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[✓] [Magic Lore] Witch Doctor


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Witch Doctor

The Witch Doctor 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.


 

 


 

Terms

 

  • Ritual: The ability that allows Witch Doctors to invoke the power of the spirits.

  • Maledictions: The spells imbued by Witch Doctors using rituals.

  • Curse: A direct curse that requires the victim to be within #RP range.

  • Hex: A bottled curse suspended in liquid that can be applied to food and drink. Must enter the body via ingestion or application to a wound. May also be poured on the ground to affect plants.

  • Elixir: A bottled, cursed “blessing” that takes one boon and one bane from the list of effects a curse can grant.

  • Voodoo Dolls: One-time use items that allow curses to be applied over distances greater than the range of #S. Requires the fresh blood of the victim and one other piece of the victim, such as hair, nails, a finger, etc.

  • Cursed Healing: A physical healing ability that consists of good effects, though also contains nasty side effects. These side effects are permanent.

  • Curse Effects: The effects caused by maledictions. These must always be discussed with the victim so both sides may enjoy meaningful and interesting RP.

  • Boon: A potentially good/positive effect that can come from a spell, depending on the person.

  • Bane: A negative effect that can result from a spell.

 

 


 

Ritual

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 five (5) emotes: three (3) of which must contain actions and two (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 in order to attract the target Spirit and dictate specific afflictions. A proper setting of where the ritual takes place contributes to the Ingredients, counting as one (1). A Witch Doctor must have at least three (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.

 

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.

 

Redlines:

  • Rituals are not able to be conducted while engaging in direct combat. Cursing from afar in #S while uninterrupted is allowed.

  • Rituals require concentration to project the Incantation into the Spiritual Realm.

  • The Incantation must be in Old Blah, but Witch Doctors may add in common in a different sentence.

  • A minimum of three (3) different Ingredients are required to initiate a ritual. MC Representation of the items are mandatory. A proper setting that represents the spirit where the ritual takes place counts as one (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 three (3) actions of the ritual and two (2) chants: in a total of at least five (5) emotes.


 

 


 

Maledictions

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 which afflicts the soul - both fauna and flora.

 

Maledictions are able to be achieved by using the Immortal Spirits and the Elemental Spirits. Many lesser spirits may be attracted to the ritual and grant their gifts should they be appeased. The practice of a ritual and chaotic call for aid invites all Spirits to aid, allowing plenty of spells to take place within the domain of the Spirit that delivers it.

 

Curses are immediate maledictions to the soul. 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.

 

Hexes 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. 

 

From this versatility, potions are able to be imbued with positive effects of a Spirit, a cursed blessing called an elixir. These blessings contain drawbacks, or minor curses, weaved by the mischievous intent of the Spirits within the brew. These potions can only be achieved by T4 and T5 Witch Doctors. The strength and duration of elixirs are weaker than hexes and are subpar, lasting a maximum of four (4) IRL 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.

 

Redlines:

  • Elixirs must take one boon and one bane.

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

  • As curses corrupt the soul, they can follow the victim even after death.

 

Potions 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.

 

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. 

 

Hexes are able to 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 descendent that eats them/drinks from them/has any part of the affected plant enter their body. Any animal or descendent affected by this that bites another animal or descendent will have the curse spread to them. Curses spread in this fashion will only last for one (1) IRL day. Simply walking over a cursed area of land will not afflict a curse. These areas must be ST approved. Cursed land requires RO permission if they cause biome changes.

 

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 five (5) IRL days of care and attention, at least once every IRL day, and screenshots of such should be kept to indicate that suitable RP has taken place. On the fifth day, a maximum of ten (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 two (2) IRL 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 block area, and persist there for one (1) IRL week.

 

Redlines:

  • Maledictions cannot directly inflict death nor instant lethality.

  • Maledictions are cancelled out should any person disrupt the ritual site, or the shaman performing it.

  • Maledictions cannot conjure nor revoke the elements.

  • Maledictions cannot transform one material into a different material.

  • Maledictions cannot utilize lust.

  • Maledictions latch onto the soul, 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.

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

  • Unused potions expire after one (1) IRL month. 

  • Elixirs must contain a drawback 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.


 

 


 

Voodoo Dolls

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 in order 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 a 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 pouring a potion onto it. The connection is dependent on the close resemblance of the doll and its quality.

 

After one (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 twelve (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 T3 to use this ability.

 

Redlines:

  • 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 three (3) IRL hours of being unattached of the victim.

  • The maximum duration of a malediction by voodoo doll is twelve (12) IRL hours.

  • A Witch Doctor must be at least T3 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 an end result is impossible via voodoo doll.

  • Reagents gathered must have screenshot proof of collection with the date and time clearly 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.
     

 


 

Cursed Healing

 

Witch Doctors have the ability to heal wounds if they have a close bond with Akezo. While they are able to 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 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 prior to any healing; Witch Doctors cannot shove organs back into a body, perform the ritual, and obtain good results. Lost limbs must be stitched back on to a treated stump. Cauterization is recommended to prevent fatal blood loss.

 

This ability will require one (1) session for minor cuts, scars, and burns, two (2) sessions for major cuts, scars, and burns, three (3) sessions for severe burns, mass scarring, and potentially fatal cuts that sever arteries or veins, and five (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 one (1) time per IRL day. Should two (2) IRL 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 one (1) session.

 

Possible Side Effects:

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.

 

Definitions:

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 two additional sessions within one (1) IRL week to prevent holes emerging in the covering.


 

Redlines: 

  • 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 IRL 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 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.


 

 


 

Failed Maledictions

 

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 come together and produce oddities. These effects only last for two (2) IRL hours.

 

List of Possible Side Effects

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

  • Mild abnormal behaviour, of any kind. Includes, but is not limited to, hallucinations, paranoia, depression, urges to do things considered out of character, etc..

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

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

 

Redlines:

  • 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 Witch Doctor are afflicted by it for others to observe.

 

 


Practical Applications

 

Starting at T4, 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 be effective within RP range of the target. While mostly used for hunting, such as enraging a beast with a bloodlust curse to make it a more honourable kill, it works just fine on descendents. 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 one emote to start working, and progresses rapidly over four emotes. It lasts for the maximum amount of time applicable by the Witch Doctor, unless the Witch Doctor removes it. Using a blowgun requires 3 emotes. 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 IRL hours), otherwise it loses its potency.

 

Redlines:

  • 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.

 

 


Tier List

The potency, summoning amount, and chance to attract the desired Spirit is based on their skills and knowledge of the magic. To determine the success of a ritual, the Witch Doctor must /roll out of six (6). Rituals that are deemed successful provide the desired maledictions. Rituals that are deemed as failures provide an unintended spell for attracting an undesired Spirit. Additionally, Witch Doctors may only conduct a fixed amount of rituals per day, for they become too tired to reconnect to the Spirit Realm. All of these aspects can be represented by the tier list that follows:

 

Tier 1 - Trainee

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

 

In this tier, the Witch Doctor must /roll a six (6) in order to be successful. A /roll of five (5) and below are failed rituals. They are incapable of knowing the success or failure of their rituals. Only two (2) rituals may be carried out per IRL day. The maximum duration of maledictions is 2 IRL hours.

 

Tier 2 - Apprentice

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

 

In this tier, the Witch Doctor must /roll a five (5) or higher to be successful. A /roll of four (4) and below are failed rituals. They are incapable of knowing the success or failure of their rituals. Only three (3) rituals may be carried out per IRL day. The maximum duration of maledictions is 6 IRL hours. Reached after 2 IRL weeks of study at T1.


 

Tier 3 - Skilled

Maledictions and afflictions can cause corruption in a region in a fifteen (15) block diameter. Only one (1) victim may be directly cursed in a single ritual. The Witch Doctor is able to visit new spirits and experiment with different rituals for new spells. 

 

In this tier, the Witch Doctor must /roll a four (4) or higher to be successful. A /roll of three (3) and below are failed rituals. They are sometimes capable of knowing the success or failure of their rituals. Only five (5) rituals may be carried out per IRL day. The maximum duration of maledictions is 12 IRL hours. Reached after 3 IRL weeks of study at T2.


 

Tier 4 - 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 a three (3) or higher to be successful. A /roll of two (2) and below are failed rituals. They are capable of knowing the success or failure of their rituals. Only six (6) rituals may be carried out per IRL day. The maximum duration of maledictions is 24 IRL hours. Reached after 5 IRL weeks of study at T3.


 

Tier 5 - 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 forty eight (48) IRL hours. Only three (3) victims may be directly cursed in a single ritual. Up to two (2) curses may be applied to any one person, although they require two curse rituals.

 

In this tier, the Witch Doctor must /roll a two (2) or higher out of six (6) to be successful. A /roll of one (1) results in failed rituals. They are capable of knowing the success or failure of their rituals. Only seven (7) rituals may be carried out per IRL day. Reached after 6 IRL weeks of study at T4.


 

The roll 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 Doctors current tier. All Witch Doctors have the ability to revoke their own spells at whim.

 

Redlines:

  • Spell durations are maxed as detailed. The duration may be extended should the victim give OOC consent.

  • Tiers are limited in the amount of rituals they can do per day - includes successful and failures.

  • Witch Doctors can only revoke their own spells.

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

 

 



 

Spells

 

Elemental Spirits

 

Witch Doctors do not conjure nor influence elements as elementalist do.

 

Skathach - Spirit of Fire, depicted as a burning wolf

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

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

Redlines: 

  • Cannot burn the victim.

  • Cannot be used to summon or manipulate fire.

 

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

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

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

Redlinse: 

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

  • Cannot be used to summon or manipulate water.

 

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

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

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

Redlines: 

  • 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.

 

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

Fauna: 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.

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

Redlines: 

  • 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.

 

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

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

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

Redlines: 

  • 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.

 

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

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

Flora:  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.

Redlines: 

  • 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.

 

 

Immortal Spirits

 

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 Spirits 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.

 

 

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.

Fauna: Curses inflicted by this spirit will cause victims to lose natural 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.

Flora:  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 throttled by a single plant.

Redlines:

  • 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 physically blind, deafen, mute, or impact 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.

 

Freygoth - Spirit of the wild, instinct, and beasts.

They take any natural form they may desire.

Fauna: 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.

Flora: Curses inflicted by this spirit will cause flora and soil to experience unnatural corruption. This corruption may be used to change the biome of land in a negative manner. 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.

Redlines: 

  • This cannot be used to argue that someone that 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.

 

Enrohk - Spirit of bloodlust, savagery, and war.

Appears as a berserker covered in blood.

Fauna: 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.

Flora: 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.

Redlines: 

  • 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).

 

Vulka - Spirit of warfare, strategy, and siegecraft.

Appears as a woman made of bronze that is always preparing for war.

Fauna: 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.

Flora: 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).

Redlines: 

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

 

Jevex - Spirit of order, hard work, and self-sacrifice.

Appears as a humanoid composed of interlocking gears. Enemy of Shezept.

Fauna: 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.

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

Redlines: 

  • 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.

 

Shezept - Spirit of revenge, plots, and stealth.

Appears as a woman with the lower body of a snake. She rewards those that tell her their darkest of plots and secrets. Has a fascination for personal vendettas.

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

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

Redlines: 

  • The victim is still capable of telling friend from foe and would commit acts of vengeance against his/her own 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 in secrecy they will not be compelled to reveal their secrets simply due to being cursed.

 

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 the cost of a high price. Speaking with him is often referred to as bargaining with a demon.

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

Flora: 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. 

Redlines: 

  • 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.

 

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.

Fauna: 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 (the) sense(s).

Flora: 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.

Redlines: 

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

 

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 in order to guide the souls of the departed to the Ancestral Plane. He is the gatekeeper of the Stargûsh’Stroh.

Fauna: 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.

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

Redlines: 

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

 

Ankrus - Spirit of the sea, marine life, and seafaring.

Appears as a 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.

Fauna: 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. Can also induce hydrophobia.

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

Redlines: 

  • 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.

 

Arwa - Spirit of fertility, harvest and farming.

Appears as a plump female made of hay. A motherly figure that appears kind to all that praise her.

Fauna: 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. 

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

Redlines: 

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

  • This cannot under any circumstances cause miscarriage.

 

Anyhuluz - Spirit of destruction, malicious intent, and internal strife. Appears as a warrior covered in open wounds.

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

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

Redlines: 

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

 

Akezo - Spirit of health, vitality, and healing.

Appears as a woman constantly surrounded by a blue aura, composed of small wisps.

Fauna: 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.

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

Redlines: 

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

 

Paxahru - Spirit of arrogance and stupidity.

Appears as a jester.

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

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

Redlines: 

  • 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.

 

Ublulhar - Spirit of hope and new beginnings.

Appears as an entling bursting from the ground.

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

Flora: 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 pessimistic and not bother attempting to grow leaves in the height of spring and summer.

Redlines: 

  • Deep pessimism will have an effect on the victim’s decision making but will not lead them to become suicidal.

  • Deep optimism will have an effect on 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).

 

Ghorza - Spirit of travel, movement, and fortune both bad and good.

Appears as an old traveller with a walking stick, with various fetishes attached.

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

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

Redlines: 

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

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

 

Rolfizh - Spirit of murder, the clandestine, and poison.

Appears as a dagger-bearing figure made of shadow.

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

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

Redlines: 

  • 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.

 

Trokorl - Spirit of engineering, machinery and construction.

Appears as a pile of building materials and metal that can take any shape.

Fauna: 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.

Flora: 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.

Redlines: 

  • 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.

 

Luara - Spirit of the moon.

Appears as a pale white wolf.

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

Flora: Causes flora to only grow in moonlight.

Redlines: 

  • 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.

 

Kezt - Spirit of honour and bravery.

Appears as a bright silver hoplite.

Fauna: 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.

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

Redlines:

  • 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.

 

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.

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

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

Redlines:

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

 

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 that dare to enter his realm.

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

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

Redlines:

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

 

Veist - Spirit of illusion, tricks, and thievery.

Appears as a faceless man with one thousand arms.

Fauna: Curses inflicted by this spirit will cause victims to act mischievously or thievish, experience hallucinations and illusions, become unawareful, or gullible.

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

Redlines:

  • 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.

 

Glutros - The spirit of greed, gluttony, and obesity.

He appears as a big man covered in jewelry and shall attempt to take all that is of value and hoard it.

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

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

Redlines: 

  • 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.

 

Thulezia - Spirit of lust, pleasure and beauty.

Appears as a succubus-like creature who shifts between male, female, or both. Will attempt to lure all who summon it into temptation and seduction. If it succeeds it will entrap them.

Fauna: 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 in accordance with their culture, or find themselves repeating basic meaningless tasks due to the pleasure gotten from doing so.
Flora: Curses inflicted by this spirit may cause flora and soil to have cosmetic alterations - such as discoloration.

Redlines:

  • 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.

 

Isuz - Spirit of love, caring, and tranquility.

Appears as an Aengul that brings warmth to every beating heart.

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

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

Redlines:

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

 

Kinul - Spirit of disease, pestilence, and failure.

Appears as a wailing man with limbs constantly growing then falling off due to necrosis.

Fauna: 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.

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

Redlines:

  • 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.

 

Urin - Spirit of weather, seasons, and climate.

Appears as a raven that changes colour and temperament with the seasons.

Fauna: 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.

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

Redlines:

  • 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.

 

Kesaroth - Spirit of envy, hatred and jealousy.

Appears as a golden bull.

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

Flora: 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.

Redlines:

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

 

Leyd - Spirit of dominance and physical strength.

Appears as a strong man with burned off skin and blackened flesh.

Fauna: 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 own strength.

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

Redlines:

  • Do not force someone to accept submission/suggestions.

  • This curse does not actually 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.

 

Scorthuz - Spirit of cleansing, purity and purging.

Appears as a watery mass that takes many forms.

Fauna: 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.

Flora: Witch Doctors are able to brew potions to purge land of both corruption and enhancement.

Redlines:

  • 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 back to its natural state, and do not cause corruption or enhancement.

 

Aztran - Spirit of the sun, stars, and the ethereal.

Appears as an East Asian dragon.

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

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

Redlines:

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

 

Theruz - Spirit of intelligence and learning.

Appears as a wise old teacher. Brother of Betharuz.

Fauna: 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.

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

 Redlines:

  • This does not change the victim’s intelligence permanently.

 

Betharuz - Spirit of alcohol, cactus green and celebration.

Appears as a jovial young man, in direct contrast to his brother, Theruz.

Fauna: 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.
Flora: 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.

Redlines:

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

 

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.

Fauna: 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.

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

Redlines:

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

 

Gentharuz - Spirit of smithing, smelting, industry and forging.

Appears as a huge void of matter, hammering a cosmic anvil.

Fauna: 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 products.

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

Redlines:

  • This will not make someone into a master smith.

 

Ikuras - Spirit of fear and insanity. 

Often likes to pretend it is a daemon. Appears as a dark void with tendrils creeping out.

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

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

Redlines:

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

Drelthok - Spirit of sleeping and dreams.

Appears as a drowsy bear.

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

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

Redlines:

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

 

Eathruz - Spirit of dawn and dusk.

Appears as a red woman able to transform into a fury red hawk.

Fauna: 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.

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

Redlines:

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

 

Kotrestruu - Spirit of memory and the recording of knowledge.

Appears as a wizened old man made up of scripture. Is known to carry a vial on him that acts as a canister of memories taken from mortals.

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

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

Redlines:

  • 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.

 

Letrothak - Spirit of hindsight, warnings, and excuses.

Appears as a small man with a head completely covered in eyes.

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

Flora: 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.

Redlines:

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

 

Xaakt - Spirit of rebellion.

Appears as a ghastly figure that can take on any form it wants.

Fauna: Curses inflicted by this spirit will cause victims to be rebellious, and/or stir controversy.

Flora: Curses inflicted by this spirit may cause flora to sprout beyond their capabilities or retreat back into the soil.

Redlines:

  • 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.

 

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.

Fauna: 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.

Flora: 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.

Redlines:

  • 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 inlfuential figure.

 

Brimztra - Spirit of creativity, art, and music.

Appears as a blank page that fills and empties itself with words, music notes, and art.

Fauna: 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.

Flora: 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.

Redlines:                                                                                                                                                    

  • 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.

 

Gazigash - Spirit of blood, bones, and flesh

Appears as a woman made of blood adorned with bone jewellery.

Fauna: 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.

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

Redlines: 

  • Cannot force someone to kill themselves, unless it be the players choice, not a PK obviously.

  • While flora large enough can consume larger creatures and descendents, 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.


 

General redlines:

  • Curses cannot directly kill descendants.

  • If a victim dies through any means, the curse remains as it is stuck to the soul of the victim unless purged.

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

  • Curses will only last two (2) IRL days maximum.

  • 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.

  • From the listed options under each spirit, only one (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 one (1) may be used in a single ritual. T5 Witch Doctors may apply a maximum of two (2) curses on a person.

  • Curses may be extended past the two (2) IRL day limit only if the victim requests it in OOC, to a maximum of seven (7) IRL days. After this, the curse must be reapplied.

  • 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 three emotions, and a halfling will never be stronger than their limits.

  • PRO permission is mandatory for any biome-changing curses.

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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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