Star Wars Roleplay: Chaos

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Codex Denied The Crystal Coven

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OUT OF CHARACTER INFORMATION
  • Intent: To create a unique branch of witchcraft
  • Image Credit: N/A
  • Canon: N/A
  • Permissions: N/A
  • Links: Aviprine
GENERAL INFORMATION
  • Religion Name: The Crystal Coven
  • Religion Type: Nature Based
  • Influence: Minor (localized to a small area)
  • Influence Area: The Unknown Regions - Jewel System
  • Symbol: All members wear a special kyber crystal necklace that they believe lets them harness power
  • Description: The Crystal Coven is a small coven of practitioners who worship the spirits of the Kyber crystals located on Aviprine. They believe the spirits inside the crystals give them power to perform magic.
SOCIAL INFORMATION
  • Founder: The origin of the Coven is unknown but many believe it was started by a woman named Rose. There is a lot of similarities between this Covens magic and Dathomiri magic so scholars believe it may have roots in The Witches of Dathomir.
  • Membership: Members are put through a trial that is customized especially for that person and performed by an elder. Once membership is granted the new person must take the mark of the Coven, which is a task where they bond with a crystal. They then fashion this crystal into jewelry which they wear to show their membership and harness their powers.
  • Sacred: They believe all of nature is sacred and should be respected. They give thanks if an animal life must be taken and for the plants that heal them. They believe their magical abilities come from the spirits of nature itself.
  • Dogma: Hold all nature sacred. Help those within the circle. Do not reveal the secrets of the Coven. Pray to the natural spirits and respect the natural order.
  • Reputation: N/A Not wide spread
MEMBERS
Membership is broken down into three different types of members.

Borrowers - Borrowers are practitioners who borrow magic from another source. They might pray to a demon or a spirit and harness it's power to do magical deeds. This sometimes involves selling their soul to the deity, which always comes with risk. Often times the caster will make a deal with the source of the magical power to avoid selling their soul.​
Naturals - Naturals are castors who were born with the ability to feel the Force and perform the magic of the Coven. They are the most powerful practitioners of this religion because they do not have to rely on finding outside sources to influence their power.​
Students - Students have no natural ability but are training under another coven member to learn and grow in their powers. They are often put through ruthless trials to prove their dedication to the group.​

HISTORICAL INFORMATION
The Coven believes that when Aviprine was settled the great elder was healed by The Dark Crystal. This action split the soul of the elder into two, creating the very first spirits among the crystals. Since then the spirits have grown and live inside the kyber crystals on Aviprine. The Coven believes that one day a prophecy will be fulfilled where two doppelgangers will be born under the twin moons of the planet when the crystals are shimmering. These two babies will each represent one half of the soul of the great elder and are destined to bring balance and harmony to the crystal spirits.

The Coven was created after the civil war on Aviprine since members wanted to get away from the horrors of war and focus on worshiping the crystal spirits.


Known Spells Castors Use:
  • Astral Projection - The power to separate from one's body and project the spirit to another location.
  • Conjuration - Spells that magically create objects seemingly out of nothingness. Such spells can be used to conjure various objects (e.g. maggots, blood, needles, razors, or even hearts), through a hex.
  • Elemental Manipulation - The power to control and manipulate the elements of air, earth, fire and water.
  • Energy Blasts - launch a blast of magical energy at someone
  • Healing - the ability to heal self or others
  • Illusions - The power to alter the senses of others to perceive a false reality.
  • Hexing and Cursing - Witches have the ability to hex and curse others. Spells such as these affect an object or person in a negative manner; hexes cause major inconvenience to the target, while curses are truly malevolent acts of magic.
  • Immobilization - The power to immobilize a person in place through a spell.
  • Longevity - The power to live hundreds, possibly thousands of years while maintaining a youthful, even beautiful appearance.
  • Necromancy - The act of controlling and manipulating death. This is inclusive of undead creatures such as zombies.
  • Portal Creation - Using a ritual granted the ability to open a rift to another reality. place
  • Scrying - Using crystals, mirrors, or prisms, witches are able to find whoever they want, although the spell is easier to perform if the witch knows the appearance of, or possesses an object belonging to, the person they seek.
  • Spell Creation - Powerful witches have shown the ability to create their own spells
  • Super Strength - Empowered by spells, witches can be endowed with superhuman strength.
  • Telekinesis - The power to move objects and persons through mental influence.
  • Potion Brewing - The power to brew and concoct potions, remedies and elixirs that have supernatural properties

Weaknesses of Castors:

  • Distraction - Preventing a witch from concentrating or giving full attention to their spells, may render them ineffective.
  • Emotion - one of the cardinal rules of magic is that disposition affects execution; this implies that performing spells correctly demands a certain frame of mind a
  • Iron - A hard and strong magnetic metal that is able to repress the supernatural power of a witch, supposedly rendering them powerless.
  • Magic - Despite being noted for their use of magic, witches are still susceptible to the effects of magic.
  • Mortality - Despite their mystical attributes, the witches are still human and share many of the same weaknesses as non-supernatural beings

Common Tools Used:

  • Amulets - An object that is normally enchanted for a magical effect.
  • Athames - A ceremonial dagger with a double-edged blade that is commonly used to direct energy.
  • Candles - A block of solid wax with an embedded wick that is commonly lit during spells and rituals.
  • Cauldrons - A large metal pot that is commonly used to hold the ingredients for elixirs and potions.
  • Coins - Used by witches to focus the power of a spell.
  • Crystals, prisms or mirrors - They are necessary to perform scrying spells.
  • Grimoire - Witches often utilize tomes documented with magical recipes, rituals, and spells
  • Herbs - Various flora used as ingredients to be incorporated into spells or potions.
  • Hex Bags - A charm composed of a mixture of herbs, talismans, and other ingredients, placed in a piece of cloth and bound with leather. It is used to bring about a specific effect – usually, but not always, malicious. A hex bag intended to harm someone also contains a personal belonging of the intended victim (usually clothing).
  • Stones - Various minerals and ores used to boost or bind a witch's spell.
  • Symbols/Sigils - Seals drawn or written used as physical representations of spells.
 
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Everything looks great, but as a suggestion maybe adding more to their description, possibly include rituals that they would perform and the like. You want to be able to give someone who would like to roleplay using your religion and having your submission be their bible (no pun intended X3 ) K KAR
 
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