I — Look into the Cauldron's depth
II — The Nature of Witches
Witchcraft is intimate. It is emotional, reactive, and personal.
No two witches wield magic the same way.
Our craft is shaped by:
• Belief
• Discipline
• Instinct
• Devotion
• Identity
Magic reflects the soul of the one who wields it.
Some call witches Protectors.
Some call us Meddlers.
Others call us Dangerous.
All ae correct.
III — The Four Arcane Paths
Every witch eventually aligns with a discipline that reflects their philosophy and temperament. These paths are not prisons but they are foundations.
✨ Path of the Vitalis
Vitalis witches walk the path of restoration, protection, and sacred balance; the light path, if you will. Understand that light doesn’t mean kindness; it means discipline and clarity. Power used with purpose. Don’t take their kindness for weakness. Their magic shines bright and burns hot. Where Dominus witches impose their will, Vitalis witches mend the broken, cleanse what’s been corrupted, and pull others back from the edge. Known for their healing rites and purification rituals, they bless, protect, and ward when needed. They are the last defense when darkness spreads too far. Their magic is built on intention, patience, and unwavering control. Celestial beings and natural energies respond to their sincerity rather than sacrifice. Vitalis witches do not destroy for pleasure but will destroy without hesitation if necessary.
Their mastery includes:
• Healing magic
• Purification rituals
• Protective sanctification
• Strengthening allies
🌑 Path of the Dominus
Dominus witches don’t fear the darkness; they own it. Some witches believe magic is neutral and based on intent. Being a Dominus witch doesn’t mean you’re inherently evil, but it does come with consequences. They’re not empty, devoid, or weak, but power compressed into its purest form. While most witches seek light for safety, these witches are willing to embrace the darkness. Driven by discipline and ambition, their craft is cold, calculated, and intentional. Their greatest strength is pact magic, which involves forming binding contracts with demons and other supernatural beings when they seek to channel or obtain something. Where Vitalis witches aim to restore balance, Dominus understand that sometimes balance requires fear, force, and darkness. They are neither heroes nor villains. They are the ones you call for forbidden rituals like dark magic, necromancy, and demonic invocations. Most importantly, they are the ones you turn to when mercy has failed because, if something must end, they will end it completely.
Their mastery includes:
• Hexcraft and curses -
• Destructive elemental forces -
• Blood-bound rituals - You do magic most would tremble at the mention of. You have no fear in your heart to bring sacrifice and call upon darkness and those that linger in or around it.
• Pact magic - You actively seek out demons and other beings that can help grant you power.
🔮 Path of the Ancestors
It’s the intricate patterns of veins beneath the skin, the rhythmic beating of the heart, the pulse of life coursing through veins. Rather than drawing energy solely from themselves or a coven, ancestral witches call upon the spirits of deceased family members. Just like physical traits, magic is also inherited. Ancestral witches call upon their bloodline to amplify their magic. Deeply rooted in ancient tradition and culture, power is passed down from generation to generation, ensuring the bloodline continues on. The passing down of rituals, spells, incantations, and grimoires symbolizes the transfer of knowledge and power. A common belief is that the older your line, the stronger you are, but a true ancestral witch knows the power is never truly yours. You are simply a continuation of something far older than you. Ancestral power isn’t given freely; it must be requested, respected, and earned, usually requiring permission, intent, and almost always an offering. These all influence whether power is granted or denied. The more a witch honors their legacy, the stronger and more reliable their connection becomes.
(You will have a permission dice roll list, NO you cannot just claim to have an almighty ancestor. You will get the spray bottle. It is in the witch section for discord.)
Their mastery includes:
• You practice the rights of your ancestors. (Voodoo, Brujeria, etc.)
• ToTM Commune with spirits -
• Tarot and rune casting -
• Scrying -
🛡 Path of Chaos
(YOU ARE ROLLING AT A DISADVANTAGE!)
An ancient magic that exists in the cracks of reality, where order fails, and fate becomes uncertain. Where other witches draw power from their environment, bloodlines, or covens, chaos witches reject tradition and draw power from emotion, personal beliefs, and experimentation. Their magic is unpredictable, raw, and visceral, often manifesting in warped flames, corrupted sigils, and whispers that crawl through smoke and mirrors. Feared even amongst witches, their presence bends probability, turning blessings into curses and curses into miracles. Nature behaves oddly around them, with storms forming unexpectedly, animals fleeing or gathering in eerie silence, and time itself feeling “wrong,” as if the world cannot decide what should happen next. It’s about embracing the unpredictable and finding beauty in disorder. Driven by emotions and intent, chaos witches are often catalysts, breaking what is rotten and revealing truths buried under lies. Chaos magic is powerful, but never precise. It does not guarantee control, and every spell carries the risk of unintended consequences. To walk this path is to embrace temptation, madness, and freedom…because a chaos witch does not obey destiny.
(You will have a permission dice roll list. Since your powers are a bit more...HARMFUL. It is in the witch section for discord.)
Their mastery includes:
- Probability Manipulation – Making the impossible suddenly “likely.” Guns jam, cards fall right, people trip at the wrong moment, and luck flips instantly. You increase or decrease the odds, you don’t choose the results.
- Hexcraft & Curses – Long-lasting bad luck, paranoia, accidents, twisted emotions, or relationships collapsing without a clear reason.
- Entropy Magic – Accelerating decay: weakening wards, breaking bindings. You don’t smash things, you make them fall.
- Wild Spellcasting – Raw, unstructured magic that can explode outward in unpredictable effects. You might cast, but not control where it goes or who or what it hits.
- Chaos Summoning – The ability to call unstable entities, spirits, or “errors” in reality that shouldn’t exist. You can open the door, but not control what comes through.
IV — Protected Bloodlines
Siphoners
Before sigils were carved into stone, before circles were drawn in salt and ash, before covens gathered beneath moonlit skies, there was magic. Moving through the world like an unseen tide. Most witches are born able to swim in it, but not every witch can. They stand at the water’s edge, able to feel the ebb and flow of the waves, sense the magic in the world around them, but inside themselves, nothing but silence. No matter their intentions, beliefs, discipline, or devotion, the current doesn’t answer. These witches are rare, unpredictable anomalies known as Siphoners.
Though they don’t swim in the current like other witches, they are not without magic. Where normal witches can access the magic within themselves, Siphoners must reach outward. Siphoning requires physical contact with the magical source or with the object, person, or location that directly contains or anchors that magic. They are unable to siphon shifters such as kitsune, werewolves, and werebears unless that shifter possesses a magical class or path, such as a Moonseer.
Only then are they able to temporarily carry the current within themselves, drawing upon the siphoned magic until the current goes still, leaving them at the water’s edge once more. Some call them dangerous or broken; others call them marvelous or miracles. All may be correct. Siphoning does not decide who they are; it only determines how they access the power most witches were born carrying.
Magic always has a cost. For Siphoners, that cost is paid before the first spell is cast. They have to find something to take it from. Some Siphoners may ask for consent when siphoning; others may take it involuntarily or accidentally, but visually it all appears the same. Their hands (or other body parts) emit a soft, faint red glow; it feels painless when done gently or given willingly, but can be an intense burning sensation if taken involuntarily. As the magic is siphoned, subjects may feel fatigued, weak, or even dizzy. Siphoners must be careful not to overload on magic; consuming an overwhelming or substantial magical source can cause excruciating pain, loss of control, magical backfire, and even death. Their nature determines how they obtain magic, but their knowledge and intent determine how they use it.
Channeling vs. Siphoning
While channeling and siphoning sound similar in nature, they are different in practice. Witches with their own magic may channel one another or other magical sources to strengthen their existing magic. Siphoners, however, don’t have magic of their own to amplify. Instead, they absorb or gather magic from an outside source to fuel their spellcasting. Like an empty battery, they must “charge up” with enough power to cast. Unlike Siphoners, regular witches do not need to physically touch the source to channel it.
Regular witches may channel a Siphoner only if the Siphoner has already absorbed magic and willingly contributes their stored power. A Siphoner with no remaining charges cannot be channeled. Channeling a Siphoner does not grant a regular witch the ability to siphon; they only draw upon and consume one of the Siphoner’s available charges. The easiest way to understand how this works is joint casting or a linked spell.
A Siphoner may siphon another Siphoner only if the target currently holds one or more charges. Again, an empty Siphoner has no magic to draw on. When a Siphoner draws from another Siphoner, they take one of the target’s available charges. The target loses that charge. Additional charges may be siphoned through continued siphoning. An uncharged Siphoner may siphon a Siphoner with two or more charges during joint casting, taking one of the available charges and contributing to the same spell. The participating Siphoners roll with advantage equal to the number of participating Siphoners. Outside of joint casting, the target loses a charge, while the uncharged Siphoner gains one.
Spellcasting
When a Siphoner has successfully drawn magic from a source, they can cast spells or craft until that siphoned magic is depleted. A Siphoner can normally hold up to three (3) charges before needing to siphon again. Through magical overload, a Siphoner could exceed this limit based upon their overload roll. Siphoned magic is temporary. Any unspent charges fade after 24 hours from the time they were siphoned, returning the Siphoner to 0 charges. If a Siphoner successfully siphons additional magic before their existing charges expire, the 24-hour duration resets for all charges they currently hold.
Spells outside of the standard witch spell list and magical items crafted by a Siphoner consume one charge. Standard witch spells do not contribute to charge usage. Unlike other witches, a Siphoner’s spellcasting is not defined by a single discipline. Because their magic is drawn from an external source, they can shape it according to their own knowledge and intent, rather than the witch or source from which it was siphoned. Siphoning does not grant a Siphoner the powers, abilities, spells, or magical properties of the source, nor does it grant them automatic knowledge of spells or magical practices they have not learned.
Effects of Siphoning
Siphoning drains or removes magic from a source; however, the effect varies by source. Living beings may become fatigued or weakened, while spells, wards, curses, and enchantments can be weakened or dispelled if enough magic is siphoned from them. Siphoning does not automatically destroy or depower a source unless otherwise stated via Difficulty Class.
When siphoning a living target, the target rolls to determine the side effects they experience from being siphoned. If the source also qualifies for an overload roll, the Siphoner rolls separately to determine how well they contain the magic.
Willing target
A willing target rolls normally after contact is established. The process is normally painless because they cooperate and can communicate when something feels wrong. The target’s roll determines only the severity of the side effects they experience. Unless otherwise stated, a successful siphon still provides the Siphoner with the intended magic regardless of the target’s roll. Demons, Angels, and Fae roll at an advantage.
1 | Critical reaction | Severe weakness, dizziness, fatigue, and possible temporary collapse. No burning pain. |
2–5 | Severe reaction | Pronounced weakness, dizziness, and fatigue. No burning pain. |
6–14 | Moderate reaction | Moderate dizziness and fatigue. No pain. |
15–19 | Mild reaction | Mild, short-lived dizziness. No pain. |
20 | Clean transfer | The Siphoner receives the required magic through brief contact. The target experiences no meaningful side effects. |
Unwilling target
An unwilling target rolls normally after contact is established. The process is always a painful burning sensation. The target’s roll determines only the severity of the side effects they experience. Unless otherwise stated, a successful siphon still provides the Siphoner with the intended magic regardless of the target’s roll. Demons, Angels, and Fae roll at an advantage.
1 | Critical reaction | Intense burning, severe weakness, dizziness, fatigue, and possible temporary collapse. |
2–5 | Severe reaction | Intense burning with pronounced weakness, dizziness, and fatigue. |
6–14 | Moderate reaction | Burning pain, moderate dizziness, and fatigue. |
15–19 | Mild reaction | Brief burning and mild, short-lived dizziness. |
20 | Clean transfer | The Siphoner receives the required magic through brief contact. The target experiences only a fleeting burn and no meaningful side effects. |
V — The Cost of Magic
Unlike vampires or other immortals, witches cannot simply endure centuries to perfect their craft. Their time is limited which is why every ritual matters. Every choice shapes the current, and every spell carries a cost.
VI — Covens
Take into consideration who you’re binding yourselves with. Once a coven or circle is bound, it is bound. You may not simply "add" a witch to your coven. To invite, replace, or even remove a witch, the binding ritual must be performed.
VII — Pacts
But remember, all things come at a cost. A pact has:
✔ Can have permanent consequences if shattered.
Breaking your pact can leave you stripped of all your power or lose your soul. Be mindful and aware of the consequences. Other witches can sense your pacts, but it is up to you to reveal them.
VIII — Sacred Arts (Do's & Dont's)
- Necromancy (Whitelist)
- Demonic Magic (Whitelist, but under Dominus class)
- Blood Magic (Whitelist)
- Siphoning (Whitelist, Can not be learned)
- Mind Magic (Whitelist)
- Dreamwalking (Whitelist)
- Astral Projection (Whitelist)
- Possession (Whitelist)
- Conjuration (Whitelist)
- Enchantments (Whitelist)
- Voodoo (Whitelist, but under Ancestral class)
- Santeria (Whitelist, but under Ancestral class)
- Brujeria (Whitelist, but under Ancestral class)
*If you do not see something and have a question, please open a ticket.
Do
- Practice your magic
- Do know exactly what you’re calling before you call it.
- Do learn how to banish before you learn how to summon. (If you summon and do not banish you will have consequences)
- Do keep records.
Don't
- Break a circle mid-ritual.
- Summon what you can’t control.
- Curse without knowing the cost.
- Ignore warnings, omens, or repeated signs.
- Resurrect your friend from death without staff approval
- Spam rolls until you get the outcome you want
- Mess with somebody's mind with magic unless approval by staff to do so
- Force outcomes onto other characters without giving them room to respond
- Ignore the consequences of your magic once they've been established
- Never ignore a ToTM ability clash or arbitrarily decide the outcome without a roll-off when both sides contest it.
IX — Growth & Mastery
Some witches eventually master their discipline so completely that they begin to blend multiple paths. These individuals reshape magic itself, but such mastery takes years, sometimes centuries.
X — The Witch's Doctrine
Every witch eventually learns the same truths. Magic flows, but it must be guided.
Power grows, but it must be controlled. Knowledge expands, but it must be respected.
Above all:
Magic is not domination. It is balanced. You are not merely a spellcaster. You are a navigator of the unseen current. A keeper of fragile equilibrium. A force capable of shaping worlds or unraveling them.
Choose wisely.
The current is always moving. 🌙✨
XI — Circles of Mastery
A witch’s power is not determined by age alone. Magic grows through discipline, experience, and spiritual alignment with the current. Some witches spend decades studying without ever progressing while others evolve rapidly through profound ritual or catastrophic events.
Most witches move through recognizable stages of mastery.
✨ Initiate
Newly awakened to magic. Initiates rely heavily on tools, circles, and coven guidance. Their power is unstable but full of potential.
✨ Practitioner
A witch who has gained control of their craft. Practitioners can cast reliably, perform structured rituals, and contribute meaningfully to coven workings.
✨ Adept
Experienced witches capable of shaping magic without constant ritual support. Adepts develop signature spells and deeper connection to their chosen path.
✨ Elder
Masters of their discipline. Elders command immense magical authority, stabilize large rituals, and often guide covens or magical territories.
✨ Arch Witch (rare)
These witches transcend normal magical limits. Their connection to the arcane current becomes nearly instinctive. Entire covens may gather around their presence, and their rituals can reshape regions.
Power among witches is not measured by spectacle. It is measured by control.
XII — Gifts of the Arcane
All witches share certain fundamental abilities, though their strength varies.
Common magical capabilities include:
• Energy sensing and aura perception
• Ritual casting and sigil work
• Spell Crafting
• Channeling environmental magic
• Limited spiritual awareness
• Minor enchantment and charm crafting
• Circle creation for spell amplification
Advanced witches may develop additional abilities such as:
• Astral projection
• Elemental manipulation
• Spirit binding or banishment
• Magical concealment
• Enchantment of objects or locations
• Dream communication
• Dimensional sensing
Powerful witches eventually discover personalized magic unique to their path and personality.
No two witches wield the current in exactly the same way. Magic adapts to the one who channels it.
XIII — Ley Lines & Arcane Territory
Rituals performed on ley lines or at a nexus are less taxing and produce far stronger effects. Covens usually convene and channel these lines to stabilize long-term magic. Be careful, for ley lines attract more than witches; they attract spirits, demons, and other supernatural creatures. Because of this, control of a ley line is often contested. The wisest witches understand ley lines are not owned; they are negotiated with.
XIV — The Supernatural Balance
Witches do not exist apart from the supernatural world. They exist within it.
Each species carries its own power. Each believes its dominion justified. Witches alone possess the unique ability to interact with all of them. This position makes witches invaluable. It also makes them dangerous.
If witches tip the balance too far in favor of one faction, the consequences ripple outward through the entire supernatural world. Wars have begun over less.
The wisest witches remember a simple truth:
Power is not meant to dominate the balance. It is meant to preserve it.
XV — The Arcane Doctrine
Every witch who walks the current eventually learns the same lessons.
Magic must be respected. Power must be controlled. Knowledge must be earned.
The current rewards patience, and it punishes arrogance. A witch who seeks only power will eventually break beneath it. But a witch who understands the flow of magic can reshape the world without ever raising their voice.
You are no longer merely human, you are a conduit. A listener to hidden currents, guardian of fragile equilibrium. A force capable of mending the unseen fractures of reality.
Magic is not a weapon. It is a responsibility. You do not command the current, You learn to move with it. And those who master that flow become something rare and feared.
Not conquerors. Not tyrants. But something far more enduring.
A witch. 🌙✨