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[✓] [Magic Lore] Witch Doctor

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W ɪ ᴛ ᴄ ʜ   D ᴏ ᴄ ᴛ ᴏ ʀ

[ꜱʜᴀᴍᴀɴɪꜱᴍ]

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

The Wɪᴛᴄʜ Dᴏᴄᴛᴏʀ calls upon the wicked powers of the Elemental and Immortal Spirits to inflict adversity and torment through intricate rituals and elaborate brewing. The results of their magic, unlike their shaman sub-type relatives, are barbaric and often unpredictable. With the ability to convene with the Elemental and Immortal Spirits, the Witch Doctor has a wide variety of maledictions to place on poor, unfortunate souls.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

T ɪ ᴇ ʀ   P ʀ ᴏ ɢ ʀ ᴇ ꜱ ꜱ ɪ ᴏ ɴ

ᴀ ꜱʜᴀᴍᴀɴ'ꜱ ǫᴜᴇꜱᴛ

Tɪᴇʀ I: [Trainee]

The lowest success rate of a malediction on souls. Afflictions and spells can cause small-scale corruption to regions in a [5] block diameter. Only [1] victim may be directly cursed in a single ritual. The variety of the intended spells available is restricted to what is taught to them.

In this tier, the Witch Doctor must [/roll 6] a [6] to be successful. A [/roll 6] of [5] and below are failed rituals. They are incapable of knowing whether their rituals are successful or not. Only [2] rituals may be carried out per OOC day. The maximum duration of maledictions is [2] OOC hours.

Tɪᴇʀ II: [Apprentice]

Afflictions and spells can cause larger-scale corruption to a region in a [10] block diameter. Only [1] victim may be directly cursed in a single ritual. The variety of the intended spells available is restricted to what is taught to them. 

In this tier, the Witch Doctor must [/roll 6] a [5] or higher to be successful. A [/roll 6] of [4] and below are failed rituals. They are incapable of knowing whether their rituals are successful or not. Only [3] rituals may be carried out per OOC day. The maximum duration of maledictions is [6] OOC hours. Reached after [2] OOC weeks of study at [Tɪᴇʀ I].

Tɪᴇʀ III: [Skilled]

Maledictions and afflictions can cause corruption in a region in a [15] block diameter. Only [1] victim may be directly cursed in a single ritual. The Witch Doctor can visit new spirits and experiment with different rituals for new spells. 

In this tier, the Witch Doctor must [/roll 6] a [4] or higher to be successful. A [/roll 6] of [3] and below are failed rituals. They are sometimes capable of knowing the success or failure of their rituals. Only [5] rituals may be carried out per OOC day. The maximum duration of maledictions is [12] OOC hours. Reached after [3] OOC weeks of study at [Tɪᴇʀ II].

Tɪᴇʀ IV: [Expert]

Maledictions and afflictions can cause corruption in a region in a twenty-five (25) block diameter. Only two (2) victims may be directly cursed in a single ritual.

In this tier, the Witch Doctor must [/roll 6] a [3] or higher to be successful. A [/roll 6] of [2] and below are failed rituals. They are capable of knowing the success or failure of their rituals. Only [6] rituals may be carried out per OOC day. The maximum duration of maledictions is [24] OOC hours. Reached after [5] OOC weeks of study at [Tɪᴇʀ III].

Tɪᴇʀ V: [Master]

Maledictions and afflictions can cause corruption in a region in a thirty (30) block diameter. Spells upon victims are capable of being up to [48] OOC hours. Only [3] victims may be directly cursed in a single ritual. Up to [2] curses may be applied to any one person, although they require [2] curse rituals.

In this tier, the Witch Doctor must [/roll 6] a [2] or higher to be successful. A [/roll 6] of [1] results in failed rituals. They are capable of knowing the success or failure of their rituals. Only [7] rituals may be carried out per OOC day. Reached after [6] OOC weeks of study at [Tɪᴇʀ IV].

 

The [/roll 6] system must be used to determine the success upon completion of a ritual. Witch Doctors have the liberty to alter their /roll successes as failed rituals. The potency and duration of the malediction can be lowered, but may never surpass the Witch Doctor's current tier. All Witch Doctors can revoke their own spells at whim.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Tiers are limited in the number of rituals they can do per day, including successes and failures.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

R ɪ ᴛ ᴜ ᴀ ʟ ꜱ

ɪɴᴠᴏᴋɪɴɢ ᴘᴏᴡᴇʀ

 

A Witch Doctor is required to conduct a ritual so that they may invoke the Spirits for power. During a ritual, the Witch Doctor connects to the Spiritual Realm, creating a channel that allows their ceremony to call out to the Spirits. Rituals consist of three things: Incantations, Ingredients, and Movements. All components of the ritual guide a Witch Doctor’s call to attract the desired Spirit. Every ritual is imperfect and unpredictable; thus, a repeated ritual may not yield the same affliction. The entire ritual requires at least [5] emotes: [3] of which must contain actions and [2] of which must contain chants.

 

The Incantations are the phrases the Witch Doctor chants in Old Blah. The Incantations themselves must request to draw from the intended Spirit’s domain, the desired affliction, and overall be comprehensible. A well-worded incantation can allow for highly specific afflictions to be applied to victims. Tone and volume of the voice when chanting are also factors when calling upon a Spirit. The Incantation allows for the Witch Doctor to be clear in their necessities, narrow down the many disorders that bustle within the Spiritual Realm, and entice the Spirit.

 

The Ingredients are the reagents gathered that are completely symbolic in representing the Spirit the Witch Doctor wishes to utilize. Items gathered by the Witch Doctor are to be chosen carefully to attract the target Spirit and dictate specific afflictions. A proper setting of where the ritual takes place contributes to the Ingredients, counting as [1]. A Witch Doctor must have at least [3] different Ingredients.

 

The Movements are all the physical motions the body of the shaman does. This ranges from the posture, body gestures, to the dancing of the Witch Doctor. Every movement contributes to the ritual in luring the correct Spirit.

 

ᴇxᴀᴍᴘʟᴇ ɢᴜɪᴅᴇ:

Spoiler

In this example of a Witch Doctor Ritual, the target Spirit is the Spirit of Greed and Gluttony. The Incantation created for this example is: “Ilzgûl throqumob! Ilzgûl naakhumob! Ghashulkumanul dagamum! Thrakat naakhum agh zabrûzum! Ikhat throqu maatum!!” In common, this translates into:” Spirit of hunger! Spirit of greed! Curse them with fatness! Bring greed and emptiness! Force to eat sweets!” This chant shows the goal of the Witch Doctor: the intended domain, wanted affliction, specific conditions, and a clear, grammatically correct sentence. Next, the shaman gathers the Ingredients for the Spirit. Items obtained could be plentiful amounts of pastries and cake, precious gems or minerals, or the stomach of a bull; these are just a few examples. The food and stomach represent gluttony and hunger, while the precious jewels symbolize greed. Finally, the Movement of the Witch Doctor could be sluggish as they chew through food quickly in symbolizing gluttony. The shaman could also hug the materials close while swaying away to represent hoarding. This ritual would bestow a malediction of gluttony for cake, although this is not always guaranteed.

 

Witch Doctors craft their spells through rituals and must maintain concentration on their ceremony as well as the connection between the Spiritual Realm. The art involves calling out to the Spirits, putting on a performance, and hoping the wanted Spirit is attracted and appeased. Due to the amount of focus and complexity of the ritual, performing a ritual mid-combat is impossible and will interfere with the channel created between the Spiritual Realm.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Rituals cannot able to be conducted while engaging in direct combat. Cursing from afar in #S while uninterrupted is allowed; they require concentration to project the Incantation into the Spiritual Realm. Said Incantation must be in Old Blah, but Witch Doctors may add in common in a different sentence.

Rituals are canceled out should any person disrupt the ritual site or the shaman performing it.

A minimum of [3] different Ingredients are required to initiate a ritual. IRP Representation of the items is mandatory. A proper setting that represents the spirit where the ritual takes place counts as [1] Ingredient. An example would be having a fire set up where the ritual is taking place; ingredients must be disposed of mechanically after use.

For a ritual to be completed, there must be [3] actions of the ritual and [2] chants: in a total of at least [5] emotes.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

M ᴀ ʟ ᴇ ᴅ ɪ ᴄ ᴛ ɪ ᴏ ɴ ꜱ

ɪᴍʙᴜɪɴɢ ꜱᴘᴇʟʟꜱ

 

The Witch Doctor specializes in casting curses and brewing hexes. Curses are described as afflictions that are applied directly to the soul through ritual. Hexes are defined as the spiritual power imbued into a potion, which can affect the soul. The two differ in their versatility and flexibility. Either way, they both will bestow a spell that afflicts the soul, both fauna and flora. Spells are attached to the soul of a victim; therefore, magic that can affect the soul will relieve the victim of the spell. As the Spirit’s power is bound to the soul and alters it, the malediction can leave behind physical effects on the victim if the spell does such. 

 

» Cᴜʀꜱᴇꜱ are immediate maledictions to the soul that can be cast within a [20] meters’ range. A Witch Doctor may often not have the tools, or simply the need, to brew a hex. Instead, the Witch Doctor can commence a ritual that will instantly afflict the target with a curse. Movements of the ritual play the most crucial role in this form of spellcasting due to the instantaneous results and appeasements for the Spirits.

 

» Hᴇxᴇꜱ are concoctions that are essentially sapped spiritual essence that will inflict a spell. If a Witch Doctor wishes to conjure a spell that could also be stored for later, then hexes would be of good use. The hex must be created into a bottle, jar, cauldron, or any other container with liquid. The Ingredients must be inserted into the container of the liquid, which then must be shaken or stirred in ways that coordinate with the Movements of the ritual. Ingredients play a vital role in this system of spellcasting, and due to the complexity of brewing a potion, there is more flexibility. They can be applied to regions to create zones of cursed land. Affected pools of water and affected plants will spread their curse to any animal or descendant that eats them/drinks from them/has any part of the affected plant enter their body. Any animal or descendant affected by this that bites another animal or descendant will have the curse spread to them. Curses spread in this fashion will only last for [1] OOC day. Simply walking over a cursed area of land will not inflict a curse. These areas must be ST-approved. Cursed land requires RO permission if it causes biome changes.

 

» Pᴏᴛɪᴏɴꜱ may be poured onto other material so that they may carry the effects of the hex should that material enter the victim. For example, pouring a hex on bread. The piece of bread that the hex touched may deliver the malediction if a victim were to consume it. Another example could be combining it with a fine powder so that those who inhale it would be afflicted by the spell.

From this versatility, potions are able to be imbued with the positive effects of a Spirit, a cursed blessing called an elixir. These blessings contain drawbacks, or minor curses, woven by the mischievous intent of the Spirits within the brew. These potions can only be achieved by [Tɪᴇʀ IV] and [Tɪᴇʀ V] Witch Doctors. The strength and duration of elixirs are weaker than hexes and are subpar, lasting a maximum of [4] OOC hours. These potions do not have true blessings; instead, they respond to a desire from the victim to exhibit a certain trait or desirable curse effect. For example, a devout worshipper of Luara may desire a more fervent appreciation of the moon. When the Witch Doctor crafts the elixir, the resulting potion will contain both an obsession with the moon and a random curse. Both a “boon” and a bane must be selected from the list of curses appropriate to the Spirit. If there are no appropriate boons, the elixir will grant visions and hallucinations that reflect the Spirit used in the ritual. These visions and hallucinations are usually positive and are chosen by the person who drinks it.

 

Some Witch Doctors deliberately curse sectioned-off areas of land to cultivate fruits or vegetables that are naturally imbued with a mild curse. These plants require [5] OOC days of care and attention, at least once every OOC day, and screenshots of such should be kept to indicate that suitable RP has taken place. On the fifth day, a maximum of [10] fruits or vegetables can be harvested from the site. These cursed fruits or vegetables may be roleplayed to a lesser degree than other curses, and will only last a maximum of [2] OOC hours each; the curse is not affected by cooking. These must be ST signed. When poured on the ground, they spread to affect a [15] meter area, and persist there for [1] OOC week.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

From the listed options under each spirit, only [1] may be chosen. No spirit can grant more than one specific type of curse. This may either be rolled for or decided by the victim or both parties.

No overstacking curses. Only [1] may be used in a single ritual. [Tɪᴇʀ V] Witch Doctors may apply a maximum of [2] curses on a person.

Spell durations are maxed as detailed with a maximum of [2] OOC days. The duration may be extended should the victim give OOC consent.

Curses may be extended past the [2] OOC day limit only if the victim requests it in OOC, to a maximum of [7] OOC days. After this, the curse must be reapplied.

Maledictions cannot directly inflict death or instant lethality.

Witch Doctors can only revoke their own spells.

Maledictions cannot transform one material into a different material or utilize lust or the elements.

Maledictions latch onto the soul that linger after death, which can only be healed by magics that affect such.

The victim must be present at the ritual for a direct curse, being able to OOCly see your actions as you conduct the ritual before you finish.

Curses cannot be used to enhance the natural abilities of a descendant past their limitations. For example, no amount of cursing will overpower an Olog’s emotions, and a halfling will never be stronger than their limits.

Side effects from curses such as disease, depression, insomnia, addiction, or any other effects may be RPd after the curse has worn off. This can only be decided by the victim.

Potions may only affect victims if they enter their system. This may be through consumption, wounds, inhalation, etc. Land and flora are affected by simply pouring the potion onto them.

Unused potions expire after [1] OOC month. 

Elixirs must contain one boon and one bane associated with the Spirit that gave the blessing.

Elixirs and hexes must be signed by the ST. Create an /sreq to do so.

Cursed Land areas must be approved by an ST member before signs are put up.

Cursed fruits and vegetables must be ST signed.

Elixirs are only effective on the person who has requested them, as that person is part of the ritual.

It is the responsibility of a Witch Doctor to discuss side effects with victims to ensure fun RP can be had by both sides.

These spells can only be obtained after a spirit walk to the appropriate spirit, a minor test, and a discussion of worship.

PRO permission is mandatory for any biome-changing curses.

 

Fᴀɪʟᴇᴅ Mᴀʟᴇᴅɪᴄᴛɪᴏɴꜱ

 

When a Witch Doctor fails a [/roll 6], a variety of effects can hit both the target and the Witch Doctor. Due to their failure to attract certain types of spirits, an amalgamation of different kinds comes together and produces oddities. These effects only last for [2] OOC hours.

 

ᴘᴏꜱꜱɪʙʟᴇ ꜱɪᴅᴇ ᴇꜰꜰᴇᴄᴛꜱ:

» Different coloured splotches on the skin, fingernails, or tongue.

» Mild abnormal behaviour, of any kind. Includes, but is not limited to, hallucinations, paranoia, depression, etc..

» Strong emotional states, such as being overly and annoyingly happy.

» Minor illness symptoms, such as having a runny nose or coughing.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Failed rituals are completely inconsequential. These spells are to be silly, fun, and have no grand effects.

Failed ritual effects are unknown until the victim and the Witch Doctor are afflicted by it for others to observe.


 

Pʀᴀᴄᴛɪᴄᴀʟ Aᴘᴘʟɪᴄᴀᴛɪᴏɴꜱ

 

Starting at [Tɪᴇʀ IV], a Witch Doctor may coalesce their hexes into a thick paste. This paste can be applied to sharp darts, so the curse may be afflicted from range, though it is limited to only being effective within [20] meter range of the target. While mostly used for hunting, such as enraging a beast with a bloodlust curse to make it a more honorable kill, it works just fine on descendants. If the dart does not pierce the skin of the target, the curse cannot be applied. The paste cannot be made in combat and takes two emotes to successfully apply it to a single dart. Each bottled hex is only able to produce two separate portions of paste.

 

When attacked in this manner, the curse takes [1] emote to start working, and progresses rapidly over [4] emotes. It lasts for the maximum amount of time applicable by the Witch Doctor, unless the Witch Doctor removes it. Using a blowgun requires emotes as per Techlock. While the paste is most commonly applied to darts, it can be applied to arrows and sharp weapons.

 

The paste must be fresh (no older than [2] OOC hours), otherwise it loses its potency.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Failure to apply the paste to darts in combat without interruption will cause the shaman to accidentally apply the curse to themselves. 

No automatic blowguns. Only one dart can be shot at a time.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

V ᴏ ᴏ ᴅ ᴏ ᴏ   D ᴏ ʟ ʟ ꜱ

ꜱʜᴀᴄᴋʟɪɴɢ ꜱᴏᴜʟꜱ

 

Driven by malicious intent, ambitious Witch Doctors have discovered a powerful tool to inflict maledictions upon descendants - the voodoo doll. Voodoo dolls are puppets that represent the victim the Witch Doctor wishes to afflict. The puppet and the person in question must have similarities, and the puppet must contain reagents from the person for the doll to be utilized. 

 

Reagents are parts of the body from the descendant that must be incorporated into the doll. This must be a substantial amount of part of the body; a lock of hair and a vial of fresh blood are acceptable materials. The reagents must be infused with a puppet before the substance expires. There must be at least two pieces of organic material to make the voodoo doll work. Organic material from the dead body of the victim will not work; it must be from the body they currently have.

 

Through a ritual, the voodoo doll creates a link between the victim and the puppet. This fetish allows the Witch Doctor to place a curse on the person through a tether created between the two entities. Tethers are only active when a malediction is cast. The sufferer can be afflicted by direct cursing of the doll, or by pouring a potion onto it. The connection is dependent on the close resemblance of the doll and its quality.

 

After [1] use of the voodoo doll, the doll and organic material disintegrate and may no longer be used. Additionally, maledictions are less potent, and the duration is reduced to [12] hours. If, however, the Witch Doctor uses the doll with line of sight of the victim, the victim will be afflicted with the full effects of the spell. A Witch Doctor must be at least [Tɪᴇʀ III] to use this ability.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

A voodoo doll may only be used once before it disintegrates.

The voodoo doll must have a close resemblance to the descendant.

Organic material, excluding hair, expires after [3] OOC hours of being unattached from the victim.

The maximum duration of a malediction by a voodoo doll is [12] OOC hours.

A Witch Doctor must be at least [Tɪᴇʀ III] to use this ability.

This is the only tool that may bypass the distance restriction of direct cursing.

Maledictions that achieve lethality or death as a result are impossible via a voodoo doll.

Reagents gathered must have screenshot proof of collection with the date and time visible. This is to prevent OOC abuse of hoarding incredibly old body parts.

Do not use reagents from dead bodies.

If unsure about what is a suitable reagent for whatever reason, contact the ST.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

C ᴜ ʀ ꜱ ᴇ ᴅ   H ᴇ ᴀ ʟ ɪ ɴ ɢ

ᴡɪᴛᴄʜᴅᴏᴄᴛᴏʀ'ꜱ ᴛᴏᴏʟᴋɪᴛ

 

Witch Doctors can heal wounds if they have a close bond with Akezo. While they can reattach limbs, they may only do so when the lost body part is available and within the current RP session; if you lose a limb and it gets eaten by something or moulds due to IRP time, there’s no returning it. While this miraculous ritual is possible, it comes with a great range of side effects depending on the body part healed. These side effects will always be there, unless the affected body part is removed again and heals naturally. Side effects should always be discussed with the injured party in OOC before being agreed upon. Do not force effects upon them. Arms, legs, ears, and any other external body part will take one side effect each from both skin and muscle side effects. Good medical knowledge must have been obtained before any healing; Witch Doctors cannot shove organs back into a body, perform the ritual, and obtain good results. Lost limbs must be stitched back onto a treated stump. Cauterization is recommended to prevent fatal blood loss.

 

This ability will require one [1] session for minor cuts, scars, and burns, [2] sessions for major cuts, scars, and burns, [3] sessions for severe burns, mass scarring, and potentially fatal cuts that sever arteries or veins, and [5] sessions for organ healing and body part reattachment. Skipping sessions can result in wounds reopening, infections setting in, a reattached limb rotting, or similar occurrences. These sessions may only occur [1] time per OOC day. Should [2] OOC weeks pass and the sessions have not been completed, the side effects of skipping sessions will swiftly set in and cannot be rectified. While scar tissue can be repaired, it requires a separate ritual. It must take at least one side effect from both skin and muscle side effects. This can be completed in [1] session.

 

ᴘᴏꜱꜱɪʙʟᴇ ꜱɪᴅᴇ ᴇꜰꜰᴇᴄᴛꜱ:

Spoiler

» Arms/Hands: Numbness, no/low motor skills, trouble gripping things, tingling sensation, loss of sensation.

» Legs/Feet: Limping, slow movement, muscle weakness, loss of sensation.

» Tongue: Garbled speech, muteness, loss of sense of taste, synesthesia.

» Eyes: Blindness, colour blindness (up to and including monochromatism), fuzzy vision, hallucinations, synesthesia.

» Ears: Deafness, chronic tinnitus, auditory hallucinations, synesthesia.

» Internal organs: Lowered ability to function, susceptible to disease.

» Skin (shared with all limbs): Constant tingling sensation, occasional irritation, rashes, sensitivity to touch, synesthesia.

» Muscle (shared with all limbs): Chronic weakness, occasional pain, tics, and twitches.

 

ᴅᴇꜰɪɴɪᴛɪᴏɴꜱ:

» Tinnitus: Hearing whooshing, buzzing, roaring, or musical sounds, mostly in quiet areas.

» Synesthesia: An odd condition where senses get confused. For example, one might hear music playing and think that it tastes like apples, or see a tree and think it looks like glass.

 

Witch Doctors may also create new limbs, eyes, ears, tongues, and most external body parts from things they may have lying around. Only substances that are considered organic will work, such as meat from animals, plants, etc.. The Witch Doctor must perform the normal Akezo ritual for this. These grisly creations must conform to “normal” anatomy; an arm needs bones, tendons, and nails, and eyes need smooth surfaces, for example. Once the creation is attached, it can only operate at a bare minimum level. They have no fine motor functions, and the user will find them clumsy and awkward to control. 

 

The skin does not return to normal. Instead, the potion of Akezo from the ritual cloaks the replaced body part with a sickly sheen, much akin to rotten flesh. This is probably not something anyone wants on them, unless they are incredibly desperate. The replaced body part does not become part of the person’s soul blueprint, thus they do not reappear when a person is revived by the monks. This can be completed in a single sitting, although it will require [2] additional sessions within [1] OOC week to prevent holes emerging in the covering.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Side effects must be agreed upon by both the injured party and the Witch Doctor. This must be done in OOC, with all options provided.

Death cannot be healed or fixed. The ritual will fail.

Normal, sensible medical RP must take place during the ritual, such as tying a tourniquet to the stump of a severed limb to prevent death from blood loss.

Severed body parts must be stitched back onto the injured party properly, or the ritual will fail.

Limbs that are more than [24] OOC hours old may not be reattached.

Warped healing is strictly prohibited; you may not attach someone’s arm backwards or place their heart where their liver should be. This kills the crab.

All side effects are permanent until the removal of the offending body part.

Cursed Healing side effects are a result of a stain on the soul itself. They cannot be removed by mundane healing methods or by resurrection by the monks.

Synesthesia effects must remain constant. For example, if it is agreed that the sense of touch will produce visual effects, this may not be switched to auditory effects.

While the limbs of other people can be used for replacement limbs, they lose all identifying characteristics and look the same as if the Witch Doctor had used a random piece of meat from an animal.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

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⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

S ᴘ ᴇ ʟ ʟ   I ɴ ᴅ ᴇ x

ᴇꜰꜰᴇᴄᴛꜱ ᴏꜰ ꜱᴘɪʀɪᴛꜱ

 

Fᴀᴜɴᴀ are all animals and soul-bearing beings. This ranges from Descendants, Inferi, Nephilim, Undead, Beastfolk, and even mundane beasts and critters.

Fʟᴏʀᴀ are all trees, plants, fungi, and living wildlife which does not fall under Fauna. These do not include magical beings such as fae.

 

Witch Doctors do not conjure nor influence elements as Elementalist do. However, they may still call upon them for effects that are not purely of the elements they represent, but rather offshoots of them.

 

To use the spells below, a Witchdoctor must have a pact with one of the aforementioned Spirits or their Lessers.

 

Curse of Skathach - Spirit of Fire, depicted as a burning wolf

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims’ body temperature to rise, or have skin irritation - such as tenderness or itchiness.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to shrivel or dry out.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot burn the victim. Cannot be used to summon or manipulate fire.


 

Curse of Akathro - Spirit of Water, depicted as a half woman, half fish

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to sweat, cry, vomit, drool, or suffer congestion.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to excrete more fluids.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This spell cannot be used to force someone to ‘bleed out’.

Cannot be used to summon or manipulate water.


 

Curse of Bregthar - Spirit of Earth, depicted as an aged stone behemoth

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims’ bodies to become dry or flaky, lethargic, or have stiff joints.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to become cracked or gain minor fissures. Separation of the earth and living beings.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

It can only be used to create a separation of moisture and dryness, meaning it would not be possible to create an earthquake or sizable fissure as the curse would act too slowly to make this possible.

Cannot be used to summon or manipulate earth or stone.


 

Curse of Fiarza - Spirit of Air, depicted as an agile woman adorned in feathers, able to shift shape into any flying animal.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to sneeze, yawn, have breathing troubles - heavy breathing or gasping, laughter, absurd odor, and/or loss of balance.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to become offensively fragrant, and/or flimsy to the point of breaking.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

It cannot be used to make the victim unable to breathe at all/choke a victim to death.

Cannot be used to summon or manipulate gales of wind.


 

Curse of Kulthark - Spirit of Metal, depicted as a hollow suit of armor that can shift shape into a variety of forms.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause sensations of heaviness, stubbornness, and/or denseness in mind and body. 

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to wilt, and/or droop.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While this causes a sensation of heaviness, it is a mental affliction and cannot physically force someone to the floor.

Cannot be used to summon or manipulate metal.


 

Curse of Neizdark - Spirit of Storm, depicted as a mass of thundering clouds that can take on any shape

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have sporadic actions or behavior - such as spasms or being overly energetic.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to have sporadic behavior. They will grow in odd and unhealthy ways, or a bush may find all its green branches stand on end.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This does not grant the victim unlimited power or energy; they will still be susceptible to fatigue.

The sporadic actions can only be minor and cannot be used to endanger the victim’s life.

Cannot be used to summon or manipulate lightning.


 

This realm houses the Spirits that reign over concepts, ideas, emotions, and more specific things spread across the Universe. For instance, a house may be made of stone, and as such tied to the Elemental of Stone, yet an Immortal Spirit will exist to reign over the concept of what a house is and can influence it in such a way as to improve or weaken the structure.


 

Curse of Votar - Spirit of the Hunt, appears as a giant half-wolf-half-stag with a bloodied snout. Governs the art of hunting and is often praised by offering tribute in the form of hunting trophies.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to lose instinct or the five senses, act in a bestial manner, or suffer diminished hunting skills and abilities. Victims may also be struck by a strong desire to hunt, ignoring all other tasks besides that of self-preservation.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to compete over resources and nutrients. This may cause areas to grow sparsely and become choked by a single plant.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Does not offer any benefits to ‘acting in a bestial manner’. This simply means they may lose their sense of culture and societal niceties.

Cannot be physically blind, deaf, mute, or impact on taste or touch to the point that they can no longer be used at all. It can only diminish these for the duration of the curse. The amplification is decided by the victim.


 

Curse of Freygoth - Spirit of the Wild, Instinct, and Beasts, they take any natural form they may desire.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to act outside their normal instincts and behaviors. For example, a pious woman may find herself going against the tenets of her religion, or a merchant uninterested in selling, or a wolf finding itself suddenly uninterested in hunting, socialising, etc. Curses may also inflict fears of certain specified flora and fauna, of being outside, or of other people.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to experience unnatural corruption. This corruption may be used to change the biome of the land negatively. For example, a lush field may, after having a river redirected through it, become swamp-like and can attract creatures to it. It may also make a piece of land more attractive to an animal, such as attracting scorpions to a bush.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This cannot be used to argue that someone who would not normally consider suicide would suddenly become suicidal. Self-preservation cannot be removed.

This can only be used to attract IRL creatures. These creatures will not settle in an area that is not their natural habitat. No making polar bears live in the desert.

An area must be terraformed after being cursed. You must have RO permission for the area, as this is a permanent effect unless altered afterwards.

Land biome cursing can only be done to cause negative effects, and will not change the weather in the region. Sure, you can curse a part of the desert to be a swamp, but it’s probably going to dry out without an oasis or river.


 

Curse of Enrohk - Spirit of Bloodlust, Savagery, and War, appears as a berserker covered in blood.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have bloodlust, act violently and viciously, aggressiveness and carelessness, or have diminished strategy and skill in combat.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to form dangerous terrain, develop thorns, or aggressively spread to obtain more resources and nutrients than their neighbours.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Someone afflicted by this would lose any sense of camaraderie and would be unable to identify friend from foe (see Orc genetic curse for more information).

This does not boost the actual maximum strength, only the savagery, of the victim. (The victim may be capable of drawing upon more of their strength; however, a bloodlusted Halfling would still be no match for an Olog.)


 

Curse of Vulka - Spirit of Warfare, Strategy, and Siegecraft, appears as a woman made of bronze who is always preparing for war.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be inept in combat or military strategies - such as planning sieges or crafting instruments of war.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora to become inept at competing for resources compared to their neighbours and less strategic when it comes to propagation of their seeds. (Seeds that might normally only drop in high winds may instead simply drop onto the floor and be unable to grow).

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This would only affect strategic & tactical aspects of combat, not physical strength.


 

Curse of Jevex - Spirit of Order, Hard Work, and Self-Sacrifice, appears as a humanoid composed of interlocking gears. Enemy of Shezept.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to act overzealous in labour and self-sacrifice, perform absurd tasks, suffer from clumsiness, or have diminished manual labor abilities and skills.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to draw in fewer nutrients to benefit other flora and soil around it.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

It cannot be used to force the victim to overexert themselves to the point of death; their body would still only act within its physical limits.

Self-sacrifice does not mean that the victim would be willing to commit suicide.


 

Curse of Shezept - Spirit of Revenge, Plots, and Stealth, appears as a woman with the lower body of a snake. She rewards those who tell her their darkest of plots and secrets. Has a fascination with personal vendettas.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be compelled to commit acts of vengeance, act in stealth, or have diminished abilities and skills in planning or secrecy.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora to develop mild poison, thorns, or other deterrents to predators.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The victim is still capable of telling friend from foe and would commit acts of vengeance against his/her enemies, not the casters.

The victim is only capable of acting as sneaky to their natural ability; someone naturally clumsy or large would not become a ninja. 

This is not a truth serum; while the victim may not be as adept at secrecy, they will not be compelled to reveal their secrets simply due to being cursed.


 

Curse of Ixli - Spirit of Forbidden Knowledge, Truth, and Judgement, appears as a giant staring eye. He provides knowledge at the cost of sanity. The Spirit knows all, but will only give away part of his knowledge upon request at a high cost. Speaking with him is often referred to as bargaining with a demon.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be judgmental, act insane, or become inept at proper judgment and decision-making. Additionally, victims of this curse may believe themselves to have superior knowledge & judgment.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora to make strange, unfavourable, design choices during growth, such as a plant that only grows leaves instead of flowering, or has flowers where the leaves would be, and vice-versa, or tree branches that grow downwards instead of towards the sun. 

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot impart any knowledge, forbidden or otherwise, to the victim.

After the duration of the curse, victims will return to being able to think properly, and plants will begin to grow normally, but may keep their unfavourable parts.


 

Curse of Ogrol - Spirit of Despair, Sapped Strength, and Entrapment, appears as a thin man carrying a cage full of writhing bodies. He attempts to lock all who summon him away in his prison.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be sapped of their strength both physically and mentally, experience despair or depression, become trapped in an area or by an item, or be devoid of a sense(s).

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to be sapped of their strength, and/or become fragile. Less developed flora and soil may not grow properly and have deformities, or other oddities such as wilting.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot materialise chains or bindings, but can give the victim the sensation of being bound by them.


 

Curse of Kor - Spirit of the Dead, appears as a cloaked man with a bony, open hand and a lantern. Unique in that he has a method of being outside the Immortal Plane to guide the souls of the departed to the Ancestral Plane. He is the gatekeeper of the Stargûsh’Stroh.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have lingering feelings of cold, numbness, e.g., as though someone had walked over their grave. It may also bring about a preoccupation with/delusions about/obsession over death.

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to hibernate if they are perennial, or shrivel and wither if they are annual.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While this can create the sensation of death, it cannot kill or make the victim want to die.


 

Curse of Ankrus - Spirit of the Sea, Marine Life, and Seafaring, appears as an aquatic woman wielding a trident. Said to bless ships of honour in their overseas journey, whereas she is without mercy for ships that dare defy her will.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be inept at seafaring or water activities - such as fishing or swimming, and/or have nausea. It may also cause marine life to act outside their normal instincts and behaviors. It can also induce hydrophobia

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to experience unnatural corruption, disrupting natural balance; only to marine life.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Victims are still capable of drinking to survive, although in extreme cases may require assistance.

While victims may become inept at activities such as swimming, it would not overpower instinctual survival, and someone dumped into water would not immediately drown, but may have more difficulty than normal in reaching land.


 

Curse of Arwa - Spirit of Fertility, Harvest and Farming, appears as a plump female made of hay. A motherly figure who appears kind to all who praise her.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to struggle to conceive, have stronger pregnancy side effects such as intense nausea, cravings, etc., or have diminished harvesting and farming abilities. 

» Fʟᴏʀᴀ: Curses inflicted by this spirit will cause flora and soil to become stagnant in growth, decay faster, and/or become infertile. Flora affected by Arwa will not seed.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This would essentially bestow the Elf curse upon other races and intensify it for Elves while active.

This cannot under any circumstances cause miscarriage.


 

Curse of Anyhuluz - Spirit of Destruction, Malicious Intent, and Internal Strife, appears as a warrior covered in open wounds.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have internal strife, act maliciously, desire destruction, and/or diminished construction abilities and skills.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to grow in a way that is harmful to their environment, with widespread thick roots causing damage to the soil. Flora will also try to grow larger leaves to deprive smaller plants of sunlight, though these leaves will often try to compete for sunlight along the same stem.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot create internal strife to the point of self-harm.


 

Curse of Akezo - Spirit of Health, Vitality, and Healing, appears as a woman constantly surrounded by a blue aura, composed of small wisps.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have physical or mental health conditions, and/or diminish healing abilities and skills. It may also cause hypochondria.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to succumb to plant diseases such as rot, or lose medicinal abilities. 

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While health conditions can be imparted on the victims, these cannot be life-threatening or terminal.


 

Curse of Paxahru - Spirit of Arrogance and Stupidity, appears as a jester.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be ignorant or stupid, unaware, and/or arrogant or prideful.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to act in stupid and non-beneficial ways, such as dropping seeds during winter.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Despite being ignorant, stupid, and/or unaware, a victim would still retain their basic self-preservation instincts and not knowingly put their life in danger.


 

Curse of Ublulhar - Spirit of Hope and New Beginnings, appears as an entling bursting from the ground.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be overly optimistic, have false hope,  or become deeply pessimistic.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to act in overly optimistic ways, such as attempting to grow during winter, or likewise act too pessimistically and not bother attempting to grow leaves in the height of spring and summer.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Deep pessimism will affect the victim’s decision-making, but will not lead them to become suicidal.

Deep optimism will affect the victim’s decision-making but will not lead them to make decisions that would lead to certain death (i.e, being so optimistic they believe they will fly over a canyon).


 

Curse of Ghorza - Spirit of Travel, Movement, and Fortune, both Bad and Good, appears as an old traveler with a walking stick, with various fetishes attached.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have unnatural wanderlust, misfortune, feel lost, have a lack of direction, and/or believe they have impaired movement.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to spread roots/leaves/branches (and the sort).

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot impart ‘misfortune’ on the victim; however, they may feel as if they are unlucky due to their interpretation of events (i.e, their feeling lost, lack of direction, etc.)

Movement can be impaired in the sense of traveling slower, but this would not affect the victim’s short-term movements in combat.


 

Curse of Rolfizh - Spirit of Murder, the Clandestine, and Poison, appears as a dagger-bearing figure made of shadow.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have murderous desires, or be inflicted with mild poisoning such as that from salmonella.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to become poisonous, and/or be poisoned.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The poison effect inflicted on victims must be non-lethal, and the curse only inflicts the poison as an effect; multiple curses would not act like multiple poisonings.


 

Curse of Trokorl - Spirit of Engineering, Machinery and Construction, appears as a pile of building materials and metal that can take any shape.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have diminished abilities in engineering, machinery, and construction, and/or their constructions under the curse are unstable.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to have a key function in their growing process give out, similar to that of a gear in a machine. It may also turn the flora into shades of brown and grey.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While this affects the ability to construct or perform engineering or machinery, it would not impact the strength or know-how of the victim to perform these tasks, only their ability to put that knowledge to use.


 

Curse of Luara - Spirit of the Moon, appears as a pale white wolf.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have sensitivity to moonlight, to become obsessed with the moon, or to experience excessive pining. It may also cause a person’s skin to become hypersensitive to sunlight and burn easily.

» Fʟᴏʀᴀ: Causes flora to only grow in moonlight.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Does not grant the ability to dance like Michael Jackson.

While this can cause the victim to become moonstruck, it does not affect their sensitivity to the sun in any way.


 

Curse of Kezt - Spirit of Honour and Bravery, appears as a bright silver hoplite.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have the inability to determine what is honorable or brave - such as a lack of moral compass, or a loss of inhibitions on doing dishonorable things. Victims may also have an overwhelming sense of honour and bravery, such as sacrificing themselves for the greater good, despite it not being necessary.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to become hardened and sprout thorns, making them difficult to touch.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This cannot be used to force people to do dishonourable/evil actions if it is not in their nature to do so. They may be manipulated into doing so, however.

Victims cannot be forced into sacrificing themselves. This is up to the player.


 

Curse of Ramakhet - Spirit of the Desert, Barren Lands, and Sand, he is never seen and therefore is only represented by his name. Sworn to scour the world of all life at the end of time.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to believe the world is ending, become obsessed with the desert, or deliberately make land barren.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to become barren or experience desertification.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

PRO permission is mandatory before going on a quest to turn a large area of land into a barren desert.


 

Curse of Krathol - Spirit of Pain, Suffering, and Starvation, appears as a skeletal man with the ability to shift shape into a vulture at will. Shall try to physically hurt all who dare to enter his realm.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have pain, wounds, suffering, or starvation to the mind and body. 

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to starve for resources and nutrients.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While a lack of treatment may cause death, this curse may not cause wounds large enough to kill a person short term.


 

Curse of Veist - Spirit of Illusion, Tricks, and Thievery, appears as a faceless man with one thousand arms.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to act mischievously or thievishly, experience hallucinations and illusions, become unaware, or gullible.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to become deceptive.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Hallucinations and illusions are entirely up to the person suffering them, along with the effects.

Hallucinations and illusions can be positive or negative.

The level of gullibility is up to the victim, and may be discussed with them in order for both parties to get a satisfying RP experience out of it.


 

Curse of Glutros - Spirit of Greed, Gluttony, and Obesity, appears as a big man covered in jewelry and shall attempt to take all that is of value and hoard it.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to become greedy for material goods, gluttonous, or never feel satisfied after eating.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to become greedy for nutrients and resources.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While possible for the victim to overeat to the point of sickness or extreme weight gain, they will have basic self-preservation and cannot overeat to the point of death.


 

Curse of Thulezia - The Spirit of Beauty, appears as formless creature who's form shifts based on how the individual interprets beauty, to trick them into following her.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have cosmetic alterations - such as skin colour changes, aged wrinkles, hair growth, and/or ugliness. It may also cause the victim to seek ways to make themselves more beautiful following their culture or find themselves repeating basic, meaningless tasks due to the pleasure they get from doing so.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to have cosmetic alterations - such as discoloration.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

No lust curses. Just no. Don’t do it. Not even cuddling.

Physical cosmetic alterations will slowly wear off after the curse’s duration. Within two (2) IRL days after the curse has ended, the victim will return to normal.


 

Curse of Isuz - Spirit of Love, Caring, and Tranquility, appears as an Aengul that brings warmth to every beating heart.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be overprotective, devoid of emotion(s), clingy, and/or constant desire to gain admiration.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to intertwine with each other.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Again, no love curses. No cuddle curses. Just don’t.


 

Curse of Kinul - Spirit of Disease, Pestilence, and Failure, appears as a wailing man with limbs constantly growing then falling off due to necrosis.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have illnesses, diseases, and/or fail at tasks. Victims may also have a strong desire to spread unhygienic conditions and diseases, and may resist treatment.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to have corruption, taint, and/or diseases.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Do not inflict deadly diseases or illnesses.

While not seeking treatment may cause the victim’s death, do not mandate that this must be so.


 

Curse of Urin - Spirit of Weather, Seasons, and Climate, appears as a raven that changes colour and temperament with the seasons.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to experience the extremes of each season. Something as simple as a cold winter chill could feel as if their bodies were being frozen over, and the feeling of the sun on bare skin may feel as though they are burning.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to gradually alter their form to suit a different environment, season, and/or climate.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

No freezing or burning people to death.

No physical burning may occur when exposed to the sun, other than a normal level of sunburn from an appropriate amount of time spent in it.


 

Curse of Kesaroth - Spirit of Envy, Hatred, and Jealousy, appears as a golden bull.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be envious, hateful, and/or jealous.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to grow in a way that prevents other plants from getting enough sunlight, such as forming a vast overbearing canopy.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

No forcing people to murder others out of jealousy or hatred. Fisticuffs are encouraged.


 

Curse of Leyd - Spirit of Dominance and Physical Strength, appears as a strong man with burned off skin and blackened flesh.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have desires of being in control, susceptible to submission/suggestions, and/or unable to control their strength.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to grow thicker, with stalks strong enough to cause physical harm if stabbed with one.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Do not force someone to accept submission/suggestions.

This curse does not increase someone’s strength; do not RP it as such. It is simply an inability to control the level of force they exert on something.


 

Curse of Scorthuz - Spirit of Cleansing, Purity and Purging, appears as a watery mass that takes many forms.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to practice uncleanliness, and/or be overly cleanly. They may also have a desire to overact on their culture’s interpretation of purity, form extreme views on purity, or act on a desire to purge something they find impure.

» Fʟᴏʀᴀ: Witch Doctors can brew potions to purge the land of both corruption and enhancement.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Potions that purge land of corruption and enhancement are only able to do so in areas that are naturally corrupt or enhanced, or that have been influenced by a deity or deity magic. It cannot purge voidal corruption.

Potions only revert an area to its natural state and do not cause corruption or enhancement.


 

Curse of Aztran - Spirit of Sun, Stars, and the Ethereal, appears as an East Asian dragon.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to become sensitive to light, or have an obsession with/have delusions about stars and constellations.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to be overly sensitive to light, and only bloom at night.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The amount of light sensitivity is up to the victim. Do not force people to be completely blinded by light.


 

Curse of Theruz - Spirit of Intelligence and Learning, appears as a wise old teacher. Brother of Betharuz.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be ignorant, unteachable, and/or unable to teach. Victims may also be completely absorbed in the pursuit of knowledge and spend all of their time learning to the detriment of their physical being and their relationships with others. Victims may also feel an urge to incessantly spout facts, teach others, or have a highly inflated opinion of their intelligence.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to do what is opposite for their nutrition: growing towards shadow, not absorbing water, etc.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This does not change the victim’s intelligence permanently.


 

Curse of Betharuz - Spirit of Alcohol, Cactus Green, and Celebration, appears as a jovial young man, in direct contrast to his brother, Theruz.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be intoxicated, delirious, and/or celebrative. Victims may also find a strong desire to drink, consume drugs, or celebrate even the most basic of tasks.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to give off the pungent smells of alcohol, cactus green, and the noise from a massive celebration.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Victims have a sense of self-preservation, and cannot be OOCly forced to overconsume alcohol or drugs to the point where they will die. This is the choice of the player.


 

Curse of Velkumezt - Spirit of Cities, Settlements, and the Law, appears as a giant carrying a hammer/sword. With a single smash, he can erect a city around him.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be fanatically lawful or be rebellious. Victims may also have a desire to join a guard force, become a vigilante, or start a new city or settlement.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to overgrow an area to the point of malnutrition for other plantlife.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Victims either follow the law of their home, the laws of their moral code, or any law that they are familiar with.


 

Curse of Gentharuz - Spirit of Smithing, Smelting, Industry, and Forging, appears as a huge void of matter, hammering a cosmic anvil.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be inept in smithing, smelting, industry, and/or forging. Victims may also become obsessed with forging, though the fervour with which they smith leads to the detriment of the quality of their products.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to give an eerie glow as if the glint of a forge were hitting them.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

This will not make someone into a master smith.


 

Curse of Ikuras - Spirit of Fear and Insanity, often likes to pretend it is a daemon. Appears as a dark void with tendrils creeping out.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have fear, insanity, paranoia, and/or frightful hallucinations.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to retreat and wilt away from any populated areas as if struck by fear.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

It shouldn’t need to be mentioned, but do not force a victim to be frightened to death.


 

Curse of Drelthok - Spirit of Sleeping and Dreams, appears as a drowsy bear.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be drowsy, asleep, or suffer from sleep conditions such as insomnia, and/or have nightmares.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora and soil to be dormant.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Do not force unconsciousness on a person. It is the victim’s choice.


 

Curse of Eathruz - Spirit of Dawn and Dusk, appears as a red woman able to transform into a fiery red hawk.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have vision comparable to that of what one would see at dawn or dusk, find themselves only active at dawn and dusk, or become obsessed and highly excitable during these times.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to bloom and function only at either dawn or dusk.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Vision does not improve at night. It is a bane, not a boon.


 

Curse of Kotrestruu - Spirit of Memory and the Recording of Knowledge, appears as a wizened old man made up of scripture. It is known to carry a vial on him that acts as a canister of memories taken from mortals.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to have corruption of memories, forgetfulness, and/or inability to record knowledge.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to have words carved into the petals, stem, or things of that nature.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Memories return after the curse wears off. It cannot be used to permanently remove memories.

Victims may discuss with the Witch Doctor what memories they would like their character to forget. This can be as simple as forgetting the past week, or as complex as forgetting how to talk.


 

Curse of Letrothak - Spirit of Hindsight, Warnings, and Excuses, appears as a small man with a head completely covered in eyes.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be regretful, overly cautious, slow to understand situations, and/or avoid doing tasks.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to grow in such a way that it attracts their natural predators, allowing them to be more easily devoured.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Victims will still perform basic survival tasks, such as eating and sleeping.


 

Curse of Xaakt - Spirit of Rebellion, appears as a ghastly figure that can take on any form it wants.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to be overprotective, devoid of emotion(s), clingy, and/or constant desire to gain admiration.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to intertwine with each other.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

While victims are susceptible to suggestion, they cannot be forced to do something against their strongest morals. For example, the king of a nation cannot be forced to spontaneously dissolve the monarchy. This is a choice of the player.


 

Curse of Etna - Spirit of Melancholy and Depression, appears as a blackened fog that takes the shape of a crying person. She will try to suck all emotion from those that summon her and only leave sadness and depression.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to develop a melancholic feeling which may progress to depression without intervention, and/or spread sadness to others.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to wilt and appear to be decaying, growing in the opposite direction of the light that feeds them.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Victims cannot be forced to commit suicide via depression.

If a victim voluntarily commits suicide, it is not considered a PK as it is from an influential figure.


 

Curse of Brimztra - Spirit of Creativity, Art, and Music, appears as a blank page that fills and empties itself with words, music notes, and art.

» Fᴀᴜɴᴀ: Curses inflicted by this spirit will cause victims to become obsessed with the production of art, music, or writing, struggle with creative thought, hum, sing, or whistle incessantly, or dance obsessively. They may also see or hear artistic or musical hallucinations, or suffer from a complete lack of creative thought.

» Fʟᴏʀᴀ: Curses inflicted by this spirit may cause flora to develop oddly shaped petals, leaves, or branches that curl into artistic forms. Leaves may also develop holes, causing a tuneful screaming sound when the wind blows.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

It will not make someone amazingly creative or produce fantastic works of art if they are not experienced. People who can only draw stick figures will continue to only be able to draw stick figures.


 

Curse of Gazigash - Spirit of Blood, Bones, and Flesh, appears as a woman made of blood adorned with bone jewellery.

» Fᴀᴜɴᴀ: Victims become obsessed with offering sacrifices of blood, building shrines of bones, consumption of flesh/ carving of flesh, whether it be their own or others.

» Fʟᴏʀᴀ: Flora begin to take on carnivorous qualities, attempting to consume other flora and fauna.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Cannot force someone to kill themselves, unless it is the player's choice.

While flora large enough can consume larger creatures and descendants, this is a very slow process and can be escaped from if a suitable weapon is on hand or assistance is provided.

This doesn’t make tiny plants like daisies or whatever grow into giant monstrosities and eat people.

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

 

Wʀɪᴛɪɴɢ: Bᴀʀᴅᴍᴀɴᴄᴇʀ

Fᴏʀᴍᴀᴛᴛɪɴɢ: Pᴀʟʟᴏᴅɪᴜᴍ, Aꜱᴛʀᴏᴘʜʏꜱɪᴄᴀʟ

 

⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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