Spooks
Spooks have the natural ability to see and detect the presence of ghosts. They also have the ability to cast spirit wards, perform exorcisms, make physical contact with a ghost, and annihilate ghosts with their bare hands. With a witch’s help, all of these abilities can be enchanted into objects like spell tags or magic substitutions.
Abilities
-Sight: spooks will naturally see a ghost even when it's invisible to others. Less experienced spooks may confuse unaware ghosts with living people if they do not rely on their ghost sense.
-Ghost sense: spooks can feel a spirit’s emotions–usually more intense ones like regret, anger, and sorrow–as clearly as their own. If a ghost is not emoting, their presence will be sensed by a general feeling of unease. Ghost senses are natural, but it may have to be learned (to distinguish a spook’s own emotions from the ghost’s) or honed (to more accurately pinpoint a ghost’s location).
-Spirit Wards: A spook can use their hands to cast a ward on anything with a soul, such as a ghost, or a living being (including people and animals), forcing distance between them. How far and how long a target will be warded depends on how powerful the spook is.
-Exorcisms: A spook can exorcize a spirit that is possessing a living being or an object.
-Contact: Spooks can make physical contact with a ghost even when it's intangible. Doing so uses a lot of power, though.
-Annihilation: A spook is usually hired by someone to end a haunting or eliminate a ghost. Annihilating a ghost means it does not move on to the afterlife.
Tools of the Trade
The naturally-enchanted properties of certain woods and metals shaped into a weapon will allow said weapon to make physical contact with a ghost. They can also help a spook focus their natural abilities, particularly their sight, more easily.
People without natural powers or abilities may use these weapons to work as a spook as well, but without the aid of enchanted objects they would not be able to see or sense invisible ghosts to use these weapons effectively.
-Wooden Staffs: the most common and accessible weapon for a spook. A staff can be imbued with additional metals (such as steel or silver) to inflict more damage on a ghost. Staffs can come in many shapes and sizes, including scythes.
-Silver or Steel: weapons forged from steel or silver are also effective on ghosts. These weapons can include any type of blades (like knives or swords), sickles, etc.
-Spell tags: tags made from witches’ spells can also affect ghosts, but only when applied to an enchanted weapon.
-Enchanted Objects: like with spell tags, objects enchanted by a witch (such as Boosters or Magic Substitutions) can benefit a spook in their fight with a ghost.
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Witches
Witches have the power to cast spells from their hands and to enchant items. Using a wand will allow them to cast their spells on distant targets.
Spells
-Confinement: This traps a soul or an otherwise non-physical being or element inside of a physical object.
Tags: Legal, but low-powered as to only be used on ghosts or weaker elements, and the effect of the tag creates a barrier the target is trapped in. The effects of the tag are temporary.
-Stun: This acts more like a taser. It sends a shock through the target to temporarily immobilize them. It is a branch off of elemental summons, but tags for them are legal.
Tags: Legal
-Shield: Witches can summon a protective barrier, ranging from a shield to a bubble. It can also be thrown or used as an object to strike something with.
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Tags: Legal
-Levitation: Witches can levitate themselves and can move objects with magic. But the heavier the object, the more power is required to levitate it, including their own bodies.
Tags: nonexistent
-Teleportation: witches can teleport themselves or objects, but the distance is limited to how powerful they are, and there's a cool down period of time before the witch can teleport again regardless of distance and power.
Tags: nonexistent
-Illusion: Witches can conjure fake visuals of anything, but illusions are an art; it takes practice and skill to make an illusion look realistic or 'interact' with the environment.
Tags: Legal, but rare and expensive
-Dispels: These can be used to end others' spells such as illusions, shields, or enchantments. However, the amount of power needed to dispel something needs to be equal to or greater than the power of the spell they wish to stop.
Tags: obsolete, but were common enough in the past to still be found
-Disfigurement: This is used similarly to dispels, except it only temporarily disrupts the spells, and weaker witches can still use it to disrupt more powerful spells.
Tags: Legal. Using these tags on a ghost will make it temporarily lose its shape.
-Seals: Witches can place seals on others to stop or stunt their magic. However, they need to have a blood pact–temporary or otherwise–with someone in order to put a seal on them, and even still, sealing and even unsealing both require a lot of power.
Tags: nonexistent
-Elemental Summons: Witches can conjure lightning, fire, and water from their hands or wands, and they can manipulate water into ice or evaporate it. They can also elevate chunks of the earth or create fissures in the earth. This requires a LOT of power, though.
Tags: illegal
-Enchantment: Witches can enchant objects with spells. That object will then be able to cast the spell they are enchanted with. This is commonly used to enchant 'spell tags' that non-witches can use.
Enchantments
The average witch only has enough power to give an object a single-use enchantment with a common spell. Witches commonly enchant spell tags for a living to sell to those who lack magic so the buyers can use those spells through the tags. Tags for elemental magic are illegal to sell or buy, though. Tags can be re-enchanted, but finding someone willing or able to re-enchant a tag is harder than just buying a new tag from a hex shop.
Witches with more power can give an object a permanent enchantment, and/or allow for unique enchantments, such as creating Nullifiers, Boosters, or Power Substitutions. Unique enchantments can also include enhancing an object's existing function (i.e. allowing a compass to point to any specific object). More creatively, witches might aim for the opposite effect (such as enchanting an eyepatch to enhance your vision).
Off the market, more powerful witches can combine elemental, levitation, or teleportation spells to enchant objects, usually weapons or accessories.
Enchanted Objects
-Spell tags: every common witch’s spell can be used through a tag enchanted with that spell, and tags can be bought from hex shops. Each tag is single-use, but can be recharged by a witch.
-Nullifiers: accessories, usually pendants or necklaces, that can be used to stunt or seal the wearer’s natural power. This can apply to both spooks and witches. These are obsolete, but they used to be common enough that there are still plenty that exist.
-Boosters: accessories that can condense the wearer’s magic to increase the power of their spells, but it does drain more power from the wearer to compensate. This can let a witch bypass the cooldown period for teleportation as well. These are rare and expensive.
-Magic Substitutions: accessories that can be enchanted with the powers of either a witch or a spook, but not both in the same object. The wearer will gain the basics of those powers, but they are typically a lot weaker than the average witch or spook’s natural power. These are extremely rare and obsolete.
Cooperation
Witches can work together to enchant an object or to enhance each other's spells. Witches can combine their powers by way of a blood pact (temporary or permanent). The more witches involved in a blood pact, the more power each of them has when drawing forth from that pact. Permanent blood pacts allow one witch to borrow power from another at any time and from anywhere, and permanent pacts can only be made voluntarily.
Temporary pacts can let a witch borrow power from anyone’s blood they happen to have access to, whether or not someone gave that blood voluntarily. These pacts are made from the blood itself, and can only draw from the power that is in that blood. The more blood, or the more powerful a witch the blood is from, the more power can be drawn from it. Usually this pact is harmless and voluntary. However, some witches may harm or even kill others for their blood if nobody volunteers to help them.
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Hybrids
Witch/Spook hybrid: Someone who is born of a witch and a spook has an even chance of having either parent’s powers, or both of their parents’ powers.
Spook/Human hybrid: Someone born from a spook and a human will have an even chance of having a spook’s powers, or no powers at all.
Witch/Human hybrid: Someone born from a witch and a human will inherit the witch's powers, but they may be weaker than their pure blooded witch parent.