THAUMATURGY
WIELDER: MonaPURCHASE PROOF: ✹
In Fiore, most can say they descend from a long line of wizards and witches, but seldom do they mean true witchcraft: pagan magics practiced in covens and inherited through bloodlines. Mona's father is a practicing witch and Mona's mother is a scientist and inventor. Mona's parents have combined the old art of charming, hexing, and enchanting with mechanics; with much of Mona's childhood spent during their tutelage, she can effectively work as both the inventor and enchanter.
PLOT ABILITIES:
- ✹:
- ✹: She can enchant items with non-combat (or otherwise non-obtrusive) effects, like a pair of glasses magicked so the wearer can read any language. Or for sillier effects, like enchanting a towel to be perpetually damp. Alakazam!
✹: She can disguise her magical aura and presence at will. Can also make her magical presence appear many ranks lower than he actually is. Can be toggled on and off.
✹: She can telepathically communicate with anyone (with OoC permission) within eyesight. Recipients can reply.
✹: She disappears in a bright flash of light if she reaches 0 HP instead of dying. On the next sunrise, she reappears fully healed in the same location she died. If she dies during a sunrise, she reappears the next day.
- ✹:
- ✹ MANA RESONANCE:
Her body is finely attuned to surrounding magic: she can sense an enemy or object’s elemental affiliation. She can sense magics through disguise or suppression if she is of the same rank or above of another entity. Since she is more sensitive to magic, her body has adjusted and become more accommodating towards storing magic energy.
Increases maximum MP by 50%.
✹ DIVINATION:
What is beyond the other side?
The witchcraft cultivated by her father's coven has to with the void and everything beyond. By opening their third eye, a witch activates their 'sight' and can see into the aether, where they can hear celestial noises—wails, whispers, screams—which they can use to divine the future. (While such noises are wise and true, they are not omniscient; her divinations are more like eldritch-educated guesses, and cannot truly see into the future.) While it's very enlightening to have your third (and fourth and fifth) eyes awakened, it is also distracting. And annoying. Spirits will often pester witches for their own amusement.
These voices give her helpful "aim here," "shoot now," etc. quips, increasing outgoing spell damage by 50%.
✹ CLAIRVOYANCE:
A witch's sight and a witch's vision are their most valuable gifts.
By opening the fourth eye, a witch activates their 'vision' and can sense surrounding energy and magic, artificially discerning a mental image of their surroundings. This pseudo-vision is uncolored, blurry, and unable to perceive patterns/writing or see reflections in mirrors. Allows a witch to see when otherwise unable: in complete darkness, blinding light, with obstructions to their eyes, etc.; and the range of this vision can extend in all directions. However, the ability to see at a backwards or adjacent angle is a “turn-on” type of ability—meaning a witch cannot anticipate a sneak-attack unless they’re currently using it. (Can never detect another player’s sneak attack/etc. unless permission is granted.) It also allows them to more meticulously search for jewels: increases any sum of acquired jewels by 100%.
Because the witch absorbs energy/magic to use this ability, they also regenerate 5% MP every post and 5% HP every other post.
✹ ANGELIC WARD:
She enchants her own body to have a strong nullification effect to any outside magic, softening more averse magical effects and causing some spells to fizzle when used on her (plot only). When activated (like when taking spell damage), the enchantment is briefly revealed, appearing as a veil of pale light, which illuminates her surroundings and reveals her location (if she was hiding in the dark or something). If broken or struck with sufficient magic, it will disappear with a bright (but not blinding) flash.
Increases magical resistance by 50%.
✹ SUPER LUCK:
She similarly enchants herself with a lucky charm, causing her passive luckiness to increase (plot only and not a negation effect). Due to this, she manages to avoid the more damaging parts of physical attacks: increases physical resistance by 50%
(The only part to be applied in combat is the physical resistance.)