Star Wars Roleplay: Chaos

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Witches of Dathomir are the official Force Order within the Mandalorian space. All Force Sensitive Mandalorians wishing to learn this path are welcome to do so on Dathomir. In order to understand what the Witches of Dathomir are, one simply has to imagine the galaxy in a far smaller scale, in which different aspects and sides of the Force exist, all on one planet.

The order is led by a leadership (one light and one dark leader who act as a single entity) and a Council of Clan leaders. The leadership works with the Mand'alor to ensure the Order blends well with the military of the Mandalorian space.

In its core, the clans are divided as light, neutral and dark. Neutral is probably the most common outlook of a Witch, as any Witch no matter their alignment, is a warrior in her or his way of life. Any outsider who arrives to the planet must find themselves a clan to be a part of, whether to be officially accepted into or to work with them for the duration of their training. Males, though not considered slaves in the ways they had in the past, do require the protection of a Witch if they wish not to be claimed by another, of any alignment.

Witches of Dathomir refer to the Force as Allyan magic, after the Jedi Knight Allya, who was banished to Dathomir many centuries ago and taught the humans, once slaves of the Paecean Empire, about the ways of the Force, though through chanting instead of the method taught to her in the Jedi Order. Because of this, many generations of Witches were unable to perform magic without chanting. This is not the way of todays casting though many Witches still prefer the old ways to the new.

Force takes no sides in the world of the living. It is how a Witch or Jai uses it that determines whether its intent is good or evil. Originally, Allayan law stated "never concede to evil", a mantra still followed by many lightside Witches, however, with the unification, a more modern approach is considered vital as well, which states: "never harm one another and give everyone else hell".

The ranks are as follow: Initiate (apprentice), Spellweaver (knight), Elder (master). You can find the appropriate tags in the rank title thread to be used under your avatar.

 
Order's Rituals

Rancor Companionship - The overall view between witches and rancors always has been compare to friends/ allies assisting each other out. Although on a more personal level, it is more on the level of family… mother/father daughter/son or some like it as siblings. All paths build a strong bond for the two. Some feel like death is the only thing that could break the bond. It had been noted that the loss of a witch or rancor don’t find or bond with another as a replacement.

Steps for Witches:
- As a child, learn how to speak with rancors and get exposer by time with rancors
- Grown up in teen years, hunting and fighting with trained rancors
- For a trail/ Adulthood, find the rancor that will bond with the witch

Steps for Rancors:
- The children learn about the bonds of the herd and clan, and play with kids in the clan
- Adults learn fighting and hunting while being a citizen of the clan
- When witch is seeking to bond, rancor tests with “fire” to see if the witch’s level is what it should be to gain their respect and loyalty

Bonding:
Respect and loyalty is shared between the two. In linking the two gains a sense to know where one another are can communicate in any way to each other. Language does not matter in that instance. The bonding is a hunt or week long travel across the land to lean each other ways. Relaying on each form the bond and naturally a battle forges it faster because of the pressures they are place under.

Wild ones have a similar way. However, it is more in line with their mating ways and it is beyond abnormal to see wild rancors bonding with a person of the same sex. The rancors then will spend a life with them and can be over protective.

-- Petra Cavataio

Promotion Ceremonies

Both Allyan and Nightsister Promotion Ceremonies can be found here.
 
Book of Dathomir

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The sacred book of the Witches of Dathomir, kept in a place known primarily to clan leaders. In stories told of it, the Elders say it is unclear when the book was created though it is known there was once a Book of Allya with a similar purpose, which was filled with knowledge passed down by the Jedi Knight Allya and updated through the ages. In time, the Nightsisters had their own book as well. But with the unification, there is only the Book of Dathomir which olds the power. Clan leaders updated the information regularly, both with knowledge of times past and present, as well as spells in detail of what the spell does, how it is performed and what words must be said. Younglings are sent to the Book when it is their time.

List of Spells

(Wookieepedia link with spells)​

Arrows of Fire
Initiate: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 10 feet radius. The directions of the arrows are uncontrolled and random. The amount and speed of arrows varies as per the size of the original flame.

Spellweaver: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 20 feet radius. The directions of the arrows are now mostly under control, although the occasional arrow may shoot off at a random direction. The amount and speed of arrows varies as per the size of the original flame.

Force “Blanket”
Initiate: Gives another the sensation of being covered or smothered, making normal breathing hard. This is a mental spell that aims to distract an enemy in combat.

Spellweaver: The caster uses the Force to give its enemy a sensation of being covered or smothered to the point of physically choking them.

Force Crush
Initiate: Used to crush little items (small rocks, for instance) or holding down a single body part of a person.

Spellweaver: Force Crush I Used to crush medium objects (bones, hard wood, slightly larger rocks, etc).

Elder: Used to crush big and hard objects (blasters, metal, boulders, etc).

Mountain Sense
The ability to sense veins of ore and gemstones within the rock of mountains. The more experience the caster has with this, the deeper into the rocks and mountains the sense can go. Although this spell does tell the caster if there is something, it does not detail as to what it exactly is.

Night Sight
This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.

Probe Spell
Initiate: Search if there is life nearby. Probe for surface emotions and the existence of mental blocks.

Spellweaver: Probe a person’s mind to gain random surface thoughts. The castor cannot search for specific thoughts.

Elder: Probe into a person’s mind beyond any block they may have placed to search for information and sense their intentions.

Spell of Communication
Communicate with others regardless of the language they speak, and with animals too.

Spell of Focus
This spell is used by a witch to prepare her focus for extreme use of magic. If she has a difficult spell or task to perform, she usually will begin the spell or task with this spell to draw on the energies or strength she will need in the upcoming task.

Spell of Healing
Initiate: Numbs pain in the caster’s body, helps slow bleeding down, helps enhance natural self healing speed a little bit.

Spellweaver: Numbs pain in the other people’s bodies, helps slow their bleeding down, helps enhance their natural self healing speed a little bit. If cast on self

Elder: Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.

Song of Power
A witch casts the spell of power to increase a single attribute for a limited time to jump higher, see better, take more damage, run faster.

Spell of Water
Using this spell one is able to locate pure water tables.

Telekinesis
Initiate: Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers.

Spellweaver: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A caster with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift starfighter-sized objects.

Elder: Enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.

Tempest
Initiate: Call upon a gentle breeze, light drizzle or faint snow.

Spellweaver: Call upon heavy rain or moderate snow.

Elder: Cause a thunderstorm, blizzard or tornado.

Weather Sense
This skill allows the individual to sense coming weather patterns; storms, etc. This skill does not allow him/her to make swift and sure predication of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.

Animal Healing
Similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.

Call Mist
Calls forth a mist or a fog to engulf the general area the caster is in, making the eyesight of potential enemies much more difficult.

Call Rain
Initiate: The caster can call upon gentle drizzle.

Spellweaver: Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.

Ground Communications
Initiate: This is used to sense when nutrients are too low to accommodate certain crops and when to plant.

Spellweaver: Users now also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops.

Seeking Spell
The caster can sense the presence of a specific individual for whom she searches, the caster can see how badly wounded diseased or otherwise physically disturbed the person is.

Shield Spell
This skill allows the witch to surround herself with a Force Shield, which can repel energy and physical attacks down to the molecular level. Can be sustained for short amounts of time only.

Spell of Deception
Altering the perceptions of another person. Can be used to counter-spell the Probe spell.

Spell of Element Protection
The caster can use this spell to create a wall of earth, fire, or any other natural element that is already present on the battle field in order to protect herself. The Witch should take into account the possible damage to the ecosystem this spell may potentially cause.

Spell of Fire Creation
Initiate: By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper accelerate particles in the air so that these sparks can occur.

Spellweaver: This skill enables the witch to cause fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness; to become mere coals. Note that this does not affect either fuel consumption or damage caused by the fire. The witch can affect any or all fires in the immediate area. She can alter their intensities with a single gesture while tapping into the Force. The effect lasts until the witch cancels it, all fuel is burned, or the user's will/energy/concentration expires. The witch can also extinguish all flames in the area.

Tide Sense
This skill is used to sense the ebb and flow of the various rivers and other waters that have a high and low tide on Dathomir or other planets. Its helpful in finding the best time to fish, swim, and other activities that have to do with the water. (Essentially, this would be the advanced version of “Spell of Water”)

Warding Spell/ Deflection
Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).

Absorb
Enables the caster to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death.

Alter
Alters flow of energy, fire, water, and other materials around spell caster.

Call Frost/Snow
Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in-between seasons so it will be fertile and not worn out for the next planting.

Forcing Minds
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.

Mind Weave
Elder: This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. While anyone can be mind weaved, the spell caster (who doesn’t have to be one of the weaved people) must be of Master level.

Seer’s Spell
Description: Brings visions of the future.

Spell of Lighting
Casting of this spell causes bolts of electrical energy (lightning)energy to spring from the caster's fingertips, directed against one or a small group of opponents, and to light fires.

Spell of Mind Touch
Mind-speaking to another over distances; Send images or share sight to another over distances.

Spell of Ordering
This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item.

-- Petra Cavataio
 

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