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[✗] [Magic Lore] Witch Doctor Amendments and Additions


Runabarn
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Amendments

 

Maledictions:

-In order to make it compliant with the recent changes requested by LT, the shaman now chooses the effect their curses will take, provided the roll is successful.


 

Hexes:

-Same as maledictions the shaman is now able to choose the effect their hexes will have for both flora and fauna. The MC item must have this effect in their description, as well as what tier it is, its creator’s name and its expiry date. Hexes must be signed by the ST.


 

Elixirs:

((Elixirs have always been a confusing mess. The lore does a poor job at explaining what an elixir is or does exactly. Moreover it made use of terms such as “boon” and “blessing” which is Farseer territory. On top of all that, the changes for hexes have rendered elixirs mostly obsolete. New abilities have been proposed to make up for the removal of elixirs.))

 

-Elixirs removed.


 

Cursed Healing:

-Limbs and body parts that have been replaced or reattached must now be represented by an item signed by the ST.



 

Voodoo Dolls:

((This piece had problems of clarity and different sections of the lore contradicted itself on a couple instances. On top of that this spell had the issue of being too restrictive with meager payoff in return. This rewrite of the spell aims to solve these issues.))

 

Voodoo dolls are powerful tools employed by witch doctors to further torment their victims. Each voodoo doll is crafted in the likeness of a particular victim and tethered to the victim’s soul. This allows the witch doctor to inflict curses upon the victim regardless of distance.

 

Starting at T3, a witch doctor can learn to craft a voodoo doll. First the witch doctor must acquire a piece of the victim’s body. This can be a lock of hair, a vial of blood or spit, a rag drenched in sweat, a set of nail clippings or even a severed body part. The ingredient must be taken from a living victim and must be used within 4 IRL hours of being obtained.

Then the witch doctor must craft an effigy which resembles the victim. The ingredient must be incorporated into the doll somehow (e.g. its own hair being made from the victim’s, or clothing made out of a rag drenched in the victim’s blood.).

Lastly, the witch doctor must perform a ritual requesting the spirits to bond the voodoo doll with the victim’s soul.

 

If successful, the witch doctor will have in their possession a voodoo doll of the victim. The doll will not expire until it is used to curse the victim or is destroyed. A witch doctor can only have one doll of a particular victim existing at any given time. If a second doll is made the first one will disintegrate.

 

A witch doctor can curse a voodoo doll through a ritual or a hex. This will apply the full effect and duration of the curse to the victim, no matter where they are. After being used in this fashion the voodoo doll will disintegrate.

 

All Voodoo Dolls must be made into a MC item and must be signed by the ST.

 

Redlines:

-A voodoo doll may only be cursed once before it disintegrates.

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

-Organic material expires after four (4) IRL hours of being unattached to the victim.

-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.

-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.




 

New Abilities

 

Voodoo Nightmare

((Voodoo dolls have a lot of potential for interesting RP, but they currently lack variety in the ways they are able to be used. This is my proposal to make them more interesting and worth the trouble of creating one, as well as potentially making the experience more engaging for the victim.))


 

Starting at T4 a witch doctor is able to initiate a spirit walk while holding the voodoo doll of a victim, which must be sleeping at the time. This will transport both the shaman and the victim’s souls to a nightmare dimension inside the realm of Drelthok, spirit of dreams, regardless of the physical distance between the two. The Shaman has limited control over the nightmare and is able to communicate and interact with the victim.

The victim’s body in the material world may turn and struggle in its sleep, but the victim is unable to wake up by their own means. The victim will only wake up if released from the spirit realm by the shaman, or if another person sufficiently agitates or hurts their sleeping body.

The experience will invariably be unnerving to the victim and will deny them a good night’s rest, eventually degrading their mental health if regular sessions are maintained. Unlike regular dreams, the victim will be able to clearly recall the experience after waking up.

At T5 the shaman is able to bring one other person to the spirit walk, which must be present at shaman’s location.

 

This does not destroy the voodoo doll.



 

Redlines:

 

-Cannot be used more than once per OOC day.

-Just as with spirit walks, this requires OOC consent and cooperation with the victim.

-Cannot leave the nightmare and visit other spirit realms.

-Cannot outright cause insanity or mental disorders. However, if the victim is OOCly willing they may choose to eventually develop some form of disorder after frequent sessions.



 

Elemental Hexes

((Witch doctors had very little incentive to make use of the elemental spirits. The curses associated with them were very lame and uninteresting. Also the magic always had the problem of lacking usability in combat or fast-paced scenarios. This new ability aims to address both of these points.))


 

Starting at T4 a witch doctor can learn to contain the raw power of the elemental spirits in bottles and vials. Elemental hexes work differently than their Immortal counterparts. Instead of inflicting curses upon beings or blighting land, these hexes upset the elements in their area of effect, releasing elemental chaos.

 

Elemental hexes are created by performing a ritual where the element is strongly present. So for example, a fire hex must be made with a pyre present, and an earth hex must be made in a location with rocky outcrops. A storm hex must be created in rainy weather. The witch doctor must have a bottle or similar container to store the hex.

 

Elemental hexes are used by being thrown. Where the bottle shatters will mark the center of the hex’ effect. To throw a hex an emote is required to shake the bottle, making the elemental power inside the bottle unstable. The bottle may then be thrown with a second emote.


 

The different kinds of elemental hexes are as follows:


 

Hex of Tremors:

Appears like sand swirling inside of a bottle. This hex causes the earth to shake violently, making it difficult to remain standing in the area and causes loose objects to tumble. This hex will not cause structural damage to any buildings.

 

Hex of Raging Waters:

Appears like a whirlpool inside of a bottle. This hex causes a whirlpool to form in a body of water.

 

Hex of Blazes:

Appears like an ember held at the center of the bottle. This hex causes fires in the area to flare up and burn with twice the size and intensity. The danger of something catching on fire or sustaining burns is thus increased.

 

Hex of Raging Winds:

Appears like a tiny tornado inside of the bottle. This hex causes a whirlwind to manifest in the area. If the area has sufficient sand or dust present it’ll create a sandstorm, severely limiting visibility.

 

Hex of Magnets:

Appears like pieces of ferrous metal floating inside of the bottle. This hex causes metals in the area to become magnetized and attract one another. Strong enough to stick armored people together.

 

Hex of Thunders:

Appears like lightning in a bottle. This hex causes a concussive thunderblast to batter the area. Anyone caught in the blast will be stunned and deafened for 2 emotes. This hex is instantaneous and has no duration.



 

At Tier 4 the hex has a radius of 6 blocks and a duration of 4 emotes.

 

At Tier 5 the hex has a radius of 10 blocks and a duration of 6 emotes.


 

Redlines:

-People may only carry a single hex of each type at any given time.

-Cannot be used to destroy or alter builds, unless explicit RO permission is given.

-An area can only be affected by a single hex at a time.

-The shaman is not immune to their own hexes.

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6 minutes ago, Runabarn said:

The different kinds of elemental hexes are as follows:

 

Hey if you want my unprofessional opinion I would say you might want to format your lore for each hex a bit more.. informative.

 

Explanation:

Mechanics:

Redline per elemental Hex:

 

 

It would help us digest the concept better, we're not very big brained. 

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35 minutes ago, Runabarn said:

Hexes:

-Same as maledictions the shaman is now able to choose the effect their hexes will have for both flora and fauna. The MC item must have this effect in their description, as well as what tier it is, its creator’s name and its expiry date. Hexes must be signed by the ST.

 

 

35 minutes ago, Runabarn said:

Cursed Healing:

-Limbs and body parts that have been replaced or reattached must now be represented by an item signed by the ST.

 

these changes are already being made

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This lore has been denied. 

After consulting a few ST alongside speaking to ST Management in short, this lorepiece is denied. 

Given how it's abilities are incredibly overpowered and overloaded, and are re-adding specifically what was removed from Shamanism while adding redundant redlines already applied and changed, this would be a waste of time in review in a Loremag, and something that neither ST or you should be spent time waiting upon.



In short of reasoning for feedback;

Voodoo dolls are not conducive to roleplay, and very sparing magic interaction should take place outside of standard casting ranges- given how this may spill into other niches of lore aswell. While not the main focus, the bulk of the problem comes from Elemental Hexes, which are all strictly saying, overpowered, overloaded and with no drawback. There's no reason one shouldn't use one of these, particularly given effects like multiple-emote stuns, vagueness, a complete lack of redlines for unique hexes and so on. 

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