

HEXING

Hexing Magic is the practice of placing magical influences upon people to alter luck, emotions, behavior, or circumstances. Hexes can be both light and dark in nature. Practitioners often create hex bags to either protect against curses or carry a specific magical effect. Those who specialize in hexing possess extensive knowledge of sigils, curses, curse-breaking, and the psychology of people. Unlike Warding Magic, Hexing Magic focuses on influencing existing conditions, protecting against hostile hexes, and helping ease emotional or personal suffering.
Like all magic, hexing carries risks. Powerful hexes may have unintended consequences, and magical influences can sometimes affect more than their intended target. In roleplay, hexing cannot be used to completely control another player's character, dictate their actions, or force specific outcomes without consent. OOC discussion should take place before any significant hex is placed on another character.


HEXER magic OOC

This particular type of magic in a roleplay setting requires notecards to hand out to players when a using a potion or healing remedy is used.
Notecard Information
Name of the Potion or Charm:
Ingredients used (if any):
How long does it last?
What does the potion do?
All minor charms and wards need to be recharged at the Magister's Circle once a month or after each use.
Wards on buildings will last 20m before the effects of the wards start to wear off.
Wards on buildings and warding traps can be broken.
WARDER MAGIC ON THIS PAGE
Below you will find the Specialty Skills for the HEXER Witch. Once you have activated your magic, you will be able to do any of the speciality skills plus the skills that are written on the Hexer Path. Players can choose to do this path or request the spells OOC from Morrigan. Players are not limited to the skills on this page. Players may develop their own rituals and spells within Hexer magic. Players will also be able to share their spells and skills. If you have any questions concerning magic in Sovereign's Rest reach out to an admin or the Veiled Sovereign.


Hexer magic SKILLS

Knowledge
Hexing witches possess knowledge of curses, blessings, emotions, and magical influence. They understand how thoughts, intentions, and energy can affect others, as well as the risks and consequences that come from manipulating, behavior, emotions, or circumstances.

Typical Tools
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Sigils
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Hex Bags
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Candles
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Dolls/Effigies
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Charms
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Personal Tokens
Types of Hexing
1. When using spiritual magic to speak to another players relative all information comes from that player. This requires alot of OOC Conversation.
2. To reach any spirit that is part of their
Speciality Skills
AURA MAGIC
Can see auras and sense the balance of the energy on the island.

ANCESTRAL MAGIC
Spiritual Magic users have a deep connection with their ancestral bonds. They can call upon these bonds, the witches and warlocks of the past to ask for guidance.
SUMMONING
The have the ability to summon a spirit as an invisible aid. On other occasion they can summon a demon or angel and speak with them from across the island.
Hexer Skills require OOC conversations with the person you are using them on. A player may ask for a dice to used to determine if the hex works. A notecard should be made and given when placing a curse on another person (good or bad)
PROTECTION HEXES

Protection Hexes are beneficial hexes placed upon an individual to shield them from emotional and mental burdens. Unlike Warding Magic, which creates barriers against external threats, Protection Hexes work directly on the mind and spirit of the recipient. They can lessen the effects of nightmares, suppress intrusive thoughts, dull overwhelming fear, reduce feelings of despair, or strengthen a person's resolve during times of hardship.
These hexes do not cure the source of a person's suffering, nor do they remove emotional trauma. Instead, they act as a magical influence that helps the individual endure, resist, or temporarily overcome the mental and emotional weight they carry. Protection Hexes are commonly woven into sigils, charms, marked objects, or hex bags carried by the recipient.
MENTAL HEXING
Mental Hexing is the art of influencing the thoughts, emotions, and instincts of another through magical means. Though often associated with dark magic, Mental Hexing can be used for both benevolent and malicious purposes. A skilled Hexer may ease overwhelming fear, suppress panic, lessen depression, strengthen confidence, or help an individual push through emotional distress.
However, the same magic can be used to inflict suffering. Hexers can plant nightmares, amplify fears, create obsessive thoughts, trigger irrational urges, induce paranoia, or burden a target with feelings of dread and despair. While Mental Hexing cannot control a person's actions outright, it can influence their emotional state and decision-making.
Mental Hexes are most often applied through sigils, enchanted marks, cursed objects, spoken incantations, or specially prepared hex bags.

SIGILS AND MARKS

Hexers have a gift in using sigils or special magical marks to deliver their magic or curse.


Hexer speciality magic SKILLS
tThe following skills are for the Witch that has chosen Spiritual as strongest Magic.

light magic healing specialty Skills

The Medium can sense and communicate with spirits. They may hear whispers, feel presences, or hold brief conversations with the dead. Messages are often unclear, symbolic, or incomplete.
The Medium

The Summoner can call upon demons or angels across the island that are willing to hear them. This functions much like a conversation across great distances, allowing the witch to speak with another supernatural being without being physically present.
The Summoner
The Helper

THE HELPER
Allows a witch to summon the spirit of a deceased family member to act as a guide. This spirit remains close to the caster, offering insight, quiet counsel, and an additional awareness of their surroundings.
The Helper may listen in on nearby conversations or observe events the witch cannot directly see. However, this ability requires OOC permission from all players involved in the scene before it is used. The spirit does not physically interact with the world and cannot influence outcomes—only observe and share what it perceives.
Limits for The Helper
The helper is not with the witch at all times. The spirit needs to be summoned and can remain by the witch's side for 3 hours of real time. 3 hours of the helper = 3 hours of rest.
This can be altered in reason depending on the length of the rp scene.
Players can only have 2 different helpers. Only one can be played by another player) Only 1 Helper can be active at a time.
Choosing A Player Or NPC Yourself
Players can choose to either have another player play the helper or NPC the player themselves. If you choose to have a friend play the helper, and they are unavailable for the scene, you will have to summon a new helper. This will be one you must NPC or not have the helper in the scene.
TETHERED
Spirits are attached to the witch through a personal item. Wherever the item is, the spirit must be within 20m. The item can be handed off to give The Helper more room.
NO TOUCHING
Spirits can only be seen and heard by the wtich that summoned them. Another spiritual witch may be able to speak to the Helper if the spirit chooses to respond. Spirit helpers can listen but do not have the abilitiy to touch.
When a Helper is close to other there is a noticeable chill in the air.
The connection is temporary and requires focus to maintain, and the spirit’s guidance may be limited by its own knowledge, personality, or willingness to help. *Check out working with Spirits

magic heal skills Examples
light hexing magic Examples
Dreamward Hex
A protective hex placed upon an individual to lessen nightmares and disturbing dreams. While active, unsettling visions become less intense, allowing the recipient to rest more peacefully and wake with a clearer mind.


dark healing hands magic Examples
Flesh Binding
A magic user forces wounds closed by binding flesh together through sheer will, overriding the body’s natural healing process. The injury is sealed, and bleeding can be stopped, but the method is unnatural and often imperfect.
The flesh may knit together unevenly, leaving behind stiffness, numbness, or visible corruption. This magic prioritizes survival over comfort or long-term recovery. This will leave a scar.
WHAT DOES IT DO?
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Can close open wounds and temporarily hold damaged tissue together to prevent further harm.
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Cannot restore lost limbs, repair severe internal damage, or revive dead tissue. Poorly bound wounds may heal incorrectly, causing lasting complications.
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The process is extremely painful and may cause the patient to pass out or become unable to move. In rare cases, rapid healing can lead to infection, causing fever and requiring proper treatment.
LIMITATIONS & RISKS
This cannot restore or reattach limbs.
COST(Pick 1):
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The caster suffers increasing pain and stiffness in their hands and body with repeated use.
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The caster gains a matching scar to the patient’s wound.
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Repeated use dulls the caster’s sensitivity to the pain they inflict.
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If an infection develops, the caster experiences the same fever and pain until the wound is properly treated.

potential jobs for healers
THE LIGHT SIDE OF JOBS
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Regent's Advisor - Assigned to a Regent to provide protective hexes, emotional support magic, and curse detection for members of their region.
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Nightmare Keeper - Sent to regions where citizens suffer from recurring nightmares, fear, or emotional distress. They place protective hexes that promote restful sleep and peace of mind.
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Curse Breaker - Called upon to investigate and remove harmful curses, hexes, and magical influences affecting the people of Sovereign's Rest.
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Sigil Keeper - Creates protective sigils, hex bags, and marked charms for citizens, guards, and officials who may face emotional or mental hardship.
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Captive Rehabilitation Specialist - Works with captives and prisoners to reduce panic, rage, or emotional instability, helping them adjust to their sentence and duties.
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Morale Keeper - Dispatched during times of crisis, disaster, or war to strengthen resolve, reduce fear, and help citizens endure difficult circumstances.
THE DARK SIDE OF JOBS
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Interrogation Hexer - Assists Regents and lawkeepers during investigations by applying controlled hexes that create discomfort, fear, stress, or sleeplessness to encourage cooperation.
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Punishment Overseer - Carries out magical punishments approved by the Overlord or a Regent through the use of temporary curses, emotional afflictions, and mental burdens.
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Nightmare Weaver - Places approved hexes that burden criminals or enemies with disturbing dreams, restless sleep, and haunting visions.
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Compliance Enforcer - Uses mental hexes to encourage obedience, discourage rebellion, and reinforce the authority of Sovereign's Rest.
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Curse Smith - Crafts cursed sigils, marked objects, and hex bags used by Regents and officials when punishment or magical restraint is required.
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Enemy Affliction Specialist - Called upon during conflicts to weaken an enemy's morale through fear, doubt, paranoia, or emotional distress.

Specialty charms and Potions

Tongue of Echoes Charm

A Healer has the ability to produce the Tongues of Echoes Charm. This charm is made for Fantasy animals, shifters and weres (in animal form) cannot communicate verbally outside their races. This charm will allow those close by to hear the animal's thoughts out loud. (The player should post this as if they are talking)
The charm does not change personality, intelligence, instincts, or behavior—it only gives voice to existing thoughts.
This charm is meant to help creature, that need to consistent communication with others not of the same race.
LIMITS
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Strong emotions affect clarity.
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Fear, rage, or panic may cause speech to become broken, distorted, or incoherent.
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You cannot choose who hears your thoughts.
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Original lore limitations still apply. Creatures that are fully feral or without reason remain so, even with the charm. For example, werewolves in war form do not suddenly become rational or capable of clear speech. The Warform wolf would not be able to have a conversation. What you may hear from this type, is the need to kill or the blind anger they are feeling. They are still dangerous and could potentially hurt people they care about.
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This charm is a gift of voice, not a transformation of self.
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This charm will not work on natural animals as it does not increase their intelligence so they would not have the ability to have deeper thoughts or problem solving abilites.
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The voice the others here will match the human form voice or in cases like a Minotaur, may be more basic sounding.
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This needs to be recharged once a month.
Moonlight Charm
The Moonlight Charm allows a Shifter or Were to resist the forced transformation brought on by the full moon. While wearing the charm, the creature is able to maintain control and avoid shifting against their will.
The charm is most commonly crafted as a piece of jewelry and must remain in direct contact with the wearer’s skin in order to function properly.
After each full moon, the charm loses its stored power and must be recharged before it can be used again.
Only members of the Magister's Coven possess the knowledge required to create or recharge these charms



types OF MAGIC

All players, regardless of background, choose one of the following abilities to begin with. This is the ability your character is naturally strongest in.
Magic Users on Sovereign’s Rest is a learning-based roleplay system. Through roleplay and over-time players will get the chance to learn the other types of magic. This is done to balance out Magical Abilities and for players to understand how the magic works here in Sovereign's Rest.
Click the tabs below to learn more about the different types of Magic.






QUICK IDENTITY GUIDE
Healing - Potions and Healing Magic
Hexing - Hexing and emotional magic
Spiritual- Spirit communication, summoning,
Divination- visions, prophecy
Warding - magical protection





