RPC : Lavinia Ramoska – The Princess Diaries.

Lavinia Ramoska

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Quote: “Do not call up that which you cannot put down.”

Title: Lavinia the Elder, Queen of Witches, Supreme Witch of Dyre, Matriarch of the Ramoska Family
Birthplace: Ancestral land of Dyre
Race: Witch
Age: Over one thousand years.
Family: Niece, Esme – who serves as her apprentice.
Associates: The Dark One, Katrina, The Black Family, The Ramoska Family – extended.

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Appearance: Statuesque raven haired woman with a silver greyish skin, dark lips and a diamond shaped face. Eyes are black, and she has high set cheek bones, with a small nose. Stands at 5’6″ in heights and weighs in at approximately 48 kilos. Her long locks are either kept tied in braid or plaits when not engaged in battle, otherwise they are free flowing and fall just short of the base of her back.

Known more in peaceful times for her wares, rings and spells, she is often seen as the one people go to when in most dire need, or summons her fellow kin and associates ie: Elders when there is significant changes in the use and practices of magic, or disturbances in nature.

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Personality: In peaceful times, Lavinia is a polite and charming woman, devout to her practices of the craft and the sanctity of the Witches circle. But there was a time, long ago where she was crossed by her one true love, and thus brought about a change to the Witch. While this incident has faded from the memory of many, Lavinia had to cast a spell upon her self to make her forget the terrible things she did. Betrayal, the catalyst for her dark side. One never would wish to awaken the darkness within, for it would be at their own peril.

Pets/Companions: Black stallion – a gift from a Human King, a black raven, and a hunting dog, which she uses whilst in the forests to hunt. These creatures are also engaged in battle when required, as they can be transformed with her spells into much larger beasts.

Powers:

Elemental Manipulation of Plantlife, earth and rock.

Magic Attacks
The user can release/use magic to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc., from huge rays of pure energy that can knock over or even obliterate dozens of targets, or slightly singe them.

Concussion Beams: Release beams of solidified magic.
Expanding Magic Bolts: Project magic that expands rapidly on contact with an object.
Formulated Magic Blasts: Release blasts of magic in a form of a creature or object.
Hand Blasts: Release magic blasts from hands.
Magic Ball Projection: Create and launch spheres of magic.
Magic Blast: Release magic over a specific target area.
Magic Bolt Projection: Release low powered projectiles of magic.
Magic Bombs: Create bombs/explosions of magic.
Magic Bullets: Fire in short sequence over a wide area.

Power Absorption
The user can steal powers from others, usually this is temporary and the victims naturally regain their lost power, but some users may be able to steal powers permanently.

Defensive Magic:

Force-Field Generation
User is able to create a shield, wall or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, element, shaped from environment or formed by manipulating smaller items to form greater whole.

Force-fields are not impenetrable and can usually be removed by an energy drain or extreme weight. Some users are also able to throw shields away from themselves or to catch things with them, while other users may be able to mold them into any shape.

Healing
User can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead.

Magical Energy Absorption
The user can absorb magical energy, power and other forms of magic to increase users physical and/or supernatural abilities. The user can forcibly drain the magic of other entities and possibly entire dimensions with enough power.

Shape shifting
The user can shapeshift their form, transforming and reshaping down to the genetic and cellular structure. They can impersonate others or enhance one’s body for combat, either by turning into animals, monsters or make the body stronger. Users with particularly flexible abilities can manipulate their form at will, combining abilities, traits, etc, even being able to form limbs into weapons and reforming after being blown apart by explosives.

Flight

Magic Aura
The user can surround themselves in matter and/or energy of any type of magic. The aura also possesses immensely strong magical properties that could work to user’s advantage depending on the type of magic they wield, allowing them to gain strength from the respective element of the aura. Coincidentally, depending on what type of magic the user has, their magical aura can take the appearance of their power.

The user is also capable of increasing the strength of their aura via the magic of spells, charms, or even magical elements

Magic Sensing
The user can sense the presence and source of magical energies. Users can inherently feel magical energy in their vicinity regardless of where it may be present.

Ancestral link – power channeling
Potion Creation – for various purposes (i.e. explosive, healing)

Spell Casting
User can cast spells, an action that allows one to magically alter reality to varying extents. It is often a series of words that take effect when spoken, though others are able to cast spells merely by thinking, with gestures, or through a ritual of some sort.

Summoning
The user can transport person, creature, or object of choice by means of Teleportation, Dimensional Travel, Portal Creation or some other way. This may also result from a previous summoning contract, which creates a connection between the summon and summoner.

High level users may not be bound by restrictions such as a contract, and can summon anything they want, including powerful beings or “familiar spirits” and often require strong mystic connections to where these entities reside. Users can call upon fairies, angels, demons, or animal spirits, just to name a few.

The summoning can backfire, however, leading to any number of misfortunes, such as the summoned person, creature, or item causing harm to the summoner.

Telekinesis
Telepathy
Teleportation
Transmutation
Abjuration: The power to protect/heal.
Force-Field Generation

Conjuration: The power to transport living and non-living things.

Teleportation
Divination: The power to gain information.
Extrasensory Perception

Enchantment: The power to influence the minds/emotions.

Illusion: The power to create illusions.
Disappearing
Illusive Appearance
Transmutation: The power to transform living things.

Weaknesses: Over use of powers over prolonged period. It is impossible to maintain that much energy in the body and not have it expelled back into the earth.
Her other weakness – Love.

At the heart of the Land of Dyre, which is accessible through the planes from Hell, Lavinia is the Elder to whom most go to when there are matters of magic and its misuse. A Queen of Witches, the descendant of the Ramoska family of Central Europe, she has managed to starve off the aging process through sacrifices and the passing on of powers through her ancestors. When her time is done, Esme will inherit all of her vast power, but for now she leads the Elders of the Witches Circle.

 

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