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Circle: Enchantment

                                            Circle of Enchantment

ALL Wards and Talismans MUST be approved by, reported to and inspected by an approved ISF magical expert. 

All Wards and Talismans MUST be approved OOC by Sim Admins via ticket system.

Imbuing objects and places with magic or dispelling enchantments upon objects. This primarily involves talismans and wards.

The creation of all wards and talismans  must be logged and reported in a ticket.

Any witch may innately discern what a ward or talisman is meant to do by touch. 


 

Wards:

 

A witch or sea hag possessing Enchantment magic can create wards for locations or people. These are usually temporary in nature, but permanent ones can be made with proper rituals and approval from administration. Permanent wards must be reported in tickets.

 Note: Permanent wards require a password, or activation ‘key’ that could potentially be discovered by others. Wards against entry can also be bypassed by someone within the ward inviting a person outside of the ward permission to enter.

 Most wards protect from physical or magical damage, but they can be anti-aggression based. Some higher level wards can have more effects. 

Wards must always have physical representation acting as an anchor. This can be an object hanging in a window or tucked into a corner. It is recommended to use inexpensive disposable materials for temporary wards and longer lasting materials for permanent wards. These ‘anchors’ can be destroyed to deactivate the ward, but only with OOC or admin permission. The witch who made the ward may destroy the anchor at any time at their own discretion. 

 

Talismans: 

A person may be enchanted or empowered by a Talisman made by a witch or sea hag up to the level they hold in Enchantment magic. They can use a secondary magic user to imbue that person’s magic into the enchantment as well. However, the enchanter or secondary magic user MUST be capable of the magic they are imbuing into the talisman. Talismans cannot have Enchantment magic placed onto them. Temporary Talismans MUST be RPed being placed on, and once they are- they are activated for the scene and used regardless if the magic is actually used or not. 

There are some level 0 talismans that any magic user can make, but they lack in power. Some talismans are temporary, only protecting someone for a limited amount of time or attempts or temporarily granting the use of one spell to their wielder- at the cost of energy. Others may be permanent but require a greater cost to create from both the casters making them and the person requesting them. A person can only wear 1 permanent talisman at a time. 

To read a more in depth explanation on talismans please click here.


 

Level 0:  (Spark) 

Talismans

  • Making a temporary talisman that protects the user from level 1 spells from either the witch’s primary OR secondary magic. 

  • The talisman lasts one scene, then disintegrates.

 

Note: There is no spark for warding magic. 


 

Level 1:

Talismans:

  • Making a permanent Talisman that either protects from a specific level 1 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell.

  • You may make 1 permanent Talisman per month of any level.

  • Making a temporary Talisman that either protects from a specific level 2 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell for one scene.

  • You may make 1 temporary Talisman per week at this level.

  • Touching a talisman or brush up against a ward and get an image of the witch or sea hag that created it. (Innate.)

  • Making a temporary talisman that allows the wearer to breathe underwater for 24 hours. The countdown begins the moment their head is underwater. The talisman must be made of a material that will not fall apart when wet (so no paper), and it must also have a lock of mer's hair that has been acquired IC. All other rules about temporary talismans apply. 

  • You may make 1 of this particular Talisman once per week. 

Wards:

  • Creating a temporary ward on a room or small area up to 10 X 10 meters. 

  • The ward may have one effect, either protecting the area from a particular level 1 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

  • You may only participate in one warding ritual a week. 

  • This Ward lasts three months. (Cannot be permanent)


 

Level 2:

Talismans:

  • Making a permanent Talisman that either protects from a specific level 2 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell.

  • You may make 1 permanent Talisman per month of any level you have access to. Attempts to make a higher level talisman than you can normally craft, it requires the assistance, and active participation of a higher level witch that possesses that particular magic.

  • Making a temporary Talisman that either protects from a specific level 3 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell for one scene.

  • You may make 1 temporary Talisman per week at this level.

  • Making a temporary talisman that protects the wearer from physical violence for the length of one scene. This only works against unprovoked violence. IE, it will not protect someone if they threatened or attacked someone or their property.

  • It does not protect from supernatural abilities, or from shifters in animal form. 

  • Its creation requires a bit of fresh mer saliva acquired in role play. So good luck with that.

  • You may make 1 of this particular Talisman once per week. 

Wards:

  • You may only participate in one warding ritual a week. 

  • This Ward lasts three months.

  • The ward may have up to two effects.

  • Creating a temporary ward on a room or small area up to 20 X 20 meters. 

 The ward may protect the area from:

  •  A particular level 2 spell or lower possessed by the witch casting the ritual(or a witch involved in the ritual) 

  • Physical damage to the property, magical damage to the property.

  • Repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

 

Level 3:

Talismans:

  • Making a permanent Talisman that either protects from a specific level 3 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell.

  • You may make 1 permanent Talisman per month of any level.

  • Making a temporary Talisman that either protects from a specific level 4 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell for one scene. 

  • You may make 1 temporary Talisman per week at this level.

  • Making a temporary talisman that protects the wearer from a specific vampire's abilities for the length of one scene. This is a highly illegal talisman to make or possess, with harsh consequences that may include incarceration, enslavement or death depending on the circumstances of the situation. 

  • Remember that talismans are highly traceable and perform this task at your own risk. The creation of the talisman requires a drop of the vampire in question's blood, which must be acquired IC. 

  • You may only make this talisman once a month, and no other talismans (temporary or otherwise) can be made the month of this specific talisman’s creation.

  • Making a temporary talisman that allows a vampire who is not bound to a witch walk in the sunlight for one day. The day begins the moment the talisman is put on, so it must be role played to be effective. The talisman must be made at noon in full sunlight.

  • The talisman requires the blood of a vampire, the blood of a witch, and the scale of a mer. A vampire can only use one of these talismans once a month. 

  • You may make 1 of this particular Talisman once per week. 

Wards:

  • Creating a temporary ward on a building.

  • The ward may have three effects, either protecting the area from a particular level 3 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

  • You may only participate in one warding ritual a week. 

  • This Ward lasts three months.

  • Creating a permanent ward on a building. Three witches level 3 or higher must participate in the ritual, with more of any level helping to strengthen it. 

  • The ward may have two effects, either protecting the area from a particular level 3 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

  • For the ward to remain permanent, a witch at the appropriate level must touch the anchor with the intention of feeding it energy and revitalizing the ward about once every three months. Otherwise, it may falter or weaken.

  • You may only participate in one warding ritual a week. 

  • This Ward lasts until it’s dispelled. 

 

Level 4:

Talismans:

  • Making a permanent Talisman that either protects from a specific level 4 spell from the Enchanter’s (or another Witch involved in the Ritual) magical circles OR allows the wielder of the Talisman to utilize said specific spell.

  • You may make 1 permanent Talisman per month of any level.

  • Making a temporary talisman that protects a shifter from shifting during the full moon for one night. The night begins the moment the talisman is worn, so it must be role played that it is being put on. This cannot be used to avoid shifting altogether, as the shifter will change the following night as if it is the night of the full moon. 

  • A shifter can only use one of these talismans once every six months, otherwise it will not work. This talisman must be created on the night of a full moon (so at least a month in advance) IC, and requires both a lock of hair from the shifter in question in their human form and their animal form. This talisman cannot be transferred to another shifter due to the nature of its creation. 

  • You may make 1 of this particular Talisman once per month during the night of the full moon. 

Wards:

  • Creating a temporary ward on a building.

  • The ward may have four effects, either protecting the area from a particular level 4 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

  • You may only participate in one warding ritual a week. 

  • This Ward lasts three months.

  • Creating a permanent ward on a building. Five witches, including the witch leading the ritual, must be present. The ward may have three effects, either protecting the area from a particular level 4 spell or lower possessed by the witch (or a witch involved in the ritual), physical damage to the property, magical damage to the property, or repelling a certain type of animal (not shifter/mer. Rats and spiders are popular choices.) 

  • For the ward to remain permanent, a witch at the appropriate level must touch the anchor with the intention of feeding it energy and revitalizing the ward about once every three months. Otherwise, it may falter or weaken. 

  • You may only participate in one warding ritual a week. 

  • This Ward lasts until it’s dispelled. 

  • Creating a permanent (Alpha Leaders) or temporary ( a group of Master Witches) ward denying entrance to a particular area without permission or without meeting a particular criteria. The person attempting to enter will either find themselves feeling like they are walking into an invisible wall or end up being turned around and confused. 

  • The relic room at the Ordo Luna house has a ward of this nature upon it. 

  • Vampires can be very cranky about this, so use at your own risk. 

  • This spell must have admin approval.

 

Level 5: 

  • Limits on level 5 spells are for rituals led by level 4 witches. The limits of level 5 witches is undocumented.

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