans) or studies them to gain more knowledge of how they work (such as Whitmore College's Augustine Society).

Powers and Abilities

"He wanted to fight and be superior to the wolves. Where they could bite, we had to bite harder. Where they had speed we had to be faster. Agility, strength, senses."

-Annika explains the powers of a vampire to a new ally.

The supernatural forces that sustain vampires also endow them with superhuman physical abilities as well as powers of mind control. Their physical abilities such as strength, speed, agility, durability, healing and senses all grow stronger with age and experience. Vampires who feed on animal blood will not be as powerful as those who feed on human blood. Human blood is also known to increase the speed of healing when ingested by a vampire after being seriously wounded.

Supernatural Strength: Vampires are noticeably much stronger than Supernatural Hunters, Immortals and Humans and gradually grow stronger as they grow older. They always have the advantage of superior strength in direct combat with a human. Even new vampires who are still in transition can toss an average-size, fully-grown human across a room with great speed and force. Their other feats include single-handedly lifting grown men high off the ground by the throat and snapping their necks, cutting off a person's head with their bare hands, and ripping out internal organs such as hearts with little to no effort. Their strength is also more powerful than that of Werewolves in their human form and, depending on the age of the vampire, can be equal to that of Evolved Werewolves. Their strength allows them to jump higher and further than any natural creature. Vampires who feed on humans are stronger than those who feed on animal blood.

Supernatural Speed: Vampires are much faster than supernatural hunters, immortals, humans, and werewolves in human form. Vampires can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease. Like their strength, their speed also increases with age.

Heightened Senses: Vampires have extremely keen senses of hearing, sight, smell, and taste that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them—Josh, a newborn vampire, explained that vampires can turn their enhanced hearing off, which explains why they can occasionally miss auditory warnings (such as the footsteps of approaching enemies) when they're paying attention to other things. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or vervain in someone's blood.

Supernatural Durability: Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, have been seen to continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.

Enhaned Healing: Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a werewolf bite, a very rare magically-created serum to cure. Also, a vampire's enhanced healing is limited to physical damage to their bodies—many forms of magical damage and psychological damage are beyond its capability. Vampires cannot grow back body parts, though if the limb is reattached before the wound is heal it can be made whole through healing.

Immortality: A vampire stops aging once turned. Upon their transformation, vampires become immune to all conventional illness, diseases, viruses and infections. While vampires who were cancer-free as humans will be immune to cancer after they are turned, those humans who were turned while they had cancer will not only still have it as a vampire, but their newly-enhanced healing factor will accelerate the progression of the cancer cells over two-fold, nearly always causing the cancer-stricken vampire to kill themselves to end their suffering.

Enhanced Emotions: Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Original vampires have been shown experiencing emotions as powerfully today as they did 1,000 years ago. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many vampires to become so overwhelmed that they "turn off" their humanity to block out the more painful emotions. After time and practice, the overwhelming sensations of heightened emotions fade as the vampire learns to overcome their emotions without turning off their humanity all together.

Mind Compulsion: Vampires have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories.  A person who has consumed vervain is immune to compulsion i.e. Witches

Vampire and Hybrid True Faces

The True Face: A vampire's true face is the appearance they are hiding under their normal human face. When a vampire's true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. On some occasions, a vampire's fang teeth can include both their canines and their lateral incisors, or both their canines and their premolars. A vampire's true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as fear, anger, lust, sadness, etc. A vampire's fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. A vampire's true face will appear for the first time either while they drink human blood for the first time or shortly afterward. With the fangs come the darkened veins under the eyes as well.

Weaknesses

If vampires are killed by a wooden object stabbed through their heart, their body desiccates into a gray color, and their vampiric veins thicken and protrude from their skin. Removing the stake will bring the vampire back to life. (It's different than in the shows but nessecary for the game).

Animal Blood: Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming vampire, making them heal much more slowly, and making their compulsion less effective.

Broken Neck: Breaking a vampire's neck will not kill them, but it will render in a death like state for varying amounts of time, depending on the diet and age of the person in question.

Decapitation: Dismembering or manually removing the head of a vampire will result in instant and permanent death.

Desiccation: Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify. Witches can use magic to desiccate a vampire.

Fire: Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful in disposing of the remains of a dead vampire without any physical evidence.

Heart Extraction: Removing the heart of a vampire will result in permanent death. Vampires have the strength to plunge their hands right through the flesh of humans (including witches), werewolves, or other vampires, allowing them to punch their hand through the thorax of a person and pull out their heart. If it is a vampire who has been subjected to this, then they will desiccate upon their death, causing their bodies to become a grey, dry husk with their vampiric veins exposed all over their body.

Invitation: Vampires cannot enter a home without an invitation by the owner. If a vampire that wasn't invited in a human's house is forcefully shoved into the threshold, they will begin to bleed from the nose and eyes and feel immense pain.

Magic: Vampires are susceptible to the powers of witchcraft. This is inclusive of mystical objects. Witches have been seen to use magic to cause agonizing pain by inducing aneurysms in their brain or muscle spasms, telekinetically ripping out their hearts or snapping their necks, magically increasing their hunger for blood to unbearable levels, setting them ablaze with a single thought, and desiccating them to the point of mummification.

Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a pain and also slow them down. However, this is momentary as they will heal completely within seconds so long as they haven't been weakened by other means such as vervain or werewolf bites.

Sunlight: Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die.

Vampire Bloodline: If an Original vampire dies, all vampires descended from their bloodline will slowly perish as well.

Vervain: Exposure to or ingestion of vervain causes a vampire to become severely feverish and weak to the point that it can even hinder their healing abilities as well. Also, physical contact with vervain will burn a vampire's skin. Vampires cannot compel anyone who has ingested vervain or has it on their person.

Werewolf Bite: The bite of a werewolf, as well as doing physical damage, injects a toxic venom into the wound, which is extremely lethal to vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. While typical vampires will eventually die from werewolf bites, it isn't lethal to Original vampires, though they still will experience the sickness and hallucination that accompanies it for several hours or even days, depending on how many bites/how much venom was ingested, until their body heals itself. A bite can only be cured by draining the blood of the werewolf that made the bite, by a magical surum which some witches know how to make or by drinking any amount of blood from a werewolf-vampire hybrid (very rare)

Myths

Garlic: The vampire's supposed repulsion towards garlic may have been a fabricated lie, similar to how werewolves are not actually immune to silver. This myth was presumably started to hide the fact that vampires are actually vulnerable to vervain.

Holy Items: The myth that vampires could be harmed using holy artifacts like crosses, blessed ground, and holy water may have circulated from the belief that they are unholy creatures originating from Hell and in league with the Devil.

Mirrors: The myth that vampires did not cast a reflection may have come from the belief that vampires had no souls.

Shapeshifting: The origin of the myth that vampires had the power to morph into a bat, wolf, rat, or a cloud of mist is unknown. It may be the result of a mistake of perception between vampires and werewolves.

Soulless: The belief that vampires are soulless beings may have stemmed from their ability to shut down their humanity, causing them to block out their emotions and behave without remorse or regret, giving off the impression that they have no conscience and by extension, lack a soul.

Death: Contrary to popular belief, vampires have beating hearts and they cannot function without oxygen. They will, however, be forced to revive after suffocation or oxygen deprivation but will only die again if the circumstances of their revival are less than favorable.


 

CHARACTER CREATION FOR VAMPIRES

Core Concept

What was your character’s name in life?

What did they do?

Where and when were they Embraced?

What is their name now?

Where are they now?


 

Sire and Sire-lines

There are no clans in this game but there are sires and Sire-lines. Your sire is the vampire that created you there are no benefits to who sired you beyond role playing. Your Sire-line is which Original your bloodline descends from. Again there is no mechanical difference in who your sire-line is, except for if your sire-line's Original is killed, so are you. Luckily, Originals are virtually unkillable. Note, you cannot be sired by your Sire-line's Original.


 

The four survivng Originals are:

Annika - Annika was the oldest of the Magnuson children by several years. As such she was always the responsible one the one who kept the others in line. This carried over after her transition. Often referred to as Mother by the twins sometimes in an affectionate manner often as a derision.

Erik - Erick was the Third son and fourth of the brood. He was intelligent full of curiosity, imagination both a scholar and a dreamer. As a vampire he is the one who most looks upon his and his siblings existence as a curse and while the others have always at least claimed that turning a mortal was giving them a gift he now views it as cursing them to eternal darkness.. Full of melancholy he has embraced no one for over a hundred years and lives a solitary almost monastic existence.

Kirstan and Kristen (The Twins) - The Twins the youngest of the Magnusons, The were barely out of their adolescence when they were turned and were full of life looking forward to experiencing all that life had to give them. Their transition made them hedonists of the most decadent sort. Of the surviving Originals the twins are perhaps the most dangerous caring only for themselves (in a most unhealthy way at that) and their family they are as uncaring, cruel, and as horrifying as any tale of vampires written in fiction. But they are also the most giving and free. They have no cares and are equally as apt to give a club goer they become enamored with a fortune in diamonds as they are to eat him as the whim takes them. Capricious is a good word to describe them.


 

The Deceased Originals were:

Beck

Carson

At the beginning of the game the whereabouts of the four living Originals is unknown to any PC


 

ATTRIBUTES

Take one Attribute at 4;

three Attributes at 3;

four Attributes at 2;

one Attribute at 1.

Health = Stamina + 3;

Willpower = Composure + Resolve.


 

SKILLS

Skills tell the story of your character’s life. What did they do all day, when they could do things by day?

Think a little bit about what each Skill means in the context of your character’s life story. Did they get those three dots in Brawl after a shitty year as a bouncer in Pattaya, during a career in the merchant marine, or by going to a really good dojo in Gainesville during college?

Professional Skills

You probably did best at what you had to do to earn a paycheck. You certainly got the most practice at it.

Your profession gives you two Skills at three dots (•••) and two Skills at two dots (••).

The words in parentheses represent specialties, which give a bonus to tests of that Skill in that specific area. Whenever you acquire your first dot in Academics, Science, Craft, or Performance, take a specialty in that Skill. Choose a professional specialty in one of your professional skills.


 

SAMPLE PROFESSION PACKAGES:

Artist: Craft (Art) or Performance •••, Insight •••, Academics ••, Awareness or Occult ••

Coder: Technology •••, Academics or Craft •••, Finance ••, Persuasion ••

Executive: Finance •••, Intimidation or Persuasion •••, Insight ••, Subterfuge ••

Investigator: Investigation •••, Insight •••, Awareness ••, Brawl or Firearms ••

Junkie: Streetwise •••, Animal Ken or Brawl •••, Insight or Larceny ••, Subterfuge ••

Mafioso: Brawl or Subterfuge •••, Streetwise •••, Intimidation or Larceny •• Melee or Firearms ••

Scholar: Academics or Science ••• one other Mental Skill •••, Craft (Writing) •• Persuasion ••

Socialite: Performance or Technology •••, Finance •••, Insight ••, Etiquette or Subterfuge ••

Veteran: Athletics or Awareness •••, Firearms •••, Stealth •• Survival or Leadership ••


 

Life Event Skills

What major life events shaped you? Did you serve a tour in Iraq, go through an abusive relationship, win the lottery, or have kids? Did you get mugged and take up taekwondo? Whatever it was, it taught you something.

Specifically, one event taught you a Skill at three dots (•••) and another one taught you a Skill at two dots (••).


 

SAMPLE EVENTS (pick or roll):

Served In Combat: Awareness or Firearms

Bad Breakup: Persuasion or Subterfuge

Homeless: Streetwise or Survival

College: Academics or Science

Political Campaign: Politics or Subterfuge

Crime Victim: Brawl or Larceny

Severe Illness: Medicine or Insight

Got Rich: Finance or Etiquette

Had Kids: Insight or Persuasion

Joined A Cult: Occult or Intimidation


 

Liesure Skills

What did your profession pay for or your events interrupt? Did you run a triathlon or go to EDM festivals every weekend? What you do for kicks also teaches you things.

Take three leisure Skills at one dot (•) based on hobbies or other pastimes:


 

SAMPLE HOBBIES AND PASTIMES (pick or roll):

Marathon Runner: Athletics

Gamer: Technology

Maker: Craft

Activist: Politics or Leadership

National Guard: Firearms

Hunter: Survival

Actor or Musician: Performance

Cheated On Your Spouse: Subterfuge

Night School: Academics

Street Racer: Drive

Extra Skills

Now go ahead and take those Skills you’ve had your eye on this whole time. Pick one of the options below:

Specialist: Take one more Skill at four dots (••••). If you like, you can change your professional specialty to a specialty of this Skill. You cannot move a free Specialty from Academics, Craft, Performance, or Science to a different Skill, however.

or

Generalist: Take two more Skills at two dots (••) and four more Skills at one dot (•).

Ideally, come up with a plausible reason for why you have these new Skills, but don’t bog down or kill yourself trying to figure it out.


 

DISCIPLINES

Vampires are different in this game than in normal Vampire games one of the largest difference is in the availability of Disciplines. Since there are no clans and there is no distinction between Sire-lines all Disciplines (except for those listed below) are available to all Vampires.

All Vampires begin the game with the following Disciplines:

Auspex •

Celerity •

Dominate •

Fortitude •

Potence •

You may then place three additional dots (•) in any available discipline you choose.

The following Diciplines are NOT ALLOWED for Vampires: Animalism, Protean, Blood Sorcery, Rituals, and Alchemy.


 

PREDATOR

Pick your Predator type (p. 175) and apply it:

Add one of the listed specialties.

Add one dot to a listed Discipline.

Apply any associated Advantages or Flaws.


 

ADVANTAGES

Spend 7 points on Advantages, and take 2 points of

Flaws in addition to the ones gained from your Predator type.

Add any new supporting cast from Advantages and Flaws to the Relationship Map.


 

Ignore any references to clans or clan restrictions. If a flaw or advantage is specific to only one clan in the book and would make no sense outside of that clan then that flaw or advantage is not available if in doubt ask me.

 

CONVICTIONS AND TOUCHSTONES

Select one to three Convictions. (p. 172)

Create an equal number of Touchstones (p. 173),

each connected to one Conviction and add them to the Relationship Map.

Set your Humanity to 7.


 

SEA OF TIME

Character Vampires could have been embraced 200 years ago or yesterday.... for the sake of the game when doesn't matter PCs are special thus you get the following benefits regardless of age.

 

Embraced between early 1800's and present

Blood Potency 2

Each player adds 2 points of Advantages

Each player adds 2 points of Flaws

Each player spends 18 experience points, regardless of age.


 

TRAIT COSTS: EXPERIENCE

Trait Experience points

Increase Attribute 4 Experiences per dot

Increase Skill 2 Experiences per dot

New Specialty 1 Experience point

Discipline 3 Experiences per dot

Advantage 3 per dot

Blood Potency 5 Experiences per dot

Humanity: 2 Experiences per dot

Lost Willpower dot: 1 Experience

 

Werewolf

Transform into hyper-aggressive wolves on the night of a full moon, provided their gene has been triggered.

When the full moon crests in the sky, whoever is unlucky enough to fall under the werewolf curse turns into a wolf. If it were a choice, it wouldn't be called a curse. Werewolves will attack humans, but instinct and centuries of rivalry have hardwired them to hunt their prey of choice -- vampires.”

Werewolves (also called Lycanthropes, Loup Garou, Rougarou, Beasts, or even just Wolves for short) are a supernatural shapeshifting species of individuals who both willingly and unwillingly transform into large, fearsome, and extremely hostile wolves. Some werewolves are able to shift at will but not all, but all are foreced to trasform on the night of the full moon and the nights both preceeding and following. . They were created by the witch The Hollow as revenge against her tribe for killing her. Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.

Triggering The Werewolf Gene

Lycanthropy is an inherited genetic condition, and a person can only be a werewolf if they are born to at least one werewolf parent; they cannot be turned by bite or scratch as is commonly believed in folklore. Furthermore, the werewolf gene must be "triggered" by taking the life of a human, either intentionally or by accident, in order to gain access to their enhanced physical abilities, though this comes at the cost of transforming into a wolf during every full moon. It does not matter if the kill was accidental or intentional, premeditated or out of self-defense-- if a werewolf causes the death of a human in any way, their werewolf gene will be activated.

Because difficult-to-control anger and aggression are common personality traits in even those werewolves who have not activated their lycanthropy, the likelihood of them losing control of their rage and inadvertently triggering their werewolf gene by accidentally killing someone is quite high; it is even speculated that the anger and aggression inherent in werewolves is intended to increase the likelihood that a werewolf will activate their lycanthropy. However, it is possible for an untriggered werewolf to go their entire life without killing; in fact, this happens frequently enough that in some cases, a family's lycanthrope heritage will be kept a secret that will ultimately die with an ancestor, causing the knowledge of their heritage to be lost and remain unknown for generations that follow until a member takes a life and unintentionally triggers their curse; this has happened at least twice in the Lockwood Family's history.

After the gene is triggered, the werewolf's eyes will turn black and gold, and their latent powers (such as increased strength and accelerated healing) will activate instantly; from then on, they will be cursed to painfully transform into a wolf on the night of every full moon (although there are unique circumstances that will prevent a werewolf from having to turn, such as pregnancy (in the case of females), being an Evolved Werewolf, or possessing a Moonlight Amulet). A werewolf who has yet to trigger his or her curse only exhibits one characteristic of lycanthropy: increased aggression and anger on a general basis, which can become overwhelming fits of violent rage leading up to and during the nights of the full moon. Also, until their werewolf genes are activated, untriggered werewolves can be compelled by vampires just like any human, after the gene is triggered, however, they become immune to vampire mind control.

The origins of the Werewolf Curse and Werewolves were caused, like Vampires, by a witch. This powerful witch, who was known as "The Hollow", cursed the members of her tribe that were responsible for her murder and created the Seven Werewolf Bloodlines.

The Middle Ages

Werewolves actively populated the New World during the early Middle Ages during the time that Viking invasions began in Europe and the vikings made thy're discovery of America. Many villages across the land were highly populated by werewolves and they lived along side one another in villages. They also lived alongside humans, although to protect their human and untriggered loved ones, the wolves made sure that they had access to natural means of protection during the time that they were changed. One clear rule of the mixed village was that the humans were forbidden from being around the wolves while they were transformed for their own safety, as the majority of werewolves are unable to control themselves when transformed and could easily maim or kill any non-werewolf species in their vicinity.

Modern Times

According to A scholaer of the Supernatural, at least two werewolf packs have been around since what he calls the "beginning," which could be referring to the genesis of the werewolf race - the Crescent Wolf Pack and the North East Atlantic Pack.

The werewolves' power can be traced back to the myth of the Unification Ceremony, a ritual that bestowed certain unique abilities onto every member of a pack. While most of the history of werewolves remains unknown, it has been said that at the earliest point of their existence, each werewolf bloodline was distinct, and each had their own power—some possessed heightened speed, others had heightened strength, and some even had the ability to sense their enemies from long distances, presumably among other unique abilities. It was only after centuries of intermarriage that all werewolves ended up having the same powers, which is why there is a lack of diversity in werewolf abilities in the modern age.

Werewolf Settlements

Werewolves exist throughout the United States from the East to the West coasts, though they are not always easy to find. Most werewolves gather in packs, where some of them remain on the road, only gathering at the full moon so they turn freely in remote mountains or parks. Nevertheless, some werewolf communities will gather in one place and settle there to create long-term homes in towns and cities where they may make up a significant fraction of an area's supernatural population, such as the Crescent Wolf Pack and the Bayou Pack, who have settled in the greater New Orleans region on the southern coast of Louisiana.

Physiology

Like normal humans, werewolves can eat human food if they wish. However, because they turn into ferocious beasts during the full moon, they are carnivores. When in wolf form, they can feed on human or vampire body parts and organs, but they are not required to ingest them in order to prolong their existence, like vampires, must do with blood. There are no known consequences from abstaining from human or vampire flesh while in werewolf form. It seems that most werewolves do not get to feed on humanoid flesh, because most tend to lock themselves up during the full moon, or are scared or distracted away from their victim before they can eat them.

Werewolves have not been seen to attack each other in human or lupine form, but have been known to hunt both human and vampire prey while transformed under the full moon.

Appearance

Werewolves in their wolf form are quite similar to natural wolves, although unlike natural wolves, werewolves have glowing yellow or orange eyes, wicked fangs, and a much more feral and predatory appearance. They can also be distinguished from regular wolves by their displays of supernatural strength, blurred speed, and size which is comparable to fully grown humans. The fur color of wolf forms differs from one to the other. Werewolves appear the same as any other human the rest of the month, aside from their enhanced abilities of speed, strength, and healing.

Werewolf Transformation

A werewolf will only transform into a wolf under a full moon. The first transformation is quite slow, and the person is subjected to at least five or six hours of intense, bone-breaking pain before the actual transformation. After the first transformation, the experience does not last nearly as long, but it is still painful and something many werewolves come to dread. Klaus mentions that embracing the transformation rather than fighting it as most werewolves do, would make the process faster. Hope Mikaelson, who was on her first transformation followed this advice and her transformation was considerably faster, taking only moments instead of hours. It is unknown if this is due to her unique nature or possible for any werewolf that accepts the transformation rather than fights them.

During the transformation, the body of the person is twisted in an unnatural manner as bones reshape and shift to form a wolf’s skeleton, causing the person immense physical and psychological pain. Later, the werewolf grows excessive body hair and becomes feral. Their irises turn golden-yellow, their sclera turns black, and their teeth elongate into canines before they finally transform into their wolf shape. A werewolf returns to their human form after a few hours, sometimes sooner, sometimes later. After the first transformation, the werewolf will experience muscle aches.

Older werewolves can control themselves to some extent on the night of the full moon, but many find it necessary to dose themselves with wolfsbane to weaken them before they lock themselves up in chains to prevent hurting anyone while they're transformed. Werewolves also feel everything more sharply in their animal form, especially familial ties.

Psychological Characteristics

Werewolves are known to be aggressive, strong and fast, even in human form. Those with the werewolf curse still latent can exhibit some supernatural traits which can be triggered by aggression, along with unusual physical strength for the person's given size and age, but they cannot fully transform, and they also have a tendency to black out when they become overwhelmed in fits of rage. Werewolves seem to have a strong sense of duty and loyalty to protect their own and feel a responsibility to help their fellow werewolves whenever they can.

Also, werewolves have a higher body temperature than humans. Once a werewolf has triggered their gene, their eyes turn gold (the eyes of a wolf) while enraged, or when feeling threatened. Activating the curse is also painful, as werewolves have been seen to double over in pain before their eyes change for the first time.

While some werewolves prefer to keep to themselves and keep their beastly natures hidden, most seem to aggregate themselves into packs and residing in areas isolated from general human society so they can run free on the full moons without fear of hurting or killing anyone.

Code of Loyalty

Werewolves are very similar to witches when it comes to their own kind. Unlike vampires, werewolves have an unwavering sense of loyalty, and will often bond with other werewolves they meet. They form packs and work with each other as sort of an extended family. The bond of loyalty between werewolves is so strong that while changed under full moons, the only beings they do not attack are other werewolves (regardless of whether or not they have activated their werewolf gene).

La Luna Sanguinis

According to lrgrnd, the werewolves had a ritual a thousand years ago by which, on a blood moon, they would hunt and purposefully trigger their curse by killing a human, willingly enduring the pain of their transformations in exchange for the strength they gained as warriors. This ritual was meant to be a rite of passage, where young werewolves embraced their nature rather than shying away from it; this is in stark contrast to many modern-day werewolves, who do whatever they can to avoid triggering their curses and having to deal with the pain of their monthly transformations.

Powers and Abilities

Werewolves' strength and speed are enhanced and are at their peak during time under a full moon. When angered or threatened, these powers and abilities are temporarily enhanced.

Supernatural Strength: Werewolves possess supernatural strength that makes them far stronger than immortals, Supernatural Hunters and humans. For example, Tyler accidentally ripped the door off his locker and kicked a trash can several feet with ease right after he triggered his curse. There have been several occasions to suggest that untriggered werewolves possess more strength than any average humans, which would indicate some form of enhanced strength even before the activation of their curse. However, werewolves in their human form are not as strong as a vampire, and have even been shown to be far weaker on several occasions. But they've also shown to be strong enough to at least defend themselves, such as when Mason punched Damon across the room, or when Hayley pinned Diego up against a wall. When they are in their wolf form, their powers amplify to a degree that excels that of the non-Original vampires, making them more powerful than non-Original vampires. In wolf form, a werewolf can overpower and kill any non-original vampire with ease, an example of that being when Mason, in wolf form, tackled and overpowered Caroline, a new vampire at the time, or when Tyler was turning and overpowered Damon, a vampire over 170 years old, or even when Jules, while in wolf form, tackled and bit Rose, a 560 year old vampire. They can also defeat an Original Vampire in small groups, as four of them were able to overwhelm Rebekah enough to attack her, although she killed two of them; another example is an instance when two werewolves, using the stolen moonlight stones, were able to restrain Elijah long enough to incapacitate him with their toxic bites.

Supernatural Speed: Werewolves are much faster than immortals, supernatural hunters, and humans. They possess this ability both in and out of transformation with an animalistic quickness; Stevie was able to duck and dodge Damon right before jumping on his back. However, the power is faster at night than in the day, due to the moon's presence, and their speed increases greatly when the werewolf is transformed during the full moon. Mason was able to hunt down Caroline and Stefan in the woods easily while transformed, even despite their vampire-enhanced speed. Some werewolves are shown to become nearly a blur like their vampire enemies; others have not. In wolf form, however, while under the influence of the full moon, they can use their speed to swiftly chase down their choice of prey; even vampires, as their speed rivals that of most vampires or possibly even exceeds it - during the battle between Elijah and Marcel's army, the fleeing vampires were all caught by the moonlight ring-empowered werewolves who managed to appear in front of them and set up ambushes.

Supernatural Agility: Werewolves possess superhuman agility. Either in wolf or even in human form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.

Supernatural Durability: Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.

Enhanced Healing: Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when a werewolf’s neck is broken, they stay dead.

Heightened Senses: Werewolves have the extremely keen and heightened senses of smell, sight, taste, hearing, and touch inherent in all canines. Because they are supernatural and have powers that exceed their wolf counterparts, they can hear, see, and smell better than that of regular canines. With this, experienced werewolves such as Jules could sniff out vampires - something vampires themselves are incapable of - and Tyler could taste vervain placed in his coffee, which would otherwise be impossible, since coffee's intense flavor typically masks the taste of the herb. Untriggered werewolves are also gifted with more sensitive hearing such as when Tyler Lockwood was able to hear the Gilbert device.

Lycanthrope Enhancement: Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.

Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human form and into their wolf form. However, if a female werewolf is pregnant, they will not turn for nine months as the transformation would kill the baby. After Hayley and Jackson went through the Unification ceremony, every werewolf of the Crescent Wolf Pack gained Hayley's ability to transform at will. With this control over their transformation, they can access the full potential of their wolf forms at anytime regardless of the moon phases by turning at will. In addition to the transformation control, the unification ceremony also gave the werewolves in attendence significantly augmented strength, speed, reflexes, thus making them physically more powerful than before, even in human form.

Werewolf Bite: A werewolf's venom is extremely lethal to non-original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the bite. For non-Original vampires, the venom acts as an poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia. After that point, non-original vampires will finally die, though many are "mercy-killed" before that point.

Full Moon: A werewolf's strength, speed, agility, and all their powers are enhanced to their peak during a full moon.

Immunity to Silver: Werewolves are immune to magic bonded to silver. Weapons made of silver might wound them, but the wound still heals at supernatural rates and will not be fatal to them.

Weaknesses

Vampires and werewolves can be damaged in the same ways humans can, and in most cases will only be briefly weakened. However, werewolves are still mortals, and thus can be killed or incapacitated in various ways.

Blood Loss: If a werewolf is severely wounded and bleeds out before they can heal, they can die. This was demonstrated when Stefan threw a stake into a werewolf's neck, hitting their carotid artery and causing the werewolf to bleed out and die before they could fully heal. Another instance was when Klaus impaled the werewolf Paige through the chest.

Broken Neck: Breaking a werewolf's neck will result in instant death.

Decapitation: Decapitation will result in instant death for a werewolf.

Fire: (Presumably) Fire can presumably kill a werewolf just as it can any mortal. It can also hurt them, though their regenerative cells allow them to heal burns much faster than an ordinary human.

Heart Extraction: Ripping a werewolf's heart out will result in instant death.

Magic: Werewolves are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Starling Necklace, Gilbert Device, Papa Tunde's Blade, and Dark Objects. It is unknown if a Siphoner can siphon the magic from a werewolf. Multiple spells have been performed by witches against werewolves to cause several effects against them, such as slowing down or speeding up a werewolf's transformation on a full moon, inducing a werewolf transformation earlier than they would normally begin to change, telekinetically ripping a heart from a werewolf's chest, and cursing a pack of werewolves to be trapped in their wolf form at all times except for a few short hours during the full moon when they return to their human forms.

Mortality: Werewolves can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. Suffocation).

Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a werewolf pain and will also slow them down. Fortunately for them, this is only temporary, as they will heal completely within minutes. However, certain injuries, such as a slit throat or a snapped neck, have been shown to kill werewolves, as demonstrated by Hayley Marshall and Tyler Lockwood, respectively, prior to their transformations into hybrids.

Wolfsbane: When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, If a werewolf's skin is exposed to wolfsbane, it will burn them.

Myths

Silver: Contrary to popular belief, werewolves are not weakened by or allergic to silver, silver is just pretty

Aconitum or Wolfsbane: Several myths have surrounded the use of this herb and its relation to and effects upon werewolves, including the myth that wolfsbane supposedly either causes or cures lycanthropy. These myths are false. But Wolfsbane does have an effect of werewolves beyond it normal effect as poison to humans. If a werewolf ingests the herb either by mouth, having it applied to a wound or injected it will poison her just as it would a normal human however due to a werewolves incredible healing abilities the poison will not kill them unless incredible amounts are taken into the system. Even though death is not likely in the case of wolfsbane poisoning while the herb is in the werewolves system that werewolf will be experience excruciating pain making her almost unable to perform any task without supreme effort. It also will make transforming into a wolf impossible and in fact if introduced into the system of an already transformed lycanthrope it will force her into her human form.

 

CHARACTER CREATION FOR WEREWOLVES

Tribes And Packs

There are no tribes in this game the wolves did at one time have bloodlines but they have been mingled to the point that the blodlines no longer exist in any sort of pure form. In fact most werewolves are completely in the dark about why thye are cursed or that there was ever such a thing as a bloodline. However packs do exist Werewolves are social creatures and the will tend to band together and form small communities. Thes are Packs and can be made up of 2 – 50 or even more werewolves. A pack includes both triggered and untriggard wolves.

There are two packs in the New Orleans area, The Crescent Pack and the Bayou Pack. Together they comprise about 250 werewolves about a fifth of which are triggered. The packs are not unfriendly but neither are they allies. The Crescents live in and around the city while the Bayou pack lives in the bayous.

Character should belong to one of these packs or they may be transient at the start of the game

ATTRIBUTES

Take one Attribute at 4 must be a physical attribute;

three Attributes at 3;

five Attributes at 2;

Health = Stamina + 5;

Willpower = Composure + Resolve.

  SKILLS

Skills tell the story of your character’s life. What did they do all day, when they could do things by day?

Think a little bit about what each Skill means in the context of your character’s life story. Did they get those three dots in Brawl after a shitty year as a bouncer in Pattaya, during a career in the merchant marine, or by going to a really good dojo in Gainesville during college?

Professional Skills

You probably did best at what you had to do to earn a paycheck. You certainly got the most practice at it.

Your profession gives you two Skills at three dots (•••) and two Skills at two dots (••).

The words in parentheses represent specialties, which give a bonus to tests of that Skill in that specific area. Whenever you acquire your first dot in Academics, Science, Craft, or Performance, take a specialty in that Skill. Choose a professional specialty in one of your professional skills.


 

SAMPLE PROFESSION PACKAGES:

Artist: Craft (Art) or Performance •••, Insight •••, Academics ••, Awareness or Occult ••

Coder: Technology •••, Academics or Craft •••, Finance ••, Persuasion ••

Executive: Finance •••, Intimidation or Persuasion •••, Insight ••, Subterfuge ••

Investigator: Investigation •••, Insight •••, Awareness ••, Brawl or Firearms ••

Junkie: Streetwise •••, Animal Ken or Brawl •••, Insight or Larceny ••, Subterfuge ••

Mafioso: Brawl or Subterfuge •••, Streetwise •••, Intimidation or Larceny •• Melee or Firearms ••

Scholar: Academics or Science ••• one other Mental Skill •••, Craft (Writing) •• Persuasion ••

Socialite: Performance or Technology •••, Finance •••, Insight ••, Etiquette or Subterfuge ••

Veteran: Athletics or Awareness •••, Firearms •••, Stealth •• Survival or Leadership ••


 

Life Event Skills

What major life events shaped you? Did you serve a tour in Iraq, go through an abusive relationship, win the lottery, or have kids? Did you get mugged and take up taekwondo? Whatever it was, it taught you something.

Specifically, one event taught you a Skill at three dots (•••) and another one taught you a Skill at two dots (••).


 

SAMPLE EVENTS (pick or roll):

Served In Combat: Awareness or Firearms

Bad Breakup: Persuasion or Subterfuge

Homeless: Streetwise or Survival

College: Academics or Science

Political Campaign: Politics or Subterfuge

Crime Victim: Brawl or Larceny

Severe Illness: Medicine or Insight

Got Rich: Finance or Etiquette

Had Kids: Insight or Persuasion

Joined A Cult: Occult or Intimidation


 

Liesure Skills

What did your profession pay for or your events interrupt? Did you run a triathlon or go to EDM festivals every weekend? What you do for kicks also teaches you things.

Take three leisure Skills at one dot (•) based on hobbies or other pastimes:


 

SAMPLE HOBBIES AND PASTIMES (pick or roll):

Marathon Runner: Athletics

Gamer: Technology

Maker: Craft

Activist: Politics or Leadership

National Guard: Firearms

Hunter: Survival

Actor or Musician: Performance

Cheated On Your Spouse: Subterfuge

Night School: Academics

Street Racer: Drive

Extra Skills

Now go ahead and take those Skills you’ve had your eye on this whole time. Pick one of the options below:

Specialist: Take one more Skill at four dots (••••). If you like, you can change your professional specialty to a specialty of this Skill. You cannot move a free Specialty from Academics, Craft, Performance, or Science to a different Skill, however.

or

Generalist: Take two more Skills at two dots (••) and four more Skills at one dot (•).

Ideally, come up with a plausible reason for why you have these new Skills, but don’t bog down or kill yourself trying to figure it out.

POWERS

Since we are using only the rules from Vampire5th all powers are basically a form of the same disciplines vampires can have. Flavor may be different but the way they work will be the same unless noted differently.

Werewolves do not have access to all of the powers a vampire can have and they do not have access to all of the abilities within all of the powers they can obtain. They do however have access to some Powers that vampires in this setting do not have.

All WEREWOLVES begin the game with the following Disciplines/Powers:

Disciplines: Animalism 1 (Sense The Beast), Auspex 1 (Choose a power), Celerity 1, Fortitude 1, Potence 1, Protean 1 (Eyes of the Beast)

You may then place three additional dots (•) in any available discipline you choose except for Protean which cannot be raised by more than 1 during during this step in character creation.

The above listed Disiplines/Powers are the only powers a werewolf can learn. Level Powers a werewolf can learn are limited a full list will follow at the end of this document.

 

ADVANTAGES

Spend 7 points on Advantages, and take 2 points of Flaws one of which must be connected to your triggering event.

Add any new supporting cast from Advantages and Flaws to the Relationship Map.

Ignore any references to clans or clan restrictions. If a flaw or advantage is specific to only one clan in the book and would make no sense outside of that clan then that flaw or advantage is not available if in doubt ask me.

 

CONVICTIONS AND TOUCHSTONES

Select one to three Convictions. (p. 172)

Create an equal number of Touchstones (p. 173),

each connected to one Conviction and add them to the Relationship Map.

Set your Humanity to 7.

 

Cursed

Werewolf Characters default to Untriggered humans .... for the sake of the game If you wish you may play already triggered. If you choose to play untriggered You do not have any powers can no transform and your Primal Urge is 1 if you play an already triggered werewolf make the following adjustment.

Primal Rage 2

Each player adds 2 points of Advantages

Each player adds 2 points of Flaws

Each player spends 18 experience points.

 

TRAIT COSTS: EXPERIENCE

Trait Experience points

Increase Attribute 4 Experiences per dot

Increase Skill 2 Experiences per dot

New Specialty 1 Experience point

Discipline 3 Experiences per dot  (Protean may be raised to a maximum of 4 with experience. the fifth dot is a special exception and is only available through role playing)

Advantage 3 per dot

Primal Rage 5 Experiences per dot

Humanity 2 Experiences per dot

Lost Willpower dot 1 Experience

Special: Werewolves suffer Aggravated damage from fire only. They recover 1 + Primal Urge Superficial Health per turn. Werewolves gain claws and teeth, that deal non-halved Superficial damage (+3 damage modifier) to vampires, as well as +3 to all physical attributes when they shift to their wolf form. Werewolf claws and teeth do aggravated damage to humans including Witches, Untriggered Werewolves and Triggered Werewolves in human form.

POWERS THAT WEREWOLVES CAN LEARN AND USE

Animalism (Sense The Beast,Quell the Beast, Animal Dominion (Canine and Lupine only), Drawing out the Beast) May be used in human form

Auspex 1 (Heightened Sneses, Sense the Unseen, Premonition, Clairvoyance) May be used in human form

Celerity (All except Drought of Elegance) level one only in human form

Fortitude (Resiliance,Toughness, Defy Bane, Prowess from Pain ) level one only in human form

Potence (Lethal Body, Soaring Leap, Prowess, Uncanny Grip, Harrowing Howl (a version of EarthShock) Level one only in human form

Protean (Eyes of the Beast, Feral Weapons,  Moon Kissed (once you have 3 dots in Protean the werewolf can now control his transformation and can Transform even when the moon is not full or during the day, however she is still bound by the curse and has to transform during the full moon like a normal were wolf.), At 4 dots a werewolf who is fully immersed in her nature may learn The Primal Heart (this allows a transformed werewolf to become a savage  direwolf increasing in size and strength for one scene after which the werewolf transforms back into her human form. Prerequsite for this power is a Primal Rage of 5 or higher),  Evolved (Only available through Role Play at five dots the Werewolf can Transform into an Manwolf war machine making her a match for even an Original, note that at this point in the game this level of transformation is a myth).

 

 

Witch

Architects of the Supernatural, Keepers of the Balance, Servants of Nature

The Italians call them Strega. The Yoruba of West Africa call them Aje, meaning mother. Where my mother was from, they called them Häxa. And here, we call them witch. Over the centuries, vampires have fought them and fought beside them, bedded them and burned them. Whether adversary or ally, they have been a force to be reckoned with.” -About Witches

 

Witches are supernatural beings who are born with the power to affect change by magical means (Witchcraft). While many witches are the self-proclaimed "Keepers of the Balance," other witches have been known to work against the Balance and use their power for personal gain.

The Balance of Nature

The Balance of Nature is a spiritual belief system based around the observance of the Earth and reverence of Mother Nature. The goal of many witches is to honor the design of nature and to maintain balance within the natural world. The balance of nature is intimately tied to one's spiritual relationship with the Earth, and the idea that all living things (e.g. animals, humans, plants, etc.) are considered sacred, as they are all different aspects of nature. Contemporary witches would also agree that using modern ceremonies, rituals and shamanic practices is the best way to attune themselves with the natural rhythms of the universe in their efforts to obtain guidance and knowledge from wiser known witches called "The Spirits." However, according to Gloria, who referred to herself as "old-school voodoo," it is implied that not all witches follow this belief system, and have the free will to choose how they wish to practice their power.

History

The origin of witchcraft remains unknown, however, it is known that witches have existed for many centuries passing down their knowledge and skills through generations of family lines. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the Devil. Instead, witches consider themselves "the Servants of Nature," as they make it their duty to maintain balance within the world. Sheila Bennett had once stated to Bonnie that "witchcraft was rooted in psychic energy".

Magic

Witchcraft is a practice of magic that encompasses many different types of activities including astrology, divination, spell casting, and spirit communication. It includes the practices of many cultures, nations and religions as well as many books and writings dating back to ancient times. Depending upon the individual, some witches practice their power by certain belief systems, such as Shamanism, Voodoo, Wicca, or any number of other magical practices from countries and cultures all around the world. Although the majority of traditional witches are commonly portrayed as being kind and selfless humans who use their powers to maintain balance within the world, in the case of Esther and Qetsiyah, it has been proven that some witches are independent thinkers who may go against the Balance of Nature by practicing their powers for dark and sinister or selfish deeds.

Powers and Abilities

Basic Powers

The basic powers of every witch include:

Spell Casting: The power to change and control events through the use of incantations.

Channeling: The power to invoke extra forms of energy by focusing on external forces.

Potion Brewing: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.

 

Other Powers

Telekinesis: The power to move objects and persons through mental influence.

Pain Infliction: The power to create excruciating migraines through supernatural means.

Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.

Divination: The power to divine future, past, and present events based off extrasensory perception.

Clairvoyance: The power to divine future, past or present events through instinctive knowledge.

Intuition: The power to divine future, past or present events through the use of instinctive knowledge.

Premonitions: The power to divine future, past or present events through the observation and study of dreams.

Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.

 

Uncommon Powers

Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.

Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form.

Telepathy: The power that allows witches to access the minds of others through spells.

Possession: The power to jump one's spirit into the body of another, taking control of said host body.

Illusions: The power to alter the senses of others to perceive a false reality.

Dream Manipulation: The power to control people's dreams through spells.

Resurrection: The power to bring someone or one's self back from the dead.

 

Weaknesses

Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.

Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective. Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and/or special events during casting, therefore they can't be invoked on mere whim.

Emotions: A witch's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. Strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers.

Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.

Witchcraft: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical and Dark Objects.

Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.). However, witches can temporarily get around this weakness through the use of protection spells.

Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.

Nature: It is said that nature will always find a balance when witchcraft is performed, thus spells will always have loopholes. This means, among other things, that no being can be truly immortal.

 

Tools

Amulets: An object that is used to protect its wearer from harm.

Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.

Candles: A block of solid wax with an embedded wick that is commonly lit to to amplify a witch’s spell.

Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.

Grimoires: A family journal is documented with magical recipes, rituals, and spells. Grimoires can also be used as a Talisman to represent a witch.

Herbs: Various flora used as ingredients to be incorporated into spells as binding agents.

Stones: Various minerals and ores used to boost or bind a witch's spell.

Symbols: Seals drawn or written used as physical representations of spells.

Talismans: An object that is used to magnify a witch's power and/or represent them supernaturally.

 

Spells and Rituals

One of the defining characteristics of a witch is their ability to cast spells; a "spell" being the word used to signify the means employed to carry out a magical action. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. For reasons unknown, the majority of spells used by practitioners of Spirit Magic and/or Traditional Magic are spoken in an ancient language similar to Latin. However, witches who practice other forms of magic have been known to use spells in different languages; for example, the French Quarter witches of New Orleans performs many of their spells in language similar to French Creole, while the Travelers typically perform their spells in a language similar to Czech. However, the ancient witches Dahlia and Freya Magnuson have been known to perform spells using a language similar to Old Norse.

Relationships

"Witches have a connection to the Earth. We can literally feel nature."

The relationship between Nature and witches is a very deep and spiritual connection. While the majority of witches seem to respect Nature with just as much commitment and reverence as religious factions do about their churches or mosques, it has been proven that not all witches share this belief and have made malevolent acts against the Balance of Nature.

Witches

"Well, the way he sees it all witches are family. We're all bonded together by a code of loyalty to help each other."

The relationship among witches is generally a positive relationship where witches not only help and protect each other, but often treat one another as members of an extended family. However, while the majority of witches feel it is their duty to help their fellow man, it has been proven that some witches may disregard this belief and turn against their own people if it comes to it, such as with their own safety, that of their loved ones or that of their own beliefs.

Humans

"They also know it's absurd. Can't be true. I'm just the kooky old lady who teaches occult at the university. No one truly believes. They just poke fun. And let 'em, don't let them know the truth."

The relationship between humans and witches is generally a positive relationship, although this was not always the case. Throughout the past, more than half of the human population lived in fear of the supernatural community. This fear caused many human parents to teach their children to hate and persecute all creatures who were different from them, especially witches. This eventually led to some of the world's most infamous witch trials that massacred hundreds (possibly thousands) of witches. While it has been implied that more than half of those who were accused were entirely innocent, many of those who were killed were true witches. Throughout the centuries, it appears that the belief in the occult has dramatically declined to the point that many humans like to poke fun at witchcraft, a behavior many witches encourage to ensure their anonymity to the human world and allow them to quietly practice their craft in private.

Shamans

"Hear me, great spirit, hear me. We call upon you in this moment of need. We bring you an offering. A woman who desires justice for herself, for our tribe."

-Shaman Leader

The relationship between Shamans and Witches is largely unknown, but given their similar practices, one could speculate it would be neutral or positive. Like Witches, they share a very deep and spiritual connection towards Nature, abiding by its Laws while even calling upon it to create the powerful Shamanistic Huntress to oppose vampires.

The Spirits

"Witches talk, even on the Other Side. Who do you think makes all the rules?"

The relationship between the Spirits and the witches was more of a political relationship than a spiritual one. The Spirits were highly involved in the activities of witches and often communed with them during their rituals and spells. The Spirits were known to have created the laws of witchcraft and distributed punishments to any witch who disobeyed their rules.

The Ancestors

"New Orleans is full of ghosts. Our dead are always here, hovering. When supernatural creatures die they're doomed to spend eternity alone watching the world go on without them. Of course, that's not the cause for the ancestral witches, we linger in a different way. Consecrated in the Earth, replenishing its power."

The relationship between the Ancestors and the New Orleans witches was more of a political relationship than a spiritual one, as they were the power source of all New Orleans covens. They seemed to be a near divine pantheon to the living witches of New Orleans; the orders of the Ancestors were treated as divine edicts that were to be obeyed. However, the relationship between the Ancestors and the New Orleans witches varied from witch to witch. While some witches, such as the Elders, had a deep and powerful reverence for the Ancestors, other witches, had a negative relationship, to which both viewed the other's ethics and political agendas as corrupt and sinister. Nevertheless, the Regent of the Nine Covens of New Orleans, had full access to the power of the Ancestors and could call upon them for assistance. When a New Orleans witch died, their body was consecrated and the magic in their bones and their spirit were released into the Ancestral Well. While this restricted the witches, both living and dead, to New Orleans, it gave the coven the power and knowledge of centuries worth of witches. However, every three hundred years, the connection between the living and dead witch would wane. In order to rebuild this connection, the Harvest Ritual was performed, in which the living would sacrifice four girls for the Ancestors to resurrect and subsequently guide to become pillars of the community.

Vampires

"Witches being pulled down by vampire problems. As much as we try to do to stay out of it."

The relationship between the vampires and the witches is a complicated one that is more often negative than positive. This is mainly due to the notion that since vampires were created from Dark Magic, and flout the natural design that all living creatures must die. Nevertheless, some witches are free-thinkers who have not only aided vampires, but befriended them. Other witches, however, have been known as "Witches for Hire" in regards to vampires, such as working to accomplish a common goal, combat threats from other vampires, or for simple business arrangements. While some are forced to work alongside vampires, these witches are not particularly fond of this label.

Werewolves

"Long ago, the witches and the wolves were at peace. Then came the vampires."

The relationship between werewolves and witches is a neutral to negative relationship. Werewolves and witches have been shown to be at odds more than allies. Apparently the two species did once have a strong relationship with one another, however, this was ruined by the inception of the vampires. However, witches and werewolves have been known to ally themselves with each other against their common enemy (the vampires), though these alliances are typically short-lived due to werewolves not wanting to be controlled. It was further revealed that the Werewolf Curse was cast upon a Native American tribe of Witches begetting the seven werewolf bloodlines.

Psychics

"All witchcraft was rooted in psychic energy. Before I knew I had magic, I believed I was psychic."

The relationship between witches and psychics remains largely unknown; however, since witchcraft was rooted in psychic energy, psychics could be the precursors to witches, though no such indication is accurately known.

 

CHARACTER CREATION FOR WITCHES

CORE CONCEPT

What is your character’s name? What did

they do for a living if your not a Professional Witch? Have you always lived in New Orleans or are you new to the city, Are a member of one of the Covens or a solo practitioner.

 

Choose a coven if you belong to one.

A Coven is a name used to describe a gathering of witches. A coven is generally a group of twelve or more witches who occasionally meet to practice magic, celebrate sacred holidays, and discuss topics on witchcraft. As shown on several occasions, covens seem to always have both a leader and followers.

In New Orleans, there are at least nine covens, all of which have detailed rules of conduct and a complex structure. All members of each of the nine New Orleans covens follow a leader known as the Regent. Together, the nine covens are a collective community that has Elders who guide them, and each coven individually has its own structure and different types of magic that they practice (such as Sacrificial Magic, Necromancy, etc) as well. However, they all appear to share their common form of witchcraft, Ancestral Magic, which they practice by drawing upon the magical power of the Ancestors.

To earn the title of an Elder, a witch must have the power bestowed upon them by another Elder, or, in the case where there are no Elders to pass on the power, the witch in question must be able to consecrate the mortal remains of a powerful witch.

 

Nine Covens of New Orleans

Algiers Coven

French Quarter Coven

Garden District Coven

Gentilly Coven

Ninth Ward Coven

Tremé Coven

Bywater Coven

Holly Grove Coven

Faubourg Coven

 

ATTRIBUTES

Take one Attribute at 4 must be a Mental attribute;

three Attributes at 3;

four Attributes at 2;

one Attribute at 1;

Health = Stamina + 1;

Willpower = Composure + Resolve.

 

SKILLS

Skills tell the story of your character’s life. What did they do all day, when they could do things by day?

Think a little bit about what each Skill means in the context of your character’s life story. Did they get those three dots in Brawl after a shitty year as a bouncer in Pattaya, during a career in the merchant marine, or by going to a really good dojo in Gainesville during college?

Professional Skills

You probably did best at what you had to do to earn a paycheck. You certainly got the most practice at it.

Your profession gives you two Skills at three dots (•••) and two Skills at two dots (••).

The words in parentheses represent specialties, which give a bonus to tests of that Skill in that specific area. Whenever you acquire your first dot in Academics, Science, Craft, or Performance, take a specialty in that Skill. Choose a professional specialty in one of your professional skills.


 

SAMPLE PROFESSION PACKAGES:

Artist: Craft (Art) or Performance •••, Insight •••, Academics ••, Awareness or Occult ••

Coder: Technology •••, Academics or Craft •••, Finance ••, Persuasion ••

Executive: Finance •••, Intimidation or Persuasion •••, Insight ••, Subterfuge ••

Investigator: Investigation •••, Insight •••, Awareness ••, Brawl or Firearms ••

Junkie: Streetwise •••, Animal Ken or Brawl •••, Insight or Larceny ••, Subterfuge ••

Mafioso: Brawl or Subterfuge •••, Streetwise •••, Intimidation or Larceny •• Melee or Firearms ••

Scholar: Academics or Science ••• one other Mental Skill •••, Craft (Writing) •• Persuasion ••

Socialite: Performance or Technology •••, Finance •••, Insight ••, Etiquette or Subterfuge ••

Veteran: Athletics or Awareness •••, Firearms •••, Stealth •• Survival or Leadership ••


 

Life Event Skills

What major life events shaped you? Did you serve a tour in Iraq, go through an abusive relationship, win the lottery, or have kids? Did you get mugged and take up taekwondo? Whatever it was, it taught you something.

Specifically, one event taught you a Skill at three dots (•••) and another one taught you a Skill at two dots (••).


 

SAMPLE EVENTS (pick or roll):

Served In Combat: Awareness or Firearms

Bad Breakup: Persuasion or Subterfuge

Homeless: Streetwise or Survival

College: Academics or Science

Political Campaign: Politics or Subterfuge

Crime Victim: Brawl or Larceny

Severe Illness: Medicine or Insight

Got Rich: Finance or Etiquette

Had Kids: Insight or Persuasion

Joined A Cult: Occult or Intimidation


 

Liesure Skills

What did your profession pay for or your events interrupt? Did you run a triathlon or go to EDM festivals every weekend? What you do for kicks also teaches you things.

Take three leisure Skills at one dot (•) based on hobbies or other pastimes:


 

SAMPLE HOBBIES AND PASTIMES (pick or roll):

Marathon Runner: Athletics

Gamer: Technology

Maker: Craft

Activist: Politics or Leadership

National Guard: Firearms

Hunter: Survival

Actor or Musician: Performance

Cheated On Your Spouse: Subterfuge

Night School: Academics

Street Racer: Drive

Extra Skills

Now go ahead and take those Skills you’ve had your eye on this whole time. Pick one of the options below:

Specialist: Take one more Skill at four dots (••••). If you like, you can change your professional specialty to a specialty of this Skill. You cannot move a free Specialty from Academics, Craft, Performance, or Science to a different Skill, however.

or

Generalist: Take two more Skills at two dots (••) and four more Skills at one dot (•).

Ideally, come up with a plausible reason for why you have these new Skills, but don’t bog down or kill yourself trying to figure it out.

 

POWERS

Since we are using only the rules from Vampire5th all powers are basically a form of the same disciplines vampires can have. Flavor may be different but the way they work will be the same unless noted differently.

Witches do not have access to all of the powers a vampire can have and they do not have access to all of the abilities within all of the powers they can obtain. They do however have access to some Powers that vampires in this setting do not have.

 

All WITCHES begin the game with the following Disciplines/Powers:

Disciplines/Powers

Auspex 1,

Blood Sorcery1,

Dominate 1,

Obfuscate 1,

Presence 1

Rituals 1

Witchcraft - 1 - this encompasses both spell casting and alchemy(potion creation) it has no separate powers like the other discipline powers and acts as a skill which is combined with an attribute to work your casting. Witch craft allows you to perform a hugely varied amount of things including all of the abilities of disciplines and many more. a list of sample spells can be found  in a separate posting.

You have 3 additional dots that you may spend any where

Special: Magicians are as vulnerable as normal mortals, but can erect ad-hock defenses using 1 Willpower point per incantation.

 

The above listed Disciplines/Powers are the only powers a witch can learn. Level Powers a witch can learn are limited a full list will follow at the end of this document.

 

ADVANTAGES

Spend 7 points on Advantages, and take 2 points of

Flaws one of which must be connected to your triggering event.

Add any new supporting cast from Advantages and Flaws to the Relationship Map.

 

Ignore any references to clans or clan restrictions. If a flaw or advantage is specific to only one clan in the book and would make no sense outside of that clan then that flaw or advantage is not available if in doubt ask me.

 

CONVICTIONS AND TOUCHSTONES

Select one to three Convictions. (p. 172)

Create an equal number of Touchstones (p. 173),

each connected to one Conviction and add them to the Relationship Map.

Set your Humanity to 7.

 

 Natures Balance

Channeling 2

Each player adds 2 points of Advantages

Each player adds 2 points of Flaws

Each player spends 18 experience points.

 

TRAIT COSTS: EXPERIENCE

Trait Experience points

Increase Attribute 4 Experiences per dot

Increase Skill 2 Experiences per dot

New Specialty 1 Experience point

Discipline 3 Experiences per dot 

Advantage 3 per dot

Channeling 5 Experiences per dot

Humanity 2 Experiences per dot

Lost Willpower dot 1 Experience

Additional information  information for withes

Disciplines: powers a witch may obtain

Auspex (All)

Blood Sorcery (All)

Dominate (All)

Obfuscate (ALL),

Presence (Awe, Daunt, Entrancement, Summon, Majesty)

These powers are mechanically the same as a vampire's discipline but they are actually spells. The difference in having the power by spending points on it is that the spell can be cast without the usual preparation and the need of a grimoir that usual casting of spells requires when using witchcraft.

 

Additional Advantages for Witches

Grimoires – all witches have a grimoir in which they catalouge their spells, however, many witches collect other grimoires as well which hold another witches spells. For each dot a witch has in this advantage the difficulty of locating a spell not in her own grimoire is lowered by one. When witch needs a speel she can check her grimoirs first the spell may be there. If the roll fails no additional rolls are allowed and the witch will have to search elsewhere to find the spell.

Magical Education  – Every Witch belongs to one or more types or practices of magic. At character creation choose one type and practice from those below that do not say prohibited. Then if you take this advantage for each dot you may become versed in an additional type or practice.

Different types of Magic

Ancestral Magic

Ancestral Magic is an extremely powerful form of witchcraft that is commonly practiced by the Nine Covens of New Orleans. Similar to Spirit Magic, this form of sorcery draws its energy from the power of ancestral witches who have been consecrated on New Orleans soil.

Connective Magic

Connective Magic is a form of sorcery that allows a witch to create a semi-permanent bond that draws strength from other supernatural beings, such as another witch. The witch, Dahlia, however, invented her own brand of this magic which allows the casting which to channel another witch's power while also augmenting said witch's power. She also used this magic to draw on the strength of an immortal being to achieve true immortality in conjunction with her The Immortality Slumber Spell. However, neutralizing or killing said immortal being would similarly affect the witch. Unlike Sacrificial Magic, the target which energy is drawn from is not hurt.

Dark Magic Prohibited

Dark Magic (also coined "Black Magic") is a powerful form of sorcery that draws on malevolent powers and may be used for negative purposes (e.g. to cause destruction or misfortune, to injure or kill, or for the profit of oneself rather than for the benefit of others). In popular usage, the term "Dark Magic" is often used to describe any form of sorcery that is used against the Balance of Nature.

Expression Prohibited

Expression is an extremely powerful form of sorcery that draws on dark energy that is so malicious, it would supposedly demolish the world if it were ever called into existence. The details and history of expression remain unknown, however, the forces of expression are considered so powerful that many witches discredit it as magic, for it expands beyond the limitations of both ancient and modern witchcraft.

Kemiya

Kemiya is an Arabian form of magic[1] that allows a witch to physically destroy the elemental foundations of an object in order to create another or to magically imbue said creation with harmful, supernatural properties, thus creating a Dark Object. Requiring two witches to perform, the potency of its spells are determine by the chemistry between the two practitioners. Kemiya is said to cross the boundary between magic and science, utilizing aspects of both. One such notable example is the creation of the Gold Dagger; i.e. turning silver to gold.

Sacrificial Magic

Sacrificial Magic can be a powerful form of sorcery, though is highly dependent upon the ritualistic sacrifices of natural and supernatural beings. Similar to Expression, this form of sorcery can draw upon the energy, in various forms, from any supernatural creature that is sacrificed.  Sacrificial Magic is but one of the many branches of witchcraft that is popularly practiced by many of the witches in New Orleans.

Spirit Magic

Spirit Magic was a very powerful form of sorcery that drew its power from the Spirits who resided on the Other Side. Unlike other forms of magic, with the exception of Ancestral Magic, Spirit Magic could only be used how the Spirits saw fit and if a witch abused the power that is bestowed upon them, the Spirits would break the connection between themselves and the witch, preventing them from further harnessing their power.

Traditional Magic

Traditional Magic is one of the oldest and purest forms of sorcery inherent to the Earth and the forces of Nature. Traditional Magic is undoubtedly the most popular form of witchcraft known-to-man, however it is also the most exhausting. This is mainly due to the fact whenever a witch uses this power they must exert their own energy, causing them to experience symptoms of dizziness, fatigue, and minor nosebleeds.

Traveler Magic Prohibited

Travelers rely on the collective magic of one another.

Traveler Magic is a form of sorcery that is strictly practiced by a subculture of witches known as the Travelers. This form of sorcery specializes in spirit possession and its spells are performed in a language different from all other forms of witchcraft. Traveler Magic is highly dependent upon the magic of the Traveler along with their connection to other Travelers. Only by joining together, in large gatherings, are Travelers able to perform powerful feats of magic. Without access to the magic of other Travelers, their power is considerably weak.

 

Magical Practices

Blood Magic

Blood Magic[2] is a magical practice that refers to the mystical properties found in non-human blood. Blood from different supernatural species possess different uses with those most notably from a Doppelgänger and can be seen used by witches to interconnect them with their rituals and spells to draw on their unique properties

Elemental Magic

Elemental Magic is a magical practice that involves the utilization of the four alchemical elements: Fire, Water, Earth, and Air. A witch with enough magical power can interconnect Elemental Magic within their rituals and spells to draw on their unique properties. Witches typically utilize fire, in the form of candles or torches, to aid them in their spells. Other witches  have used water as conduits in spells related to Divination.

Hoodoo

Hoodoo[3] is a magical practice that mixes occult elements of African, European, and Native American witchcraft along with some Christian mythology. Contrary to Voodoo, Hoodoo is not a religion, but rather an eclectic practice of witchcraft that is strongly based in herbal knowledge and can be used negatively or positively.  Hoodoo is but one of the many branches of witchcraft and is popularly practiced by many of the witches in New Orleans.

Necromancy

Necromancy[3] is a magical practice that allows a witch to contact, control and even revive the dead. While most witches who practice Necromancy are known to channel Dark Magic, it is known that a witch can use any magic of their choosing to practice Necromancy.  Necromancy is but one of the many branches of witchcraft and is popularly practiced by many of the witches in New Orleans.

Representational Magic

Representational Magic[3] is a magical practice which use representative objects to manipulate reality. Its origins remain unknown however, they are shown to have existed at least as far back as 10th Century A.D. According to Vincent, Representational Magic is but one of the many branches of witchcraft and is popularly practiced by many of the witches in New Orleans. Usually, such spells use much more power than one realizes. It's also a very delicate magic that requires considerable concentration by the witch who practices it. One such use of Representational Magic is for the creation of a Chambre de Chasse.

Shamanism

Shamanism is a magical practice used by indigenous witches known as Shamans. Shamanism is described as a way of life, focusing on connecting with Nature and creation where interaction with the spirit world through altered states of consciousness is used to achieve divination and healing. A tribe of shamans have been known to create the Huntress, sacrificing their lives to imbue her with great power to destroy vampires. This practice has slowly faded from the world and is rarely seen, though legends and lore has kept this all but gone.

Voodoo

Voodoo[3] is a very old magical practice, that is also a religion, used by a number of witches. Voodoo is described as a set of spiritual folkways which originated from the traditions of the African diaspora. It is a cultural form of the Afro-American religions which developed within the French, Spanish and Creole population of the U.S. state of Louisiana. According to Vincent, Voodoo is but one of the many branches of witchcraft and is popularly practiced by many of the witches in New Orleans.

 

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Witchcraft/Spell Casting

One of the main components of witchcraft is the ability of witches to cast spells. Spell Casting is a power of Witches and witch-related species such as Siphoners, Witch-Vampire Hybrids and, possibly, Werewolf-Witch Hybrids to work magic through the recitation of incantations. This allows users to magically alter reality to a wide number of effects or to evoke forces to change their surroundings. Though this is an ability possessed by all witches, it can also be achieved through thoughts, gestures and rituals, although generally spoken.

Description

"Concentrate. Forget about the vampires. Focus on tapping into your power, listen to the sound of your heart beating, the sound of your lungs filling with air."

 

Spells are capable of producing a wide variety of effects, both harmful and helpful. They can produce physical or chemical changes in a person or object. They can also have profound mental effects such as altering memory, manipulating emotions, or causing magical compulsion (such as forcing someone to speak truthfully).

Spells can manipulate other kinds of magic, such as binding (preventing the use of) a witch's powers, transferring powers between individuals or objects, breaking magical barriers, lifting or casting curses, protection from harm and range from healing to resurrecting the dead. Some spells require more than one witch to make them work in order to increase the amount of magic and therefore potential power available for the spell.

The capabilities of spell casting are nearly limitless, though it depends on the type of magic being invoked, the proficiency of the witch and the spell being cast. A great majority of spells contain a spoken component, notably known as an incantation. An incantation is written and recited as a verse that can vary widely in length from a single word, to a short phrase, to a long verse repeated to completion. Some spells consist of only an incantation where others have additional and/or specific components as well. A spell may require the use of certain tools, ingredients (herbs, stones and minerals) or the use of additional power such as from talismans, celestial events or a specific kind of magic.

A spell could consist of a ritual action, a set of words, a verse, or any combination of these, many of which are archived in books known as Grimoires. Spells are bound by Nature and can range from simple to complex, depending on the need of the casting witch. Nature demands balance and as such every spell has a loophole, no matter what magic is used to cast the spell.

For reasons unknown, the majority of spells used by practitioners of Traditional Magic and Spirit Magic are spoken in an ancient language very similar to Latin, while the ancient witch Qetsiyah performed her spells in Aramaic (a language that originated from the Middle East). However, witches who practice other forms of magic have been known to use spells in different languages; for example, the French Quarter Coven, which practices Ancestral Magic, performs their spells in French or French Creole, while the Travelers typically perform their spells in Czech. Others have performed spells using a yet to be identified ancient magic in Old Norse, similar to the modern-day Norwegian, Icelandic, Germanic, Danish, Scandinavian and Swedish languages.

TYPES OF SPELLS

The following spells are not an exhaustive list of spells they are more a sampling. You will notice that a lot of these spells do pretty much the same thing that is because spells are often unique to the individual witch. Not that these spells list a lot of givinn names in the spell titles and in the descriptions these are names from the tv shows and are not representitive of anyone in our game, they are just names.

 

     

 

 

TYPES OF SPELLS

Biological Spells

Biological spells allow witches to affect the organic tissue of a living being by changing the state of a body and its natural processes. Although, it is most commonly used for healing, other spells can be used to paralyze the body or preserve the recently deceased. Under extremely rare circumstances, it can be utilized to rapidly advance the age or completely alter the state of life.

  • Pain Reduction Spell: A spell that can be used to reduce the physical pain of another person. While the pain diminishes, the spell however does not have any real healing properties.

    • Incantation: Asinta Mulaf Hinto, Sho Bala.

       

  • Healing Spell: A spell that is able to instantaneously heal the injuries of a person through the use of magic much like vampire blood. It is capable of healing someone from a severe car crash. Such spells can be performed at a different levels of speed and effectiveness. Given the tedious nature of this type of spell, most occurrences have been performed non-verbally or off screen.

    • Incantation: Unknown

  • Paralysis Spell: A spell used to paralyze a target's body, including even those of vampires, which has the effect of preventing them from moving at all.

    • Incantation: Unknown

  • Preservation Spell: A powerful spell that allows a witch to preserve their own or the body of another being. Such a spell protects the deceased's body from any form of decay indefinitely.

    • Incantation: Unknown

    • Requirements: Unknown

  • Sleeping Beauty Spell: A spell that allows a witch to induce a mystical coma onto a target whose waking time is tied to another's death. The target's body is kept at perfect health and preserved until they wake up. The spell ensured that with the caster's death, became irreversible and that should the spell be tampered with, as to exploit a loophole, both linked targets shall die.

    • Incantation: Unknown

    • Requirements: Target, Blood of linked individual

  • Blood Gathering Spell: A simple spell that enables a witch to telekinetically gather and collect blood of a specific target to one point, whether it is the witch's own blood or that of another.

    Incantation 1: Venez sanguis. Venez sanguis, Venez sanguis la force de la bête à moi.

    • Incantation 2: Venez sanguinem au moi

    • Requirements: Ancestral Magic, Target's blood

  • Fertility Spell: An unknown ritual related to fertility.

    • Incantation: In Unum Edito, Dominus Sae Domina. Cuplas Sino Liberos.

    • Requirements: A witch's talisman

  • Metamorphosis Spell: An extremely rare and unique spell that can only be accomplished with comparable magical strength. At the most complex form of this spell, complete transmogrification can be performed. This is considered the most advance form of all biologically-related spells.

    • Incantation: Non-verbal

    • Requirements: Extremely powerful and advanced magic

  • Corruption Detection Spell: A spell that allows a witch to test for magic infused in a target's body.

    • Incantation: Unknown

    • Requirements: Blood of the Target

  • Substance Concentration Spell: A spell that allows the casting witch to concentrate a substance, in this case the Beast Serum, to a localized point within a biological system, specifically, Aurora's heart.

    • Incantation: Unknown

    • Requirements: Target

  • Sleeping Beauty Reversal Spell: A direct reversal spell to break the mystically induced coma and life-link between two individuals without triggering the curse's secondary effect; to immediately cause death to the linked individuals.

    • Incantation: Unknown

    • Requirements: Linked Target(s), Various Herbs, Candles, Grimoires

  • Confirmation Spell: A spell that utilizes blood of a target to confirm whether or not if other individuals are linked to them.

    • Incantation: Unknown

    • Requirements: Blood of the Target

  • Liquid Gathering Spell: A spell that allows the casting witch to gather and concentrate a liquid, such as tears, into a small vial.

    • Incantation: Les lames colligo. Ad me gluttuli.

    • Requirements: Target liquid

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Boundary and Sealing Spells

Boundary spells allow witches to erect invisible barriers surrounding a set space for a set amount of time, preventing beings from entering or leaving said location. However, they do not affect inanimate objects. Several Boundary Spells are tied to astrological events such as lunar or solar phases.

Sealing spells are a more potent form of boundary spells, especially when coupled with the casting witch's blood. When this is done, the spells are nearly impossible to break unless they are from the same bloodline.

  • Tomb Sealing Spell: A powerful spell used to entrap vampires within a certain area. Furthermore, the spell would seal the door to prevent anyone from opening the door to the tomb.

    • Requirements: Emily's Talisman, a Comet (original); two descendant witches, Pentagram, 5 Torches

  • Tomb Sealing Counter Spell: A spell that is able to reverse the effects of the Tomb Spell. When performing the spell, the boundary can be lowered. In doing so, it can allow vampires to enter, but not leave. With enough magic, the seal can be lifted, breaking the boundary completely allowing vampires to enter and leave freely.

    • Incantation: Phasmatos Salves Nas Ex Malon, Terra Mora Vantis Quo Incandis, Et Vasa Quo Ero Signos.

    • Requirements: Pentagram drawn on the ground, Four torches representing Earth, Air, Fire, Water, A bottle of water; A full moon,

    •  

  • Bennett Sealing Spell: A unique spell of the Bennett witch bloodline that utilizes their magic (or blood) to make a potent sealing spell near impossible to break without the specific ingredients.

    • Incantation: Phasmatos veras nos ex malom. Terra mora vantis quo incandis per vasa quo errum signos

    • Requirements: A Bennett Witch

    •  

  • Bennett Unsealing Spell: A direct counter spell to undo the Bennett Sealing spell, of which only a Bennett witch is capable of performing.

    • Incantation: Terra Mora Vantis Quo Incandis, per Vasa Quo Errum Signos. Phasmatos selvus Terra Mora Vantis Quo Incandis, per Vasa Errum Quo Signos. Phasmatos selvus nos ex malom terra mora Vantis Quo Incandis per Vasa Quo Errum Signos. Terra Mora Vantis Quo Incandis.

    • Requirements: Bennett Witch

    • All, Bonnie performed this spell on the Armory's Vault, opening it for Alex.

  • Unsealing Spell: A spell that enables an enchanted door, or something that has been magically sealed, to open.

    • Bonnie's First Incantation: Phasmatos Siprum, Emnis Abortum, Fasila Quisa Exilum San.

    • Bonnie's Second Incantation: Phasmatos Tribum, Melan Veras, Et Vasa Quisa, Exu Quisa.

    •  

  • Doorway Sealing Spell: A spell used to lock and seal a opening of a passage.

    • Incantation: Vis porta.

  • Room Isolation Spell: A minor boundary spell in order to seal a room. The spell erects an invisible barrier to prevent specified targets from leaving or to enable certain ones to enter.

    • Incantation: Unknown

    • Freya's Incantation: Apné sà mene

  • Fire Boundary Spell: The spell allows the witch to trap individuals within a circle of fire. They would be unable to escape, and any attempt to do so would cause a surge in the fire's intensity.

    • Incantation: Unknown

    • Requirements: Subjects, Fire

  • Fire Boundary Counter Spell: The spell allows the witch to undo a fire boundary spell, extinguishing the trap.

    • Incantation: Namia Exum Solvos

    • Requirements: Subjects, Fire

  • Sealed Boundary Spell: The spell prevents entry of vampires into a specific location, though other supernatural species (i.e. ghosts, werewolves and witches) or humans can pass through.

    • Incantation: Unknown

    • Requirements: Unknown

    •  

  • Threshold Spell: An ancient spell that dates back to the creation of vampires. The spell bars entry to vampires into the boundaries of a property or home that is owned by a living person (including witches, werewolves, Doppelgängers, etc.)

    • Incantation: Unknown

    • Requirements: Unknown

  • Blood-Knot Sealing Spell: A spell unique to the Bennett bloodline that utilizes the power from two generations of witches to seal an object.

    • Incantation: Unknown

    • Requirements: Blood from a specific bloodline

  • Blood-Knot Unsealing Spell: An unsealing spell that requires the power of two generations of witches to open a certain object. The two generations of witches have to be directly related descendants, such as a mother and daughter, of the original caster.

    • Incantation: Sigalis Intransium, Exalis Exalis, Omnas Quisa Operum, Sigalis Intransium, Exalis Exalis. Omnaben Libras, Sigalis Intransium, Exalis Exalis. Omnas Quisa Operum, Exalis Exalis.

    • Requirements: 2 generations of witches from the same bloodline (Mother and daughter of the Bennett Bloodline)

  • Salt Boundary Spell: This spell creates a barrier that is able to selectively trap certain species, typically Vampires, within a boundary drawn with salt. The spells used range in power and in size, some small enough to trap singular targets whereas others are powerful enough to surround locations as large as an entire school or sections of a large cemetery.

    • Incantation: Unknown

    • Requirements: A line or circle of salt, which acts as the binding agent, is drawn surrounding the area or target

  • Boundary Counter Spell: A counter spell used to reverse a boundary spell, specifically bound in salt.

    • Incantation: Merabas Hic Libatal, Confremun Signas. Omus Quisa Tentum Exalis, Merabas Hic Libatal. Confremun Signas. Omus Quisa Tentum Exalis.

    • Requirements: 6 candles

  • Traveler Sealing Spell: The spell allows the Travelers to seal off a certain location, entrapping anyone within with an invisible barrier.

    • Incantation: Otum adnarvet esnavit atim.

    • Requirements: Traveler Magic

  • Sacred Ground Sealing Spell: The spell functions by closing off a certain to location to all vampires. The only way they could enter was through an invitation by the witch who cast the spell. The spell remained in effect even after Jane-Anne's death, however, after Sophie's death, the spell was lifted, implying that it was bound to Sophie's life.

    • Incantation: Unknown

    • Requirements: Ancestral Magic

  • Confinement Spell: The spell is generally used by witches, specializing in Sacrificial Magic, to protect their sources of power (i.e. sacrifices). A binding circle is drawn using a concoction of various ingredients that form a white powder. When is it drawn on the ground, the spell confines a person or object within the marked space, preventing anyone else from entering. It is a convoluted spell that can be broken by powerful binding agents such as rock salt, volcanic ash, eye of newt or the blood of a more potent witch.

    • Incantation: Unknown

    • Requirements: Sacrificial Magic

  • Mary-Alice's Boundary Spell: The spell will be bound to an object that is supposed to be pinned down on a gate surrounding the location.

    • Incantation: Unknown

    • Requirements: Ancestral Magic, Object as a binding agent

  • Ancestral Sealing Spell: This spell sealed a set location, baring entry to all, other than that of a witch from the ancestral line of the original witch who cast the spell.

    • Incantation: Unknown

    • Requirements: Ancestral Magic, Blood of a Claire (Specific Bloodline) Witch

  • Boundary Manipulation Spell: The spell allows a witch to manipulate the effects of a boundary spell placed by another witch. It can allow the witch to turn around the boundary's effects, for example, a spell that is supposed to keep people out will keep people trapped inside of a certain location.

    • Incantation: Aven safa sa belise, de la mer...

    • Requirements: Ancestral Magic, Binding agent of the original spell

  • Reinforced Boundary Destruction Spell: A spell that utilized raw magical power to break through (reverse) a complex imprisoning spell placed on a building.

    • First Incantation: Destruccive glas stav enfala. Destruccive glas stav enfala.

    • Second Incantation: Apné en vrata!

    • Third Incantation: Repo oma dal most

    • Requirements: Physical contact with the binding agent

  • Sacrificial Boundary Spell: A powerful spell that can trap dozens of people inside of a building. If touched, the boundary will severely burn the person trying to pass through. The spell has to be bound to an incredibly powerful sacrifice, something long-lived and indestructible, such as an original vampire.

    • Incantation: Unknown

    • Requirements: Powerful sacrifice, used in Sacrificial Magic, as a binding agent

  • Ancestral Boundary Reversal Spell: The spell allows a witch to undo a boundary spell, however if the boundary spell is bound to a powerful object, reversing it would be impossible without the binding agent. It was later confirmed as the same spell used to disrupt any form of magic.

    • Incantation: Singuinata Venet a Superem

    • Requirements: Ancestral Magic, Two or more witches

  • Finn's Boundary Spell: Through a hand gesture towards the target, the witch can trap a certain person inside of an undetermined space.

    • Incantation: Kembe Po transi

    • Requirements: Sacrificial Magic

  • Lunar Boundary Spell: The spell will be bound to the moon and will last until the next moonrise.

    • Requirements: Ancestral Magic, Moon as a binding agent.

  • Lunar Boundary Counter Spell: The direct counter spell to Céleste's lunar boundary spell.

    • Requirements: Ancestral Magic while Channeling Céleste's magic

  • Expression Lunar Boundary Spell: A witch is able to close off an open space by erecting an invisible barrier simply through focusing, trapping the target inside of the enclosed location. The spell is bound to both the new moon and the casting witch, therefore, it will wear off in three to four days or sooner should something happen to the witch.

    • Requirements: Expression, New Moon

  • Solar Boundary Spell: The spell is bound to the sun, therefore, the targets will be trapped inside of a certain location until sundown the same day.

    • Incantation: Unknown

    • Requirements: Sun as a binding agent

  • Qetsiyah's Imprisonment Spell: The enchanted vines will keep the target in place. The vines can't be broken by anyone until the witch who cast the spell reverses it.

    • Incantation: Unknown

    • Requirements: Vines

  • Expression Tomb Raising Spell: The spell unsealing a powerful tomb spell surrounding an Island simply through focusing.

    • Requirements: Bennett Witch, Expression, Complete Hunter's Mark, Perfectly symmetrical circle

  • Qetsiyah's Tomb Sealing Spell: The powerful sealing spell that was cast around The Island to prevent Silas from escaping his eternity of desiccation.

    • Requirements: Bennett Witch, Expression (presumably), Perfectly symmetrical circle

  • Sire-Line Boundary Spell: An augmented "invitation" spell that prevents entry of vampires into a certain location, other than vampires of the sire-line whom the spell was cast upon. This particular spell gave sanctuary to a vampire from other vampires like that of Humans owning property.

    • Incantation: Unknown

    • Requirements: Unknown

  • Rebekah's Boundary Spell: A spell that creates a boundary bound by a circle of salt around a target that the witch wishes to protect, keeping anyone outside from entering the circle.

    • Incantation: Unknown

    • Requirements: Circle of Salt, Ring of Candles

  • Semipermeable Boundary Spell: A spell that creates a boundary that allows a witch to trap a specific target while allowing anyone else to cross between it. While the bound person cannot leave of his or her own free will, they can be pulled from the boundary by another.

    • Incantation: Unknown

    • Requirements: Circle of Salt, Runes

  • Barrier Spell: The spell allows a witch to erect a boundary spell quickly on a small vicinity around them. As it lacks preparation or binding agents, the spell is maintained by the will of the caster and a hand gesture.

    • Incantation: Non-verbal

    • Requirements: Focus

  • Reinforced Boundary Spell: A powerful and complex spell to imprison a target within a set location, either with salt of within a building.

    • Incantation: Unknown

    • Requirements: Salt and candles; House

  • Blood Seal Unsealing Spell: A spell that utilizes a witch's blood to directly unseal a sealed object or location.

    • Incantation: Déblotché par mon sang.

    • Requirements: The caster's blood

  • Life-Force Linked Boundary Spell: A boundary spell that utilizes a witch's heart beat to sustain the spell. Should the witch's heart stop, the spell will be broken.

    • Incantation: Unknown

    • Requirements: Casting Witch, Sage, Map, Iron/Sand

  • Dominic's Boundary Counter Spell: A counter spell to reverse the affects of a boundary spell. However, this spell also was able to release the affects of a glamour spell.

    • Incantation: Libérer à vérité à.

    • Requirements: Trapped Target

  • Bone Boundary Spell: An old spell that utilizes bones to enact a powerful barrier keeping all unwanted targets away from the intended sacrifice.

    • Incantation: Unknown

    • Requirements: Sacrificial Magic, Bones; Two candles and an animal skull in the middle, set in each cardinal direction outside a salt circle.

  • Bone-Bound Boundary Counter Spell: A counter spell to reverse the effects of the Bone-Bound Boundary spell.

    • Incantation: Aubsbeaute an pjons pìns

    • Requirements: Trapped Target

  • Rock Boundary Spell: A spell that is bound to a specific structure of four rocks placed atop of one another. Should the placement be disrupted, the spell will be undone.

    • Incantation: Unknown

    • Requirements: Four Rocks in a vertical structure

  • Doorway Unsealing Spell: A spell used to unlock an opening of a passage, whether bound with locks or chains.

    • Incantation: Dissera portus.

    • Requirements: None

  • Shield Spell: A spell used to shield the casting witch from an oncoming attack, such as from fire.

    • Incantation: Scutum.

    • Requirements: None

  • Containment Spell : A spell used to contain a person or entity within a limited boundary.

    • Incantation: Imperium monstrum.

    • Requirements: None

  • Containment Reversal Spell : A spell used to reverse the Containment Spell.

    • Incantation: Unknown

    • Requirements: None

Cloaking and Illusion Spells

Cloaking spells allow witches to either render a being, location, or object physically undetectable to the senses or magically undetectable by locator spells, making it so that magic cannot track them.

Illusion spells are an advanced form of Cloaking spells that allow witches to project into the mind of a target and affect the senses to perceive a false reality of a being, location or object which they can then manipulate.

  • Illusionary Cloaking Spell: More commonly known as an invisibility spell, this spell allows a witch to cloak themselves and their targets be it a person, object or certain locations completely based on perception. However, the magic can be disrupted by magical objects. The distance in which a witch is able to cloak their target is directly proportionate to their level of skill.

    • Gemini Incantation: Invisique

    • Liv's Incantation: Phasmatos radium calaraa, Phasmato... (Alternative)

    • Emma's Incantation: Nullum visa laris

  • Illusion Spell: The spell allows a witch to alter the perception of the immediate vicinity creating illusions of objects and other people. Such spells range from creating manifestations appear real to altering the physical form of another or themselves. At more advanced levels they can become physical manifestations.

    • Incantation: Unknown

  • Disillusionment Spell: The spell allows a witch to counter an illusionary cloaking spells, revealing magically hidden objects or people.

    • Incantation: Phasmatos Oculacs

  • Gemini Cloaking Spell: A spell used to shield oneself from a locator spell and disrupts visions trying to pinpoint their location. It can also be used on a group of people so long as they stay in a reasonably close approximation to the witch casting it.

    • Incantation: Unknown

    • Requirements: A ring of candles, Salt and Iron powder

    • Direction: An intricate pattern is drawn within the ring using the salt and iron powder. After which, the witch steps into the center of the circle and enters a trance state.

  • Silencing Spell: The spell works by throwing a handful of salt into a lighted candle. As long as the candle is lit, no one, including vampires and hybrids will be able to hear anything. Instead, all they will hear is sizzling sound.

    • Incantation: None

    • Requirements: A lit candle, Salt

  • Privacy Spell: As long as the sage burns, no one will be able to overhear anything from the room in which it burns.

    • Requirements: Burning sage

  • Cloaking Spell: A spell developed and used to hide specifically from locator spells. Various witches employ different means and magics that range in power to stay effectively hidden from other witches.

    • Requirements: Sandalwood

  • Traveler Cloaking Spell: A powerful cloaking spell developed to hide a target even from the all seeing Spirits of the Other Side.

    • Requirements: Traveler Magic

  • Essence Reveal Spell: The spell allows a witch to unveil and detect concealed mystical essences within talismans or relics.

    • Incantation: Unknown

    • Requirements: Target Object

  • Ancestral Illusory Spell: The spell allows ancestral witches to project an illusion over an entire location, transforming it such that unwanted intruders perceive it to be an infinite maze and will walk in circles. However, it is seemingly not powerful enough to deceive the sire-bond as such, sired hybrids are still able to sense the location of their sires.

    • Requirements: Place of power (e.g. Lafayette Cemetery), The Ancestors

  • Ancestral Cloaking Spell: The spell will cloak several people so that the location seems empty to anyone outside as long as the witches continue chanting.

    • Incantations:

      • Davina's Incantation: ...keschede sede ni canun keschede senu ni...

      • Kaleb's Incantation: ...excede canun infenun da ba nunc ca nun,senon canu ni...

    • Requirements: Ancestral Magic, Two or more witches are required, lit candles.

  • Decoy Spell: A spell that uses the practice of representational magic to allow a witch to craft the illusion of the target's presence onto a clay doll, replicating it's power source. However, the illusion only lasts for as long as the witch focuses on the spell.

    • Incantation: Sin eh-tey ex avan-ha vin tan-took koh.

    • Requirements: Golem, Beating heart, Blood of target, Crushed herbs, A lit candle

  • Moroccan Cloaking Spell: A powerful spell that completely cloaks a target and prevents locator spells from finding them. The spell is strong enough to obscure locations from cities to even that of continents.

    • Incantation: Unknown

    • Requirements: Target

  • Glamour Spell: A powerful spell that can grant a person the appearance of another. The spell is performed by obtaining the hair of the target and using it as a conduit on a poppet which serves as the anchor of the spell. The spell is activated once the poppet is dipped into blood (presumably of the person whose appearance the target is taking). Should the witch wish to remove the glamour, the poppet needs to be burned.

    • Incantation: Kache l'nan san. Jen chèch je yo.

    • Requirements: Dozens of Candles, Bowl of Blood, Target's Hair, Poppet, Animal Bones

  • Regent Cloaking Spell: A powerful spell that Regent witches of New Orleans can use to completely hide the whereabouts of individual people.

    • Incantation: Cœur là vous votre tai ma say tou...

    • Requirements: Dozens of Candles, Animal Bones, Stones, Power of Regent

  • Diversion Spell: A spell to prevent witches from finding the true location of a target by deviating their presence to a set location. Therefore any witch performing a locator spell will be drawn to said false location.

    • Incantation: Unknown

    • Requirements: Target's Blood, Burning sage, Oleander, Spotted Owl Feather, Candles

  • Bennett Illusionary Manifestation Spell: A powerful spell to conjure an illusionary wall that prevents its target(s) from discerning what is real and what is fake.

    • Incantation: Averte oculos tuos a quo exitus. Hunc exitus ab auribos.

    • Requirements: Bennett Witch

  • Freya's Glamour Spell: A spell that can grant a person (i.e. vampire) the appearance of another.

    • Incantation: Mutare seu rosto

    • Requirements: Target

  • Translucence Spell: A spell that causes objects or walls to become see-through, as if looking through glass.

    • Incantation: Preitori Speculo

    • Requirements: Ceiling

Curses and Hexes

Curses and Hexes are powerful spells that allow witches to cause either harm or damage and even death to fall upon a victim that commonly comes with long-lasting, slowed, or delayed effects. Several are ritualistic in nature and may require physical contact with the target, an object owned by the target or is a part of their body such as nails, hairs, or blood. Hexes, in particular, are much more potent and have a short time before removal is impossible. Hexes start with magic, but as time progresses and they take root, they alter the very chemistry of the brain.

  • The Travelers' Curse: An extremely powerful curse that turns nature against a tribe of people, such as the Travelers. The curse worked by ensuring that should the Travelers ever settle down somewhere, natural disasters would ensue.

    • Incantation: Unknown

  • The Werewolf Curse: A powerful curse that bound members of a Germanic tribe of Witches to the full moon which turned them into the world's first true werewolves. This enslaved them to the moon and, as such, the curse caused them to transform into the beasts that hunted the witch that cast the spell. With the curse, created the seven original packs of wolves.

    • Incantation: Hashi nvgidgia nvasdi

  • The Hybrid Curse: A powerful spell, initially performed 1000 years ago, that suppresses a hybrid's werewolf nature. It works by channeling the power of the full moon into a moonstone while using the blood of a doppelgänger as a binding agent.

    • Incantation: Anima marcam. Iskoristi vuka.

    • Requirements: Full moon, Moonstone, Doppelgänger's blood as a binding agent, Salt, Fire (Esther); Moonstone soaked in Hope's blood, burning wood log pentagram; Chalk pentagram and a bowl of fire (Witch)

    • Instructions: In order to perform this spell, the drenched stone is heated and used to brand the 'afflicted' on the palms of both hands, the soles of both feet, and the site of the third-eye chakra, the forehead. Freya also indicates that during the spell, Hope cannot pass out or ever stop breathing.

  • The Hybrid Release Ritual: The spell undoes the Hybrid Curse placed on the Original Hybrid Niklaus, thereby allowing him to embrace the powers of a vampire and a werewolf after the requisite sacrifices have been completed. At the start of the ritual, the suppressed hybrid must first extract the heart of a werewolf, kill a vampire and drain the blood of a human Petrova Doppelgänger.

    • Incantation: Phasmatos Tribum, Salve Sorce Das. Phasmatos Eliximo Nominum, Etrinox Sorce Sotero Callux Oxtara.

    • Requirements: Petrova Doppelgänger (human), Vampire, Werewolf, Moonstone, Full Moon

  • Death Induction Spell: This spell is performed by drawing power from the candles and using it to turn the internal organs belonging to the spell's target into liquid. The spell takes effect immediately, causing the victim to throw up blood, have painful aneurisms. One of the signs that the victim is under this curse are their blood-shot eyes.

    • Incantation: Phasmatos incendere ad pulvox.

    • Requirements: Target's personal belonging, Several candles

  • Insanity Hex: A curse invoked by tracing a symbol on the victim's hand while using the power of a cursed rosary, used to induce madness. The spell will drive the victim insane to a point where they become violent and kill. If a Hex like this is allowed to set in for too long, it can no longer be reversed. It is explained that hexes like this begin with magic, but after a while they alter the very chemistry of the brain, making them irreversible.

    • Agnes' Incantation: Deja fou.

    • Bastiana's Incantation: Torsion fou mort de l'espirit.

    • Requirements: Ancestral Magic, Physical contact, Dark Object (The Rosary of Madness)

  • Poppet Death Curse: The spell is performed by stabbing a poppet with a needle while chanting. The victim will experience shortness of breathe, cold chills, weakness, vomiting blood and then unconsciousness. The victim will eventually die in a span of two days.

    • Incantation: Purger l'interieur, éteindre la lumiere dans cette font.

    • Requirements: Ancestral Magic, A poppet, Needle

  • Death Curse: This curse allows a witch to punish someone by condemning them to a slow, supposedly irreversible death. In the case of possession, it also allows the witch to trap the possessing spirit inside the body of their vessel, so that they can't escape the curse.

    • Incantation: O se kwe pe se.

    • Requirements: Physical contact with the victim, presumably Dark or Sacrificial Magic

  • Ancestral Death Curse: This curse allows ancestral witches, either living or dead, to condemn a target to die by magic, causing them to bleed from the eyes and mouth. This spell can be set on a countdown such as at the stroke of midnight the target. This spell is most similar as to how ancestral spirits punish living witches.

    • Incantation: Unknown

    • Requirements: Target, Place of power (e.g. Lafayette Cemetery), presumably Dark or Sacrificial Magic

  • The Crescent Curse: A powerful curse that could force werewolves to stay in their wolf form except on full moons.

    • Incantation: Unknown

    • Requirements: Ancestral Magic (Céleste), Full Moon

  • Maiming Curse: The spell allows a witch to cripple the hands of their target in addition to producing a ring of fire around them.

    • Incantation: Per se qui e fracta toi, per se qui e total toi.

  • Stake Curse: A powerful curse bound to the dark object, 'The Cursed Stake', that causes its target to go insane, and become a relentless, unstoppable ripper. It activates upon the removal of its target with a physical representation of a skull mark on the victim and seemly hard to remove.

    • Incantation: Unknown

    • Requirements: Wooden Stakes, Skull Markings

  • Corruption Hex: A hex that may be used by the Ancestors on resurrected bodies of spirits who exit the Ancestral Plane. When enacted, it actively enhances the target's rage and blood lust to the point where they will lose control. It is powerful enough to affect an original vampire.

    • Incantation: Unknown

    • Requirements: Unknown

  • Death Spell: A spell that is uses black magic to induce death upon a target of the witch's choosing.

    • Incantation: Tenebris anima vestra contundito mortem et conteret spiritum. Frange vitam nolite corde ut sub terra esse, ad tenebras usque in sempiternum.

    • Requirements: Black Magic

Disenchantment and Destruction Spells

Disenchantment and Destruction spells typically unravel or completely destroy enchantments bound to inanimate objects. A bound object can be dispelled by either destroying the spell upon the object, thereby leaving said object intact, or the object itself. Variations of such spells include temporarily blocking or neutralizing the spell bound to the object without compromising the integrity of the original spell or object, leaving it intact and the spell to resume once the intent is accomplished.

  • Talisman Destruction Spell: A variety of spells used to break the link between a Talisman and a spell, which which may result in the destruction of the object in question.

    • Emily's Spell: A spell used to destroy a witch's own Talisman.

      • Incantation: Non-Verbal

      • Requirements: Talisman, Pentagram, Ring of fire, Comet

    • Bonnie and Luka's Spell: A spell was used to destroy the bind between a talisman, the moonstone, and the spell bound to said talisman.

      • Incantation: Phasmatos Tribum, Nas Ex Veras, Maquis Dumisa Rotenem.

      • Requirements: Moonstone, 2 witches, Full Moon, Circle of candles

    • Bonnie and Sheila's Spell: A spell was used to destroy a witch's talisman.

      • Incantation: Universa Ruina In Tenebras Ra Damis Infinitum. De Lon Dem Ex Nahal da Six.

      • Requirements: Talisman, Candles, 2 witches

    • Bonnie's Spell: A spell is used to destroy an Ascendant thus, rendering people unable to enter its corresponding prison world.

      • Incantation: Phasmatos De Strutos Avox Addellum.

      • Requirements: Ring of 12 Candles, Circle of Salt, the Ascendant

  • Dispelling a Daylight Amulet: A spell used to neutralize the protective magic of the Daylight Amulets worn by vampires, effectively allowing them to burn in the sun.

    • Emily's Incantation: Unknown

    • Traveler's Incantation: Sul opraem chele kouzlo.

    • Requirements: Spirit or Traveler Magic

  • Traveler Knife Destruction Spell: A spell used to destroy a Traveler Knife by melting it, rendering it useless.

    • Incantation: Evit ni et tempozo

    • Requirements: Traveler Magic, Fire

  • Phoenix Stone Destruction Spell: This spell is used to destroy the Phoenix Stone that can be used in conjunction with siphoning. It is unique such that the spell uses the object's own power against it to simultaneously unravel it.

    • Incantation: Calibus vis anulix peros corpeo meum

    • Requirements: Phoenix Stone

  • Dispelling the Bracelet of Obedience: The bracelet cursed by the witches to force obedience will have it's mystical abilities "bleed" out, which will also deactivates all its magical properties.

    • Incantation: Dinti tu e sedo per un dayen un trahen ble doce mozore un frantue e sedo per un trahen, un trahen ble do sedo per.

    • Requirements: Physical contact with the Bracelet of Obedience, Kemiya (possibly)

  • Dark Object Release Spell: A spell that is able to overpower dark objects, neutralizing its effects.

    • Incantation: De tu me ne s'en fin

    • Requirements: None

  • Neutralizing the White Oak Stake: The Original-killing power of the stake will be neutralized for a small amount of time.

    • Incantation: Mwen La bois. Donne mu la bois la bois...

    • Requirements: Two or more witches channeling each other's power for support

  • Destroying the Indestructible White Oak Stake: A spell that utilizes devastating, raw magical power to completely destroy the white oak stake, bound with a powerful protective enchantment.

    • Incantation: Non-Verbal

    • Requirements: Massive magical power

  • Blocking The Crescent Curse: A powerful spell that allows a witch to temporarily block the Crescent curse, a spell used to condemn werewolves to their wolf form for the entire month except the full moon.

    • Incantation: Non-Verbal

    • Requirements: Ancestral Magic of the Curse's Creator, Blood and Hair of the cursed target, Candle.

  • Insanity Curse Removal Spell: A spell that allows a witch to reverse the specific curse bound to the curse stake that induces insanity. This is done by enchanting a silver blade with which to cut off the mark representing the curse on the target's body.

    • Incantation: Niax en at tem alach ti. Niax en at tem alach ti.

    • Requirements: Candles, Silver Knife, White Muskroot

  • Totem Destruction Spell: A spell that allows a witch within a Chambre de chasse to destroy the totems representing the targets.

    • Incantation: Un look au net fer mal au temium

    • Requirements: Totem

  • Maiming Counter Curse: A spell that allows a more powerful witch to counter the effects of a curse before it takes root within the target.

    • Incantation: Detere se deforum, detere se deforum

    • Requirements: Ancestral Magic, More power than the casting Witch (i.e. that of a Regent

Divination Spells

Divination spells allow witches to seek knowledge past, present, and future events or information about the unknown through supernatural means. Spells that are related to Prophecies, and the creation thereof, also deal with events of the future. They typically predict future catastrophic events, of which can further shape the outcome whether through direct or indirect means. Witches can employ a variety of tools to aid them in divination that range from bones and blood to even spiritual communication.

  • Doppelgänger Prophecy Spell: An ancient Traveler spell that created the "doppelgänger prophecy", which caused a mystical attraction between the Petrova and the Salvatore doppelgängers in the proceeding centuries. The spell's true purpose was to help the Travelers easily locate doppelgängers, by making each of the doppelgängers in history drawn to each other.

    • Incantation: Unknown

    • Requirements: Traveler Magic

  • Prophecy Reliving Spell: The spell allows a witch to receive and review already seen prophetic visions in addition to determining its authenticity.

    • Incantation: No mentre la prophecie que la veo le otra ve...

    • Requirements: Candles, Blood of prophet, Names of People Involved

  • Agenda Divination Spell: A powerful ritual that allows a witch, with the help of her coven to discover a person's truest intentions through a manner of divination. A sacrifice, such as a beating heart is required for the spell.

    • Incantation: Unknown

    • Requirements: A Heart, Candles, Tarot Cards

  • Early Warning Spell: A powerful ritual that will warn the caster if any of the intended targets she prepares within the spell are being affected by magic.

    • Incantation: Unknown

    • Requirements: Candles, Hair of the target's for protection

  • Spell of Revelations: A powerful spell used for Divination; it is commonly used by The Sisters, to search through and reveal the unknown. It can also reveal secret desires of individuals.

    • Incantation: Unknown

    • Requirements: Water, One candle per witch, Pool of water. Bowl of Bones (Dahlia)

Elemental Spells

Elemental spells allow witches to affect their surroundings by manipulation of the natural elements. The four elements fire, water, earth and air are the most basic and can be call forth for their specific properties. Higher controls of the environment such as the weather or plant-life may require channeling Nature's energy or massive amounts of power.

  • Fire Spell: A spell that is able to create fires or ignite flammable objects such as alcohol. It is similar to the passive, non-verbal pyrokinetic power used by most witches.

    • Incantation: Incendia / Phasmatos Incendia (Alternative)

    • Vincent's First Incantation: Irascitur detruire

    • Vincent's Second Incantation: Crée le feu

    • Josie's Incantation: Ignis absumet

    • Warlock's Incantation: Ignarious. Ignarious!

  • Fire Manipulation Spell: A spell that is able to decrease and/or increase the intensity of localized small to medium-sized fires. At a more advanced scale for powerful witches, it can be used to control explosions and that of large spanning fires.

    • First Incantation: Ex Spiritum In Tacullum, En Terrum Incendium, Phasmatos Salves A Distum.

    • Second Incantation: Phasmatos motus incendiamos!

  • Fire Extinguishing Spell: A minor spell used to extinguish small fires in a localized area.

    • Bonnie's Incantation: Suctus Incendia

    • Hope's Incantation: Adiuuatur

  • Ember Spell: A minor spell used to teach new witches to ignite objects on fire, like a line of salt.

    • Incantation: Phasmatus Ignitium Dos Ex Salvo, Phasmatis Ignitium Dos On Salvo, Phasmatis Ignitium Dos On Salvo

    • Requirements: Line of Salt

  • Nature Spell: A spell that channels Nature to enhance and accelerate the growth of flowers, plants or entire gardens.

    • Incantation: Phasmatos Tribum, Melan Veras. Phasmatos Tribum, Melan Veras

  • Plant Revival Spell: A spell used to channel Nature to revive dead vegetation.

    • Incantation: Phasmatos Tribum, Plantus Vivifey, Plantus Herbus.

  • Flower Revival Spell: A spell that channels Nature and the Ancestors to revive dead flowers.

    • Incantation: Belle la vie a cette fleur, maintentant.

    • Requirements: Ancestral Magic

  • Plant Decomposition Spell: A spell used to contaminate plant life along with any mystical properties it may possess thus, rendering it useless as a magical ingredient.

    • Incantation: Unknown

  • Tempest Spell: A powerful spell performed using potent sage to summon a storm from afar. The witch then proceeds to blow into the bowl, intensifying the storm. The spell can also quell the storm, should the witch so desire.

    • Requirements: Bowl of serpent's blood, Sage, Stones, Candles

  • Water Flow Spell: A minor spell used to find and control nearby sources of water.

    • Incantation: Confuso fatina, ignos et ignos mortifina.

    • Requirements: None

  • Hellfire Manipulation Spell: A powerful spell that utilized a large coven of Bennett witches to contain, control and prevent the unleashing of hellfire.

    • First Incantation: Phasmatos motus incendiarios!

    • Second Incantation: Phasmatos incendia movet, phasmatos incendia moventur, ego ex vos, vos ex unos, phasmatos incendia entrare! Phasmatos incendia movet, phasmatos incendia moveo!

    • Requirements: Bennett Coven of 100 witches

  • Combustion Spell: A violent fire spell that ignites an object and rapidly spread in it's immediate, localized vicinity, causing it to explode.

    • Incantation: Bruciare supe terram, faciendo ignis ga praemium.

    • Requirements: None

  • Flower Petal Shower Spell: A simple, yet showy, spell that causes flower petals to erupt from a flower and to fly into the air.

    • Incantation: Tomar lento. Na paz, amor.

    • Requirements: Flowers

  • Water Freeze Spell: A minor spell used to rapidly freeze flowing water on a solid surface.

    • Incantation: Glace, solidatur. Glace, solidatur...

    • Requirements: Flowing water

Enchantments

Enchantments allow witches to bind spells to inanimate objects. Thereby endowing said object with supernatural properties or changing it's state. Various materials or minerals may be chosen for their existing supernatural properties to accompany different enchantments. They have proven to last until said spell or object is destroyed with Disenchantment or Destruction spells. Talismans are one such example as they are typically ordinary objects, normally jewelry, which are created to focus a witches' magic.

  • Talisman Creation Spell: The witch crafts together stones and herbs into a pendant while imbuing their magic into the talisman to focus and enhance their spells.

    • Requirements: Stone or Jewel

  • Incapacitation Enchantment: An enchantment placed upon an object that will render the said target unable to breath eventually leaving them unconscious upon contact.

    • Incantation: Unknown

    • Requirements: Moonstone (Object)

  • Incapacitation Ash Spell: An enchantment that charges the personal item of the target with magic so that when burnt until it's an ash, it will render said target unstable and unconscious upon contact.

    • Incantation: Terra Mora Vantis, Quo Incandis.

    • Requirements: Personal item of the target, Water

  • Gilbert Enchantments: A spell, or multiple spells, used to enchant certain objects with mystical properties. Whether the spell used to create such enchantments are different from one another or similar remains to be seen. However, the spell can have a wide range of effects. When enchanted, the Gilbert Device, can cause a high-screeching sound capable of incapacitating vampires and werewolves when activated, though it only works once, for approximately five minutes.The Gilbert Compass allows one to detect vampires within an set location so that the needle will constant move towards a vampire. Finally, the Gilbert Ring, are the most powerful protective enchantment that prevents the permanent death of a non-supernatural human killed by a supernatural creature.

    • Incantation: Unknown

    • Requirements: Gilbert device, compass, ring

  • Daylight Amulet Creation Spell: An enchantment placed on a piece of jewelry with a Lapis Lazuli gemstone that allows a vampire to be unharmed by the sun. The witch who casts this spell has the power to reverse the spell if he/she chooses.

    • Directions: The spell must be cast in the daytime where sunlight can bathe upon the Lapis Lazuli.

    • Requirements: Lapis Lazuli, Sunlight

  • White Oak Ash Dagger Creation Spell: An enchantment placed upon silver daggers that allows them to subdue an Original vampire when mixed with the ash of the White Oak Tree. The enchantment was cast with a side effect that will kill a vampire who tries to use the dagger.

    • Incantation: Unknown

    • Requirements: Silver Daggers, White Oak Ash

  • Restoration Spell: A powerful, protective enchantment that completely restores an object which previously destroyed. Alternatively, the spell can be cast directly upon the destroyed object, while the witch is holding it, and it will return to its original state.

    • Esther's Incantation: Unknown

    • Kol's Incantation: Sanguinatum planicium. Sanguinatum planicium.

    • Freya's Incantation: Leigheas brotin, leigheas brotin...

    • Requirements: Physical contact with the object

  • Weapon-Binding Spell: An indestructible object can be created through this spell by binding it to a source of strong and protective magic that is long-lasting.

    • Incantation: Vescaram Anta Intacurum, Vescalis Dissendis Divinitum. Ex Tutum Tatum, Dimentum Talos. Dox Toxem, Dox Malum. Dox Divinitum.

    • Requirements: Target object, Source of powerful protective magic

  • Electromagnetic Disruption Spell: The spell prevents the use of modern day electronics, such as phones, by interrupting its electrical current or cellular signal.

    • Incantation: Vidau.

  • Moonlight Amulet Creation Spell: An enchantment placed on a piece of jewelry with a Black Kyanite gemstone that allows a werewolf to control their transformation during a full moon as well as access their full strength.

    • Incantation: Matere et lunare tua virtus.

    • Directions: The spell must be cast when the full moon is at it's apex upon the Black Kyanite.

    • Requirements: Black Kyanite, Full Moon, Blood of a werewolf that controls his transformation (Genevieve's altered spells)

  • Dreamcatcher Sight: Twin mystical dreamcatcher charms adorned with animal bones and chicken feet can be enchanted to spy on a subject.

    • Requirements: Pair of willow hoops

  • Fixation Enchantment: A minor spell that magically binds two object, such as a bracelet (jewelry) to the person wearing it whether they are the caster of the spell or not to prevent the object's removal.

    • Requirements: Enchanted object

  • Object-Mending Spell: The object in question will slowly mend itself as the witch chants the spell. If a witch's concetration is broken, the spell will be undone.

    • Incantation: Venez très connu cendre.

    • Requirements: The broken object

  • Chain Reinforcement Spell: The spell uses a poppet to enchant the properties of a chain, binding their target. The chains are strengthen such that it remains unbreakable even to an Original Vampire.

    • Requirements: Poppet, Chains

  • Dark Object Creation Spell: Several spells fall under this category, enacted through a type of Arabian magic known as Kemiya. Such spells allow witches to imbue objects with magical abilities using a precise chemistry of science and spirit.

    • Incantation: Lim Ala dar ala dilj.

    • Requirements: Kemiya, Two witches, a perfect Paragon diamond, and the object in question

  • Transmutation Spell: The object that the witches are holding will slowly be set on fire. As the flame consumes the object, it will then be made into pure gold. Practice of magic such as this is called Kemiya, an Arabian form of witchcraft that intersects science.

    • Incantation: E Loke Gae La lidi.

    • Requirements: Physical contact with the object, Two or more witches, a close bond between the witches

  • Melting Spell: A spell used to rapidly heat and melt and object.

    • Incantation: Unknown

    • Requirements: Representational Magic

  • Solidifying Spell: A spell used to reverse the process of melting or at the very least, slow it down.

    • Incantation: Convultaras distiere. Convultaras distiere.

    • Requirements: Salt

  • Truth Spell: A simple spell that utilizes a human like doll known as a Figure Veritas. It is used such that when it is stabbed through the "heart" , the target will be compelled to tell their darkest truths.

    • Incantation: Chế cao su đã. Chế cao su đã. Chế cao su đã

    • Requirements: Figure Veritas, Knife

  • Serratura Activation Spell: The witch is required to paint several symbols on their body as they cast the spell surrounded by dozens of lit candles. The object is then activated by allowing blood to fall on it.

    • Incantation: Reveye ak. Reveye moman ak trape dife. Moman ou sè prè. Tann prizonye ou.

    • Requirements: Dozens of Candles, Bowl of Blood, the Serratura, Painted Symbols

  • Protection Charm: A spell that enchants an object with a powerful spell of protection against dark magic and/or evil.

    • Requirements: Charm

    •  

  • Fixation Enchantment Removal Spell: A direct counter-spell to remove a Fixation Enchantment on a piece of jewelry.

    • Incantation: Denne legatura

    • Requirements: Spelled Jewelry

  • Beast Weapon-Binding Enchantment: A spell that utilizes the magic and derivatives of the Beast to create a weapon that can be used to kill the Beast.

    • Incantation: Unknown

    • Requirements: Freya's blood (Esther's Magic), Marcel's Venom, Lucien Castle's ashes

  • Mystical Binding Enchantment: An enchantment that reinforces rope, leather, or chain bindings with magic, preventing the target from escaping them.

    • Incantation: Unknown

    • Requirements: Binding

  • Magic-Bound Enchantment: A spell that imbues the magic of multiple witches into an object, rendering it capable of killing other powerful beings.

    • Incantation: Unknown

    • Requirements: Four of the strongest Witch Elders, Weapon (Axe)

Invocations and Cleansing

Invocations allow witches to call on spiritual beings, namely witch spirits, to be granted vast amounts of power, should they be willing, protection or worship. They may come in the form of spells or rituals used to commune with the dead or, occasionally, to summon the living. For New Orleans specifically, acts of consecration "bless" deceased witches into a separate purgatorial domain, the Ancestral Plane, so that the witch's magic continues to fuel the community and their living descendants.

Spells related to Cleansing and Purification typically occur after an occurrence with said spiritual beings, especially of they are associated with darkness or dark magic that can infect or possess another being. They can also be used to purge spiritual 'infections' that corrupt individuals.

  • Spirit Harnessing Spell: A spell that can charge a witch with a large amount of power and focus it into said witch by invoking the Spirits. The spell is cast at a site where many witches have met violent deaths. Provided their willingness to grant such power, said witch has to focus on her intention and agree to their terms.

    • Incantation: Sa vas est cure est vos facultas...

    • Requirements: Site where a number of witches have met with violent deaths, Spirit Magic

  • Séance Spell: A spell used to contact the spirits from the Other Side. Powerful witches are able to seek out specific spirits and may in turn, be possessed by them. In that respect, a witch acts much like a medium and allows said spirit to interact with the physical plane.

    • Incantation: Phasmatos Manex, Un Domo Hax, Fero Adiuvex.

    • Requirements: Candles

  • Expression-Cleansing Spell: A spell used by a coven of witches, minimum of 12, that invokes the spirits of nature in order to cleanse a witch of Expression. Said witch needs to be a willing party as part of the ritual involves her calling out to the spirits (with the incantation) as well. However, doing so causes a lot of pain as the practice of Expression rejects the spirits.

    • Incantation: Phasmatos Tribum Nas Ex Viras, Purgal Animum Sous Obscarus. Phasmatos Repallus Tantian, Maltuscanum Anium Par Vas.

    • Requirements: Coven (min. 12) of witches linked as one / Spirit Magic

  • Channeling the Ancestors: Different rituals and invocations used to invoke the Ancestral spirits, commune with them and channel their collective power and will.

    • Davina, Monique, and Abigail's Spell: This spell is commonly used by the Harvest Girls in order to commune with the Ancestors. Each Harvest Witch will take a different position: one will do a handstand, one will be sprawled/contorted against the wall and the other would be laying on the ground.

      • Incantation: Vie dans des ancêtres, renforcer noblesse. Comme des ancêtres, de coeur noblesse. Décider on de ancêtres, garder noblesse.

      • Requirements: Ancestral Magic

    • Genevieve's Spell: This spell allows a witch to commune with the Ancestors and give them a foothold in the physical world, allowing them to successfully interact with it in various ways. It also gives them control over the witch in question.

      • Incantation: C'est cette nouveau vie, nouveau âme mélange avec nous.

      • Requirements: Ancestral Magic. The spell is performed by crunching a handful of herbs, laying out a witch's personal object and sprinkling salt on the altar. However, more witches can use this spell without any of the formerly mentioned necessities.

    • Sophie and Katie's Spell: This spell is used to charge a witch with a large amount of ancestral power and focus it into one or more ancestral witch by invoking the Ancestors.The spell is cast in the cemetery where the ancestors are buried, by sprinkling salt on an altar and focusing on her intention.

      • Requirement: Ancestral Magic. The witches place several trinkets on a small altar and sprinkle the salt upon it. They then proceed to focus on the ancestral power and absorb it as their Ancestors can be heard.

    • Contacting a Witch Ancestor: This spell allows a witch to communicate with a specific dead witch among the Ancestors and with their permission, channel their power.

      • Incantation: Ven el forte es cufe, Ven el forte es cufe, Ven el forte es cufe, Ven el forte es cufe.

      • Requirements: Ancestral Magic, Tomb of target ancestor, Candles

    • Regent Ancestral Communion Spell: A powerful spell that allows the New Orleans Regent to go into a chanting trance-like state to directly commune with the Ancestors.

      • Incantation: L'objet perdu que petis est in civitate, in qua non dico l'objet que petis in civitate... l'objet que... que...

      • Requirements: Ancestral Magic, Various stones and herbs, Burning sage, Candles

    • To Channel A French Quarter Witch: A spell that allows a New Orleans witch access to the French Quarter Coven's Magic to perform spell unique to that coven.

      • Incantation: Ou fé konfyans cherche de l'aide.

      • Requirements: Ancestral Magic, The Remains of a French Quarter Witch

  • Rite of Consecration: A ritual to prepare a deceased witch's body so that they may join their Ancestors within the Ancestral Plane. In doing so, their magic will flow back into the Earth, fueling the witch community. This particular funeral rite is practiced by the Nine Covens of New Orleans. Presumably, other cultures that practice Ancestral Magic perform similar rites.

    • Incantation: Unknown

    • Requirements: Ancestral Magic, White robes or shrouds, rose petals, oil and blessed water, sage, torches or incense

  • Calling Spell: The spell's true purpose is unknown though it can be assumed it was an invocation of the Ancestors, due to the whispering voices surrounding the witch casting the spell.

    • Incantation: Attendez notre appel.

    • Requirements: Ancestral Magic

  • The Magic Purification Spell: The most powerful Traveler spell which serves as the means to break their curse by destroying "impure" forms of magic (i.e. any form of magic other than Traditional Magic). Once the spell begins, it will spread and unbind the "impure" magic, layer by layer until no other magic remains. The only known loophole to stop the spell is by killing one of the last two doppelgängers.

    • Incantation: Zah Pet Par Veet Eezol Ehmit Pro Kleh Et Tee.

    • Requirements: The spell will start with dozens of bodies inhabited by the Travelers as they all, through in ingestion of the combined doppelgänger blood, start chanting. As they chant, their human vessels slowly die from blood loss. As the spell begins to spread, all existing forms of spirit magic will be stripped away, layer by layer, together with all other forms of magic deemed unnatural by the Travelers. This process will continue until all forms of magic have been reversed completely.

  • Defense Spell: A powerful spell primarily that allows ancestral witches to call on the entire collective power of the Ancestors. However, if death occurs in one of the witches performing the spell, the collective power of the Ancestors will fade.

    • Incantation: La mère, le père, le frère, la sœur.

    • Requirements: Ancestral Magic, Place of power / Within the City of the Dead

  • Ancestral Séance Spell: A ritual that allows ancestral witches to contact the spirits that are suspended between life and death.

    • Incantation: Elikopte fantômes solitaire mouri, vous reveler...

    • Requirements: Ancestral Magic, Assorted herbs, Stones, Chalk inscriptions (a circle surmounted by a cross with arms of equal and glyphs), Possession of target, Blood from caster, Candles.

  • Bird Calling Spell: The spell allows a witch to call forth flocks of birds through a series of gestures. Tremors would occur before hundreds of birds come flying, directed by the witch.

  • Summoning Spell: The spell that will summon a certain person bound and/or controlled by the bracelet of obedience.

    • Incantation: Jwenn mwen vennez ça maintenant.

    • Requirements: The bracelet of obedience

  • Spiritual Communion Spell: The spell will allow a witch to commune with an object bound spirit, making them appear in spirit form only to the caster.

    • Incantation: Trette che che che nunc que fra huset quanti nede dom mina...

    • Requirements: Object or talisman that the spirit resides.

  • Revelation Spell: The spell can be used to reveal cloaked entities, shielded with dark magic.

    • Incantation: Revele votre vrai soi.

  • Cleansing Spell: The spell can be used to cleanse a person of dark magic, possession or to break a link from a target to a totem.

    • Incantation: Nettoyer timoun sa yo.

  • Purification Spell: The spell can be used to purify the mind infected with dark magic or that of possession. Should the "infection" be deeply rooted, it spell can fail. Various forms of this spell exist as it can be chanted freely as a spell, be enchanted upon beads or other objects, or be brewed into a potion.

    • Incantation: Reinigen monde tavo veneno.

  • Summoning Spell: The spell that will telekinetically summon a certain person to the casting witch.

    • Incantation: Unknown.

    • Requirements: None

Linking Spells

Linking spells allow witches to establish a magical bond between two or more people, connecting mind, body, soul or even life force. Blood is often used to perform linking spells as it aids in strengthening the connection between the people that are being bonded together. Unlinking spells severs that bond, voiding the connection.

  • Linking Spell: The spell is used to link two or more beings together, such that any harm comes to one, it is also inflicted upon the other(s). The spell can be used to link similar species, i.e. witch to another witch, or to different species, i.e. human to vampire.

    • Incantation: Unknown

  • Life Force Binding Spell: A spell that binds the life energy of one person to that of another person. This allows a person to be revived from death without upsetting Nature's cycle of life and death.

    • Incantation: Phasmatos Tribum Melan Veras Raddiam Onu Pavadus Ponemus.

  • Original Linking Ritual: A spell used to link the Original Vampires together so that if one of them were to be killed, the others would die as well in the process.

    • Incantation: Phasmatos Inta Grum Vin Callus Amalon Callagius Accodum. Cosom Naben Dox Callagius Amalon Gaeda Callagius. Ceremum Descendium Vinum. Phasmatos Inta Grum Callus. Cosom Naben Dox.

    • Directions: The spell called for a drop of doppelgänger's blood and allowing the Originals consumed it at the same time, they would then be bound together as one.

  • Expression Linking Spell: A non-verbal spell that allows the witch to link two people, including themselves in a matter of seconds simply by focusing. The witch will then be able to restraint the target's movements and distance which they can go to however far she pleases, acting as a leash. However, like any linking spell, whatever happens to one is also inflicted on the other.

    • Requirements: Expression

  • Expression Triangle Linking Spell: A non-verbal spell that uses Expression in order to charge and link three sacrificial hotspots. With all three hotspots linked, a spell can be used to drop the Veil as the caster sees fit, such as inside the Expression Triangle.

    • Requirements: Expression

  • Qetsiyah's Mind-Linking Spell: A powerful linking spell that connects the mind of a doppelgänger to that of their immortal, using the doppelgänger's energy in order to fry the doppelgänger's conscience mind to damage an Immortal's brain and render their mental abilities useless. As the doppelgänger's damaged brain will not heal from the spell, the linked Immortal's brain will not heal. If the spell is not lifted, the only loophole for the Immortal is to temporarily kill their doppelgänger to regain their psychic powers until the doppelgänger revives.

    • Incantation: Adatu Khan Leala Ghan Breatvis Shemil.

    • Requirements: Circle of herbs, Immortal's doppelgänger

  • Traveler Mind-Linking Spell: A spell that is able to connect mind of two people (presumably, two doppelgängers) allowing the receiver of the spell to have visions of the target's life.

    • Incantation: Odka na vonas czech nat, Misteni

    • Requirements: Traveler Magic / Coven of Travelers, Doppelgänger blood, Barrels of fire, The target's doppelgänger

  • The Merge: The Merge is a powerful ritual and a practiced tradition of the Gemini Coven. It works by merging the strength of twin witches. The twin who is naturally stronger absorbs the other twin's magic and the weaker twin dies. The spirits of both witches merge in the process to create a new being with traits from both witches in the body of the survivor. The witch who survives typically has their personality more dominant, but with changes from the deceased witch's personality. Successfully completing the Merge also bestows Leadership upon the Coven as well as reestablishes the linking spell that binds the coven as one.

    • Incantation: Sanguinem desimilus... Sanguinem generis fiantus.

    • Requirements: Celestial event, Blood drawn from both witches

  • Confirmation-Representational Linking Ritual: A complex ritual used to confirm whether if another person is pregnant while using representational magic, which uses the concept of "like attracts like" to link the pregnant person to another.

    • Incantation: Non-Verbal

    • Requirements: Ancestral / Representational Magic, Target's hair, Goblet, Candles, Salt Symbols, Wooden surface, Herbs, Target's hair, Full Moon (Possibly)

  • Genevieve's Mind-linking Spell: The spell allows a witch to connect two minds together. A potion concocted using herbs, the witch's blood and host's blood, which will then be drunk by the target. Doing so allows the drinkers to see into the host's mind and access their memories which the witch can then guide through.

    • Incantation: -TBA-

    • Requirements: Ancestral Magic, Blood of target to be drunk, Herbs

  • Connective Magic: A powerful spell that bonds a supernatural creature to a witch, allowing her to draw on their strengths to gain more power without harming the target.

    • With a Witch: The spell connects the power of two witches allowing one witch to draw power from the other, while augmenting the latter's power. It is unique such that the former was able to fully channel power even when the latter is miles away.

      • Incantation: Med dette seglet, cum soluta nobis sammen. Med dette seglet, cum soluta nobis sammen. Med dette seglet, cum soluta nobis sammen. Med dette seglet, cum soluta nobis sammen.

      • Requirements: Five Torches, Circle of salt, Runic Symbols, Waning crescent moon at its apex (possibly)

    • With an Immortal Being: The spell connects the power of a witch to an immortal allowing the former to draw on the latter's strength to achieve true immortality in conjunction with the immortality slumber spell. However, neutralizing or killing said immortal being would similarly affect the witch.

      • Incantation: Med arveno som et svar. Med arveno som et svar.

      • Requirements: Salt drawn in an infinity symbol, Candles, Blood of targets, Chalices

  • The Rite of Nines: A ritual that augments an ancestral witch's power through the linking and subsequent sacrifice of one witch from each of the nine covens of New Orleans - preferably young and prodigious. The immense amount of magical power gained by the witch performing the ritual is believed to elevate them to a level of strength unlike any other witch in any of the New Orleans covens.

    • Incantation: Unknown

    • Requirements: 9 children from each of the nine covens

  • Link Exploitation Spell: A spell that exploits the shared 'link' between witches under a unified coven through the magic they practice collectively, from leader to members and vice versa. Through their magic, witches can spy upon other members of their coven, hearing them as if they were present in the same room and, additionally, by forcing enough magic through the 'link', can cause all witches to fall unconscious.

    • Incantation: Non-Verbal

    • Requirements: Collectively practiced magic (Dark Magic); Source of Power (Hand of Glory), optional.

  • Sacrificial Anchorage Spell: A spell that uses sacrifices in order to anchor a spirit to the living world. Targets are placed atop a large ornate altar affixed with bones and skulls on which is inscribed with the marking of the “Ouroboros”. Once the spell is enacted, it creates a fire boundary spell around the targets to prevent the sacrifices from being removed. The spell then brings its targets into the veil as the spirit latches on to them.

    • Incantation: Vinculum mond sa.

    • Requirements: Sacrificial Anchor(s)

Locator Spells

Locator spells allow witches to discern the location of an object or person anywhere in the world. Locator spells are ineffective if the person or object is being hidden with a cloaking spell.

  • Locator Spell: A simple spell in which the casting witch will receive a vision of the object or person's location or, using blood and a map, can be used to ascertain a more precise location. In some instances, it's not possible to get an exact address or even a location if the target is cloaked or deceased.

    • Bonnie's Incantation: Phasmatos Tribum, Nas Ex Veras, Sequitas Sanguinem.

    • Witch's Incantation: Faire à voir là ré.

    • Requirements: Map, Object or blood belonging to target

  • Grimoire Locator Spell: A simple spell used to locate a specific Grimoire, from a large collection of others or from an unknown location, that the witch desires.

    • Bonnie's Incantation: Phasmatos tribum nos ex malom...

    • Vincent's Incantation: Unknown

    • Requirements: None

  • Tracking Spell: The spell causes blood to move across a map to point at the target's location while chanting.

    • Incantation: Phasmatos Tribum Nas Ex Veras, Sequita Saguines, Ementas Asten Mihan Ega Petous

    • Requirements: Map, Blood of target / Blood of relative

  • Shadow Locator Spell: The spell allows one to pinpoint the location of the target through physical contact with an object of their possession. At the moment of the spell's succession, the person will receive a vision of the target's location and an apparition will flash before the target.

    • Incantation: Phasmatos Tribum Nas Ex Veras...

    • Requirements: Possession of target (Photo, necklace), Strands of target's hair, Blood of person attempting to locate the target

  • Object Locator Spell: A powerful spell used to find missing objects by receiving a vision of the target. It acts like a reverse locator spell as the witch use's the connection from the previous owner of the object to find it. When enacted, the object in question gets charged with magic and may have a number of effects when touched (Burning the current holder / Producing sparks etc.).

    • Incantation: Anta Cotis Syrum, Anta Cotis Syrum.

    • Requirements: Previous possessor of the object.

  • Qetsiyah's Locator Spell: A powerful locator spell which allows the caster to receive visions of the object's/person's location anywhere even if it is constantly moving.

    • Incantation: Vitto Brosche Tarem Car Manifesto Fen.

    • Requirements: Qetsiyah's Talisman

  • Traveler Locator Spell: A spell used by the Travelers to find their targets, allowing them to receive visions of their location from an open fire.

    • Incantation: Ole Heldhat Eina Odvozniti.

    • Requirements: Traveler Magic, Fire

  • Luke's Locator Spell: The spell allows the caster to see visions of the target's location in his mind.

    • Incantation: Permisso Laca Tha Tar.

    • Requirements: Object belonging to the target, Map

  • Vision Exchange Spell: The spell works by connecting the sight of two witches, giving one witch the ability to see through the other one's eyes.

    • Incantation: Phasmatos Physium Calva.

    • Requirements: Candle.

  • Gemini Progeny Locator Spell: A spell that allows a witch to locate the position of an unborn child transported by the Gemini Surrogate Spell, the blood travels along the map and ignites upon reaching proximity to the babies.

    • Incantation: Phasmatos quare infantatum, Phasmatos quare filios, Ado finet terraeum, Nunc temos rogamus, Combutis et sanguinem.

    • Requirements: Map, Candles, Blood of parent

  • Huntress Locator Spell: This spell is specifically used to locate the Huntress, Rayna Cruz; the spell utilized the completed Phoenix sword to track her.

    • Incantation: Phasmatos invenira venatrixos isto gladio ulla onyx

    • Requirements: Map, Candles, Black Sand, Phoenix Sword and Stone

  • Valerie's Vision Locator Spell: The spell allows a witch to enter the mind of a person magically connected to the target and amplify said connection, allowing the witch to discern the location of their target.

    • Incantation: None

    • Requirements: Connection to the Target, Circle of Salt, Candles, Picture of Target

  • Ancestral Locator Spell: Various spells used by witches of the French Quarter to locate people through the use of ancestral magic with the typical use of sand and a map, though personal artifacts of the target can also be used.

    • Sophie's Spell: The energy will move sand across a map to form a linear path towards the target's location.

      • Incantation: ...Salacku, tusdeh do...

    • Davina and Kol's Spell: The energy will be drawn from the belongings of the target and the sand will come together, making a single pile on the map, which will show the target's location.

      • Incantation: Ce che vous, pro la busque. Ce che vous, pro la busque. Ce che vous, pro la busque.

    • Vincent's Spell: The first spell utilizes the blood of a secondary target, that has been exposed to the primary target, in order to track them. The second spell utilized bones and a map in an attempt to locate missing children.

      • Incantation: Aducté do mi volum ix ti de...

      • Second Incantation: --TBA--

      • Requirements: Map, Object that belongs to the target (occasionally), Sand, Candles, Blood

    • Van's Spell: This spell utilizes the power of the Regent to locate any target on Earth, even those whole were supposedly buried at sea.

      • Incantation: À cusco lè corpus, À cusco lè corpus, À cusco lè corpus.

      • Requirements: Map, Object that belongs to the target (occasionally), One candle at each corner of the map, Power of Regent

    • Maxine's Spell: This spell used personal items to attempt to locate the missing target.

      • Incantation: Je veux mon homme fonte.

    • New Orleans Witches: This spell is used to locate a specific missing person.

      • Incantation: Nou charge le loup alpha.

  • To Find a Person's Remains: The spell summons a path of wind that will lead to the target's location. A small vortex will than swirl at the location, pinpointing it.

    • Incantation: Soeurs et freres, mwen rele sou nou. Mennen me sa me chache.

    • Requirements: Ancestral Magic / Invoke the Ancestors

  • Esther's Locator Spell: A simple locator spell used to locate an intended person.

    • Incantation: Où tu fuis, A pouvoir la trouver. Yonn souri nan zeb.

    • Requirements: None

  • Water Divination Spell: A spell used to divine the location of a specific person, via the use of water.

    • Incantation: Ma te ak san sou ki à lumière la fille

    • Requirements: Bowl of water, Three rose petals, Drop of caster's blood

  • White Oak Stake Locator Spell: A locator spell specifically used to find the White Oak Stake.

    • Incantation: L'arme filium. Pa kenbe ex oculus. Indi...

    • Requirements: Salt with a drawn runic symbol, Candles, assorted stones and powder.

  • Davina's Locator Charm: A simple enchantment spelled on a bracelet to know the location of a specific person.

    • Incantation: Unknown

    • Requirements: Ancestral Magic

  • Vision Locator Spell: The witch performing the spell will receive visions of the target's location as well as their current actions.

    • Incantation: We du le mon ennemi on ton. We du le mon ennemi on ton.

    • Requirements: A circle of salt with 8 symbols, a candle

  • Poppet Locator Spell: The spell is performed by flicking a poppet of the target above the map, in a circle of many candles, unknown herbs and a jar full of caterpillars.

    • Incantation: De vuales numerus puerum. De vuales numerus puerum

    • Requirements: Dozens of candles, unknown herbs, a poppet, map, jar full of caterpillars, Sacrificial Magic

  • Runic Locator Spell: This spell allows a witch to locate their target by waving a burning sage above the runic tile on a small stone basin in front of the map. Thus, marking target's whereabouts on the map. The spell is considered ancient magic and the rune tile is carved with the symbol of the target. It is powerful enough to break through Hope's cloaking spell.

    • Incantation: Unknown

    • Requirements: Candles, Assorted herbs (Wormwood, Ripple Weed, Burning Sage etc.), Runic Tiles, Map, Stone Basin

  • Tracing Spell: A spell that allows a witch to locate another witch or their magic, by using an object/person that was under the effects of the targeted witch's magic. Thus, by tracing the witch's magic, the spell leads to the witch themselves.

    • Requirements: Object Affected by the Target's Magic, Smudge stick made of sage leaves, Astrological sign of Taurus (Freya's First); Ashes of the deceased/affected witch (Vincent), Map, black sand/iron, herbs and vines, candles (Freya's second); Map, eight candles surrounding the map, with eight black stones at the centers and corners of the map, various herbs and powders (Freya)

    • Freya's Incantation: Inveniere potencia reparon malifica. Inveniere potencia reparon malifica.

    • Vincent's Incantation: Chèche le virtute

    • Freya's Second Incantation: Dauha near do smrti

    • Vincent's Second Incantation: Referte mini quid sé te we

  • Compass Spell: A spell that directs a witch to a target object in a subtle manner by using the mechanics of a water compass.

    • Incantation: Non-Verbal

    • Requirements: Pointer (toothpick, needle etc.), Glass of liquid, Target object.

  • Freya's Locator Spell: A spell that allows a witch to pinpoint ones location with a circle of black sand made in the center of a map, the sand circles around the map and finally stop in a ring, indicating the target's location. The caster or target's blood can also be utilized.

    • Incantation: Vinde val tratunderes. Vinde val tratunderes.

    • Second Incantation: Jalgida minu bloò mitt

    • Requirements: Black Sand, Map, Candles, Connection to the Target

  • Worldwide Locator Spell: A powerful spell that allows a witch with enough power to locate a target on a global scale.

    • Incantation: Le six ce strul no cruv. Le six ce strul no cruv. Le six ce strul no cruv.

    • Requirements: Bowl of relative's blood, World Map, Candles

  • Mortality Locator Spell: A powerful spell that allows a witch with enough power to locate a target, living or dead, on a map with an infinity symbol in the center.

    • Incantation: Chasé la verde la perdo. Chasé la verde la perdo.

    • Requirements: A Map, Black Sand, Candles, Connection to the Target.

  • Plummet Locator Spell: The spell allows a witch to break through cloaking spells and locate their target, unless the cloaking spell in question was cast by a greater source of power than used to empower the locator spell and the spindle that is used as a conduit.

    • Incantation: Cerco il se ra ci. Cerco il se ra ci. Cerco il se ra ci.

    • Requirements: Hanging Plummet, Candles, Map

  • Expression Locator Spell: The witch is able to find anyone anywhere simply by focusing. Two versions are known to exist. The first is done by dropping a possession of the target's into a fire which will then produce a path of flame and wind leading towards them. The second, more advanced version, is done without even having any of the target's possession.

    • Requirements: Expression, Possession of the target's (sometimes)

       

       

      Adversary Locator Spell: A spell that allows a witch to discern the locations of a person's enemies, specifically those that pose large threats.

    • Incantation: Calaste piso tal tras es tros. Calaste piso tal tras es tros.

    • Requirements: Ashes of the Enemies' Belonging, Target's Blood, Map, Candles

  • Soul-Blood Connection Spell: A less-effective form of a locator spell that utilizes the soul echo of a possession in order to track the body that the spirit once possessed.

    • Incantation: None

    • Requirements: Blood from the possessed and possessor's bodies, Map, Metal Spindle, Tibetan singing bowl (For amplification)

  • Marking Spell: A spell used to mark a target that lets the casting witch to track the target.

    • Incantation: Marquer nom sa à.

    • Requirements: Target

  • Spirit Locator Spell: A spell used to locate the soul of another being trapped within in object, such as a talisman.

    • Incantation: Leigheas brotin

    • Requirements: Target, Blood

  • Deconstruction Spell: A spell that allows a witch to retrace their steps.

    • Incantation: Unknown

    • Requirements: Cup of blood in two bowls from the casting witch

  • Transcription Spell: A spell that allows a witch to trace the magical signature of another witch in the hope to find an antidote within another witch's grimoires.

    • Incantation: Mennen nou au sort. L'edat remedium.

    • Requirements: Tears from target witch (Hope, containing the spirit of the Hollow), Esther's Grimoires

  • Dark Magic Locator Spell: A spell that utilizes the sacrifice of a small rodent to locate a target that's deemed an enemy.

    • Incantation: Inveniet hostium et tenebrae.

    • Requirements: Dark Magic, Rodent's blood (Sacrifice), Unknown herbs, Two witches

  • Beacon Spell: A spell that alerts the casting witch if black magic has been performed within a certain location.

    • Incantation: Unknown

    • Requirements: Unknown

Mental Spells

Mental spells allow witches to affect the mind of a target, manipulating both the conscious and sub-conscious, in numerous of ways. It is most commonly used on memories.

  • Compulsion Spell: The spell allows the witch to remotely control the mind and actions of a target, manipulating them like a puppet. The target is controlled such that they to copy the actions of the witch, saying what they say in return.

    • Incantation: Unknown

    • Requirements: Target

  • Bonnie's Information Gathering Spell: The spell induces a suggestive trance-state onto a target by applying wet fingers to the temples of the target, allowing they to comply to any question asked. The spell is similar to hypnosis.

    • Incantation: Non-Verbal

    • Requirements: Candles placed evenly around the room, Water, Physical contact with target

  • Gloria's Information Gathering Ritual: The spell allows the witch to establish a connection between them and the target's essence through their blood. A concoction of various herbs is then spread onto the witch's palms and upon physical contact, the witch will receive the information they seek from their victim's memories through visions.

    • Incantation: Non-Verbal

    • Requirements: Ring of candles, Assorted herbs (Witch hazel, Diviner's sage, Vervain etc.), Physical contact with target, Target constantly bleeding

  • Darkness Reversal Spell: The spell allows one to reverse the damage of a broken psyche which brings out a dark alter-ego. It is common amongst witches who get obsessed with Dark Magic, thereby acting out their darkest impulses from the lack of self-control. The spell requires the target to consume a herbal remedy twice on a daily basis in order to be successful.

    • Incantation: Unknown

    • Requirements: Possession of target from before they turned dark, Assorted herbs

  • Dream Manipulation Spell: The target of the witch's spell will receive dreams, created specifically by the witch and may show visions of actual happenings.

    • Incantation: Unknown

    • Requirements: Unknown

  • Qetsiyah's Memory Restoration Spell: The target of the spell, previously a victim of memory loss will receive all of their lost memories in a violent process, as well as all of the emotions lost with the memories, which can lead to emotional problems.

    • Incantation: Non-Verbal

  • Vision Removal Spell: A spell used by Travelers to reverse a spell that caused a repeating circle of connected visions in the last remaining doppelgängers, Stefan and Elena. The original curse was intended to ensure that the two doppelgängers would always find each other, but Markos eventually performed the removal spell, with the help of his fellow Travelers, to prove to Damon that they weren't enemies.

    • Incantation: Uvon Nispoceh Vi Cristine Kuzlo Chelos Bih(te)

    • Requirements: Traveler Magic

  • Mind Mending Spell: The spell allows a witch to heal and stabilize the mental state of a target by first putting them into an enchanted sleep.

    • Incantation: Mal il de lui, ai malheur nuit cette san

    • Requirements: Merlock orchid, Symbols on target's neck

  • Forgetting Spell: The spell allows a witch to alter the memories of another person and even that of an Original Vampire. This allows the target to forget any memories the caster chooses such as a large period of their lives or as specific as a certain location or traumatic event.

    • Incantation: Unknown

  • Esther's Memory Alteration Spell: The spell allows one to regain previously sealed memories in a gradual manner. When cast upon, the target will bounce between reality and a dream state while remembering. Another variation of this spell is to alter memories entirely, so that targets can lose large spans of time.

    • Incantation: Unknown

    • Requirements: A candle

  • Compulsion Removal Spell: A spell that is able to remove and undo every compulsion made on the target by a vampire. The process causes extreme pain onto the target and the more compulsion is needed to be erased, and the longer it takes to remove.

    • Incantation: Non-Verbal

    • Requirements: Compelled target

  • Freya's Memory Transference Spell: The spell allows a witch to share selected memories of herself onto others, experiencing them as though they were there.

    • Incantation: Non-Verbal

  • Mind Breaching Spell: A powerful ritual that allows a witch drawing on a source of massive, but anchored power to breach someone's conscious mind. Such a spell can lead to the victim's death under the right circumstances, by destroying the soul while leaving their body, for all intensive purposes, alive, to which, would allow for spirit possession. The casting witch will also gain access to their anchored targets mind while performing the spell.

    • First Incantation: Pontem Praesidio. Anchora Immortalibus. Per menta mi heava cor anmina. Pontem Praesidio. Anchora Immortalibus.

    • Second Incantation: Tillate ulaz, tillate ulaz, tillate ulaz...

    • First Incantation Requirements: Victim, Triangle of Salt, Source of massive (anchored) power.

    • Second Incantation Requirements: Target, Circle of Salt enclosed in candles and additional symbols within, Source of power to anchor the spell.

  • Memory Recollection Spell: A spell that utilizes blood to connect the caster to another person, drawing their mind within the caster's in order to re-live selected memories and to see events unfold as if they were present.

    • Requirements: Bowl of serpent's blood, Stones, Runic Symbols and Candles

  • Freya's Mind Weakening Spell: A spell that targets and incapacitates the mind. Given continued exposure can result in death. The great mental fortitude of old vampires can resist against this spell.

    • First Incantation: Nemi blir kraften tegnet kurse mente fra

    • Second Incantation: Somo ve de ver se, nat--

    • Requirements: Weakened Victim

  • Memory Acquisition Spell: A spell to absorb all manner of information that pinpoints patterns from chaos, as it allows the witch to view the history (memory of the subject) as a whole.

    • Incantation: Non-Verbal

    • Requirements: Water as a conductor, Subject's mind to be entered.

  • Deceased Memory Acquisition Spell: A dangerous spell meant to channel a recently dead target in order to search and absorb specific memories.

    • Incantation: Acti vase da cona

    • Requirements: Deceased Target

  • Mind Shield Spell: A spell to protect a non-supernatural human's mind against vampire telepathy.

    • Incantation: Unknown

    • Requirements: Target

  • Mind Shield Removal Spell: A spell to break through the mental shield to protect one's mind from vampiric control.

    • Incantation: Briser le bouclier.

    • Requirements: Target

  • Death-Memory Conjuration Spell: A spell uses the energy marked from a violent death to unlock memories in order to "conjure" what happened during the events of the memory.

    • Incantation: Ostende det siste.

    • Requirements: Target, Place marked with violet death, candles

  • Mind Reading Spell: A spell that forcefully taps into the mind of another in order to read their thoughts.

    • Incantation: Dic mihi, hva du vet.

    • Requirements: Target

  • Consciousness Transportation Spell: A spell that allows the consciousness of blood-related family members to interact with one another, even if one is possessed.

    • Incantation: Té ni rien à boka

    • Requirements: Target(s)

  • Mind Admittance Spell: A unique spell that allows the witch to open the mind of an Original Vampire so that they can be compelled by another Original Vampire, such as an Upgraded Original.

    • Incantation: Louvri, louvri animo. Pémét pou accessum.

    • Requirements: Target(s), sage, skull and bone circle

  • Love Charm: A spell that, as the name implies, charms an individual into loving another person or the casting witch.

    • Incantation: Phesmatos is lucas adoray.

    • Requirements: Target(s)

Message Spells

Message spells enable witches to communicate over vast distances by supernaturally sending messages across space. Usually, the message requires a personal belong of the target's to contact them.

  • Message Spell: A spell that is able to send messages across space by destroying a message with fire only to be transported and appear to the intended recipient.

    • Bonnie's Incantation: Unknown

    • Genevieve's Incantation: Prend ce message ce au le centre se levant.

    • Cassie and Rebekah's Incantation: Vain se message sa a le main sur la vain.

    • Freya's Incantation: Touve mon se kavo. Touve mon se kavo.

    • Requirements: Traditional (Bonnie) / Ancestral (Genevieve/Cassie) Magic, Possession of the target (i.e. strands of hair, personal belongings etc.)

  • Warning Spell: A spell that allows a witch to send a message or a warning to their target.

    • Directions: The spell must be performed by drawing power from the candle's flames. In order to send a message to the target, a witch must write the symbols with salt. The same symbols will then be carved as a wound into the target's wrist. The spell is bound by a candle's flame, therefore, when that flame is extinguished, the target's wound will disappear.

  • Devinette: A mystical riddle that Witches use to teach their children, it manifests as tattoo-like writing on the subject's skin. Once the subject solves the riddle the writing disappears.

    • Incantation: Unknown

    • Requirements: Ancestral Magic

Offensive Spells

Offensive spells, like Curses and Hexes, allow witches to attack or cause harm to somebody commonly in a more direct and immediate way. They are widely used during combat situations and usually only lasts for as long as the spell is cast.

  • Nature-Empowered Pain infliction Spell: Otherwise known as "Incantation of the Storm", is an extremely powerful spell that channels nature and the power of 100 witches, capable of killing an Original Vampire. When enacted, the spell summons a storm and inferno in addition to inflicting pain onto the target. Due to the spell's requirement of a massive amount of power, a witch could risk killing themselves in the process if they aren't too careful.

    • Incantation: Phasmatos Infero Eseri Gratas, Disasustos Vom, Mas Pro Je Ta Sue Te. Victamas Veras. Phasmatos Tribum, Niha Sue Exilum, Disasustos Vom, Mas Pro Je Ta Sue Te. Levam, Mina Sue Te, Disasustos Vom, Mas Pro Je Ta Sue Te. Phasmatos Veras. Fes Matos Tribum, Mas Pro Tes Unum. Victas Ex Melam, Phasmatos Vanem. Mas Pro Je Ta Sue Te.

    • Requirements: Power of 100 dead witches via Spirit Magic

  • Pain Infliction Spell: A spell to induce pain or bodily harm. It is similar to the passive, non-verbal pain infliction power used by most witches albeit, a stronger, more forceful variation and done possibly when one requires it quickly but does not have the time for mental concentration to passively cast it.

    • Qetsiyah's Incantation: Ah Sha Lana

    • Olivia's Incantation: Phasmatos Pyrox Morsinus Illum...

    • Kai's Incantation: Phasmatos superous em animi...

    • Bonnie's Incantation: Phasmatos Morsinus Pyrox Allum

    • The Hollow's Follower's Incantation: Arràcher soit je

  • Traveler Pain Infliction Spell: A spell used by Travelers to inflict pain and, if persisted, to eventually knock out the target(s).

    • Incantation: Evas Elabuk Estupey.

    • Requirements: Collective Traveler Magic / A group of Traveler witches

  • Telekinesis Spell: A spell to induce telekinesis. It is similar to the passive, non-verbal telekinetic power used by most witches albeit, a stronger, more forceful variation.

    • Incantation: Motus / Phasmatos Motus Robix (Alternate)

    • Kai's Incantation: Vodux

    • Nora's Incantation: Phasmatos Motus

    • Mary Louise's Incantation: Vido

    • Oscar's First Incantation: Espirimus paratis!

    • Oscar's Second Incantation: Aerodux Motus

    • Vincent's First Incantation: Unknown

    • Vincent's Second Incantation: Louvir

    • Hope's Incantation: Dimiterre

    • Hope's Second Incantation: Corporis impetu

    • Lizzie's Incantation: Stella bun day

    • Josie's Incantation: Passim

  • Explosion Spell: The spell violently explodes all of the objects surrounding the target while telekinetically moving them towards the target at the same time.

    • Incantation: Vados

  • Chain-Breaking Spell: The spell will break the chains holding the witch.

    • Incantation: Fractos

  • Sleeping Spell: This spell renders the target instantly unconscious when cast. While more forms are non-verbal, variations and advanced forms can render targets in a comatose state for an undetermined amount of time. The spell can also be utilized in the form of a white powder.

    • Olivia's Incantation: Phasmatos Somnus

    • Hope's Incantation: Ad somnum

  • Suffocation Spell: The spell which allows the caster to rapidly restrict the target's airways, stopping air from flowing and causing them to asphyxiate.

    • Incantation: Lihednat Dolchitni.

    • Requirements: Traveler Magic

  • Traveler Acidic Blood Spell: A spell used by Travelers to raise the acidity level in the target's blood. Making it undrinkable even for vampires.

    • Incantation: Osoarmavas ocre item otum et sine.

    • Requirements: Traveler Magic

  • Acidic Blood Spell: The spell will turn the blood of a person into acid.

    • Incantation: Phasmatos navaro pulsus sanguinox.

  • Bone Breaking Spell: The spell allows witches to violently crack the bones of a target.

    • Incantation: Ossox / Phasmatos Ossox / Errox femus

    • Alternate Incantation: Casser les os

  • Qetsiyah's Desiccation Spell: An extremely powerful spell that's stops the heart of an immortal from working through magic alone. Blood will stop flowing and the body of the target will desiccate.

    • Incantation: A vita ex alii, is ea po traho, adima disero.

    • Requirements: Physical contact with the target's heart.

  • Petrification Spell: An extremely powerful non-verbal spell enacted through sheer will and focus alone. It petrifies the target rapidly by clotting their blood and turning every bone, muscle and joint into stone. However, the spell as such is bound to the life of the caster.

    • Requirements: Expression, Indomitable Will

  • Repulsion Spell: An offensive spell that allows a witch to endow someone's skin with vervain-like effects, ensuring that any vampire who would come into physical contact with the victim would be burned.

    • Incantation: Phasmatos extandas lomiano.

  • Oscar's Subduing Spell: A powerful spell that can subdue several people by causing the ground to tremble, suffocate its targets and snapping their necks all at once on human, witch and vampire alike.

    • Incantation: Espirimus Paratis

    • Requirements: None

  • Ancestral Pain Infliction Spell: A spell that is similar to the power of pain infliction, though it works on a somewhat larger scale, giving the casters the ability to subdue more vampires at a time and even those of older ages, who are commonly more resistant to aneurisms.

    • Genevieve's Incantation: Radiamis.

    • Bastiana's Incantation: Votre âme, l'ame boa.

    • Genevieve's Second Incantation: Vamisa la visia.

    • Vincent's Incantation: --TBA--

    • Vincent's Second Incantation: Passus doulé trèt...

    • Requirements: Ancestral Magic

  • Ancestral Mass Pain Infliction Spell: The spell commonly allows a witch to inflict pain on dozens of people at the same time, though it requires a massive amount of power, such as the unified ancestral power, charged in one witch.

    • Incantation: Donn moi se la vroh kondu feh aila ra donn toi moi. Donn moi. Salacku tusdeh do. Vala.

      • Requirements: Ancestral Magic, Channeling the Ancestors

  • Inferno Spell: The spell will invoke violent flames over a certain location and trap the residents inside. The witches light candles and chant over them until torches ignite and the flames are replicated over a home.

    • Incantation: Fumée chaleur vicieux enfermé les vitres la bas.

    • Requirements: Ancestral Magic, 3 French Quarter Elders, 4 Large cauldron like pillers to hold fire

  • Sedation Spell: The spell will successful subdue the targets and knock them unconscious unless the target is too powerful.

    • Incantation: Gadyen nan balans, gadyen nan la foi. Se pou nou fe sa yo dwe fe.

    • Requirements: Ancestral Magic

  • Poison Kiss: A simple enchantment enacted by a kiss. It was capable of temporarily incapacitating an Original Vampire.

    • Requirements: Ancestral Magic, Physical contact / Kiss the target

  • Blood Poisoning Spell: The spell is performed by channeling the power of Dark Objects. It allows the witch to poison their own blood, which then successfully incapacitates a vampire as soon as they drink the said witch's blood

    • Incantation: Averte insiguinae, a tor a ver.

    • Directions: The spell is performed by crushing a handful of dried herbs and placing them in a bowl filled with white fluid. The witch then starts to chant, causing the bowl to spin rapidly. When the spell ends, the bowl's contents will be thoroughly mixed into a black, sludgy potion.

    • Requirements: Different liquids, Assorted Herbs, Bowl of milky fluid, Dark Objects

  • Blood Poisoning Revival Spell: A reversal spell to cure the blood of a victim of dark magic blood poisoning. This spell is powerful enough to effectively revive an Original Vampire, ending the original spell's hour of incapacitation early.

    • Incantation: Unknown

    • Requirements: The witch who originally cast the blood-poisoning spell.

  • Heart Crushing Spell: The victim's heart will be crushed or eventually ripped out from their chest. The process however can be stopped by disturbing the witch who is performing the spell.

    • Incantation: Le specto tre colo ves bestia.

  • Sacrificial Telekinesis Spell: The spell allows a witch to telekinetically lift and throw a person or object with great force such as a Original Vampire.

    • Incantation: Lec tare sel vipre.

    • Requirements: Sacrificial Magic (powerful sacrifices) to empower the witch

  • Desiccation Spell: An extremely powerful non-verbal spell that desiccates vampires with shear magical force.

    • Incantation: Non-verbal

  • Aphasia Spell: A spell that renders the target unable to speak, leaving them gasping for air as they struggle against the spell's effects. The spell will be released with a wave of the caster's hand. Alternate versions of this spell simulates the complete removal, or the sealing, of one's mouth.

    • Alexis' Incantation: Unknown

    • Hope's Incantation: Silencio

  • Blinding Spell: An initially mild spell that begins as pin prick just behind the eyes that spreads in such intensity where the target would rather tear out their own eyes than endure further pain.

    • Incantation: Unknown

    • Requirements: Unknown

  • Neck-Snapping Spell: A powerful chant that allows a strong witch to simultaneously break the necks of multiple targets.

    • Incantation: Me ne de qual suurentaa!

    • Second Incantation: A cierta--

    • Requirements: None

  • Restraintment Spell: A spell that can allow a witch to inflict a magical hold on her target, restricting them to a certain location or a kneeling position. It is capable of subduing strong beings, such as the original vampires.

    • Emily's Incantation: Unknown

    • Moroccan Incantation: Lem duree mohana

    • Requirements: None

  • Freya's Subduing Counter Spell: A spell with unknown effects; presumably it was either meant to release the magical hold over Rebekah or to subdue or even kill the desired target.

    • Incantation: Gratuit fra lokk

    • Requirements: None

  • Crashing Spell: The spell allows a witch to telekinetically overturn objects as large as a heavy vehicle.

    • Incantation: Sispann la agresè.

  • Freya's Heart Extraction Spell: A powerful spell that allows a witch to telekinetically rip a victim's heart out from their chest.

    • Incantation: Delfan eoten cor

    • Requirements: None

  • Sigil Restraintment Spell: A powerful spell that allows a witch to weaponized a drawn sigil to bind and weaken a target, restricting them to a kneeling position. It can be made further lethal with a blood boiling spell.

    • Incantation: Unknown

    • Requirements: Sigil carefully crafted from potent elements

  • Sigil Counter Spell: A spell used by the Ancestors to counter and unbind one from a sigil restraintment spell.

    • Incantation: Unknown

    • Requirements: Ancestral magic and the Sigil

  • Stink Spell: A spell that, as the name implies, creates an obnoxious odor in a small space.

    • Incantation: Phesmatos is lucas odoray.

    • Requirements: None

  • Shock Wave Spell: A spell that can temporarily disable a target by inducing shock waves.

    • Incantation: Fluctus inpulsa.

    • Requirements: None

Possession Spells

Possession spells allow witches to manipulate the spirit of living or deceased beings by forcibly inserting or exorcising the spirit from the target body. It is shown that should the body die, the host will die too while the spirit of the possessor can jump into another body. However, some skilled witches can leave their host's bodies physically unharmed, though, at least with other witches, can leave them mentally unstable. Certain spells require the host's spirit to be suppressed, as an unwilling, powerful host can wake up and take back control of their body, imprisoning the possessing spirit within the host's mind.

  • Spirit Possession Spell: A spell that allows a witch spirit to possess the living descendant of their bloodline when contact is attempted via a Séance.

    • Incantation: Unknown

    • Requirements: Body for possession, Séance performed by living descendant (Bonnie)

  • Body Possession Spell: A spell that is able to possess a person with the soul of someone else. The body which is to be possessed has to be unconscious and pumped with external blood from the possessing target.

    • Incantation: Somno Ritum Per Dax Ritum.

    • Requirements: Body for possession, Vials of blood

  • Dispossession Spell: A spell that would reverse the effects of the Possession Spell.

    • Incantation: Phasmatos Tribum, Nas Ex Veras, Uenes Phasmatos Et Sonos. Ex Tutam Exum Lamia Matus.

    • Requirements: 2 witches to perform the spell, Semi-circle of lit candles, Body of possessed, Body of subject, Dark Magic

  • Esther's Possession Spell: A possession spell that allows the witch to possess another body, either from the living or from the dead. The spell is stronger than most possession spells, seeing as it allows the possessor witch to leave their host and enter another body, without the need to kill their previous host first.

  • Spirit Transference Spell: A powerful spell that allows the witch to place the spirit of a person into the body of another and vice versa.

    • Incantation: Phasmatos Tribum, Nas Ex Veras, Raverus En Phasmatos Ex Sonos. Resistamus Et Veram Vatus. Raverus Phasmatos Ex Sonos.

    • Requirements: Dark Magic

  • Céleste's Possession Spell: A spell that allows the spirit of a deceased witch to jump from body to body.

    • Incantation: Unknown

    • Requirements: Ancestral Magic, Death of the witch's current host

  • Spirit Reuniting Spell: The spell allows a witch to return a spirit jumping witch back to her original body, entrapping her within it. It was powerful enough to reconstitute an entire body from just its bones.

    • Incantation: À ses restes, retourne au sol.

    • Requirements: Bones of target, Anointing of skull with ash

  • Esther's Spirit Transference Spell: The spell will be locked in the moment the hourglass is turned over. When the sand finally falls down, the target's soul will be "ripped" out of their body and placed into the body prepared through a vessel preparing spell.

    • Directions: An egg-like shape is placed in the center of an altar and the hourglass is placed next to it. Turning over the hourglass will bind the spell and make it irreversible, though it can be counteracted, i.e. divert the spirit to another vessel.

  • Possession Counteracting Spell: A spell that has to be performed at the exact moment as the possession spell that it's counteracting. The spell works by linking two hourglasses, one of the possession spell and the other of it's counter spell, therefore turned in reverse. Both the body of the vessel and the possessor will tremble violently, which will repel the spirit of the possessor from the vessel's body, sending it to another prepared vessel.

    • Incantation: Scen ta Lum ves Victa per Vatis Imparret.

  • Protection Against Possession: A spell that is able to prevent someone from being possessed by another spirit. It is performed by dipping the doll representing the target into an unknown mixture and flipping in around.

    • Incantation: Se Protéger sa scandalum subsisto. Se pa toi inquia subsisto l'écoulement. Subsisto venenatis impedit l'écoulement.

    • Requirements: Doll, Cauldron of unknown mixture, Circle of salt, Assorted herbs

  • Vessel Preparation Spell: An ancient spell that is used to prepare another body to act as a host for a certain spirit. The byproduct of the spell is a vertical line of large pin-like pricks on the back.

    • Incantation: Carama sae au...

    • Requirements: A handful of herbs, The host

  • Soul Branding Ritual: A ritual used to reveal if a person is being possessed by said branded spirit. In order to brand a certain person's soul, the spell requires an item blessed by the witch in question, such as a talisman and the sacrifice of a python. After the spell is completed, a distinct mark will appear on the back of the hand of whoever is inhabited by the marked spirit. The spell is rooted in dark sacrificial magic.

    • Incantation: Aux sa ah ça le vous de le vous l'inspir non do set

    • Requirements: Item enchanted by target witch, Sacrificial/Dark Magic (sacrifice of a python)

  • Soul Relinquishment Spell: A powerful and ancient spell that allows a witch to resurrect someone from the dead by binding their soul to a talisman for protection. At the point of death, the soul deviates into the talisman where a witch is able to return it to the body, once healed.

    • Incantation: Helbred brannsår, belaste hjerte, begin på nytt

    • Requirements: Corpse, Salt, Freya's Talisman

  • Soul Binding Spell: A spell that allows a witch to extract a target's soul and bind it to an object, usually a talisman, thus storing said target's soul in the talisman.

    • Incantation: Yovara vimuna virael

    • Second Incantation: Spasiti animam suam

    • Requirements: Target, Talisman

  • Essence Suppression Spell: A spell that is capable of suppressing the essence of a soul so that an invading or possessing spirit can inhabit the host unabated.

    • Incantation: Unknown

    • Requirements: Host body to be put into a deep sleep

  • Kenning Spell: A spell that allows a witch to enter the minds of others and using them as proxies, seeing through their eyes, talking through their mouths, controlling their actions and, if need be, grant them a fraction of their power. A powerful witch is capable of using it remotely on masses.

    • Incantation: Unknown

  • Passenger Spell: Common spell used by the Travelers to possess another in order to become a Passenger in someone else's body.

    • Incantation: Jaryakat a zem. Daryeet acza. / Jaryakat is vido, ses malit vas. (Alternative)

    • Activation Word: Vyjdi.

    • Requirements: Traveler Magic, Physical contact with target

  • Permanent Passenger Control Spell: A spell that grants a Passenger complete control over their host's body. It is performed by burning the Passenger's original body while chanting.

    • Incantation: Dumi Porvo Vesthat Domo Etha Ani Oio Thomo.

    • Requirements: Traveler Magic, The original body of the passenger

  • Spirit Sealing Spell: A spell that when cast on one or another's body, the host's spirit will be permanently sealed within the body, preventing the removal of or insertion of another spirit until the host's death. The chest of the host body's will be marked with an ornate key-shaped scar that will symbolize the manifestation of this spell.

    • Incantation: Lié cle vie la lumiere le sien lache.

    • Requirements: The host body

  • Soul Swap Spell: A spell that will transfer two spirits between bodies.

    • Incantation: Phasmatos spiritus revertum corpus soelteros mentum mente

    • Requirements: The host body and the body to swap souls between; two witches

  • Dark Spirit Possession Spell: A spell that allows the spirit of a dark witch to possess another being, whether vampire or witch, and allows said spirit to retain the use of their magic and capable of using the host's abilities as well.

    • Incantation: Unknown

    • Requirements: Target

  • Spirit Confinement Spell: A powerful spell that summons forth the possessing spirit from its host, splitting it into four pieces and confining it into four, immortal vessels, disempowering the spirit for as long as the four immortals remain separated.

    • Incantation: Diviser ak konkeri. Chire apa ak po. Ak konkeri. Ak po...

    • Requirements: Four Immortal Vampires, related by blood to the possessed target, and their blood; An intricate symbol of an unknown black powder formed a rhombus inscribed within a square and four runes drawn within the corners: Hagalaz (ᚺ), Thurisaz (ᚦ), Dagaz (ᛞ) and Othal (ᛟ). Each Mikaelsons positioned at the center of the side, between corresponding runes, i.e. Elijah, Kol, Rebekah, and Klaus, clockwise with respect to Hagalaz, Thurisaz, Dagaz and Othal. A single candle placed at each corner's edge, with each side lined with four dark objects. Within the rhombus, Hayley holding Hope, the possessed target. Each point of the rhombus just crosses the square's face, directing the portion of the spirit to its vessel.

  • Bloodline Possession Spell: A spell that will transfer the spirit of a blood relative to another, so that when one dies, they will be able to possess a new host. Once the possession takes effect, a sigil will appear on the host's arm and, once complete, will indicate that the possession has become permanent.

    • Incantation: Cencahua ezhuia, Cuauhtzicoa calpanpilli

    • Requirements: Blood of the intended host, white, milky liquid

  • Spirit Confinement Reversal Spell: A direct reversal spell to the Spirit Confinement spell. The spell summons forth pieces of a previously split spirit and confines the recently reunited, whole spirit to the casting witch's body, acting as the new vessel.

    • Incantation: Unknown

    • Requirements: Vessels holding the Hollow's spirit (Four Immortal Vampires, related by blood to the possessed target) within a salt square, absent of bisecting designs. Their bodies are placed within the square, heads positioned at the corners. At the center of each side, four runes are drawn within the square: Hagalaz (ᚺ), Thurisaz (ᚦ), Dagaz (ᛞ) and Othal (ᛟ) and each Mikaelson positioned between corresponding runes, i.e. Kol, Rebekah, Klaus, and Elijah counter-clockwise with respect to Othal, Hagalaz, Thurisaz, and Dagaz. Three candles are placed at each corner's edge, with each side, at its center, with a bowl of blood between two candles. Within the center of the square, seven candles are placed.

Power Manipulation Spells

Power Manipulation spells allow witches to manipulate the magic within a witch or object. They can transfer, cancel, add, subtract or most commonly, disrupt a source of magic, affecting its power. The affects of these spells are typically temporary with objects.

  • Halting Spell: The spell stops the flow of a witch's magic, canceling out any spell that is being performed or magic that is being channeled. The spell can either be performed on the witch casting the spell or the person that is being channeled.

    • Jonas' First Incantation: Relaxa rena!

    • Jonas' Second Incantation: Phasmatos Tribum, Exum Sue, Redem Su Pas Quo.

    • Silas' Incantation: Unknown

    • Luke's Incantation: Phasmatos Fumos Extas

  • Traveler Channeling Spell: One of the more powerful spells of Traveler Witches, the spell infuses the casting witch with a substantial amount of power with the use of doppelgänger blood, allowing the witch to channel the power of every single Traveler.

    • Incantation: Unknown

    • Requirements: Traveler Magic, Doppelgänger Blood

  • Magic-Relinquishment Spell: The spell allows a witch to freely give up their magic and placing its power into an object or person.

    • Incantation: Oribos turai manecsitus. Orbiem. Oribos turai manecsitus. Orbiem

    • Requirements: Physical contact with the object or witch where the magic will be stored or sent, respectively.

  • Bonnie's Magic-Relinquishment Spell: The spell allows a witch to freely give up their magic by placing it into an object and sending it through to another dimension.

    • Incantation: Sangina Mearma un magica

    • Requirements: Physical contact with the object

  • Magic-Reclamation Spell: The spell will reunite a witch who has relinquished their magic with it by holding the object in which they placed their power, by calling upon the elements of air and fire.

    • Incantation: Lectos espiritox.

    • Requirements: The object imbued with the witch's magic

  • Siphoning Spell: A unique spell that can only be used in conjunction with Siphoning, allowing a siphoner-witch to absorb the magic of a certain spell or source of magic, granting them power. The unraveling of large spells releases energy that can cause wind storms and dissolve metal. Alternatively, they can siphon sources of magic and redirect it without absorbing the magic themselves.

    • Kai's Incantation: Magia tollox de terras. Utera aso utox.

    • Lizzie and Josie's Incantation: Magia tollox de terras. Solvo.

    • Requirements: Physical contact with the earth holding the magic (Kai); Salt boundary spell and eight torches (Lizzie and Josie)

  • Creating a Focus of Magic: A spell that allows a witch to channel a large amount of magic, creating a focal point of power. It can be used to attract untrained witches drawn to large sources of power such as newborn siphoners. It is implied that the spell can tax the user to the point of death when performed by one witch if magic is taken more that they can give.

    • Incantation: Phasmatos sequitos in lucema infantesi mortuous. Venis ad vitur. Venis ad essendier. Factuo partis viventia.

  • Sacrificial Channeling Spell: A spell that allows a witch to kill and channel the power and strength of a supernatural creature. The spell requires the sacrifice(s) to be placed within a symbol drawn on the ground. The process is normally fatal although in the case of Original Vampires, the spell desiccates them when enacted.

    • Incantation: Symbole du masque et de l'ombre, embrace-toi. Embrace-toi.

    • Requirements: Sacrificial Magic

  • Disruption Spell: The spell will neutralize all forms of magic in a certain place exactly for one minute. This includes all forms of spells and magical objects.

    • Incantation: Unknown

    • Requirements: A circle of salt, 4 candles

  • Over-Powering Spell: A powerful spell that allows a witch to channel a great amount of power from different sources and pass it onto an already strong power source in order to overload the witch channeling that power source. The targeted witch will then be forced to either break the link to their power source, which would leave them weakened, or die from the overwhelming power.

    • Incantation: Los triforce comète. Los triforce comète.

    • Requirements: Various sources of power to be channeled, such as the Dark Magic of Dark Objects or and Original through Sacrificial Magic

  • Safe-house Spell: A powerful spell that uses a traditional blessing in conjunction with a disruption spell to to prevent the use of magic within the boundaries and form a barrier against anyone who wish to do harm upon a witch. It was powerful enough to last even after the caster's death and warrant Dahlia's wary.

    • Incantation: Unknown

    • Requirements: Line of salt to dictate the boundary

  • Moroccan Disempowerment Spell: A spell that allows a witch to disable the magic of other witches other than the caster within an area marked by bone totems in addition to, trapping a target within a boundary. Once activated, the hung totems begin to rattle.

    • Incantation: Mithil rata dans hofos. Mithil rata dans hofos. Mithil rata dans hofos.

    • Requirements: Bone Totems, Target

  • Empowering Spell: A spell that allows one witch, as a spirit, to strengthen the magic of another witch.

    • Incantation: Unknown

    • Requirements: Consent of the dead witch spirit

  • Safe-House Disenchantment Spell: A powerful spell that wears away the protective magics of a spell that disables magic meant to do harm, thus allowing magic to flourish once again.

    • Incantation: Unknown

    • Requirements: Six white candles, chalk hand prints

  • Davina and Vincent's Disenchantment Spell: A powerful spell that disrupts and counters the effects of disruption magic.

    • Incantation: Anpae kata sispann dife

    • Requirements: Two or more witches

  • Tapping into The Ancestral Well of Magic Spell: An extremely powerful spell that allows a non-ancestral witch to tap into and use the ancestral magic that is typically only granted by the ancestral spirits to the Regent. The spell is performed forcefully and requires a conduit between two planes of existence.

    • Incantation: An et ne van ça le eu. Che ke ça le aun

    • Requirements: Conduit between two planes (dead ancestral witch with a foothold)

  • Sacrificial Empowering Spell: An extremely dark spell that calls for sacrificial magic to imbue the caster with incredible magic, though it requires the sacrifice of something that is "truly loved". The Sacrificial Magic Instruction manual details this specific spell and the sacrifices are not made to the Ancestors of New Orleans but something darker and far older. Presumably, a more potent form of this spell uses totems, personal artifacts, of it's victim that draws their life from them.

    • Incantation: Donnez moi fortitudo, Apporte moi potestatem!

    • Requirements: Totems for each target, Sacrificial Magic with a "true" sacrifice.

  • Representational Totem Channeling Spell: A representational spell that uses a totem to represent a dark power. By channeling the totem, it allows one access to a witch spirit's magic, giving the caster knowledge otherwise not known. This spell also leaves the casting witch vulnerable to the spirit being called upon through the represented totem.

    • Incantation: Din merkke otimo sekre

    • Requirements: Representational Magic and Totem of the Witch Spirit

  • Disempowerment Boundary Spell: A spell that is able to neutralize a witch's magic while bound within a small radius of intertwined vines. Once a witch enters the circle, they cannot leave on their own volition.

    • Incantation: Unknown

    • Requirements: Vines

  • Magic Bestowal Spell: A spell that bestows magic upon a Mother's unborn baby during her pregnancy.

    • Incantation: Neltoca teoyohtica... Neltoca teoyohtica

    • Requirements: Sage, bird feather

Projection Spells

Spells of Projection allows witches to manifest their consciousness outside of their bodies giving them varied forms and abilities, this is commonly referred to as Spirit or Astral Projection. Advanced forms of projection can (i.e. Teleportation, Bilocation and Dimensional Transcending spells) allow witches to travel between different planes of existence in addition to the manipulation of space around themselves or objects, i.e. localized teleportation. Known objects that have been teleported has typically been used to send a message; see Message Spells.

  • Spirit Projection Spell: A spell that is able to transport the spiritual body of a person to another area within the world. However, whatever happens to the spiritual body of the witch will be inflicted on their physical form.

    • Incantation: Phasmatos Tribum, Nas Ex Veras, Es Tas Sue Sasta Nanse, Transum Viso. Mas Tenas Quisa, Nas Metam.

    • Requires: Another witch to anchor their body

  • The Other Side Transcending Spell: The spell stops the heart of the witch who is performing the spell to induce death, while tethering them to their body. This allows the witch to successfully enter the Other Side and even bring someone back with them if they are powerful enough.

    • Incantation: Phasmatos Tribam, Mihan Veras Ractas, Mas Anima Mal Vita Caturam Hors. Suus Phasmatos Oproctum, E Tiamis Mihan Ractas, Somus Suster Gana. Phasmatos Tribam, Mihan Veras Ractas, Mas Anima Mal Vita, Caturam Hors. Somos Suster Gana, Phasmatos Tribam, Mihan Veras Ractas. Mas Anima Mal Vita, Caturam Hors. Revertas Phasmatis Ut Victas, Revertas Phasmatis Ut Victas, Phasmatos Tribum, Mihan Veras Ractas. Mas Anima Mal Vita, Caturam Hors.

    • Requirements: Dark magic

  • Esther's Bilocation Spell: A powerful spell that allows a witch to be at two places at once and visit another location. If the witch is powerful enough, they can be conscious at both locations, in both body and soul.

    • Incantation: Apparaitre apparebis.

    • Requirements: Object - binding agent/power source, Sage

  • Mindscape Transcending Spell: The spell allows a person about to transcend into another form of reality (such as a subconscious mind) to take a physical object with them, by somehow penetrating their skin with said object.

    • Requirements: Person stabbed by the object

    • Incantation: Lamina ferri in Mentem

  • Localized Teleportation Spell: The spell allows a witch to teleport from one place to another.

    • Incantation: Non-verbal

    • Requirements: None

  • Astral Projection Spell: A powerful spell that allows a witch to project their visible, astral form of their consciousness across vast distances such as to other continents. The spell also allows a witch to practice witchcraft in their astral body and even carry the form of another person with them if they are strong enough through physical contact. This particular spell also granted intangibility of the astral form.

    • Freya's Incantation: Sang bis najit trouver. Sang bis najit trouver. Sang bis najit trouver.

    • Hope's Incantation: Demitte moi, demitte moi.

    • Ivy's Incantation: Voye à sa fille.

    • Requirements: Candles, Sage, Map, Hanging Spindle, Crystals (Freya); Six Candles, Salt / chalk Circle, Herbs (specifically Violets for protection, Myrrh for meditation, and Acacia for focus), Water (Hope)

    • Instructions: A chalk circle is drawn around the place of meditation to contain the witch's magic and energy. A plummet is used to dangle above a map to pinpoint the witch's desired location for the projection to be successful.

  • Ancestral Plane Transcending Spell: A powerful yet simple suspension spell performed in a circle of salt, that allows a witch to gain access to the Ancestral Plane by stopping their heart with poison, or by other means, while the spell keeps them from permanent death as long as they maintain physical contact with a living person, serving as their life link. In order to return to the mortal plane, the witch is required to be at the place of the spell. There are two known loopholes to this spell. First, should an original vampire's spirit die within a witch and consecrated to the ancestral plane, with this spell they will be able to temporarily return. The second, non-witches (i.e. vampires) can be given access through living, blood relatives that are New Orleans witches.

    • Davina's Incantation: Unknown

    • Vincent's Incantation: Préserver a la vie nu.

    • Harvest Girls' Incantation: Unknown

    • Vincent's Second Incantation: Prezéve lyen lavi nou

    • Requirements: Candles, Circle of Salt/black sand, Life-Link, Poison, Dark Magic; Salt circle iwith four candles on the exterior and four black rocks/gems situated on the interior, being that is neither living nor dead (Ivy in transition) , witch (Vincent)

  • Davina's Spirit Projection Spell: A spell that is able to transport the spiritual body of a person to another area within the world allowing that form to be unnoticeable to any other being.

    • Incantation: Mai tu mai lai, mai tu mai lai.

    • Requirements: Unknown herbs, Iron powder, Candle

Protection Spells

Protection spells allow witches to provide protection to a target as a sort of insurance. Protection can vary based on the user's requirements however, most protection spells seen thus far have been used against immediate death. They can come in the form of enchantments such as a daylight ring's protection against sunlight. Protection spells do come with restrictions such as one use per spell or protection from a specific form of death (burning from sunlight, supernatural death etc.) most likely due to nature's rule that all living beings must die. Thus, it is highly likely that protection spells do not cover natural death (old age). It is highly possible protection spells protect the soul and prevents one from truly dying as they are done beforehand in anticipation of danger/immediate death and dying before casting said spell would require a resurrection spell.

  • Injury Protection Spell: The spell protects a target, such as a a human, from injuries, even going as far as to allow the body to quickly recover from damaging magical attacks by a witch.

    • Incantation: Unknown

  • Protection Spell: A powerful spell that allows a witch to prevent themselves from permanently dying and/or from the soul from moving on after "death". Casting said spell allows them to resurrect should they meet certain doom. However, it appears to be a one time deal and have to be cast again should they wish to continue avoiding death.

    • Incantation: Unknown

    • Requirements: Spirit Magic / Power from 100 witches (Bonnie), Ancestral Magic (Céleste)

  • Expression Protection Spell: The witch can protect anyone from permanent death simply by focusing. It was cast non-verbally by setting beakers of rock salt on fire. With a possession of the target's, the witch connects to them and allows them to resurrect should they meet certain doom . However, it appears to be a one time deal and have to be cast again should she wish to continue avoiding death.

    • Requirements: Expression, Rock Salt, Possession of target

  • Qetsiyah's Daylight Protection Spell: A powerful enchantment placed upon an area that prevents vampires within to be unharmed by the sun.

    • Incantation: Unknown

    • Requirements: Set building

  • Protection Counter Spell: A counter spell to reverse the affects of a protection spell.

    • Incantation: Ut non zna samo bol

    • Requirements: Target

  • Compound Protection Spell: A representational spell used to protect a location from harm or malicious intent.

    • Incantation: Unknown

    • Requirements: Circle of salt, Representation magic (castle figurine to represent the Compound)

  • Protection Totem Creation Spell: A blue, glowing, crystalline-like orb that is spelled to augment a witch's magic while it protects them from permanent death, should the witch be killed. As an empowered magical totem, it can also be used to bind certain spells, though when destroyed, the bound spells will be undone.

    • Incantation: Unknown

    • Requirements: Crystalline Orb

Resurrection Spells

Resurrection spells allow witches to restore a dead being to life, returning the spirit back to its body. They are a violation of the Natural Order of life and death and may come with consequences. Even then, they usually require a massive amount of power and are considered among the hardest feats of magic, performable only by the strongest of witches.

  • Bonnie's Resurrection Spell: A powerful spell that allows a witch to raise a person from the dead. However, the person who is brought back from death will be cursed with the ability to see ghosts on the Other Side as a consequence.

    • Incantation: Victus Phasmatis Ex Eleto. Revertas Phasmatis Ut Victus. Victus Phasmatis Ex Eleto. Revertas Phasmatis Ut Victus.

    • Requirements: Spirit Magic / Power of 100 dead witches

  • Bonnie's Resuscitation Spell: A spell used to revive a person immediately after death such as from cardiac arrest.

    • Incantation: En Dugas, Tuas, Animos

  • Expression Resurrection Spell: A powerful spell that utilizes the extremely dark and potent magic of Expression to resurrect the body of the deceased. As such, this magic uses the indomitable will of the witch to make the manifestations of their will a reality.

    • Requirements: Expression, Target, Indomitable will

  • Magic Combination Resurrection Spell: An extremely powerful spell that defies the will of Nature by combining powerful magic from the Spirits, the Darkness and Expression in order to resurrect a person.

    • Incantation: Phasmatos revenios un Animum. Phasmatos revenios un Animum. Phasmatos revenios un Animum.

    • Requirements: Spirit, Dark and Expression Magic, Indomitable will

  • Resurrection Spell: A powerful spell that allows a witch to raise oneself or another person from the dead. Particularly if the Veil to the Other Side has been lowered, a witch can cast the spell to make them a living, breathing mortal, seemingly without consequence.

    • Incantation: Unknown

    • Requirements: Lowered Veil

  • The Choosing, Harvest and Reaping Rituals: A three part, in-depth ceremony where four French Quarter Witches are chosen and sacrificed, the Choosing and Harvest, respectively. The final part of the colloquially called Harvest Ritual ends with the previously four sacrificed witches being resurrected by the Ancestors at the request of the Elders performing the ritual.

    • The Harvest Invocation: Our magic fades as our ties to our ancestors weaken over time. We beseech them, accept this offering as a sign of our faith. To be born, you must sacrifice. Do you have faith?

    • The Reaping Invocation: After the Harvest comes the Reaping. Their sacrifices made and accepted. We call upon our Elders to resurrect their chosen ones.

    • Vincent's Incantation: Resisite chonje vos elus.

    • Requirements: Ancestral Magic, specifically a French Quarter Elder Witch

  • Harvest Hijacking Spell: A powerful spell that deviates the immense power of the Harvest ritual to the caster, to be used however she pleases. The power is then able to do one of two things: To resurrect a total of three other witches from the Ancestral Plane and/or to be bestowed onto the caster, empowering her further.

    • Incantation: Sacré sang du père. Sacré coeur de la mer. Donnez-moi, donnez-moi.

    • Requirements: Ancestral Magic, Poppet filled with blood

  • To Pass Through the Anchor: A spell that allows passage from the Other Side (via the Anchor to the Other Side) to the physical plane.

    • Incantation: Ohto Eestanay As Vazat Esvet Ohnaz Eespalit.

    • Directions: Because of the massive power needed to perform the spell, the Travelers channeled the magical power of blood of the last two surviving doppelgängers.

    • Requirements: Death of a Number of Travelers, Physical Contact with Anchor, Spell

    •  

  • Genevieve's Resuscitation Spell: The spell allows a Ancestral witch to revive a target that has recently stopped breathing. It is powerful enough to combat the Poppet Death Curse.

    • Incantation: Coeur blessé, battre avec mwen.

    • Requirements: Ancestral magic, Poultice made from Chamomile, Gris-gris pouch, Salt, Herbs

  • Esther's Resurrection Spell: An extremely powerful spell, created by Esther a 1000 years ago, used to bring a person back from the dead. The spell gains it's power by a witch channeling the energy of a Nexus Vorti, an event so infrequent that it is almost miraculous.

    • Incantation: La cendre à l'os, de la chair à la vie. De la cendre à l'os, de la chair à la vie. From ash to bone, from bone to flesh, from flesh to life.

    • Requirements: Circle of chalk or salt, Target's ashes, Nexus Vorti

  • Davina's Resurrection Spell: A convoluted spell that is implied to be capable of resurrecting a spirit from the Ancestral Plane. It utilizes the magical practice of representational magic, fueled by dark and sacrificial magic, in order to raise the dead.

    • Incantation: An Toi Lem, Briggitte Bratti...

    • Requirements: Ancestral Magic, 6 Black candles, 3 red candles, 2 sacrificed birds in a salt circle, Runic symbols (+4) around the salt circle, Practice of Representational Magic utilizing Dark and Sacrificial Magic, Paragon Diamond

  • Ancestral Resurrection Spell: A powerful spell used to resurrect a spirit from the Ancestral Plane using the collective power of the Ancestors. If the body has been destroyed, reconstituting the body of the target by means of turning ash and soil to flesh and bone will be required. Subsequently, the target rises from the hardened soil.

    • Davina's Incantation: Fian en che en kanu! Fian en che en kanu! Fian en che en kanu! Fian en che en kanu!

    • Van's Incantation: Respire là vie corpore! Respire là vie corpore! Respire là vie corpore!

    • Requirements: Circle of salt, Target's ashes, Soil, Water, Sum total power of the Ancestors

  • Life-Force Control Spell: A powerful spell that allows a witch to either induce death in the target or to resuscitate someone who has died within six minutes.

    • Incantation: Phasmatos sanguine infudare corra.

    • Requirements: Physical Contact with the Target

  • Traditional Resurrection Spell: A spell used to resurrect dead bodies, presumably requiring the presence of the Other Side.

    • Incantation: Phasmatos exaud mi, conjug spiritis et corpe.

  • Shamanistic Resurrection Ritual: A powerful spell that can allow a witch to resurrect a target whose spirit was previously trapped and bound to the Phoenix Stone by locating the spirit in the stone and connecting them with their body. Not specifying the target's name can result in resurrecting an unknown spirit in the targeted body.

    • Incantation: Ababbas dagoineh mateesah elunatan. Oshawas (or name of the target) melunaweh washaset zagoedan.

    • Requirements: The Phoenix Stone, The Deceased's Corpse, Invoking the Target's Spirit

  • Moroccan Resurrection Spell: A powerful, and dangerous resurrection spell of great complexity crafted by the Moroccan Witch.

    • Incantation: Le sang des deux frères, les cendres de leurs morts. Le sang des deux frères, les cendres de leurs morts

    • Requirements: Target's ashes, Blood of two siblings, Circle of salt, Runes, Nexus Vorti

  • Ritualistic Resurrection Spell: A ritual that utilizes a minimum of six witches to heal the deceased body of a fellow witch, of all harmed that previously came to it, and resurrect them using their blood and bone totems.

    • Incantation: Unknown

    • Requirements: Target's body, Blood from the casting witches

  • Sacrificial Resurrection Spell: A powerful spell that uses the sacrifice of a powerful being, such as an Original Vampire and their sireline or a witch, in order to resurrect a deceased witch, or other being, whom is in spirit form, by reconstituting the body from the target's remains.

    • The Hollow's Incantation: Yoli conepiya miquilizti

    • Freya's Incantation: Verha hel igjen

    • Requirements: Target's remains, Sacrificial Magic; Blood from the casting witches and the target's blood; Sage, Talisman (housing the spirit)

  • The Hollow's Resurrection Spell: A powerful spell used to resurrect a spirit, even from the Ancestral Plane.

    • Incantation: Unknown

    • Requirements: Powerful Magic


 

Transference Spells

Transference spells allows witches to dispatch the spell bound from one medium onto another, granting the latter its magical properties. The nature of said spells can vary although most are made up of curses.

  • Anchor Transference Ritual: The ceremony will successfully replace the current anchor of the supernatural purgatory with another person or supernatural entity . If the next anchor is a spirit of a deceased, they will be given a foothold in the living plane, though they will remain dead, thus giving the deceased spirit the power to interact with both planes of existence.

    • Incantation: Im A Pran Khos Suptia Jhem Ai Pada Khe Rassatam. Im A Pran Khos Suptia Jhem Ai Pada Khe Rassatam. Im A Pran Khos Suptia Jhem Ai Pada Khe Rassatam. Ai Pada Se Rassatam. Ai Pada Se Rassatam. Ai Pada Se Rassatam. Ai Pada Se Rassatam.

    • Requirements: Massive source of power (celestial events/doppelgänger), Personal belonging of the next anchor, Talisman (Qetsiyah), Traveler Magic (presumably)

  • Phoenix Scar Transference Spell: This spell can be used to transfer the curse mark of the Phoenix sword to a living blood relative.

    • Incantation: Sanguinem cicatrix ex cor pario. sanguinem cicatrix cambitas

    • Requirements: Blood Relative

  • Hex Transference Spell: This spell used the practice of representational magic to transfer an unwanted spell inflicted upon the target onto a clay doll. It, however, was unable to reverse the effects of a powerful death curse.

    • Incantation: Voltre mezino cadau. Voltre mezino cadau.

    • Requirements: Golem

  • Dark Object Transference Spell: This spell was used to take the enchantment infused in a Dark Object to be placed onto another object, granting them its specific magical properties.

    • Incantation: Unknown

    • Requirements: Target object

  • Huntress Life-Force Transference Spell: This spell will transfer the remaining life from the huntress to a desired target. The spell will also grant the new huntress all the qualities of the previous hunter, such as super strength and the drive to hunt and kill vampires.

    • The Shaman's Plea: Hear me, Great Spirit. Hear me. We call upon you in this moment of need. One has come before you. For many lifetimes as your servant, your vengeance. Let her journey end. Let another take her remaining years. Let another take up her burden.

    • Requirements: Target's (The New Huntress) Blood, Rayna (Current Huntress), Shaman Descendant who cast the original spell.

  • Sacrificial Anchor Transfer Spell: A spell to transfer the anchored life-force of a sacrificial spell to that of another being, such as a vampire.

    • Incantation: Mare leurs esprit.

    • Requirements: Sacrificial Anchor; Target intended to be transferred to

  • Cycling Spell: A temporary spell used to transfer or offload the effects of darkness from one's mind to that of another, effectively clearing their mind.

    • Incantation: Unknown.

    • Requirements: Afflicted person, several large candles, five small candles, various colored liquids, unknown herbs, sage smudge stick, white powder, and white crystal

    • Used by: In When The Saints Go Marching In, Freya mentions that Ivy had once told her of this spell while looking for a way to end the Hollow. Having found the blue binder in which Ivy kept the spell, Freya performed the spell on Klaus and Elijah to 'channel' the Dark Magic of the Hollow into Elijah so that Klaus could say his goodbyes with a clear mind.

  •  

The Unknown Spells

The spells listed below have occurred though no specific function has been defined. The assumptions are based on the facts that lead up to and shortly thereafter about their purpose.

  • Talisman Locator Spell: A spell that utilizes a witch's own blood to locate a personal artifact of theirs, such as a Talisman.

    • Incantation: Unknown

    • Requirements: Many Candles, Witch's Blood

  • Protection Spell: A spell that attempted to block a curse and to prevent death through magical means.

    • Incantation: Unknown

    • Requirements: Candles, Unknown Beaded Bracelet

  • Empowerment Spell: A spell that, seemingly, is used to amplify a witch's magic.

    • Incantation: Pouvwa domini nostri

    • Requirements: The Sacrificial Magic Instruction Manual

A Witch begins with a number of spells known and researched equal to the sum of her Witchcraft + grimore.

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  • 4 months later...

THE ROUSE CHECK

Every time a vampire rises each sunset, calls upon vampiric powers, or stirs their Blood some other way, they risk rousing their Hunger. When a vampire surges Blood into their Attributes, takes on the Blush of Life, or mends their damaged body (pp. 218-219), the rules call for a Rouse Check. Activating most Discipline powers also comes with the price of at least one Rouse Check (see Disciplines, pp. 243-287).

Other Supernaturals have similar requirements and their Traits are Sense of Self for Werewolves and Temptations for Witches.

To make a Rouse Check, the player rolls a single die. As always, a result of 6 or higher succeeds. On a success, the supernatural's control remains unchanged. On a failure, the supernatural gains 1 more point of the Domineering Control trait (Hunger for Vampires, Sense of Self for Werewolves, and Temptation for Witches), and thus gains one more Control die.

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