Magic is not your traditional slinging of fireballs in the world of Jaeger. Magic is bound in nature, one’s soul and the infernal, it can only be tapped and utilised by those who completely give themselves over to the whims of the very forces that dictate the universe.
When a human comes face to face with Evil and makes a pact with it, they become a Witch. Witches can read the stars like a book, nurture a dying plant back to life with a single touch and ensnare one’s soul to their will with an incantation. However, they are servants to an ever hungering ego that fuels their power.
What happens though, when you face Evil and decide you no longer wish to be its indentured servant? There are those who have managed to deceive and manipulate their way out of their deals whilst retaining their power. How? You’ll have to find a Witch willing to tell…
The key pillars of witchcraft are; Water, Earth, Air, Fire and Spirit. These are the fundamental elements that exist across both the ours and the Evil planes of existence, and are represented by the Compass of Elements depicted at the end of this chapter.
Spellcasting & Spell Focuses
There are common spells that all Witches know, so much so that they do not require any components other than spell slots to cast. Each spell costs a single spell slot aligned to Lesser or Greater spellcasting.
In place of components for common spells, Witches utilise a Spell Focus, an extremely personal magical item, that channels their energy into magic so long as it is kept on their person. They are deeply personal to each Witch, and to touch one without permission guarantees a nasty surprise. Spell Focuses are often gifted by the demon they pacted with to gain their powers.
When a Witch has run out of spell slots, they can use their own life force as a source to cast more. However, the toll on their soul leaves scars upon them. If a Witch damages their soul too much they risk it being rendered asunder and becoming an abomination of Evil. All Witches know of this, and all Witches toe the line of caution to ensure they too do not become such monsters. In game, this functions as a permanent reduction to Bleed Out.
However, even the most talented Witch can’t manifest more powerful magic from nothing, for these there must always be a source and spell slots will not always suffice. A prepared Witch will always keep some spellcasting components on them, so that they can cast these more advanced forms of magic. To cast without the right ingredients for this type of magic opens up the Witch to become a conduit of raw power, power that no mere mortal can contain.
Crystal
Crystals are a byproduct of the presence of Evil. They are magic in its truest, rawest form and only Witches and Conduits are able to handle it in this state. It is exceptionally dangerous for anyone else to handle Crystal, as it can destroy the holder with its elemental alignment in an instant.
However, Crystal is a vital tool for Jaeger in their hunts. Crystal forms where Evil has touched, the more powerful – the more Crystal. This allows for Jaeger to determine the level of threat they may be facing.
They are the elements in raw form, grown from Evil entering our Plane and therefore the most powerful source of magic to a Witch to enhance their spells, making it a critical component to higher level forms of magic.
Crystal Types:
- Blue represents the element of Water
- Green represents the element of Earth
- Red represents the element of Fire
- White represents the element of Air
- Purple represents the element of Spirit
