Silver: The rarest envocation is silver alignment.
Associated with the air. Floating free without worry
is the concept of Silver alignment. Depending
on envocation wind may manifest from Silver aligned spells.
Silver alignment has no streghts, weaknesses, or opositions.
Envocation
In witchcraft one must envoke a being by use of its sigil,
to power a spell. The being envoked will determine
the specific power of a spell as well as its alignment,
and effects. Different beings can be envoked from
angels and demons to old gods, and nature spirits.
Remember that any special effects an envocation adds to
a spell is in addition to the already existing power
of the spell.
These beings vary in power and if a being is of a higher
tier than another it can override normal alignment
rules. By power they are arranged into three tiers, the
higher tiers being much more rare and far more powerful.
Tier 1: Harbingers
The harbingers are magical spirits, some independant,
some servants of higher powers. They are known to
befriend humans and readily lend their power. Should their
personality match those they encounter, they are more likely
to give their sigil, without much convincing. Otherwise they
will ask for something in return. Harbingers are actually
quite common, and those who can see them usually encounger at least
one every time they set out on a journey. The laws of magic allow a Witchcraft
user to hold as many as six sigils of the first tier.
- Cherubim: A heavenly watcher Cherubim is of
white alignment, and is quick to aid humans of good alignment. Bright
light will manifest from a Cherubim aligned spell. When summoned Cherubim is a small
glowing winged figure whom wields a bow and arrow.
- Willowisp: A being that normally dwells in the sky. Willowisps
sometimes travel to earth on bolts of lightning, though once on the ground they have no power and it requires another lightning strike to travel back to their home. They are white aligned though produce an electric shock when envoked. When summoned Willowisps look like
orbs of blueish light crackling with electricity.
- Impus: sometimes called the imp of the perverse
Impus is black aligned. That nagging thought in the back
of the mind ecouraging humans to act in their own
best interests. Impus spells create shadows. When summoned Impus is a small
imp demon, whom speaks in riddles, flits about on a pair of wings, and sometimes
wields a pitchfork.
- Vemous: A black aligned snakelike spirit. Vemous are atracted to
troubled humans, the more desperate the better. Vemous produces
a spray of poisonous liquid, that weakens living creatures
for a period of time, when envoked. When summoned Vemous appears as a venomous
two headed cobra.
- Dryadin: Nature spirits abundant on earth, benevolent
to its inhabbitants. Dryadin are green aligned. Plantlife
can be animated in the influence of Dryadin. Dryadin when summoned
looks like a childlike figure, usually female with green leaves in place of hair
and dark skin. Dryadin uses a lash of thorns in battle.
- Ith: Also green aligned but unlike their cousins Dryadin, Ith
preffer rocky areas and caves. Some spells, when envoking Ith,
will cause stones to go flying through the air. Ith are solitary hermits generally despising the presence of others, and only lend their sigil to
those who have something to offer in return. Ith when summoned looks like a pile of
rocks shaped like a human.
- Nariad: Water spirits of blue alignment. Nariad are playful
and carefree creatures as well as somewhat naive. Water can be moved
through the air under the power of Nariad. Nariad when summoned are small childlike
creatures with fish like fins on their feet, arms, and back. They use a harpoon
to fight on land but are more effective in the water, where they can command sea creatures
to aid them.
- Frejia: Named after flowers which ironicly don't
grow in the environment of this spirit the Frejia are
blue aligned ice spirits. Frejia tend to be very lonely as their
ideal environments are not suited to habbitation. Sharpened slivers of
ice can be created from Frejia envocation. Frejie when summoned appears as a white
fox.
- Vienta: Wind spirits of silver alignment. Vienta
will generate powerful gusts of wind when envoked. Vienta are whispy
creatures who inhabbit areas of open plains, as well as high up locations.
They're known for constantly changing their minds. Vienta when summoned appear
as falcons.
- Ka'lunte: Spirits of the flame. Ka'lunte are
of red alignment. Destructive spirits by nature, they are drawn
to those filled with anger and wrath. Ka'Lunte
will set things on fire when envoked. Ka'Lunte appears as a flame
shaped into a rudimentiary human form when summoned.
- El'Arihril: These are trickster spirits whom are silver alligned. They
abandoned life on earth and moved to the moon centuries ago to avoid
the conflicts brought on by humankind, but their deep love of mischief
brings them back to earth on moonlit nights. They on occasion
get into trouble, and quite a few individuals have gained their sigils by saving
one of them. El'Arihril control gravity and can weaken or strenghten its hold when envoked.
When summoned they appear as silver rabbits whom glow with starlight.
Tier 2: Enforcers
Enforcers are more powerful than Harbingers and look
down upon earthly beings. Finding the sigil of an enforcer
requires earning their respect. However Enforcers will not make
themselves known to anyone who does not posess a large amount of magical
power already. In other words in order to even meet an Enforcer one must find
six Tier-1 sigils. Once an
enforcer deems someone worthy, they will often appear before the craft
user in question, when they deem the time right, though others
are more reclusive and will need to be tracked down. Some may leave
clues and others may be stumbled upon entirely by accident. The laws of magic
limit Warlocks and Witches to only three sigils of the second tier.
- Salamand: Once in ages gone by Salamand was a king among
Dragons, and in time gained the title of "Flame Dragon God."
After the seperation of wolrds Salamand continued to exist
on this plane as a warrior spirit. Red alignment, by nature
Salamand will cause blasts of explosive flame when envoked.
His power is so great it's recomended not to use it at close
range for fear of damaging yourself just as badly. Salamand
respects strength in all its forms. Salmand chooses to appear
only to observe the most intense of battles. When a summon spell is
cast with Salamand a fire dragon will be sent in his stead.
- Azrael: Avenging angel of tremendous power. When
heaven has needed great power on earth Azrael has been
called upon. Aligned with white, Azrael will create scalding
pure sunlight when envoked. Azrael respects justice. Azrael
can be summoned on holy ground but only responds to those who are worthy.
When summoned Azrael will send a messenger angel wielding a holy sword.
- Byrnhilde: Once employed by the gods of the north Byrnhilde
seperated from the valhallens and chose to live on the earth for
the love of a mortal man. She is white aligned and envokes strikes of
lightning when called upon. She is still a valkarie by nature and
though she no longer has the duty of carying the souls of dead warriors
to valhalla, she still caries high respect for strength and bravery.
Byrnhilde when summoned will call fourth an Einherjer Viking warrior spirit.
- Lokar: A giant of the frozen north, Lokar is blue
aligned. When envoked his power can freeze a target
in solid ice. Lokar is scheming and requires favors in return for his
power. Lokar will send a great ice Giant when summoned.
- Leviathan: Leviathan is a legendary beast of christendom. Created along with the
sea to watch over it for all eternity. Leviathan appears as a massive serpentine fish.
Leviathan is obedient to her superiors. Those whom are judged to have a worthy cause will
earn the sigil of Leviathan. When envoked Leviathan can call up gyesers from seemingly dry ground. When summoned Leviathan will call a massive sea serpent
in her stead.
- Ziz: Ziz is the king of all birds, whom is sworn to protect all that flies.
He is also brother to Leviathan and Behemur. Those whom have claimed to have
spotted a bird the size of a small mountain, have likely spotted Ziz, soaring through
the sky at the speed of sound. Ziz is loal to God allmighty and will serve those who's cause
is deemed to be a just one. When envoked Ziz's power can create a hurricane gale that almost
nothing can stand up to. Ziz is silver alligned. When summoned Ziz will send in his stead
one of the legendary bird monsters, Roc, Cockatrice, or Phoenix.
- Q'Zel: His name barely pronouncable by human tounge
Q'zel is a feathered dragon like god of the wind, once worshiped
by natives of south america. He is of silver alignment. Q'zel was once
associated with the sun and the moon, but now deposed by the greater god Agnii
only retains his association with the moon, which still grants him the power
to create an intense well of gravity, strong enough to break bones and collapse
structures. when envoked. Q'Zel being a deposed
god seeks tribute for the sake of his own ego. When summoned Q'zel will send his
messenger, a great feathered dragon.
- Amon'Gha: Spawn of darkness, a horror from beyond, Amon'Gha is
also known as the high priest of Ik'Tulthu, and serves as messenger
between worlds, even now venturing the circles of Hell, the lands of,
earth, the expanses of space, and the immaterial plane. He sometimes
takes human form and seeks out those who take his interest.
Black aligned, Amon'gha's power will create an acidic cloud
of darkness when envoked. A regretful bargain is often involved in
aquiring Amon'Gha's sigil. Amon'Gha is a tentacled alien monster
with many mouths and eyes. Amon'Gha when summoned will send an
old one to do battle.
- Seht: The Egyptians once worshiped Seht as a god of war. Today he
no longer has any followers, yet the constant warfare of humankind
has kept him strong. Seht physicly can appear as a human though
a two headed snake is his truest shape. He searches for warlike and
combative humans who will make the world a more violent place. When
envoked Seht will produce a poison cloud that increasingly weakens
living creatures becoming more severe over time. Seht is black aligned.
When summoned Seht will call fourth a Mummy priest whom is skilled in
arcane magic.
- Behemur: Behemur is also known as the great beast of land. It is an enormous
horned, hooved, and furry beast that thunders about the land. He is normally a
peaceful beast whom feeds upon thousands of acres of grass at a time, his footsteps
calling up bountiful plantgrowth in his path. He can walk silently and invisibly amidst
the trees or bring quakes with every stamp and snort. He is the spiritual brother
of Leviathan and part of the natural order of all things that dwell upon the land.
When his power is envoked Behemur can call up a great tree, fields of wild growth,
or crushing wooden stakes from even the most baren of ground. When this sigil is summoned
Behemur will call up a Treant.
- Lithuhr'gha: A rock golem living deep within the earth. He's a hermit
among hermits, despising socializing with, humans, spirits, or even
animals. Though he also has a tendancy to horde things of value in
his solitude. A bribe might gain his favor. When envoked Lithur'gha's
power can rip boulders from the ground and hurl them great distances.
Lithuhr'gha when summoned will send a massive golem.
Tier 3: Ancients
The oldest and most powerful of magical beings. Once
worshiped as gods, these entities have been whispered about,
throughout history and manipulated earthly beings to
their own ends. Only the greatest of magic users
could ever envoke the raw might of the Old Ones. They are of
such immense power that a human may only ever hold one Tier 3
sigil in his or her lifetime, and how that life is lived may very
well determine which of the Ancients smiles upon the would be great
magician. Ancients will appear to humans only after they have gained six first tier and three second tier sigils.
It is rare one merely chooses an
ancient. Rather one is chosen by an ancient, which may begin watching a potential
desciple even early in his or her career.
- Ik'Tulthu: It is the Black God, the Chaos Bringer, the all mighty
dark deity of the infinite Abyss, and the supreme black alligned being.
It is said to gaze upon
the vissage of Ik'Tulthu us to go mad. Ik'Tulthu once roamed the vast
expanses of space and wandered about the planes of reality. The old
ones who lived before the rise of man worshiped Ik'Tulthu as their
supreme god. Now imprisoned he waits, plots, and manipulates humanity
until the day he is set free, to loose his vengence. Spells
envoking Ik'tulthu will manifest in living darkness that devours
those who are unable to fend it off. So powerful in fact it is a
danger to even its caster. Sacrifice and blind absolute loyalty
are the only means of gaining the attention of Ik'Tulthu. It is said
every time a spell is envoked in Ik'Tulthu's name, the world
comes one step closer to oblivion.
- Nu'u: Before there was, Nu'u was. The most ancient of beings
believed to predate the birth of the universe. Nuu is black aligned and
posesses no physical form. Only those with a totally clear heart and
mind, who are willing to give up everything, could gain the power of Nuu. When envoked Nuu's
power injects poison into foes directly. Most living
things will be instantly paralyzed and suspended near death. Even
nonliving creatures will suffer poisonous effects from Nuu's envocation
that will eventually cuase them to fall apart.
- Gabriel: Supreme among angels, Gabriel is the embodiment of white
alignment. Purifying light will manifest from
a Gabriel aligned spell. Evil that faces Gabriel
will be burned into nothing, while the good will be
left unharmed. Only the purest of heart will be allowed
to meet with Gabriel.
Deuu: Once he was a king of gods, yet this shape shifting being was
an imposter god. Revealed for what he truly was, Deuu was deposed during the last
spirit war and was forced into hiding among the last of his sanctuaries.
He despises Christians and their God who toppled him. While his court
may have fallen he remains and among the last of his followers he
is called "The Scarred God." He is not a kind god but a god of ferocious
vengence. The air will split under the force of his immensely
destructive lightning bolts, that tear out from every direction, turning
everything about to ashes. Deuu will lend his power to those who's hearts
are filled with vengeance and are willing lay destruction about them in his name.
- Engaia: Mother of earth, a benevolent spirit of
green alignment. Entire groves of trees and wild
vegetation may grow in the blink of an eye where Engaia is envoked.
Those kind to the creatures of the land will be seen favorably by Engaia.
Engaia is still held sacred in proxy by nature worshippers, even today.
- Litheroth: Deep within the earth lies another race, not of men but
of living rock. They call this being gnome king or the god of golems.
In his realm he is allmighty and he rarely ever glances upon the soft
creatures of the surface. Having no interest in things of the surface
world and already posessing total dominion of that below, only the most
clever of bargainers will bring Litheroth under contract. When envoked
the power of Litheroth will split the ground open beneth.
- Agnii: In the east exists a pantheon of gods whom have lived in
peace for ages. Among them one chose to form contracts with the
witches of the west, Agnii the god of flame. Agnii personifies in three
forms, and upon the earth it is flame, within the sky, Agnii appears as
crimson lightning, and in the celestial kingdom Agnii calls the sun its
self home. Agnii's represents not only mercy but wrath as well, and only
one who represents both destructive wrath and gentle tenderness within
their heart can hold contract with this being. When envoked Agnii's power
calls fourth the might of all three personifications, a flame that will
ignite the enemy, crimson bolts to strike, and heat of such intensity to
make molten the once solid rock.
- Y'leigha: Goddess of frost, Y'leigha is of blue
alignment. In agest long past when the land was warmer humans lived
in the dominion of Y'leigha, now the entire kingdom is naught but frost.
She is now alone, and has become withdrawn from the happenings of the
world. Her frigid nature leaves her a mystery closed off from the world.
Even volcanos could be extinguished by the cold heart of Y'leigha
when her power is envoked.
- Y'leaoth: Brother of Y'leigha and god of oceans
Y'leaoth is of blue alignments. Seas can be parted
and the tides summoned by the envocation of Y'leaoth. Y'leaoth
respects wisdom.
- Zuu: Shaped like a half bird, half man, and Elder god of storms, Zuu
is silver aligned. In the ancient past he was one of the greatest of
gods, and today he is still worshiped in a few regions of the pacific.
Cyclones are at the command of the few who can envoke
the great power of Zuu. It is said Zuu will not look upon any
who's heart is heavier than a feather.
- Inle: He is called by many names. Lunaris, The black rabbit, Lamenting moon, Beautiful
death, and many more. He is the silver alligned personification of death. Unlike
the fallen angel Death, Inle is the embodiment of mearciful death. That which brings a gentle
end to those who's time has come. Inle is neither good, nor evil, but a force of nature
which does that which must be done. When the wounded soldier lays down his head, and feels
no more pain, it is the work of Inle, when the deer, the boar, and the rabbit do not see
the hunter's approach it is the work of Inle, and when the old man breathes a final breath,
at the end of a long and honest life, it is Inle. Inle takes many forms including that of
a child, a beautiful woman, a black rabbit, and a young man, depending on who he comes for.
Inle is associated with the moon, stars, and deep space, and when envoked can pull meteorites
from the sky. Inle favors only those who can look upon their own death and laugh.
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