Witch lineage

Hollowborn

Knowledge shaped into magic

Knowledge without wisdom is the first step toward ruin.

Overview

What it means
to be Hollowborn

The Hollowborn are living practitioners awakened to the Aetherspark. Their power is cultivated through study, preparation, ritual, and discipline across distinct schools of magic rather than granted without effort or consequence.

Physically mortal, Hollowborn channel magic through Wisdom, Arcane Focus, grimoires, and learned mastery. Their versatility is immense, but every spell remains governed by preparation, limits, and the danger of power used without restraint.

Defining strengths

What they carry

  • Seven schools of magic
  • Ritual, enchanting, warding, and alchemy
  • Familiars and deep arcane knowledge

Roleplay considerations

What they must face

  • Magic requires preparation and focus
  • Power is tiered rather than limitless
  • Knowledge can be dangerous in careless hands

Hollowborn reference

Study deeply.
Wield wisely.

The Aetherspark

Magic begins as possibility.

Every Hollowborn carries an innate connection to magic, but knowledge, preparation, focus, and discipline determine what it becomes.

First sign

The Moon's Mark

A faint silver symbol appears beneath full moonlight, then fades by sunrise—an early sign that the dormant spark is stirring.

Guidance

Rite of Awakening

Experienced Hollowborn confirm the signs and guide the candidate through the formal awakening of their magical nature.

Education

Moon of Learning

The new Initiate studies all seven Schools before choosing a Primary School for formal mastery.

The Conclave

Knowledge guarded by wisdom

The Conclave preserves magical knowledge, regulates dangerous practices, oversees Covens, and represents the Hollowborn upon the Concord.

Steward

Arch Magus

Guides the lineage, safeguards forbidden knowledge, and seeks consensus rather than monarchy.

Second

Archon

Second in command and master of magical study.

School leaders

Magisters

Senior authorities responsible for the traditions and instruction of each School.

Recognized witch

Spellbinder

A fully acknowledged member of Hollowborn society.

Student

Apprentice

A developing practitioner still learning safe and responsible magic.

The seven Schools

Many paths through magic

No School is superior. A Hollowborn may master one discipline deeply or broaden their studies over time.

PyromancySchool of Flame+

Fire, heat, light, combustion, and controlled destruction. Fire is taught as warmth and renewal as well as danger.

The flame that destroys can also light the way.
CryomancySchool of Frost+

Cold, ice, preservation, endurance, protection, and battlefield control through patience.

Stillness is not weakness—it is perfect control.
NatureSchool of the Living World+

Plants, wildlife, growth, forests, restraint, and balance understood through magic and scholarship.

Life flourishes where wisdom walks gently.
NecromancySchool of Death and the Veil+

Spirits, souls, death, decay, funerary rites, and the boundary between life and what follows. Closely regulated, never inherently evil.

To understand death is to better protect life.
RestorationSchool of Life and Renewal+

Healing, purification, vitality, protection, and preservation of body, mind, and spirit.

The greatest act of magic is helping another rise again.
ArcaneSchool of Pure Magic+

Raw magical energy, force, detection, countermagic, barriers, and limited magical movement.

Magic is the language from which all other spells are spoken.
DivinationSchool of Stars and Omens+

Dreams, prophecy, astrology, omens, hidden knowledge, and possible futures—never fixed destiny.

The stars reveal possibilities—not certainties.

Spellcraft

Magic has rules because it has consequences.

Casting checkd20 + Wisdom + Arcane Focus

Arcane Focus is part of the spellcasting formula and has a maximum Rank of 3.

Ability maximumRank 3

Hollowborn Abilities follow the universal Ability maximum. Spell Tier progression is separate and may advance through Tier V.

PreparationGrimoire required

Prepare spells equal to character level, to a maximum of twelve, from unlocked tiers.

ConcentrationSustained or Ritual

Instant spells resolve immediately. Sustained spells normally last two full turns while maintained.

FatigueArcane Endurance

Safe taxing castings are 1 at Rank 0, 2 at Rank 1, 4 at Rank 2, and 6 at Rank 3. Exceeding the limit requires a Constitution roll; failure ends further casting until adequate rest.

Specialized magicOne Ability per check

Ritual Mastery, Enchanting, Alchemy, Warding, Arcane Control, Celestial Attunement, and Forbidden Lore use their own relevant Ability when that specialty is the challenge. Their ranks do not stack with Arcane Focus on the same check.

Arcane KnowledgePassive · Intelligence+

Represents understanding of magical theory and the principles behind advanced spellcraft. Ability Rank is separate from Spell Tier and never grants a roll bonus merely because a higher spell tier has been unlocked.

Arcane FocusPassive · Wisdom+

Adds its rank to Hollowborn spellcasting rolls and supports concentration under pressure. Maximum Rank 3.

Arcane EndurancePassive · Constitution+

Determines safe taxing castings before fatigue: 1 at Rank 0, 2 at Rank 1, 4 at Rank 2, and 6 at Rank 3.

Ritual MasteryPassive · Intelligence+

Improves long-form rituals, ceremonies, and complex magical workings when Ritual Mastery is the applicable Ability.

EnchantingProfession · Intelligence+

Imbues approved objects with temporary or permanent magical properties according to rank.

AlchemyProfession · Intelligence+

Creates potions, powders, elixirs, poisons, and magical reagents from prepared ingredients.

WardingProfession · Intelligence+

Creates protective boundaries and conditions through prepared materials and activation.

Arcane ControlPassive · Wisdom+

Provides precision when fine or delicate manipulation of magical energy is itself the challenge.

Celestial AttunementPassive · Wisdom+

Strengthens astrology, divination, and magical workings where celestial conditions are directly relevant.

Forbidden LorePassive · Intelligence+

Represents dangerous or restricted study whose failure may bring backlash, corruption, or unintended consequences.

Enchanting

Prepared magical properties placed upon approved items. Enchantments must be documented before use and comparable bonuses do not stack.

Alchemy

Potions, powders, elixirs, poisons, and reagents created through ingredients, preparation, and learned rank.

Warding

Protective boundaries built with defined conditions and materials, requiring preparation and proper activation.

Familiars

No Hollowborn truly walks alone.

Familiars are intelligent magical companions who willingly choose a lifelong partnership. Neither commands the other.

Animal companions

Ravens, owls, foxes, cats, wolves, snakes, crows, hares, toads, and weasels.

Fey and arcane beings

Brownies, pixies, sprites, mosslings, quasits, goblins, homunculi, small stone golems, and wisps.

Support—not combat

Messages, watch, ingredients, research, ritual assistance, organization, warning, and emotional support.

Hollowspire Academy

Where knowledge becomes purpose.

Hollowspire is sanctuary, school, Grand Library, research institution, seat of the Conclave, and home to generations of witches. Its most dangerous collections remain sealed for good reason.

Frequently asked questions

Playing a Hollowborn

Are Hollowborn born or made?+

Both. The dormant Aetherspark is present from birth, but only an awakened person who completes the Rite becomes Hollowborn.

Can anyone become Hollowborn?+

No. Ritual alone cannot create the Aetherspark; it must already exist.

Are Hollowborn immortal?+

No. They commonly live 120 to 180 years, with rare masters exceeding two centuries.

Can Hollowborn have children?+

Yes. Their children are born Hearthborn and may or may not carry a dormant Aetherspark.

Does every Hollowborn know every spell?+

No. Each begins with a Primary School and may later deepen that mastery or study additional Schools.

Can a Hollowborn change Primary School?+

Yes, though it is uncommon and requires approval from the Arch Magus and the affected School leaders.

Are Hollowborn physically stronger than Hearthborn?+

No. Their bodies remain mortal and human.

Can they use more than one School?+

Yes. Specialists and generalists are both respected, but mastery demands time and advancement.

Do Hollowborn have Familiars?+

Many do. A Familiar willingly forms a lifelong partnership; it is never purchased, assigned, or owned.

Can Familiars fight?+

No. They assist with messages, research, ingredients, rituals, warning, and companionship—not combat.

Can Hollowborn resurrect the dead?+

Not truly. Magic may preserve life before death is complete or briefly anchor a departing soul, but true resurrection is impossible.

Why is Necromancy permitted?+

The Conclave judges use rather than subject. Regulated Necromancy can aid investigations, protect spirits, preserve life, and understand the Veil.

What is the maximum Ability Rank?+

All Hollowborn Abilities have a maximum Rank of 3. Spell Tiers are a separate form of magical progression and may advance through Tier V.

Continue exploring

Does Hollowborn feel like your path?

Compare all six lineages, or continue to Lyra when you are ready to begin creating the character.