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All Witches hold their own individual strengths in power and rank. As stated above a Witches powers are all interconnected in some form or way. A Witch who possesses an affinity with Luck or Probability will not be seen to have an affinity with Possession. And again this is an incomplete list of powers and abilities if you have a power or ability you would like to consider for your character that is not listed request it's approval in the questions topic. If the mods deem it to be inappropriate to the rp it will not be allowed.
Every Witch holds power in a single Element which becomes on of their numbered abilities. This element is predetermined at birth. As with the four elements (Water, Fire, Earth, & Wind) these abilities are linked to emotion and personality characteristics. The Sacred Four Elements are known to link to a persons Zodiac Sign.
◘Earth - Taurus, Virgo, & Capricorn
◘Air - Gemini, Libra, & Aquarius
◘Water - Cancer, Scorpio, & Pisces
◘Fire - Aries, Leo, & Sagittarius
The larger list of abilities also goes with personality and inner linking apart from the inner one of the Sacred Four Elements. This will make up the rest of a Witches powers which will lead them into hierarchy titles one day.
Personal Physical Powers
Powers which affect an individual's body.
{General}
Regenerative Healing Factor
Adoptive Muscle Memory
Body Part Substitution
Anatomical Liberation
Additional Limbs
Organic Constructs
Duplication
Invisibility
Matter Ingestion
Amalgamation
Wallcrawling
Invulnerability
Immutability
Mobile Invulnerability
Immobility
Dynamic Camouflage
Bone Protrusion
Self-Detonation
Jet Propulsion
Helicopter Propulsion
Cyclone Spinning
Prehensile Hair
Prehensile Tongue
Prehensile Nail
Structure Weakening
Claw Retraction
Vampirism
Fat Manipulation
Muscle Manipulation
{Emission}
Poison Generation
Acid Generation
Water Generation
Bubble Generation
Ink Generation
Ash Generation
Smoke Generation
Stench Generation
Miasma Emission
Nerve-Gas Emission
Chlorine Gas Exudation
Oil Secretion
Pheromone Manipulation
Sonic Scream
Echolocation
Hyper Breath
Pyric Exhalation
Scald Generation
{Adaptation}
Vacuum Adaptation
Atmospheric Adaptation
Environmental Adaptation
Aerial Adaptation
Desert Adaptation
Arctic Adaptation
Mountainous Adaptation
Subterranean Adaptation
Urban Adaptation
Wetland Adaptation
Fallout Adaptation
Aquatic Respiration
Self-Sustenance
Reactive Adaptation
Poison Immunity
Thermal Resistance
Tracking Evasion
Mentality-based Powers
Powers which affect an individual's mind.
{General}
Intuitive Aptitude
Omnilingualism
Faunal Communication
Cyber Communication
Extraterrestrial Communication
Plant Communication
Fungal Communication
Ecological Empathy
Enhanced Intelligence
Psychic Navigation
Ancestor Evocation
Eidetic Memory
Knowledge Replication
Perspicuity
Technopathy
Feral Mind
Dual Mind
4th Wall Awareness
{ESP}
The abilities of extra-sensory perception (ESP) and communication.
Astral Projection
Mental Projection
Dimensional Awareness
Empathy
Mediumship
Psychometry
Telepathy
Precognition
Oneiromancy
Premonition
Astrological Divination
Numerology
Abacomancy
Extrasensory Perception
Claircognizance
Retrocognition
Danger Intuition
Clairvoyance
Mendacity Detection
Offspring Detection
{Physical or Mental Domination}
Powers that can control the will of others.
Astral Imprisonment
Memory Manipulation
Mental Manipulation
Empathic Manipulation
Mind Control
Psychic Persuasion
Belief Induction
Possession
Astral Possession
Psionic Inundation
Psionic Projection
Mindscape Transportation
Dream Manipulation
Fear Inducement
Yin & Yang Shift
Furtive Assimilation
Neurocognitive Deficit
Psionic Equilibrium Distort
Siren Song
Physics or Reality Manipulation
These powers may be manifested by various methods, including: With some method of molecular control; By access to, or partially or fully shifting to another dimension; manipulating the geometric dimensions of time or space; or using some other unnamed method.
{General}
Intangibility
Self-Spawn
Animation
Artistry Animation
Disintegration
Melting
Dehydration
Petrification
Deoxygenation
Induced Healing
Physical Restoration
Induced Sedation
Induced Paralysis
Death Inducement
Mind Exchange
Induced Ferity
Cloaking
Activation & Deactivation
Access & Occlusion
Dimensional Storage
Psionic Imprinting
Vitality Absorption
{Fundamental Forces}
Telekinesis
Physics Manipulation
Light Manipulation
Color Manipulation
Rainbow Colors
Darkness Manipulation
Nothingness Manipulation
Density Control
Mass Manipulation
Weight Manipulation
Elemental Transmutation
Gravitational Manipulation
Pressure Manipulation
Magnetism Manipulation
Molecular Manipulation
Solar Manipulation
Cosmic Manipulation
Lunar Manipulation
Aura Manipulation
Probability Manipulation
Reality Warping
Sound Manipulation
Temporal Manipulation
Spatial Manipulation
Biological Manipulation
Age Manipulation
Corpse Manipulation
Nerve Manipulation
Jactitation
Fundamental Forces Manipulation
Other
Literary Manipulation
Mirror Manipulation
Ink Manipulation
Oil Manipulation
Season Manipulation
Circadian Control
Vector Manipulation
{Classical Elements}
Ability to control or manipulate the elements.
Air Manipulation
Smoke Manipulation
Earth Manipulation
Crystal Manipulation
Metal Manipulation
Geothermal Manipulation
Glass Manipulation
Sand Manipulation
Fire Manipulation
Water Manipulation
Vapor Manipulation
Ice Manipulation
Electric Manipulation
Electromagnetic Manipulation
Plant Manipulation
Plant Growth
Wood Manipulation
Fungus Manipulation
Paper Manipulation
Pollen Manipulation
Flower Manipulation
Fruit/Vegetable Manipulation
Nature Manipulation
Animal Manipulation
Avian Manipulation
Insect Manipulation
Mammal Manipulation
Reptile Manipulation
Fish Manipulation
Arachnid Manipulation
Amphibian Manipulation
Weather Manipulation
Cloud Manipulation
Storm Manipulation
Dust Manipulation
Ash Manipulation
{Energy Manipulation}
These powers deal with energy generation, conversion and manipulation. In addition to generic energy, versions of these powers exist that deal with such things as light, sound, electricity, nuclear energy, and the Darkforce dimension.
Energy Emission
Concussion Beams
Transitional Phasing Beam
Microwave Emission
Vibration Emission
Volatile Constructs
Pyrotechnic Plasma
Light Generation
Life-Force Manipulation
Radiation Manipulation
Kinetic-Energy Manipulation
Energy Conversion
Energy Constructs
Force-Field Generation
Induced Combustion
Energy Negation
{Illusion}
Ability to alter or deceive the perceptions of another. Can be sensory, a light or sound-based effect, or an alteration of mental perceptions.
Illusion Manipulation
Holographic Projection
{Shapeshifting}
Ability to change appearance or body structure.
Shapeshifting
Malleable Anatomy
Animal Morphing
Size Shifting
Age Shifting
Elasticity
Sublimation
Liquification
Dermal Armor
Bionic Physiology
Monster Mutation
Reactive Adaptation
Power Replication
Mimicry
{Elemental Mimicry}
Metal Mimicry
Gold Mimicry
Inorganic Mimicry
Pyric Mimicry
Magma Mimicry
Self-Liquefaction
Sublimation
Sand Mimicry
Ink Mimicry
Substance Mimicry
Clay Mimicry
Slime Mimicry
Smoke Mimicry
Shadow Mimicry
Electric Mimicry
Crystal Mimicry
Diamond Mimicry
Paper Mimicry
Digital Form
Tachyon Mimicry
EM Waves Mimicry
Ice Mimicry
Nova Mimicry
Spatial Mimicry
Artificially-Enhanced Mimicry
Energy Mimicry
{Organic Mimicry}
Animal Morphing
Avian Mimicry
*Corvid Mimicry
*Strigiform Mimicry
*Psittaciforme Mimicry
Arachnidan Mimicry
*Scorpion Mimicry
*Spider Mimicry
*Insect Mimicry
*Bee Mimicry
*Butterfly Mimicry
*Moth Mimicry
*Ant Mimicry
*Beetle Physiology
*Roach Mimicry
Ichthyoid Mimicry
*Shark Mimicry
Amphibian Mimicry
Cephalopod Mimicry
Cnidarian Mimicry
Crustacean Mimicry
Parasite Mimicry
Reptilian Mimicry
*Turtle Mimicry
*Tortoise Mimicry
*Snake Mimicry
*Dragon Mimicry
Mammal Mimicry
*Canine Mimicry
*Feline Mimicry
*Simian Mimicry
*Bat Mimicry
*Ursid Mimicry
*Giraffid Mimicry
*Camalid Mimicry
*Pachyderm Mimicry
*Elephantide Mimicry
*Equine Mimicry
*Horse Mimicry
*Leporid Mimicry
*Cervid Mimicry
*Rodent Mimicry
*Cetacean Mimicry
*Bovine Mimicry
*Hyena Mimicry
*Marsupial Mimicry
*Pinniped Mimicry
*Sirenia Mimicry
*Xenarthra Mimicry
*Monotreme Mimicry
*Herpestid Mimicry
*Viverrid Mimicry
*Procyonid Mimicry
Plant Mimicry
*Wood Mimicry
*Floral Mimicry
*Fructo Mimicry
*Fungal Mimicry
Cellular Mimicry
Mythological Mimicry
Angelic Mimicry
Fairy Mimicry
Demonic Mimicry (Curse)
Ghost Mimicry
Zombie Mimicry (Curse)
Vampire Mimicry (Curse)
Werewolf Physiology
Gorgon Mimicry
Phoenix Mimicry
Thunderbird Mimicry
Unicorn Mimicry
Troll Mimicry (Curse)
Pegasus Mimicry
Griffin Mimicry
Wendigo Mimicry (Curse)
Minotaur Mimicry
Merfolk Mimicry
Gargoyle Mimicry (Curse)
Succubi Mimicry
Spirit Mimicry
Hellhound Mimicry
Affinities
All Witches hold some powerful affinity of which they practice their magic and are most advanced in. An affinity is far different form regular powers.
Immortality (Curse)
Creation (Curse) (Creating dark creatures to do bidding and inflict pain upon others.)
Life Creation
{Magic}
Alchemy
Astrology
Chaos Magic
Creation Magic
Dark Arts
Destruction Magic
Divination
Dowsing
Druidic Magic
Elemental Magic
Enchanted Artistry
Healing
Illusion-Casting
Life Magic
Mysticism
Necromancy
Shamanism
Spell Casting
Transmogrification
Voodoo
Craft Magic
Art Magic
Bardic Magic
Sorcery
Occultism
Gnosticism
Ceremonialism
Ritualism
Witchcraft
Cures
Charms
Hexes
Jinxes
Tantra
Theurgy
Thaumaturgy
Spatial Manipulation
Alchemy
Summoning

Apart from what all Witches possess in power Witches also have their own unique abilities which are unique to the user. With ranking comes power. A Witches powers are all interconnected in some form or way. A Witch who possesses an affinity with Luck or Probability will not be seen to have an affinity with Possession.
◘[12]The High Priestess holds twelve abilities this includes the Seven Trials of Hecate as part of those twelve power. The High Priestess also holds Power Bestowal as one of these powers which she takes on after the death of the last High Priestess. the High Priestess holds the power to grant titles and with titles comes power which only the High Priestess can bestow upon certain Witches or even mortals. Power Negation/Nullify is also an ability the High Priestess must include in her list as to give power means she can take power away as well.
◘[10]The High Priest/Elder Acolyte holds ten powers which do not include the full list of the Seven Trials of Hecate only some of the trials as no male has ever been able to complete all Seven Trials. However this does include Power Negation/Nullify. As one who acts in the stead of the High Priestess when one takes on this position the High Priestess bestows this power upon them to prove title.
◘[9]The Acolyte has eight common powers and the power of Summoning. This ability grants them with the knowledge and power to summon all Witches to a circle without warning. Those who ignore the summoning power or block it will be forced into the state of temporary banishment. Temporary banishment removes all connection to other Witches from the one who blocks the summoning. They feel empty inside and their powers become almost entirely drained. It practically paralyzes a Witch's abilities.
◘[9]The Seer/Vice has eight common powers and the power of Vision/The Sight. The ability to see significant visions of the past and future through touch, applies to people and materials in a series of visions or premonitions. Described as the most powerful ability to have and the most painful to live with. The Sight can be manipulated through a series of probability actions and can trick the Seer into believing events have passed when they have not. This spell is called the Sight's Veil. It is very advanced and few can accomplish it fully. The Sight normally can manifest in multiple forms. It usually takes three main forms: Precognition, Retrocognition, & Psychometry...However it has been known to take on even more forms. Note: Any form of perceiving the future, past, or present is part of the Sight for a Seer.
◘[8]An Elder has seven common abilities and Elemental Control over the four elements: Earth, Water, Air, & Fire.
◘WITCHES ONLY[7] MORTALS ONLY[3] Guardian/Secret-keeper who is a Witch has five common abilities and the gift of Tracking and Tracking Evasion. This allows them to cover up any sign that the Coven exist from mortals. Mortal Guardians are bestowed with Tracking and Tracking Evasion as well to cover their own tracks as well as the Covens and track down Witch Hunters. The mortal Guardians have a third ability which is a blessing from the High Priestess. This ability is usually an enhanced ability from their most dominant trait: A person who relies on beauty could hold enhanced beauty or touch of seduction; One who is very empathetic toward others feelings could find themselves being able to control others emotions or calming others with a touch; Someone who is competitive could have luck manipulation or enhanced endurance; etcetera...
◘[5]All Caster's have five common abilities with no true significance to the title.
◘[2]Sleepwalker's have Immortality & Single Animal Shapeshifting against freewill. As they must shift every night into their animal form and have had all of the powers stripped from them with the curse of Immortality
◘[3]Familiar's have Immortality, Single Animal Shapeshifting with some free will, and a Bondage Empathy-Link. Familiar's are bonded to a single Witch and should the Witch die so will the Familiar. Familiar's may shift at will into their animal form, but must also do so at the will of their bonded witch/master.
◘[5-12] A Wraith can be created from the position of any witch. To become a Wraith one must commit the act of murder using their powers to kill another Witch. This can make them unpredictable as they take in up to twelve powers with the ability to become a High Priest or Priestess through time. Few can harness twelve complete powers, but it has happened.
◘[5] A Rogue Witch is a Witch without any ties to a Coven having no membership as a Coven member and without restraint on their powers as they are not Wraiths and do not kill other Witches for power.



All Witches
All Witches share a few abilities that kick in around the young age of twelve to thirteen. 'The Power' remains dormant within the Witch until their 13th birthday, during which the user "gets a taste" of The Power. It is described for the first "taste" of 'The Power' as a kind of test. The user is granted untold power and grows more powerful each year until they Ascend full power on the eve of his 18th birthday. If a Witch has not come into one of these powers by such an age they are deemed mortal and placed into Guardian training (see Hierarchy). Some Witches hold stronger affinities in particular powers than others and it is considered their occupational part within the coven should they be extremely gifted in such matters.
◘Spell-Casting/Spellcraft - Affinity for casting spells and performing rituals.
◘Telekinesis - The ability to manipulate objects with the power of the mind. This is the most commonly seen power, displayed by many witches as a strength.
◘Clairvoyance/Telepathy/Thought-Casting - Power to mentally receive and/or transmit information. All Witches can communicate with one another silently this helps when trying to conceal certain messages form others. An ability that can manifest as the power to read the minds of others, commonly known as telepathy.
◘Heightened Senses - The power to posses extremely accurate senses. Enhanced Hearing, Vision, Taste, & Smell. Drugs or other means can negate or remove these senses unless they are reversible. (view spoiler)
◘Enhanced Condition - The power to remain in the peak physical and/or mental condition of user's species with little or no maintaining. (view spoiler)
◘Potioncraft/Potion-Making - Affinity for an extensive knowledge of "Green Magic," including conventional herbalism as well as more sophisticated botanical science and potion brewing.


The Seven Trials of Hecate are always performed in order as all are very dangerous and have been the cause of death for many over the centuries. If the High Priestess has not yet recognized her replacement the Elders will elect a few of their own or elect an extra if the High Priestess has already elected a number of Witches to undergo the task. Once the new High Priestess has been realized a ritual must be performed that the High Priestess sacrifices herself so that the next High Priestess may take full control. "The Sacred Rite of Knowledge and Death" aka "The Sacred Blessing" aka "The Sacred Taking" all of the names for a single ritual in which the High Priestess blesses all of her knowledge of her reign to the new High Priestess before inducing her own death during which time she will burn away painlessly. Once the older High Priestess has passed on the new high Priestess will be blessed with all of the previous' knowledge and power. However, if this ritual is not performed and the High Priestess dies before she could elect a new High Priestess and perform The Sacred Blessing the Elders must gather and grant her powers to her through the spirit of The Power. The High Priestess will not be blessed with the knowledge of the previous and will therefore have to do things on her own.
☽Tяıαł øf Ełeмeитš☾
↳◘Elemental Control - The ability to control more than one element. The High Priestess must prove total control over her own element as well as at least one other. (view spoiler)
☽Tяıαł øf Wıłł☾
↳◘Concilium/Coercion/Mind Control - Imposition of one's will onto another. It can be resisted, though doing so causes increasing intracranial pressure to the point of explosion. If exercised, it can bend the strongest of wills. The High Priestess must be able to enforce her will upon others to prove her power. (view spoiler)
☽Tяıαł øf Bαłαи¢e☾
↳◘Vitalum Vitalis - The balancing of the scales between one life force and another. Witches can transfer their own life force to dead or nearly dead people in order to heal them. Commonly seen side-effects are fainting and dizziness due to the strain. Can also be used to drain life force as well. Used to balance the scales of life and death. This can be used by either draining one's own life force to restore a dying person's health or even resurrect a dead person (this is different from Resurgence), or can be used to drain another's life force and add it to one's own. The High Priestess must have a full understanding of life forces around them and how to manipulate them to create balance or unbalance.(view spoiler)
☽Tяıαł øf Sρıяıт☾
↳◘Descensum/Astral Projection - The ability to project one's mind into different planes, such as the netherworld or afterlife. Spiritual descent into the netherworld or afterlife. Witches are able to project themselves directly into Hell, which takes the form of their worst fears. A witch can only survive for so long with her soul away from her body, and if she fails to return in time her body will die and disintegrate into dust. To use this power, they commonly chant an incantation. A Witch has until sun-up to return or they will become ash.
“Spiritu duce, in me est. Deduc me in tenebris vita ad extremum,ut salutaret inferi. Descensum!”
— Incantation(view spoiler)
☽Tяıαł øf Deαтħ☾
↳◘Necromancy - Nothing like 'Resurgence' or 'Vitalum Vitalis'. Necromancy is a dark magic that the High Priest must not only learn to control and summon, but be able to defeat and dispel. This is the act of raising the dead who have long passed. Not for a permanent effect so much as a temporary form of communicating the dead, summoning forth corpse zombies to do bidding by night, Sense Another's point in death and much more. Necromancy cannot bring the dead back to life simply sustain the dead to become undead.(view spoiler)
☽Tяıαł øf Pяøρħe¢ч☾
↳◘Divination - The ability to obtain direct knowledge about an object, person, location or physical event through means other than the user's physical senses. This can be activated by just being around a person, focusing on specific tasks, searching for information, and touching objects. Although, this is a challenge to be summoned by the candidates for the High Priestess position before a Seer can become fully realized they too must perform such a task.(view spoiler)
☽Tяıαł øf Gøđš☾
↳◘Spatiokinesis - The ability to manipulate space. Any form will do as a passing grade. The forms include: Translocation (Teleportation); Gyrokinesis (Gravity Manipulation) Chronokinesis (Time Manipulation). (view spoiler) ["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>

There are three levels of ranking for Witches. These levels (in ascending order) are:
◘Apprentice (New) (Yet to Ascend)
◘Novice (Intermediate)(Ascended) (In order to gain a title one must have made it into the initiation of a Novice.)
◘Elitist (Master)(Mastered all of their abilities fully.
Here is a list of Witch Hierarchy.
◘The High Priestess - The Matriarch of the Coven. She sees over everything and will create laws that she sees fit for the Coven to prosper. Her word is law and should never be challenged unless you feel lucky or really stupid. In order to become the High Priestess one must endure the Seven Trials of Hecate. At such a point to do so they are considered a Novice at the least after completion of all seven trials she will be initiated as an Elitist.
◘The High Priest/Elder Acolyte - This is the male offspring or closest male relative to the High Priestess or if unavailable the previous Acolyte. his job is to act as advisor for the laws. He holds the right to act as the leader of the Coven in the absence or stead of the High Priestess. The High Priest must be a Novice.
◘Acolyte/Summoner - Someone who has been hand picked by the High Priest to help with ceremonies, rituals, and circle castings. They are much like an apprentice to the High Priest to one day replace them. The Acolyte is normally related in some way to the High Priest. Their main job is to draw the lines for circles and prepare for rituals and ceremonies. Without them to light the flame a ritual cannot commence. A very special and trusted person who calls all of the Coven members to a ritual, holiday, or meeting. They are the ones who keep the listing of each member's phone numbers, addresses, and anything else for emergency purposes. They are also tasked with speaking to the other Covens in the area, knowing about them and their members, and keeping tabs on them for the High Priest or Priestess. This position can be held by a Novice or higher, though it is not impossible for an Apprentice to impress the High Priest or Priestess enough to be gifted with the title.
◘Seer/Vice - The Seer holds influence over the laws. They are consulted by all to bless or damn an action or ritual to take place. They are sought for their divine power to gaze into the future. They have the right to establish a blessing for a marriage, childbirth, war, punishment, etc... They can also decline the acceptance of a marriage if the future deems it an act that should not take place. If the Seer states that a couple should not be together due to troublesome future events then it will not be so and the couple must split. the only way possible to challenge a Seer is to prove that the future holds promising events as well as troublesome for both the couple and the Coven. This, however, has never come to pass as the Seer sees all. Another way to go against the Seer is to perform a ritual that proves true devotion to the said topic of which the Seer damns. The Seer can also revoke laws and allow exceptions to pass during the breaking of laws.
◘Elder - An Elder is anyone within the Coven who has passed through a number of trials without being able to move further into the hierarchy. Elder's are quite powerful together and have been known to hold many secrets from even the knowledge of the High Priestess. To be an Elder is to be in a cult within the Coven. They can oversee events and they can disrupt them. To challenge an Elder would be a great offence punishable by banishment. Elder's normally stand as a council and observe the high Priestess and High Priest. They also act as judges for punishment during most affairs. Only Elitist can become Elders. Elder's are not young, however. They will reach a point that they do not advance further and will be elected if they are of age by the other Elder's, the High Priestess, High Priest, Acolyte, and Seer. They normally range from 35 + as it is required they have passed through a number of the Seven Trials of Hecate.
◘Guardian/Secret-keeper - A Witch or Mortal who is in relation to the Coven is assigned to cover-up any signs of the Coven's presence. They keep the secrets of the Coven and pass them down in their families. They protect the Coven from Witch Hunters and ensure the safety of every member within the Coven. Should the High Priestess ever go out into public she is seen with at least one Guardian or the High Priest as protection. Apprentices can undergo training to become Guardians, but will not make such a title until initiation of a Novice. Mortals are initiated at the age of 21.
◘Caster - Before anyone can go up in rank to become a Guardian, Elder, Seer, or Acolyte they start here. Caster's are the basic members of the Coven. they create the body of the group and are seen to be strongest in number. Caster's are known to stay together in tight knit groups or families. It is this very selection of Coven members that the High Priestess will choose her replacement at which time the Seven Trials of Hecate must commence. Most Caster's are Witches who have not gone through the Rite of Ascension, yet. These range from Apprentice to Elitist.
◘Familiar - A Familiar was once a Sleepwalker who has proven their loyalty after a year and a day from the time that they were turned into a Sleepwalker. They are bonded to a single Witch and are no longer controlled to change by night, but by their own and master's will. They cannot go against their masters will and are forced into obedience. The act of bonding takes place during a full moon ritual during which the chosen Sleepwalker will lay with the selected Witch. this bonds them in life and death and so should the Witch die the Familiar shall too, but should the Familiar die the Witch does not. If a Sleepwalker becomes a Familiar they are immediately placed into rank as a Novice. Should a Sleepwalker not prove themselves worthy to join rank again they will continue to be a Sleepwalker. Those who have proven their loyalties are assigned by the High Priestess or elected by a Witch to become a familiar for the electing Witch or chosen Witch by the High Priestess.
◘Sleepwalker - Once a Mortal or a Witch who knew too much or disobeyed the law. Cursed, Damned, and Tortured for all eternity with Immortality. Sleepwalkers turn into a single animal every night against their will. These animals are normally in the form of a cat, dog, frog, bird, or snake. They remain as members of the Coven, but at the lowest of rankings. Nearly a century ago a famous High Priestess once stated, "It better to be banished than cursed as a Sleepwalker. For all freedom and rights are revoked from existence as a Sleepwalker. While in banishment freedom is still intact, protection is what lacks." Once turned into a Sleepwalker they are considered Apprentice ranking once more.
◘Wraith - A Caster who has completed the Rite of Ascension before their time or during their time through the act of killing another Witch. They are the lowest of the low and upon the commitment of murder are banished by magical forces from ever entering the sacred circle of the Coven ever again. If caught the Wraith will face death by whatever means the Elders feel necessary. Wraith's hold no rank at all as they are not part of the Coven. Wraith's can kill all their lives, but it is killing another Witch for their powers upon Ascension that makes them a Wraith. If they make a deal with the Ruler of the Netherworld/Satan/The Devil/Lucifer/etc...For as long as they offer their first born child to him they will not grow weak should they not kill. To offer the blood of a pure innocent to the Devil a Wraith will be able to do as they please without the constant need to kill for strength. Wraith's must kill at least once every six months to attain their youthful attributes and keep their power at full strength. Should a Wraith fail to take the powers and soul of another Witch they will find that their bodies aging process quickly accelerates until they become dust. Once a Wraith always a Wraith there is no turning back from the dark arts. Not even a deal with the devil can cure the horrors created by becoming a Wraith.
◘Rogue - A Caster who does not have status within a Coven and has not murdered another Witch for power. They are mistaken as Wraiths due to their solitary lifestyle and have been falsely accused as Wraiths in the past. Spells and potions have all been developed ove rhte ages to learn the difference between those with blood on their hands and those without. A Rogue Witch can be a term used for both a Rogue and a Wraith, but a true Rogue Witch does not have their powers confined by the Coven nor do they have to follow coven laws if they are not in a Coven's territory. A Rogue Witch who has killed a Witch before Ascension does not make them a Wraith, simply a murderer. The only way to become a Wraith is by killing a Witch for their powers on the day of ascension.

2]Don't be afraid to share your opinion. We have a suggestion topic where complaints, questions, and suggestions can all be placed and I expect honesty from everyone. Let's not get off on a bad foot. Let's let everyone know how we feel from the get go and if that is different from someone else's opinion we don't need to preach to one another our beliefs we can be calm and diverse about who we are. I believe in shared opinions and diversity tolerance.
3] Follow all the rules, including the general rules.
4] Anything the mods say also counts as a rule that you have to follow.
5] Do not start roleplaying until the mods approve your character.
6] All Faceclaims must be actual face claims, no unknown face claims AT ALL!!!!! No exceptions!!! UNLESS you are able to provide three pics of the exact same person, no obscure similarities they must be the exact same person.
7] Please follow the format set up for your characters' profiles. NO PERSONAL CHARACTER are ALLOWED.
8] No God-Modding!!! This is when you claim control of another persons character. It happens most often during fight scenes but it should not be seen ever at any point. (E.G.)(view spoiler)
9] These rules may be added to or changed, so please check them every now and then.
10] BE ACTIVE. If you are inactive, your character or position will either be deleted or given to somebody else. If you are going on vacation or have another valid reason for absence, please let the mods know beforehand. We expect everyone to be active at least two days each week without notification of absence.
11] Please use proper grammar to the best of your ability. This is actually very important, because otherwise in the roleplay it can be hard to differentiate between what the character is saying and doing. Do not forget to use quotation marks when the character is talking.
12] When you say something other than in the RP aka OC (Out-Of-Character Chat), say it in brackets [Out of character talk] or ((Use double Parentheses)) or (view spoiler) .
13] When moving from one topic to another do so in this format: {End Scene}
[Moving to ______]
14] Do not write extremely long paragraphs without giving another person a chance to participate in between, especially in battles. Long detailed post are allowed, but leave reaction room.
14.5] You are probably tired of reading all of these rules but it is appreciated that you are taking the time to do so. Not really a rule, but a thank you.
15] You do not have to ask the person for your character to have a crush on that person's character, but it's better if you do. A crush isn't a relationship. People crush all the time without another's consent, just ensure that you have a plausible way on how the person is crushing and how they know the person. Normally crushes are from afar that way you don't have to ask permission to know the said person your character is crushing on. Note it will be looked for in history should you state your character holds a crush.
16] You do have to ask to be in a relationship with someone's character. It makes no sense to be the boyfriend of someone and no one know how it happened or if the girlfriend even knows her boyfriend. That seems a bit creepy and should be avoided at all times.
17] If you have questions, post in the questions topic. The mods will try to answer as soon as possible.
18] Do not make all girls, because we will end up with too many girls. If you make three characters, try to make at least one boy. After your third character and you do not have any boys should you attempt a fourth it will not become approved until a boy has been made.
19] Repeated breaking of rules even after being warned will result in being deleted from the group.
20] When you are talking with only one character in an area, you should not skip any lines; if you are talking with more than one character in the same area, then you must separate lines by skipping a line after the action and text of the first character, then starting the same thing for the next character. [Note: this only applies if both characters are interacting with the same character(s); if they are in the same topic, but different areas of the topic, they must be posted in different comments.](Note that two different rps in one topic is rude and should not take place at all unless provided with the okay of those there before you. This is why we note when the scene has ended so others may know if the topic is open or closed to rp.
21] More than two people can be posting in a single topic, ONLY if they are all interacting with one another and everyone is in mutual agreement to have more than two people.
22] You cannot declare your character(s) to know someone without permission from the other person(s). (e.g.) Bf, Gf, Brother, Sister, other relatives...etc... Note that crushes must be known to an extent of which knowledge of their existence is available.
23] You cannot declare your character(s) to share history or a background with another character(s) without permission from the other person(s), Unless related. If related to the person the history must be connected, but no relation can be created without a mutual agreement on both sides.
25] You cannot make another person(s) notice something; you have to let them notice it themselves.
26] You CANNOT say where a character(s) got hit, nor how they took damage (E.g.: you cannot say that their head exploded from being struck by a Lightning bolt, they became crippled, they lost a limb, etc...)
27] Your character MUST take damage at some point during fights. Even Immortals get hurt.
28] Stay true to your character. Do not say that a timid character jumped into a conversation to introduce themselves and tell a few jokes before returning to their corner...I'm sorry TIMID does not display that anywhere...maybe eccentric.
29] Always be polite and respectful.
30] There may be exceptions to some of these rules, but first please ask in the Questions topic.
31] All characters must be approved by a MoD, so please be patient until we are able to get to you. If it's been a while then please feel free to message us, just don't become an annoyance people tend to be slower when messages blow up on goodreads. Also, there is no limit on the amount of characters you can create, but don't make more than you can handle.
32] HAVE AS MUCH FUN AS POSSIBLE!!!!
BE SURE TO READ ALL RULES!


