Among the Temoin, Hearth Witches channel magic through care, tradition, and protection. Their spells are tied to domestic rituals, cooking, cleaning, tending flames, and spoken blessings, and often activate instinctively when loved ones or safe spaces are threatened. A whispered phrase or a comforting touch may carry powerful warding or healing effects.
Hearth Witches carry a deep affinity for the hidden rhythms of nature. Through Animal Whisper, they channel subtle magic to touch the minds and spirits of beasts from skittering insects to wild apex predators. This communion can manifest a sharing of emotion, image, and intent, and at higher levels even speech. While these bonds are brief, they can yield vital insights or influence creature behavior in unexpected ways.
Limitation: If a witch fails to connect with a specific animal, they may not attempt again with that same creature for 24 RL hours. The animal becomes wary or magically closed off.
Simple Task - TUNE TO INSTINCT: Reach out to minor creatures (insects, rodents, lizards) to feel their recent emotions or draw their attention. Useful for detecting presences, tracking subtle shifts in environment, or causing distraction.
Novice level success: You receive a brief emotional echo, hunger, fear, curiosity. These creatures may linger near you or alert you to disturbances.
Intermediate level success: You glimpse a sensory impression, a smell, a vibration, a flash of motion. You may also guide the creature to watch, hide, or swarm briefly.
Expert level success: You establish a clear bond. The animal becomes a short-term helper for the scene, willing to follow simple commands like ‘warn me,’ ‘distract,’ or ‘fetch.’
Difficult Task - STIR THE COMPANION SPIRIT: Connect to intelligent or domesticated animals (cats, dogs, horses, goats) to sense their memories and gently guide behavior.
Novice level success: You feel what the animal felt recently, loyalty, fear, joy, unease. It may follow you briefly if it feels safe.
Intermediate level success: You receive impressions or images, a shape, a color, or sound it has seen or heard. You may offer a basic command like ‘stay,’ ‘lead,’ ‘warn.’
Expert level success: You enter a two-way rapport. The animal shares multiple impressions or events and becomes willing to act on your behalf within its nature. It may defend, scout, or deliver a message.
Challenging Task - ECHO IN THE WIND: Reach beyond civilization and into the minds of wild or dangerous animals, ( wolves, bears, snakes, birds of prey) or shifter's animal form. These are ancient spirits in flesh, and communion is risky.
Novice level success: The animal regards you with wary curiosity, allowing a flash of emotional resonance before departing.
Intermediate level success: A momentary bridge forms. The creature does not attack and may obey a natural instinct aligned with your will, retreat, watch, call others, run a path.
Expert level success: You achieve a fleeting alliance. The beast may stand guard, intervene, or mark a path through the wild. It will not act against its nature, but it senses kinship.
Harnessing the living breath of the earth, the witch coaxes nearby plants to flourish, defend, or ensnare. Must be cast within 3 meters of existing vegetation. Results vary based on both the practitioner’s skill and intent
Simple task - Whisper of Growth: Encourages natural development of plants, enhancing vitality and magical potency of herbs. Typical Use: Gardening, preparing magical ingredients, growing herbs for healing.
Novice level success: Nurture: Plants that have died or blighted can be brought back to health. This skill might have instantaneous effects but needs to be routinely cast to maintain the plant’s vitality till they can support themselves. This is determined by biomass. The larger the mass the longer the nurturing process.
Intermediate level success: Abundancy: The plants look healthier and grow faster and lushier yielding more fruits, leaves, seeds, etc.
Expert level success: The plants grow rapidly and more abundantly. They are enhanced and offer potions more potency.
Difficult Task - Verdant Bulwark: Manipulates plants into forming physical barriers, shields, or obstructions. Typical Use: Combat defense, sealing entryways, creating cover or slowing enemies.
Novice level success: Roots, small thicket or vines grow suddenly disrupting movement or the ability to use weapons or melee fight and lasts for 1 post.
Intermediate level success: A dense and large wall or bramble patch rises and provides cover or distraction if the caster is trying to flee. Lasts for 2 posts before the opponent can attempt breaking through.
Expert level success: A living wall of roots, bark, and thorns grows in whatever shape the caster needs. Can resist damage, absorb blows, or shield the caster and up to 3 allies lasts for 3 posts.
Challenging Task - Awaken Nature: Animates nearby vegetation to ensnare, bind, or immobilize a living target or use it for other purposes such as to climb, reach something, etc. It also follows gestural commands from the caster. This could lead to strangling, constricting or disarming an opponent.
Novice level success: One vine grows and is commanded by the caster and lasts for 1 post.
Intermediate level success: Two vines grow and are commanded by the caster and last for 2 posts.
Expert level success: More vines grow and are commanded by the caster and last for 3 posts.
Witches practice the sacred art of infusing natural materials and plant essences with magic to create powerful temporary or reusable items. Through ritual, intention, heat, and craftsmanship, they shape wood, stone, bone, metal, clay, leather, fur, herbs, roots, and resins into crafted objects (worn, wielded, or displayed) or brewed preparations (elixirs, tonics, salves, smokes, and bundles).
Crafted Items are physical objects that can be carried and reused (with recharging) ONLY by witches or hunters (depending on their nature).
Brewed Preparations are consumable and single-use only.
Each creation or brew touches one of the three core aspects of being: Mind, Body, or Spirit, and enhances or decreases the associated abilities.
General Limitations
A witch may only carry 1 crafted item per level (Novice: 1, Intermediate: 2, Expert: 3) unless otherwise stated.
Brewed items have no carry limit but are single-use.
Crafted items must be recharged periodically (requires components, spiritual offerings, or celestial timing such as full moon or equinox).
Brewed preparations can only be used once by any player.
The exact appearance, name, and ritual flavor of each item is decided by the witch (can be personal invention or passed-down family/mentor recipe).
Simple Task – Mind: Enhances or decreases Presence or Mind Health (mental clarity, focus, magical signature, stealth, psychic sensitivity, etc.).
Crafted Item Examples (reusable, requires recharge): Amulet of Clarity, Presence Charm, Focus Stone, Dreamveil Pendant
Brewed Preparation Examples (single-use): Sage’s Brew, Whisperleaf Extract, Dreamveil Elixir
Novice success: +1 / -1 to Presence or Mind Health (1 post for brews)
Intermediate success: +2 / -2 to Presence or Mind Health (1 post for brews)
Expert success: +3 / -3 to Presence or Mind Health (1 post for brews)
Difficult Task – Body: Enhances or decreases Vigor, Cunning, or Physical Health (strength, agility, resilience, protection from harm, etc.).
Crafted Item Examples (reusable): Ironbark Bracer, Vitality Talisman, Cunning Ring, Protection Ward
Brewed Preparation Examples (single-use): Elixir of Vitality, Ironbark Infusion, Sachet of Protection/Vulnerability
Novice success: +1 / -1 to Vigor, Cunning, or Physical Health
Intermediate success: +2 / -2 to Vigor, Cunning, or Physical Health
Expert success: +3 / -3 to Vigor, Cunning, or Physical Health
Challenging Task – Spirit : Enhances or decreases Will (inner strength, courage, magical willpower, spiritual cleansing, etc.). This category also includes the creation of personal conduits (wands, staffs, amulets, mirrors, spirit tokens, etc.).
Crafted Item Examples (reusable): Conduit devices (wand, staff, pendant, spirit token), Will Talisman, Purification Bundle (as a rechargeable sachet)
Brewed Preparation Examples (single-use): Purification/Contamination Smoke Bundle, Emberblood Tonic, Banewort Reduction/Enhancement
Standard Spirit Enhancement (Brew or simple Crafted Item):
Novice: +1 / -1 Will
Intermediate: +2 / -2 Will
Expert: +3 / -3 Will
Personal Conduit Creation (Challenging Task – special rules): These are bonded items that only the intended user can activate. The maker and the recipient should roleplay the bonding ritual together. The conduit’s power scales with the creator’s level and allows the user to apply an enhancement multiple times per scene.
This is ONLY for witches.
Novice success: +1 enhancement to any one ability (Mind, Body, or Spirit), usable once per scene
Intermediate success: +1 enhancement to any one ability, usable twice per scene
Expert success: +1 enhancement to any one ability, usable three times per scene
Witches wield the dual power of life and decay through touch, ritual, songs, herb or focused will. They can heal (restore, mend, purify) or blight (confuse, weaken or corrupt) a target’s Mind, Body, or Spirit.
This skill MUST be performed at close proximity.
General Rules
Healing restores what was lost or damaged. Blighting weakens, drains, or corrupts.
Effects last for the duration of a scene unless otherwise noted.
The witch must clearly state whether they are Healing or Blighting when using the skill.
Simple Task – Mind: Mend or damage mental clarity, focus, and emotional balance.
Novice success: +1 / -1 to Mind Health
Purpose: Soothes anxiety OR causes anxiety (1 post).
Intermediate success: +2 / -2 to Mind Health
Purpose: Partially restores emotional stability OR causes disorientation (2 posts).
Expert success: +3 / -3 to Mind Health
Purpose: Restores mental and emotional balance OR causes confusion (3 posts).
Difficult Task – Body: Heal or blight physical wounds
Novice success: +1 / -1 to Physical Health
Purpose: Closes minor wounds and eases pain OR causes fatigue, minor bleeding, or clumsiness (1 post).
Intermediate success: +2 / -2 to Physical Health
Purpose: Mends broken bones or deep cuts, removes toxins OR weakens muscles, slows movement, or causes mild infections (2 posts).
Expert success: +3 / -3 to Physical Health
Purpose: Rapidly regenerates tissue or grants temporary immunity to pain OR causes severe injury, internal bleeding, or temporary paralysis (not fatal - 3 posts)
Challenging Task – Spirit: Restore or corrupt spirit (see Taint - coming soon). This task requires a ritual and the player's OOC consent:
Novice success: Temporary slows down the corruption from advancing OR Accelerates the advance from the corruption
Intermediate success: Partially cleanses the effects of the corruption OR Enhances the effects of the corruption.
Expert success: Fully restores spiritual balance OR causes corruption of the spirit.