Hecate

Hecate is the goddess of mist, magic, crossroads, night, and the moon. She’s the chief goddess that presides over spells and is said to have witnessed Persephone’s abduction by Hades. 
Generally when claimed, a purple sparkly mist rains down around the demigod and disperses after several minutes.
Her emoji is 🔮
Hecate children live in Deme 13 in the Hecate cabin.
=== Demigod Powers ===
==== Major ====
Protection (Major or minor) 
* They can create a protection to themselves, others or objects against a specific thing (fire, cuts, hits and other spells...), however it depends on the demigod’s own strength and needs concentration. 
* (1-3) Are able to make a protection applied to one object, however, they need to be fully focused to maintain the spell, a distraction can lead to the collapse of the spell.
* (4-6) Being able to maintain the protection while doing other things (for example while fighting) requires even more effort and can just be made by experienced users, plus, making this may weaken the protection because they are not fully concentrating on the spell. 
* (7-8) Are able to maintain different types of protections on a specific object, or a specific type on a small group of objects. (notice that object is also referring to a person)
Magic tracker (Major or Minor)
* Hecate’s children can use their magic to view the latent magical trail given off by someone or something that is their target. This requires them to either be very familiar with it, or have access to a sample of it left behind the person or thing.
* (1-3) Can find where an object or someone has been not a long time ago and in a small area such as a couple city blocks. 
* (4-6) Can know where an object or person has been in a larger gap of time in a wider area such as a few miles. 
* (7-8) The tracker area increases to that of an entire city, but it also gains the option to get a one time general search within 118 miles with an error of about 10 miles that gives you the location one time and is quite draining, meaning it can only be used 1 time per day. 
Mist Control (Major or Minor)
* This allows the user to have control over the mist that separates the mortal realm from that of the immortal. This can create illusions that affect the minds of mortals or even create false memories. In order to use this, the user must focus on what the mortal wants to see. Strong enough users can control the mist to fool even monsters and demigods. 
* They can make the mortals see what they want but they can't control the details very much and it is difficult to maintain the illusion for a large group of mortals. They can also use it in a small group of inexperienced demigods or weak monsters, although it is difficult to maintain the illusion and the inconsistency becomes evident (1-3).
* Making mortals see what they want is not a problem anymore. Making a convincing illusion to monsters and demigods requires a lot of concentration but it’s possible. May create little real illusions, meaning that they can be actually harmful, but this requires even more energy and they may need a lot of rest after doing so. If they exceed that limit they can end up unconscious while maintaining the illusion, which would dissipate the deceit. (4-6)
* Real illusions are more powerful and convincing and can encompass a larger area. They have a better control of the mist. (7-8)
Arcane Runic Magic (Major or Minor)
* These demigods have the ability to tap into their mother's raw magical energy and focus it into runes either inscribed onto weapons/shields/armor, or contained in the form of runic stones.
* Runes can range from shields, to stun abilities, summoning flames, water, healing, and more. 
* Runes must be learned over time and can not just be mastered in one day. 
* Runes must specifically be listed and their limits described in character sheets and updates must be listed as more are learned, or if the power of a pre-existing rune increases. 
* You may create your own runes, but you must confer with a staff member to make sure the rune is balanced and fair.
* Runes can be activated at a distance dependent on the user's level in this power.
* Only one rune on a weapon can be used at a time. For example, a sword that has runes for both fire and poison can only have one active at a time.
* Both rune stones and weapon runes have cool off periods. Once a rune has been used, it takes five (5) turns to recharge before it can be used again. The longer a rune is active, the more energy it takes from the user.
* Additionally, trying to switch between runes in the heat of battle is an incredibly exhausting process. It is like trying to slam the brakes while going 65 MPH in a car and attempting to make a U-Turn at the same time, resulting in side effects such as fatigue, nausea, and even fainting.
Rune Stone Mechanics:
* When out of combat, dormant magic contained within rune stones will last indefinitely until used or destroyed, and is not considered energy draining until activated.
* Most rune stones are activated via a catalyst effect, such as colliding with an object or being touched by a living thing. 
* A rune stone with an instantaneous reaction takes effect immediately and has only one outcome, such as an explosion, flash, or gust of wind.
* A rune stone with a concentration reaction remains active over a period of time and requires…concentration. These runes include illusions, shadows, invisibility, etc.
* When throwing a rune stone, one has the option to roll a d20. Durning events such as capture the flag, rolling will be required.
* Anyone can use a rune stone so long as the creator of the stone is willingly able to activate its magic.
Levels 
* Levels 1-3: Demigods can only use stones at partial strength and one at a time. It takes a lot of concentration and energy, and the stone needs to physically be in hand. These demigods can know a total of three (3) different runes. Demigods of this level can keep concentration rune stones active for up to five (5) turns. Demigods of this level can use two (2) runes per battle.
* Levels 4-6: These demigods are able to use runes in between half and three-quarters of their full potential power. They can also inscribe weapons with up to three runes. They can know a total of six (6) runes. They are able to keep concentration rune stones active for ten (10) turns and weapon runes active for thirteen (13). Up to four (4) runes can be used in a single battle and it takes these demigods four (4) turns of concentration to switch between weapon runes.  
* Level 7: These demigods can use the full power of a rune, they can only use them one at a time. The more they try to use at once, the more energy it takes. These demigods can also inscribe up to five (5) runes on weapons. These demigods can keep concentration rune stones active for fifteen (15) turns and weapon runes active for eighteen (18) turns. Up to three (6) runes can be used per battle and it takes these demigods three (3) turns of concentration to switch between weapon runes.
* Level 8: These demigods have mastered their ability with runes and can now use up to eight (8) runes per battle.
Lunomancy (Major or Minor).
* Contrary to the idea of traditional lunomancy, this variation is *not* Divination-flavoured, but is rather attributed to the manipulation of moonlight itself in varying aspects. Not to be confused with Selenomancy.
* Lunomancy itself is innate; you know it if you have the ability to understand it (read: selected it); however, higher levels do require research and practice.  It can be exhausting, depending on your affinity (read: minor or major), and the amount of experience you have with the magics at play. This magic stems from the moon; it will always be stronger at night.
* At levels 1-3, simple cantrips involving tricks of the light. Minor things. Focusing your heritage into pure Moonlight to start tiny fires. Do they last very long? No. Oh, sorry, are you momentarily blinded by the dazzling display of moonlight? My bad... Did that cup move three feet? Yes, it did; your Moonlight has substance, if only momentarily. You can manage your magicks during the day, but it's *very* exhausting. Your powers stem from the Moon.
* Weeks of research and practice yield fruit. At **levels 4-6,** your Moonlight can become solid for longer periods of time. It can be used as a brief weapon, now--even a wall, though no taller than waist height. This wall can block projectiles if timed perfectly, and can be manipulated to be formed at different heights (still a maximum of three feet in height). You can manage better during the day; it’s not as exhausting, for sure, though it can still leave you breathless.
* The time has come. You’ve peaked. At levels 7-8, your magicks are piercing, blinding. Your Moonlight can be focused to make beams, akin to an arrow, but much slower. They still hit pretty hard. Casting magic from this tier is certainly exhausting, but the rest of your magicks are noticeably easier to maintain and control. Manifesting your Moonlight barely catches your breath. You used to have problems with this? Nah, you’re a natural, now. Magicks from this level are very difficult to cast during the day, though your other spells are almost natural, now, no matter the time.
Alchemy (Minor/Moderate/Major)
* Basically this ability will grant the ability or make the particular children of this God to make magical alchemical potions and as their level increases they can make stronger and more potions.
* 1-3: Demigods can make minor level potions at this level with mediocre materials, at this level they can make up to two potions at a time after a day of work and their effects last for 3 turns or take up to 3 turns to take full effect. Ex: Minor healing,  stamina potion, Keen senses, etc. This causes heavy fatigue and time/materials
* 4-6: Demigods can make moderate level potions at this level with mediocre materials, or minor level potions at very little materials. At this level they can make up to 4 potions at a time after a day of work, or 2 days of work if crafting moderate potions. Your potions effects may now last up to 5 turns and effects may only take effect. Ex: moderate healing potion, potion of strength, potion of agility, potion of growth, invisibility, etc
* 7-8: Demigods at this level have reached their peak of alchemical knowledge and talent, and gain access to higher level potions, however recipes for these potions must be found or taught to be able to make these potions. Alchemists at this tier can make up to 6 potions at a time consisting of minor to moderate at low cost of materials, and the duration is now dependent upon the potion(Most of your potions would last for 10 turns). Healing or medicinal potions of the high tier can now heal severe injuries and even severed limbs. Ex: Surgical potions, potion of transformation, potion of resistance, Stoneskin, potion of Giants strength, etc. Making minor and moderate potions still exhaust you however when attempting to make a higher tier potion, only one could be made per day and it is very exhausting.
Hex (Minor/Moderate/Major) 
* Hecate is a goddess of witches, and while her magic is more refined and elegant most of the time, she does include some Standard issue Curse magic. However, unleashing a hex upon your target is a complicated matter. It first requires: A hex brew ( a potion brewing in a suitably big enough cauldron filled with material related to the hex, more on that later) An Effigy (An small Doll or other representation of the person you wish to curse, usually strengthened by tying a lock of their hair around it.) and an invocation (a Written Down set of words explaining who this person is, why you’re cursing them, and what the curse will do to them.) Just create you Hex Brew, Toss in your Effigy, Speak your invocation, And then toss the invocation in the cauldron, and bam! Instant Hex. As you gain strength in this power, the level of hex-and how long it takes to set up-become easier to manage.
* To give an example of a Hex being prepared: Let’s say I want to Hex Sarah Potemkin. Let’s furthermore say that the specific hex I desire is to weaken her mind, and that I have a level 6 hex power. Then, my hex brew would likely consist of Sugary soda mixed with Vapid literature and Magazines, which I then bring to a boil. I would then toss into the brew a barbie doll modified to resemble Sarah, with a lock of her hair tied around it for good measure. Then, I recite my invocation, Written down on a scroll nearby (I hereby Curse Sarah potemkin with a foolish mind, Etc. Etc.) And then toss that into the cauldron. It bubbles, it burns, and the next morning, Sarah awakens with a weaker mind. It’s as simple as that. 
* You may only have one Hex Active at a time, and may dismiss your hex at any time when you desire to. ALSO, Make sure to get someone’s permission OOC before hexing their Character.
** Level 1-2: You can create hexes, but their weak, don’t last long, and require a lot of set up. The most your hex can do mechanically is give someone a -1 to certain types of rolls, it lasts for at most 1 hour, and the Hex brew must boil for 2 days. 
** Level 3-4: Your hexes are growing in strength, but still manageable. They also don’t last very long. The most it can do mechanically is change one aspect of appearance or give someone a -2 to a broader category of rolls. It lasts for at most 6 hours, and the hex brew must boil for a day.
** Level 5-6: Your hexes are now Remarkably Strong. They can Change multiple parts of someone’s appearance, how someone perceives the world, give someone a -3 to a wide variety of rolls, or even influence someone’s personality! They last for at most a day, and the hex brew must boil for 12 hours.
** Level 7: Woe betide they who mock your hex at this stage: You can now Change someone’s appearance entirely, Drastically shift how they view the world, Give them a -4 on all rolls, or even manipulate much of their very personality. The hex brew still must boil for 12 hours, but it can last for up to a week.
** Level 8 Superpower: Cauldron Burn And Cauldron bubble, For nobody ought to dare mess with someone at this stage. Their hex brew must still boil for 12 hours, And they are limited to the same options they had mechanically at level 7, but here’s the kicker: Until the Child of Hecate
==== Moderate ====
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==== Minor ====
Witch's Familiar (Minor)
* Everyone knows witches have an affinity for certain animals. Ravens, cats, toads, even dogs in some cases. This phenomenon, or rather ability, is known as a familiar.
* A familiar is a witch's loyal companion, and some children of hecate have their very own. This creature will always obey their commands and can change shapes once every few days. Your familiar is corporeal and can technically be used for combat, but if it is ever attempted to be injured or hurt it disappears and cannot be resummoned for 24 hours. Lastly, if you purchase an exotic pet from the shop it can be used as a form for your familiar/become your familiar as long as you have the necessary levels. Your familiar can be summoned for a number of hours equal to your level with this ability. Think of this as a "pool" of time your familiar can be present. For example if you have level 2 in this power you can have your pet present for half an hour and still have an hour and a half for your pet to appear elsewhere.
* Level 1 Your familiar can take the form of basic small creatures. Rodents, cats, frogs, etc. There's not much special about this level of ability other than having a pet who will actually obey your commands! You can also change your familiar's shape once a week
* Level 2: Your familiar can transform into slightly larger animals as well as small birds. (Dogs, hummingbirds, bats, etc) Additionally, you can focus deeply for a short while and see through your familiar's eyes. You hear and see as it, and as a result, lose your own sense of sight and sound temporarily. When this power ends, the user is disoriented for a number of turns equal to how long they were looking through the familiar and are unable to fight. You can stay looking through your familiar for 3 turns at this level but can end it any time at will and can also change the familiar's form once every 4 days.
* Level 3: You now have mastered your familiar and can transform it into most reasonable forms. Nothing larger than a large dog can be summoned, however. Common forms at this stage, however, are owls, ravens, and other birds since flight is useful to have. Additionally, your familiar has slightly hightened senses, especially in the dark. You can stay looking through your familiar for up to 5 turns, and your penalty for being dazed is now equivelant to half the turns you were in that 'form' you can also change your familiar's form once every 2 days now.
Echolocation (minor)
* Demigods or nymphs with this power can sense creatures size of a small fish or larger in water or the size of a rat or squirrels on land. This power has the drawback of it does cause headaches. Children of Amphitrite, Poseidon or water nymphs can't use it on land and children of Hecate can’t use it in water.
** Level 1:  The demigod or nymph can use this power for up to 3 turns with a 6 turn cool down and the radius is 20 feet.
** Level 2: The demigod or nymph can use this power for up to 4 turns with a 8 turn cool down and the raidus is 30 feet.
** Level 3: The demigod or nymph can use this power for up to 5 turns with a 10 turn cool down and the radius is 40 feet.
** Level 4 (minor degree only): The demigod or nymph can use this power for up to 6 turns with a 12 turn cool down and the radius is 50 feet.
==== Givens ====
Tada! (Given)
* Some children of Hecate are naturally skilled at mundane magic tricks, or more specifically the misdirection involved in them. Either nimble fingers or just the mist covering their movements in the slightest way, no one knows for sure.
Zoolingualism (Given)
* In classical literature Hecate is closely associated with dogs, the running theory for why this is being the myth of Lycophron. As a result, children of hecate can talk to dogs.
Alchemy (Given) 
* You find your cooking to always taste a *little* bit better than someone else using the exact same ingredients. Oh, you mean alchemy isn’t modern? Didn’t you leave that Gatorade outside overnight, and it tasted even more fresh than before? Huh. 
Night Empowerment (Given) 
* Hecate’s demigods are stronger at night
A Fork in the Road (Given) 
* Since Hecate is the goddess of crossroads, some of her demigods have an impeccable sense of direction. This allows her demigods to typically select the correct path towards any given location. While it can be helpful to have this to navigate a labyrinth, deliberately tricky paths will still be difficult to overcome.
Night Owl (Given)
* Hecate's children are more active and powerful during the night as that's often when the mist is the thickest and blurs the line between real and mythological.