to Cry Wolf! We are an 18+ AU, intermediate to advanced Mercy Thompson/Alpha and Omega RP set in present day, in the Tri-Cities of Washington. We are a premium board with a 250 wordcount. Please make sure that you register with your characters name in Proper Case. Not in all caps. Example: Mercy Thompson. We welcome you to the site and if you have any questions don't hesitate to reach out to the staff.
No knowledge of the books is required. All the information needed is available on site. We ask that you read over the species information before rolling one of that type, as there are a few key differences between Mercyverse creatures and the ones you might know.
We put emphasis on the slice-of-life RP with the occasional event to throw things off. ;)
Skin made by Tana @ Cosmo, Shine, and ATF. Graphics, custom stats, forum, profile structure, mini profiles and coding tweaks thanks to Ara. Templates thanks to Becky of Candyland. All apps, threads, fae lore, and plots belong to their respective members of Cry Wolf. Most importantly the Mercy Thompson Universe is thanks to Patricia Briggs for creating such an interesting world for us to enjoy.
Chances are we will not offer feedback on the spells suggested here. There is no guarantee the spells suggested here will be used nor that they will be used in the exact manner intended. This is a brainstorming thread intended to feed ideas out so that we can come up with some ideas that work for the witches and wizards.
Bear in mind that every witch is different and every witch has their own specialties.
Please specify if your spells are for witches or wizards or druids.
Witch spells should be listed as either black or white or base. Wizard spells should be either fire, force, arcane or other.
Celebrity (white) -- brings positive attention to the witch, or target if the spell. Can be sexual, friendly, or a general interest. Low energy spell, when cast on themselves, medium output when placed on a target (must be within eyesight)
Notorious (black) -- brings negative attention to the target of the spell. Others will be more likely to fight, insult or complain about the target. Medium output when placed on a target (must be within eyesight)
Clairvoyance (both) -- witches can throw their senses outwards, experiencing scenes that are currently happening with the five senses. Not incredibly taxing when one sense is being thrown (hearing, for a distant conversation for example) but the witch needs a general idea of where the conversation is happening before they cast. Can be quickly tiring when one than more sense is cast.
Force (black) -- a black witch can force the shift of a werewolf or a walker, or distort the glamour of a fae creature. This spell can be incredibly taxing, and the witch itself could be easily identified by the forced creature.
Block (white) -- a white witch can force a black witch (or other creature intending to do harm) out of the immediate area. This spell is incredibly taxing, but will often render the black witch powerless (unless they are able to cast white spells) until they leave the area.
Persuade (white) -- The target of the spell finds themselves more likely to agree with the witch in question, more likely to help out or give something of themselves. This spell can be taxing if used in repetition.
Obsess (black) -- An extremely taxing spell. A witch can force an idea in the mind of the target, or phrase, usually will remain until the target completes the task in mind.
Spark (both) -- can ignite kindling, a candle. Not taxing at all.
Growth (white) -- a white witch can encourage growth on a living creature. Could be used to help wounds heal faster, or to encourage plant life to grow in a garden. Not too taxing, but tiring when used in repetition.
Decay (black) -- a touch of death. Can fester wounds, cause rot in plants and wood. Not too taxing, but tiring when used in repetition.
Summon (both) -- can reach out telepathically to target, creating an urge to seek out the witch in question.
Psychometry (both) -- can touch an object to get a basic sense of it's past. Can be taxing depending on the amount of detail found.
Divination (both) -- highly taxing, physically and mentally. It is incredibly hard to divine the future, or answers to questions not known. This spell can also be used to find answers that people may know, which is less taxing -- but only when said person is in the immediate area. This spell always leaves the witch at risk, and requires someone to watch over the witch and protect them from danger.
And then I had an idea for a witch ability -- Intuition, a witch will always know whether they face another witch, wolf, fae, walker or human. Species will be known, but exact type will not be known.
Combust (Fire) Excites the molecules in a target area to spontaneously ignite, and with dedicated concentration may cause minor implosions of energy, due to the sudden vacuum created. Effective in small areas (a couple meters at most) or specific targets only. Intermediate spell, generally learned after ‘Heat’ has been mastered.
Stasis (Ice) Encourages the molecules in a target area into a state of idleness for brief periods of time. Requires moderate concentration, however is limited by the area it covers and is effective for only a few minutes at a time. Advanced-level spell, often requiring a minimum of ten (10) years of dedicated training.
Arcane Orb (Arcane) Generally learned prior to ‘Arcane Spear’, and after ‘Dazzle’. Capable of producing orbs or ‘balls’ of energy from a Wizard’s raw power. Only capable of colliding with targets, however is concentrated enough to cause burns and/or disorientation. Generally considered an Intermediate spell that is easy to master.
Redirect (Force) Encourages a target to redirect its current path with a simple ‘shove’ of Force. Effectively a primitive method of deflection, however requires dedicated concentration and an open mind that is aware of the immediate surroundings. Minds unable to adapt and ‘track’ targets will be unable to encourage redirection. Advanced spell, requires continued learning and practice through ‘Force’ magic, generally 30+ years.
Blink (Other) Short-range (limit of a few miles) teleportation for the caster, and up to one other. Must be familiar with the destination or risks disappearing into nothing. Requires extreme concentration, and is particularly draining - generally used for emergencies, or severely limited distances with practice. Due to the recuperation period that is required for the caster after, it is unable to be ‘chain’ casted. This is an Advanced spell, generally not learned until after ten (10) years of training or beyond.
Tranquility Related to Soothing. Attempts to cleanse the target of worry, negative emotions and eases their mind, bringing about a state of calmness and clearer thoughts. Generally at the cost of uneasiness and/or nausea to the caster.
Discord Promotes a state of distress within the target area, by heightening any lingering worries or negative emotions within them. Does not create emotions, and must be continually channeled for notable effect. Likely to cause light-headedness or unconsciousness to the caster, depending on the duration.
WIZARDS UNDO The energy required to do this depends on what needs to be done -- usually cast on simple things, putting back together a broken window, fixing a broken chair, pulling out a dent in a car; it can however be cast on larger things, should the wizard have the experience. Besides energy, a good understanding of whatever is being corrected is required. With simple things, a panel of glass or a torn piece of paper, just knowing what it had looked like, or what it should look like is well enough. With more complicated things, clocks or cars, an understanding of how or why it broke is important as is the knowing how to fix the problem.
TEMPORAL An incredibly taxing spell. The ability to age or revitalize objects can be incredibly useful, especially in keeping an archive's books from falling apart. These kinds of spells, even at the most basic level, take decades to master (40 years), and even then few wizards try to incorporate these spells for every day use.
Prevent the casting of magic. A incredibly taxing spell, especially against multiple targets or if said targets are actively attempting to use their powers (does not include walker or werewolf shifting or a lessening of natural strength)
Strengthen another person, augmenting their strength, speed, focus, and power. Not an incredibly taxing spell to start, but the effort requires grows the longer it's used. Also, leaves recipients of the spell weak and very hungry after extended use.
Erase:A relatively taxing spell used commonly by witches who are hired to hide things supernaturals don't want known. This spell will erase the memory of those targetted to an extent and depending on their mental strength. The user must have something connected to the individual usually blood so the connection is solid and not unstable such as when hair is used. The main reason only Black Witches use it.
Jealousy:This spell varies on the level of taxation, it merely depends on how strong the feelings are. Jealousy does not create emotion but amplifies it within someone, so if that someone harbors little or even no jealousy its effectiveness can be bare minimum and extremely draining. However, if they are extremely present well, its almost as if nothing is draining your magic.
The most recent updates are listed here. Further updates with more detail can be found in our News And Updates forum.
4.1.18 Advertising Contest begins!
2.27.18 Activity check begins!
1.16.18 Love is in the Air begins!
1.6.18 Activity check over!
1.4.18 Award system changed!
In The Works! In Character: Spring Event: Love is in the Air!
Summer Event: Masquerade
Fall Event: Being Written
Winter Event: ??? Out of Character:
Spring Event: Anniversary Shenanigans
Summer Event: ???
Fall Event: Post Push
Winter Event: Prob. Nothing. Upcoming Activity Checks: January