Arcanus  Veneficus
 

Witch
AKA:
 Warlock, Sorceress, Sorcerer,
Priest, Priestess, Druid,
Enchanter, Transmuter, Evoker, etc 

PLEASE NOTE: Not all Witches or witch-like characters are Dark Ones. But the Shadow Guard changes the name of a good witch to Mage in order for distinction.

 

Characteristics Mystical Attributes

Spell-caster. User of Magicks. Some have innate ability to manipulate the world around them while others need books and potions.

A witch must dedicate themselves to a god/dess or grouping of deities for their power.

Killed by incineration. Trapped by iron cuffs. Silver has an effect.

A Witch sometimes has a FAMILIAR. A familiar is an animal that a witch can connect with to heighten their energy level of awareness. By using a familiar, a witch can focus their energy through the animal with more power and force than they could alone.  Sometimes this can be dangerous to the animal, and many even die if a witch is not careful not to over-flood the levels in which the familiar can handle.

Also, witches must note that animals are not always cooperative. Many times their cat would much rather stalk the birds in the yard than stand still so you can cleanse and focus your energies. And a dog may prefer a romp around the block (go for walkies!) to the tarot reading you have planned for midnight. So most familiars are harder to come by while as gems are used to replace them.
 

Variable per magic user !!
 

Anything of the earth can be a witch’s power. The traditional Earth, Air, Fire, Water are the most commonly practiced. They can create Charms, binding spells, potions,  poisons, and make herbal mixes for the ill.

They can bless you, and curse you.
 

 

(PLEASE ASK: If you play a witch, please ask a GM about spells you want and what your character would know.)