Said to be touched by The Outsider, Witches have sown seeds throughout history; some that are good and some that are bad. Unfortunately history tends to remember those enchantresses who used their abilities to gain power over a domain. But there were those druids and alchemists who did their part in defending both civilization and nature from those that threatened it. Still, the potential of witches and inherent nature of their 'tainting' abilities has made them pariahs; even hunted by those like the Silver Flame.
The first witch had good intentions, calling upon the Trinity after her home and its surroundings had been razed. But it wasn't the Trinity who answered. Forced to take refuge in the harsh wilds separating her and the next town she began developing a bond with the other animals surprisingly easily. Figuring the deities had answered her prayers she followed hints from the animal inhabitants to safe food, water sources, even shelters. In the days that passed in her slow progression back to civilization she began to understand the gestures of the beasts around her and managed to avoid conflicts with the more aggressive and territorial.
Near the end of her travel she encountered hunters, thinking she was saved she happily threw herself to them. They were pleasant people, but were hunters. During her travel with them they just couldn't pass up the abundance of game that was walking into their midst. She pleaded for them not to kill the animals but she was taken as a little funny in the head due to her traumatic experiences. The woman soon snapped when a known mother wolf was slain. She slashed at the hunters, claws forming on her hands, and unintentionally grabbed a couple of their quints while absentmindedly fleeing the scene with the cubs.
That night she tracked down the wounded hunter group with a face that wasn't her own while the majority slept. Their guard was neutralized by the pack she'd brought and she returned the now corrupt quintessence and watched the powerless hunters be consumed. But her bloodlust was short lived. Sanity returning to her at dawn she begged of the Trinity a reprieve.
Since then she has spent her days a silent guardian of the forest, ever watchful, with roots dug deep and spread wide.
General Description & Capabilities
Witches may know of their abilities from birth or can develop them in the latter years of their race's prepubescent period. The latter is typical of those born from non-witch parents. A witch can be of any main race. As a secondary racial template, witches also inherit any base abilities that their main race possesses. If a witch is infected with the zofien virus they lose their ability to change shape. If the witch is in any kind of transformed state when the virus first takes over the body (the first were transformation), the transfiguration becomes a permanent feature. For a druid or dryad the zofien transformation would be a bit easier to get control of.
Tainting quintessence is a witch only ability, often viewed as an evil act by the general public; which leads to many witches being shamed into hiding their identity or finding a home among those who sympathize. They cannot use any quint as normally intended, and can only taint quintessence that have a direct bodily or mental buff; such as fortitude quintessence. Witches can apply this tainted effect to raw quints only via long or repeated exposure to their physical touch. How strong this bewitchment is depends on how much of the quint is tainted, the time spent tainting, and the 'magical' strength and stamina of the witch, but also the strength of the effect on the user depends on how strong the quint was to begin with. Tainted quints will slowly return to normal when not influenced by the witch.
Constitution Quints: (base effect) Allows the witch to charm the user into doing their bidding for a short period of time. Instructions that are drastically out of character or harmful to themselves breaks the charm. ◊ Mixed with Light: Numbs the mind and dulls senses putting the target into a relaxed, almost drunken, state. ◊ Mixed with Dire: (set) Makes the user go blood crazy, wanting more and more blood shed.
Stamina Quints: (base effect) The user exhausts themselves ◊ Mixed with Light: (raw) An area burst of exhaustion instead of healing. (set) Halves the healing effect and makes the user go a bit blood crazy; wanting to inflict more and more wounds. ◊ Mixed with Dire: Immediately drains the user, leaving nothing but the burning sensation of the dire quint
Strength Quints: (base effect) Instead of strengthening the user it weakens them ◊ Mixed with Light: Slowly weakens the target every time they are hit and makes the barrier shimmer over weak points
Aberration Quints: (base effect) All those in contact with the quint become mind blanked, staring off into space like zombies until the taint wears off or they break contact with the quint. ◊ Mixed with Light: (set) Same as base effect but with the extended range.
*If a combination isn't listed the base effect happens. If 'raw' or 'set' isn't explicitly stated then the effect applies to both.
The second ability of witches is being able to transform themselves temporarily into another shape. It can be a different person of their species or another species, or even an animal. The only limitation is it should be of a similar mass and size. The more this deviates from their original form the less time they can spend in that form. A witch can train and practice this ability to strengthen it, but only those of Druid/Dryad are able to remain in a fully transformed state for eight hours or more.
Much like the human class, witches that specialize in brews and herbs for cures, poisons, and all kinds of other effects.
For those who spend most of their talents on improving their transformation abilities to the extent they are more often found in a form unnatural to their original. Typically this ends up being an animal shape, but some prefer hiding among other cultures. Druid abilities cannot mix with Dryad.
An alternate to the Druid, Dryads have an affinity for plant life opposed to merely changing their shape. They transform parts of their body to things like vines, and can also meld into an existing plant that is larger than themselves. They are typically loners and are adamant about protecting forests. Dryads cannot meld with any of the special trees in the world.
A specialist in tainting quints and generally being the more sociable kind of witch. They are the ones that trade and bargain with towns and other species, whether it be for themselves or for a community depends on the individual.
All around gifted with an affinity for witchly abilities. They are naturally talented and have great inherent power that allows them to occasionally accidentally set something off. Unless tempered they can be chaotically dangerous, but otherwise naturally become a M(P)atriarch and defend their community. In a way, they are either Templar equivalents or wandering bombs of random disaster.
Last Edit: Apr 12, 2018 7:37:35 GMT -7 by The Maven
Credit to the original artists of all displayed artwork. Themes designed by The Maven.