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Witchmarks

Witchmarks

Witcheries are what people call specific magics on the continent. Each Witchery is linked to one of six elements.

Of the six elemental magics, only five are believed by the general populace to be real; Voidwitches are considered a myth.

A full witch of any element type has complete control over all aspects of that element's magic. Full Witcheries are rare; much more common Witchery subtypes with smaller, more specific scopes. For example, a Plantwitch is a kind of Earthwitch whose power is limited to control over plants.

It has been revealed that Witcheries originate from the Sleeping Goddess, Sirmaya. The Twelve Paladins, consisting of two full witches of each element, and the Sightwitches were originally the only people to possess Witcheries. After their betrayal, Sirmaya's power began to flow through the six Origin Wells into the Witchlands, and more people began to be born with magic. The failure of the Wells and the cleaving of Sirmaya are no coincidence.

Classifications[]

Voidwitch[]

Void is the abstract element associated with death and the corporeal vessel (i.e., human body as a vessel for one's soul). Specific types of Void magic include Bloodwitchery or Cursewitchery.

No one believes the Void element actually exists, and because the element is associated with death, it has become synonymous to hell in most cultures. Since so many Voidwitches tend to be of the "dark magic" variety, they have become scary stories to tell naughty children. Voidwitcheries do in fact exist but they are incredibly rare, and the stigma surrounding Voidwitchery does not encourage Voidwitches to practice their Witchery openly. Despite the association of Voidwitchery with evil, those born with the gift are not inherently corrupted.

Voidwitches derive their power from the Void Origin Well in the Undercity of Lovats. The Well is still alive, and consists of a black lake with six foxfire "trees". Theoretically, this means Voidwitches should not cleave; but Weaverwitches have been known to cleave Firewitches, and so may be able to cleave Voidwitches as well.

Though no one currently has one, a Void witchmark is a filled-in circle. Also, all four of the current Voidwitches known are Nomatsi, which may suggest a predisposition for that type of magic in this ethnic group.

The mystical animal associated with the Void is the Shadow Wyrm, immense dark cold centipede-like creatures which are known to feast on humans.

Types[]

Full Voidwitchery[]

Even rarer than the more specific, more limited variants. As a result, little is known about the capacity of a full Voidwitch, but it can be assumed that a full Voidwitch possesses power over all the domains of Voidwitchery.

Bloodwitch[]

Bloodwitchery grants its wielder control over blood, whether their own or someone else's. Bloodwitches can use their power to slow or speed up another individual's heart rate or freeze their blood and paralyze them. Conversely, the Bloodwitch can use this power on themself, allowing them to temporarily increase their strength and stamina by taking control of their own blood and heart rate. Additionally, Bloodwitches are capable of detecting blood scents up to several dozen paces away and cataloguing them, which is extremely handy for tracking. Bloodwitches also heal much faster than non-Bloodwitches and can survive just about any wound short of beheading. However, they do not appear to possess control over their healing abilities, and numerous or extreme wounds will automatically heal and thus draw from their power supply whether they will it or not.

Cursewitch[]

Cursewitchery enables its users to sicken others and siphon away their power.

Weaverwitch[]

Weaverwitchery has on more than one occasion been mistaken for Threadwitchery. Like Threadwitches, Weaverwitches can see the Threads of people and certain animals. Unlike Threadwitches, however, they are unable to create Threadstones, but are capable of controlling and cleaving people via Threads.

Known Voidwitches[]

Earthwitch[]

Earth is the physical element associated with all things linked to the earth—from stones and metals to plants and animals. Earthwitchery is the most common element because it can take so many forms.

Earthwitches are very common in Cartorra, and Earthwitchery is one of the only magics not strictly regulated by the Hell-Bards. The Earth Origin Well is found at the Hasstrel estate in Cartorra, with a clear lake and six beech trees. The Well is dead, however, and Earthwitches have been known to cleave spontaneously.

Earthwitches have a Witchmark with a hollow square.

The mystical creature associated with Earth is the mountain bat, gigantic bat-like monsters with long tails. A mountain bat has been known to bond with an Earthwitch, which may mean other elemental creatures can bond to their witches as well.

Types[]

Full Earthwitchery[]

is very uncommon - and very powerful. Full Earthwitches have control over stones, metals, glass, and soil. They also appear to have the faculty to communicate with animals, and Owl has formed a bond with Blueberry.

Earthwitch healing[]

is healing that specializes in the bones and the skin.

Glasswitchery[]

entails control over glass.

Ironwitch[]

Ironwitchery allows its users to control iron, but not other metals.

Plantwitch[]

Plantwitchery consists of control over plants. Plantwitches are frequently employed in the agricultural industry alongside Soilwitches.

Soilwitch[]

Soilwitchery consists of control over the soil. Soilwitches are extremely efficacious agriculturalists, but they are also capable of poisoning the soil.

Stonewitch[]

Stonewitchery allows wielders to control stones of varying sizes.

Known Earthwitches[]

  • Owl (full Earthwitch)
  • Saria (full Earthwitch)
  • Serrit Linday (Plantwitch)
  • Vizer Sotar (Stonewitch)
  • Vaness (Ironwitch)

Waterwitch[]

Water is the physical element associated with both fluids on the earth and fluids in the body. Waterwitchery is the second most common of magics because it also appears in several forms (solid, liquid, gas).

Waterwitches are common in Dalmotti and Nubrevna. The Water Origin Well is in Nubrevna near the Nihar estate. It was dead, and Waterwitches cleaved often, but it was recently healed by the Cahr Awen. It consists of a clear lake with six cypress trees. The Waterwitch mark is an upside-down triangle.

The mystical animal associated with water is the sea fox, a gigantic eel-like creatures with silver fox fur and a fox head. They are very violent, and have been known to crunch through entire crew.

Types[]

Full Waterwitchery entails full control of water in all its phases - solid, liquid, and gas. Full Waterwitches can change water from one phase to another.

Icewitch[]

Icewitchery grants its users cryokinesis.

Steamwitch[]

Steamwitchery grants its users control over water in its gaseous state.

Tidewitch[]

Tidewitchery grants its users hydrokinesis. Their command over water renders Tidewitches extremely valuable as sailors.

Waterwitch healer[]

Waterwitch healing is healing that specializes in body fluids such as blood and water.

Poisonwitch[]

Poisonwitchery is a further specialization of Waterwitch healing. Poisonwitches are born with Waterwitch healing capabilities, but their talents are honed for the darker side of their healing gift. Poisonwitches can corrupt a person's blood, and their own blood is so toxic as to be acidic and capable of leaving scars on the skin of non-Poisonwitches. The most elite Poisonwitches in the Witchlands are the Adders, who serve Empress Vaness.

Known Waterwitches[]

Airwitch[]

Air is the physical element associated with the sky and wind. Specific types of Air magic include Windwitchery or Stormwitchery. Airwitchery is the third most common magic and is the least tangible of the physical elements—but it is also everywhere, making it a more common element than Fire.

Airwitches are most common in Arithuania, which is also the site of the dead Air Origin Well. The Airwitch witchmark is a diamond.

The mystical animals associated with Air are stormhounds.

Types[]

Full Airwitchery entails control over all aspects of the air element. Users can control air currents, generate winds, create storms, change the temperature, and alter the weather.

Airwitch healer[]

Airwitch healing is a specialized form of healing focusing on pulmonary health. These witches can treat diseases of the respiratory system.

Stormwitch[]

Stormwitchery enables its users to create and command storms. Stormwitches are capable of generating lightning.

Windwitch[]

Windwitchery allows its users to control air currents and winds. Windwitches are capable of flight, at least for a short time.

Known Waterwitches[]

Firewitch[]

Fire is the physical element associated with heat and flames. Firewitchery is the rarest of the physical elemental magics. Firewitches tend to be amongst the deadliest simply because of the combustible nature of the element; as such, in most places - with the notable exception of Marstok - Firewitchery is tightly regulated. Firewitches are most common in Marstok. The Fire Origin Well is in Azmir and is alive. The Firewitch Witchmark is a triangle. Thus far, only two types of Firewitches have been encountered: Firewitches and Firewitch healers.

The mystical animal associated with Fire is the flame hawk, a gigantic flaming bird.

Types[]

Firewitchery grants its users pyrokinesis.

Firewitch healer[]

Firewitch healeing is healing that specializes in ailments of the muscles.

Known Firewitches[]

  • Habim Fashayit (Firewitch)
  • The Firewitch from the Contested Lands (Firewitch)
  • The Firewitch healer (Firewitch healer)
  • Kahina (Firewitch)

Aetherwitch[]

Aether is the abstract element associated with life, the mind, and the spirit/soul. It is much more common than Voidwitcheries, though still far less common than Earth, Water, Air, or Fire.

Aether is said to be the purest of the elements and Aetherwitcheries are often considered “good", though it really depends on whether the individual witch is good.

Aetherwitches are common throughout the Witchlands. The Aether Origin Well, which features a pool surrounded by six birch trees, is located near the Carawen monastery. The Well is alive, and to date, no Aetherwitch has been seen cleaving. Their Witchmark is a hollow circle.

The mystical animal associated with Aether is the spirit swift, a shiny birdlike animal that is said to lead to one's destiny.

Types[]

Full Aetherwitchery[]

has yet to make an appearance in the series, but it can be surmised that full Aetherwitches can control all aspects of Aether.

Glamourwitch[]

Glamourwitchery is the power to create and control illusions. A glamour can be as simple as a ship token enchanted to move with its real-life counterpart, or as complex and sprawling as a glamour concealing a battle.

Sightwitch[]

Sightwitchery occurs in two forms: prescience and foresight, and clarity of purpose. The former is more common than the latter. Sightwitches derive their power from the Goddess Sirmaya and, unlike other Witcheries, has existed outside of the Paladins since long before the Paladins' downfall. All Sightwitches hail from the Sightwitch Sister convent. When a Sightwitch comes into her power, her eyes change permanently from their natural color to silver.

Threadwitch[]

Threadwitchery allows its users to see the Threads of people and bind Threads to people and objects. Threadwitches are capable of creating Threadstones, which alert Threadfamily members to each other's location and safety status. Threadwitchery appears to have existed in a primal form prior to the fall of the Paladins, as Eridysi utilized it in creating her inventions. In No'Amatsi tribes, Threadwitches are responsible for arranging marriages and friendships, and thus are extremely powerful due to their social importance.

Truthwitch[]

Truthwitchery allows its users to sense both truth and lies. Safiya fon Hasstrel describes the sensation of truth as being "warm," "purring," or "ringing;" she reports the sensation associated with lies and deception as grating or prickling. Truthwitches are usually resistant to glamours and Wordwitchery. However, Truthwitchery can be fooled by extremely strong convictions and deeply embedded misinformation. Like other magics, Truthwitch power can be temporarily depleted and thus rendered ineffective, but this only appears to work after concentrated and prolonged exertion.

Voicewitch[]

Voicewitchery grants the ability to communicate with other Voicewitches across great distances. Because of this, they are often employed as secretaries or the equivalents of mail carriers. When Voicewitches use their power, their eyes glow pink.

Wordwitch[]

Wordwitchery involves power with words, both written and verbal. Wordwitches are capable of compelling people to obey their will, and they can enchant paper to hide or change its writing depending on the viewer, the wielder's desire for the contents to be seen, or the actions of the signatories of an agreement or contract.

Known Aetherwitches[]

Notable Witcheries[]

  • Waterwitch
  • Waterwitch Healer
  • Tidewitch
  • Icewitch
  • Steamwitch
  • Poisonwitch

  • Airwitch
  • Airwitch Healer
  • Windwitch
  • Stormwitch

  • Firewitch
  • Firewitch Healer

  • References[]

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