ᴅᴀᴠɪɴᴀ ᴄʟᴀɪʀᴇ (
consecrates) wrote2020-02-10 02:53 pm
sorts magiques
NOTE: all the spells in this list will require player permission. she may also cast the spell towards a character in a thread, but their player can decide if they will be affected or not. all ancestral spells will be nerfed in jamjar settings as this requires her to be connected to the ancestors of new orleans.
BIOLOGICAL SPELLS
BOUNDARY AND SEALING SPELLS
CLOAKING AND ILLUSION SPELLS
CURSES AND HEXES
DISENCHANTMENT AND DESTRUCTION SPELLS
ELEMENTAL SPELLS
ENCHANTMENTS
LINKING SPELLS
LOCATOR SPELLS
LYCANTHROPY SPELLS
MENTAL SPELLS
MESSAGE SPELLS
OFFENSIVE SPELLS
PROJECTION SPELLS
PROTECTION SPELLS
BIOLOGICAL SPELLS
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.
LIQUID GATHERING SPELL. A simple spell that enables a witch to telekinetically gather and collect liquid from a specific target to one point, whether it is blood, tears or water.
MAGIC DETECTION SPELL. A spell that allows a witch to test for magic infused in a target's body.
SUBSTANCE CONCENTRATION SPELL. A spell that allows the casting witch to concentrate a substance to a localized point within a biological system. This could be blood or poison or other liquid inside a person's body.
BOUNDARY AND SEALING SPELLS
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.
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.
FIRE BOUNDARY COUNTER SPELL. The spell allows the witch to undo a fire boundary spell, extinguishing the trap.
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. The only way they could enter was through an invitation by the witch who cast the spell.
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.
BOUNDARY COUNTER SPELL. A counter spell used to reverse a boundary spell, specifically bound in salt.
CLAIRE BOUNDARY SPELL. The spell will be bound to an object that is supposed to be pinned down on a gate surrounding the location.
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. This normally requires the blood of witches from the ancestral line of the original witch who cast the spell to undo it. (NERFED)
LUNAR BOUNDARY SPELL. The spell will be bound to the moon and will last until the next moonrise.
BARRIER SPELL. The spell allows a witch to erect a boundary spell quickly in a small vicinity around them. One variant lack preparation or binding agents and maintained by the will of the caster through hand gestures while other forms of this spell can be utilized with a time limit.
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.
CLOAKING AND ILLUSION SPELLS
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 one's 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.
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.
PRIVACY SPELL. As long as the sage burns, no one will be able to overhear anything from the room in which it burns.
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. The effectivity of the cloaking is also directly proportionate to the powers of the witch casting the spell.
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. (NERFED)
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.
REGENT CLOAKING SPELL. A powerful spell that Regent witches of New Orleans can use to completely hide the whereabouts of individual people. (NERFED)
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.
CURSES AND HEXES
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. (NERFED)
MAIMING CURSE. The spell allows a witch to cripple the hands of their target in addition to producing a ring of fire around them.
DISENCHANTMENT AND DESTRUCTION SPELLS
DISPELLS. A spell used to remove the magical properties of a certain object. This can be used to neutralize the protective magic of the Daylight Amulets worn by vampires, effectively allowing them to burn in the sun, deactivating magical powers of a dark object or neutralizing the effect of the White Oak Stake to keep it from killing Original Vampires.
BLOCKING SPELLS. A powerful spell that allows a witch to temporarily block certain curses or magic. Davina used a spell under this category to block the Crescent curse, a spell used to condemn werewolves to their wolf form for the entire month except the full moon. (NERFED)
MAIMING COUNTER SPELL. A spell that allows a more powerful witch to counter the effects of a curse before it takes root within the target.
ELEMENTAL SPELLS
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. This includes conjuring fire, extinguishing fire or moving it around using her mind or certain spells.
PLANT REVIVAL SPELL. A spell used to channel Nature to revive dead vegetation and flowers.
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.
ENCHANTMENTS
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.
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.
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.
DREAMCATCHER SIGHT. Twin mystical dreamcatcher charms adorned with animal bones and chicken feet can be enchanted to spy on a subject.
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.
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.
KEMIYA. A type of magic that allow witches to imbue objects with magical abilities using precise chemistry of science and magic. This ability allows witches to create or turn random items into objects with supernatural properties, which non-magic users can utilise. (WILL NEED A PARAGON DIAMOND & MOD PERMISSION FOR DANGEROUS DARK OBJECTS)
TRANSMUTATION SPELL. Two witches using Kemiya, an Arabian form of witchcraft that intersects science and magic, will transmute the object that the witches are holding. The object will slowly be set on fire and as the flame consumes the object, it will then be made into pure gold. (WILL NEED A PARAGON DIAMOND & MOD PERMISSION FOR DANGEROUS DARK OBJECTS)
TRUTH SPELL. A simple spell that can utilize a human-like doll, known as a Figure Veritas, to force the truth. When used as such and the doll is stabbed through the "heart" , the target will be compelled to tell their darkest truths.
MYSTICAL BINDING ENCHANTMENT. An enchantment that reinforces rope, leather, or chain bindings with magic, preventing the target from escaping them.
LINKING SPELLS
LINKING SPELLS. 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.
LOCATOR SPELLS
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.
TRACKING SPELL. The spell causes blood to move across a map to point at the target's location while chanting.
ANCESTRAL LOCATOR SPELL. Various spells used by witches of the French Quarter to locate people with the typical use of sand and a map, though personal artifacts of the target can also be used. Davina's spell allows the energy to 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. (NERFED)
LOCATOR CHARM. A simple enchantment spelled on a bracelet to know the location of a specific person, allowing them to always know that person's location.
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.
COMPASS SPELL. A spell that directs a witch to a target object in a subtle manner by using the mechanics of a water compass.
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.
ADVERSARY LOCATOR SPELL. A spell that allows a witch to discern the locations of a person's enemies, specifically those that pose large threats.
MARKING SPELL. A spell used to mark a target that lets the casting witch to track the target.
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.
LYCANTHROPY SPELLS
TRANSFORMATION PACING SPELL. A spell that is able to accelerate or decelerate a werewolf's transformation, allowing a witch to force a werewolf to transform or slow their transformation down, making the pain even more unbearable.
MENTAL SPELLS
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.
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.
MEMORY WIPE 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.
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.
MEMORY TRANSFERENCE SPELL. A spell that allows a witch to share selected memories of herself onto others. Some spells allows one to experience the memory as though they were there, while others just show what one saw.
MESSAGE SPELLS
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. Messages may vary in forms, such as letters or photos, normally showing up in the recipient's pockets.
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.
OFFENSIVE SPELLS
PAIN INFLICTION SPELL. A spell to induce pain or bodily harm. It is similar to the passive, non-verbal pain infliction power (an ability of witches to inflict great pain onto a person by causing their blood vessels to burst and thus giving them multiple aneurysms) 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.
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.
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.
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. (UNUSABLE without her dark objects)
NECK-SNAPPING SPELL. A powerful chant that allows a strong witch to simultaneously break the necks of multiple targets.
RESTRAINMENT 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 Original vampires.
PROJECTION SPELLS
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. (LIMITED within the locations in the game)
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. (LIMITED within the locations in the game)
CHAMBRE DE CHASSE. An elaborate spell that creates a localized astral plane commonly used as a prison where witches bring their targets for mental target practice while their physical bodies remain where they were. The spell is based on the practice of representational magic and, as such, can unravel if the targets are not represented accurately or their totems destroyed.
PROTECTION SPELLS
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.
COMPOUND PROTECTION SPELL. A representational spell used to protect a location from harm or malicious intent.
