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[✗] [MA] Witch Doctor Rewrite


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Ny Maya Witch Doctor Ny Maya

The Shamans of Spiritual Wrath

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Definitions:

Witch Doctor: A practitioner of shamanism who pacts with Spirits to wield their ire and wrath.

Greater Spirit: The pinnacle of spiritual strength, represents broader ideas and objects as a domain. A host of Lessers serve and exist beneath them.

Lesser Spirit: The Spirits most commonly interacted with by Shamans. They serve beneath Greater Spirits and often represent the more specific domains of the respective Greater Spirit they serve.

Soul Affliction: Beings who have had their souls altered by unnatural means, gaining the ire of the Spirits. These beings include but are not limited to Necromancers, Azdrazi, Silit, Paladins, Templars, other incompatible Aengudaemonic magics, Zar'ei, Void Mages, Wights, Frost Witches, and Vargr.

Effigy: An effigy is a device that allows a shaman to channel the powers of the Spirits. Often a representation of the Spirit themselves, an Effigy allows the powerful effects of a malady to be cast onto a target.  It is a Witch Doctor’s casting implement.

 

Note: This submission follows Spirit Pacting Lore found here:

 

Each Spirit pacted costs one Spell slot. Witch Doctors without any pacts may still cast Incitement so long as they have traveled to the Spirit’s realm. Pact-less Witch Doctor's may also use any effigy so long as they know the incantation, and participate in Bewitchments so long as someone pacted to the appropriate leads the ritual.

 

Following this submission, Farseer and Witch Doctor will both take 1 Magic slot, with the two magics being mutually exclusive. Someone with both TAs will still be able to teach both magics, but no longer utilize both spell trees.


SPIRIT CLASSIFICATION 

 

In order to contextualize the abilities of Spirits, they will be broken up by these classes to indicate similar spells.  This does not affect their relationships or IRP context.

 

Elemental Spirits

Akathro, Bregthar, Skathach, Kulthark, Fiarza, Neizdark

 

Natural Spirits

Freygoth, Kor, Ankrus, Anyhuluz, Luara, Ramakhet, Kinul, Urin, Scorthuz, Aztran, Eathruz, Akezo, Arwa

 

Spirits of Emotion

Ogrol, Leyd, Paxaharu, Kezt, Krathol, Glutros, Isuz, Kesaroth, Betharuz, Etna

 

Spirits of the Mind

Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk

 

Occupational Spirits
Ghorza, Vulka, Rolfizh, Trokorl, Velkumest, Gentharuz, Votar

 


TIERS

T1: A Witch Doctor spends the first week of the magic learning the Old Blah to communicate with the Spirits. They must spend time meditating and learning to establish their tether from their mortal body to the Spiritual Realm.

T2 (2 weeks after acceptance): A Witch Doctor may begin to use Incitement and Bewitchment as well as Spirit Walk. While Spirit walking they may only travel by themselves.

T3 (5 weeks after acceptance): A Witch Doctor may begin to use Influences and Maladies and Spirit walk with two additional people.

T4 (10 weeks after acceptance): A Witch Doctor may begin to Spirit walk with four additional people.

T5 (16 weeks after acceptance): A Witch Doctor reaches the peak of their ability.


PACTING

To utilize the spells of the Spirits, a shaman must Spirit walk to a respective Spirit and establish some kind of contractual obligation. For Witch Doctors, this is generally an obeisance, a means of showing one’s strength and devotion to the Spirits.

 


Ny Maya SPELLS Ny Maya

[T2] INCITEMENT (Non-Combative)

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Witch Doctors are able to invoke the aspect of their respective Spirit in an aesthetic display of shamanic prowess, or as a shamanic tell as they begin casting. This incitement of the Spirits begins after the second emote of channeling a spell, or as a cantrip (basic spell) after two emotes of Old Blah. The aesthetic effects may only be present in a 2 block radius at Tier 1, and provide no use in combat or manipulation. Aesthetic effects brought on by incitement last for 2 emotes, before the environment returns to the state before incitement was cast. As a shaman increases in tier, the radius expands by 1 block, to a maximum of a 7 block radius around the shaman at Tier 5.

 

A Witch Doctor of Zagbal may have the sounds of the jungle echo out with his chanting, or a Kinul Witch Doctor may have boils grow upon their skin as they cast.

 

Redlines

- Casting aesthetic affects cannot affect other people, it may only affect the caster and the surrounding environment.

- Do not use inappropriate effects.

- These effects only last for 2 emotes, and the environment will return to normal afterward.


[T2+]Curses

The art of cursing is an old and ancient art as old as the first shamans, dating back to the days of Krug. Cursing affects an object or that with a soul with the power of the spirits. There are three kinds of Cursing, Bewitchments, Influences, and Maladies, separated by usage.

 

[T2] BEWITCHMENTS (Non-Combative)

 

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Description:

Bewitchments are the most common form of witchdoctory. Conducted upon a living target, the bewitchment latches onto the soul through the invocation of a Spirit, Old Blah, and ritual circles or ingredients that represent the Spirit while casting. Bewitchments are fickle, often failing, or invoking greater calamities upon the shaman for seeking power beyond their scope. Bewitchments can be overridden by magics that affect the Soul, both negatively and positively so long as they are equivalent or a greater tier then the initial caster. Magics that can override bewitchments include but are not limited to: other shamans, naztherak, necromancy, and paladinism.

 

Casting:

The Casting of Bewitchments is a process that requires 4 emotes. Two of which commutes a ritual of some kind (this can be drawing symbols, burning incense, and other ritual-like processes and two of which to cast the spell incitement. Afterwards the one casting the bewitchment must make a roll to be successful. After the roll, another emote must be set forward to emote the effects.

 

Witchdoctors are encouraged to explore the depths of ritual RP- celtic ritual circles, potion-crafting of old, or their own aesthetic charm of applying the wrath of the spirits upon a target.

 

For a Bewitchment to be successful, a Witch Doctor below T4 must roll a 10+ on a D20. For a bewitchment to linger beyond death, they must take place at a Tier 1 Pacted Shrine, or have at least 3 Shamans present. Bewitchments cannot fail at a Tier 2 Pacted shrine or greater.

 

Example:

Spoiler

[1 + Preparation] Gugroth stands before the rebellious orc before him, being restrained by two other orcs to the ground. The shaman gives the orc a slight shake of the head in disappointment before preparing the ritual, taking a stick and drawing old blahic runes upon the dirt.

 

[2 + Preparation] Gugroth then takes a pinch of a chalky powder from his chest pouch, rubbing it to his thumb before applying it to the forehead of the rebellious orc, being careful not to be bitten.

 

[3 + Incitement] Gugroth raises his hands to the sky before beginning to chant in the elder tongue of old blah, “Velkumezt-hai! Goth maarubh-ob! Khlaar-lat izg, orsk-al orsk-uruk lûr!

 

[4 + Incitement] The air around Gugroth begins to turn cold as he continues to chant, a golden mist rises from the runes which have been carved into the dirt like wisps. The shaman then lowers his hand, pointing at the rebellious orc thief with a bony hand “Hul-lat ziimarp-ishi! Gaakh a-nûrl fîgûrz bûf!

 

*Gugroth rolls a 14

 

[5 + Effect] The golden mists then pierce into the forehead of the rebellious orc where the chalk was previously marked. The painful process would leave the orc before the shaman unable to feel his hands as they numb. If he looked, the hands began to form a shell of silver over them, freezing them in place. Any attempts of trying to remove the silver shell will be met with resistance as it would grow back. “May lat learn to never zteal from uz, thief.” The shaman scolds as he lowers his hand “May lat learn da conzequencez ob latz actionz.”

 

Effects:

Bewitchments can affect 1 major sense, as well as up to three physical or mental features in coordination with the spirit. Effects differ from Spirit to Spirit, and range depending on their type. A bewitchment of Zagbal may cause the target to grow pus filled boils and be extremely fearful of the jungle. A bewitchment of Akezo may cause someone to grow weak and fearful of all those who could help them.

 

Bewitchments are limited to the strength of supernatural diseases, ensorcelled flesh, and greater necromantic diseases.  This is to say that a Bewitchment is capable of transmuting flesh, but incapable of growing new appendages entirely. New protrusions or growths may form that match the aspects of the Spirits. 

 

However, the target will still remain entirely descendant, and still be recognized as such. 

 

Example: A crooked spine twisted by Kinul, it festers with an unknown fungus that urges the user toward apathy and failure. 

 

Example: Feathers laced by Freygoth, the victim’s entire form is lined with painful and itchy feathers, the sight of carnivores terrifies the target. 

 

Failed bewitchments will affect the shaman for as long as the bewitchment was intended for. These failures could be something as intense as an explosion, the effects being applied onto the Witch Doctor, or a Spiritual misfortune like the Remnant Hexes.

 

A shaman is capable of removing their own Bewitchments with 3 emotes of concentrated prayer towards the Spirit who bestowed it.  Failed curses cannot be undone by the shaman that made them.

 

    T2: One person can be cursed per day. A Witch Doctor must roll a 10+ of a d20.

    T3: Two people can be cursed per day.

    T4: Three people can be cursed per day. A Witch Doctor must only roll a 5+ of a d20.

    T5: Five people can be cursed per day. 

 

Bewitchment Redlines

- Aesthetic features caused by Bewitchments cannot affect combat.  

- Bewitchments can only last 48 OOC hours maximum if OOC consent is not given for longer.

- Bewitchments cannot be cast in combat. If combat begins mid-casting, the bewitchment fails.

- A failed bewitchment will lead to the effect casting onto the shaman, or some kind of misfortune.

- Strength drained correlates to 1 level down of a person’s racial strength (Olog > Orc > Average Descendant > Void Mage > Child).

- Bewitchments cannot inflict death or lethality.

- Bewitchments cannot evoke the elements

- Bewitchments cannot be cast in combat.

- A bewitchment may be permanent if a victim desires it.

- A target may have a maximum of two Bewitchments on them.

- Greater Bewitchment Rituals may be made with a MArt

- Removing a bewitchment requires the same number of magic users capable of removing magical curses or overpowering magic curses with ones of their own(ex: Paladinism, Necromancy, other shamans). 

- The mental effects of a Bewitchment are at the discretion of the affected.


 

 

[T3]INFLUENCES(Non-Combative)

 

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Description:

Influences are permanent curses which are able to curse the flora,fauna, and landscape of an affected area. These curses are generally the longest lasting of the curses, able to self-sustain unless cleansed by other magical means. To curse a land, the Witch Doctor usually has to go through an elaborate ritual to produce the effects. The size affected by this spell depends on the tier of Witch Doctor and how many other Witch Doctors are assisting with the ritual.

 

TIER 3: 10 x 10 blocks, + 2 x 2 blocks if assisting.

TIER 4: 20 x 20 blocks, + 3 x 3 blocks if assisting.

TIER 5: 30 x 30 blocks, + 5 x 5 blocks if assisting.


 

Casting:

Casting influences is an elaborate process, requiring a large scale ritual. The process requires one person to do 6 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 of which includes a chant in old blah, 2 of which casting the spell incitement, and 1 emoting the effects.

 

Once an Influence reaches Tier 4, it is capable of removing the magical taint and afflicted regions from otherworldly and non-shamanic influence. If not explicitly outlined in another lore submission, these effects would be permanent, so long as there are enough shamans. The ritual is freeform, though generally follows the same practice as casting an initial influence. It requires 1T5 shaman to lead, capable of removing a 10x10 area on their own. With each additional T3 shaman, the area expands by 5x5.

 

Shamans must fully purge the area for the effects to remain permanent. Should part of an area be tainted after the ritual, the effects will return after 3 OOC days.

 

Example:

Spoiler

*Assume the ritualists follow in suit of Gugroth.

 

[1 + Preparation] Gugroth sets forwards a set of crude bone knives to his 3 followers, beckoning them to take them into hand, taking one for himself. The orc then slices his palm quickly, letting crimson begin to ebb forwards from his hand.

 

[2 + Preparation] Gugroth squeezes his cut hand, letting the blood flow downwards to the earth below, staining it in a similar hue. He leans to the earth below as he begins to draw old blahic symbols into the bloodied dirt.

 

[3 + Preparation] Gugroth lifts himself as he wipes blood along his wrinkled face, leaving a streak of red across it. The orc nods once slowly before extracting miscellaneous bones from his side pouch to throw into the center of the circle he and his followers have formed.

 

[4 + Old Blah] He raises his hands to the sky, as he begins to chant in the elder tongue of old blah, “GAZIGASH! Goth grish-ob! Goth asht-ob! Bugs-izishu lat!”

 

[4 + Incitement] Around the shaman, the blood which has been spilled begins to boil, bubbling on the ground. The orc continues to chant “Lup-izishu lat Grish-at uzg-ishi! Gaakh golm-lat grish-lab, goth grish-ob.”

 

[5 + Incitement] The blood beneath the orc begins to flow upwards, forming globules “Gaakh blord-gothrim-izibu! Lup Gazigash! Af-mokrum-izibu!” The globules from all the ritualists flow towards the center of the circle, forming a sphere of crimson life force. 

 

[6 + Effect] After a moment, it drops, splatting upon the earth which begins to expand to the surroundings. The earth itself seems to transform into flesh and bone, including the plants within it. Water hues to a bloody red and tree bark morphs and twists into bone. The Influence has been set into place, scouring the land.

 

Effects:

Once an Influence curse is in place, the area will be given an aesthetic related to the spirit which has been called and hold an effect related to their spirit group. Magical buildings and constructions, such as Mana Obelisks, will be disabled until the area is cleansed in some way. If an Influence exists on a Tier Two Pacted Shrine, the Shrine must be destroyed before the Influence can be purged.


ELEMENTAL SPIRIT INFLUENCES

 

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- Fire: Influences of Fire may turn the land volcanic or ashen, small geysers of magma and fissures in the earth, or an unusual sand lined with the presence of the spirits are all capable with these influences. Influences of fire are especially potent against flora, wilting most plant life and requiring it to be restored by magical means. 

- Water: Influences of Water are capable of freezing the land or adding an extreme amount of moisture and stagnant water to the area. While not capable of directly causing blizzards or violent storms, the cursed water in the area is incapable of being dried out by natural means and must be solved through magical ones. The cold and downtrodden will never find comfort in damp and uncomfortable clothes. The water will drain them of their heat, and leave them prone to sickness. This curse is associated with swamps, cold wastes, and rot.

- Earth: Influences of Earth are capable of desertifying or transmuting common land into other stones and similar materials. It may form small fissures in the land or holes in the earth. Cursed earth becomes strange and plentiful like water. Cursed sand may blow in the area incessantly, and stone may not be destroyed without magical means. If someone struck cursed stone with a pickaxe, more stone would simply reform like it was never touched.

- Air: Influences of wind affects the air, stagnating it or drawing it up into a frenzy. A curse of air may cause the air to be thick with fog, or scatter it into a frenzy of lashing winds.

- Storm: Influences of storm are capable of making an area prone to stormy weather, causing lightning storms or blizzards to occur almost constantly over the area. These storms are harmless, but extended stays could lead to injury.

- Metal: Influences of metal are capable of making plants and earth in the area appear to be made of metal, almost freezing in place. All attempts to break the earth mundanely, such as using a pickaxe, will find resistance in doing so as if it was actually solid metal.


 

IMMORTAL SPIRIT INFLUENCES:

 

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Influences transform the flora and fauna related to the Spirit in question. Animals may grow or shrink in size, gain features of other creatures, or gain mutations relating to the spirit domain.  These affects cannot be used in normal combat, but may utilized in events with PRO permission.

Natural Spirits

Spoiler

Freygoth, Kor, Ankrus, Anyhuluz, Luara, Ramakhet, Kinul, Urin, Scorthuz, Aztran, Eathruz, Akezo, Arwa

 

Natural Spirit Influences are capable of imbedding the aspects of the respective Spirit. An influence of Kinul may grow pustules, horrific fungi, or mutate the life to allow them to possess the same virulent disease. An influence of Kor may wilt crops, or inspire fear and the sense of death within those who travel within the lands.   These Spiritual markings have a profound impact on that which lives within the land applying aesthetic affects like Incite.  Effects are limited to aesthetic within the world of mutation or unnatural evolution.

 

This is to say that an Influence of Kor could create bone trees and other similar structures, or make unnatural plants carnivorous, but would not allow a flower to grow in the shape of a Grim Reaper. 

 

  Natural Influences Redlines 

- Effects are limited within the realm of mutation or unnatural mutation.


Spirits of Emotion

Spoiler

Ogrol, Leyd, Paxaharu, Kezt, Krathol, Glutros, Isuz, Kesaroth, Betharuz, Etna

 

 Spirits of the Mind

Spoiler

Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk

 

 

Emotional and Mental Spirit Influences evoke feelings similar to religious fervor or emotional manipulation by magical entities. While these effects do not have a profound effect on the environment in the same way Natural Influences do, the way they influence those trapped within its clutches are far stronger. Here, shared collective hallucinations are possible, opening the possibility to false manifestations of the divine, or illusions subverting the landscape by their hands.  An Influence of Ogrol may subject its users to an illusion of a landscape in which the sun does not set and they are forced to endlessly walk the desert. An Influence of Kezt may bestow the foolish visions of Krug himself, only to have them insulted or for their patron to speak lies.

 

 Emotional and Mental Influences Redlines

- Emotional Effects are at the discretion of the affected in any circumstance.(No making people fall in love). You can only affect their vision.

- Isuz can only be represented as non-romantic love or material and worldly desires. Things someone may be passionate or care about, but exclude any romance.
 

Occupational Spirits
 

Spoiler

Ghorza, Vulka, Rolfizh, Trokorl, Velkumest, Gentharuz, Votar

 

 

Occupational Influences are similar to Natural Influences but affect the Flora and Fauna in different ways. These influences affect the mechanical aspects of already preexisting animals.  This may increase these possible feats, or modify their behavior. An Influence of Velkumest would could cause ants forge great colonies normally impossible, or allow a shaman to create an archerfish the size of of a dog capable of shooting larger water projectiles. An Occupational Influence would NOT allow animals to learn any new abilities or allow them to grow impossible aspects attributed to their Spirit. This is to say a wolf could be made venomous through Rolfizh, but it would not grow a catapult through an Influence of Vulka. 

 

Descendants who enter these are areas are only vulnerable to mental affects and will not change the same way Flora and Fauna will due to their Greater soul.

 

Occupational Influences Redlines 

- Effects are limited to natural aspects and mechanical behavior of Flora and Fauna.

-------------------------------------------------------------------------------------

 

 Influences General Redlines 

- Mental Effects are at the discretion of the affected.

- Influence curses can only reach a maximum size of 75 x 75 blocks.

- Influences cannot affect the elements or anything outside of Flora or Fauna.

- Influences are incompatible with other non-shamanic magics, even if they are of similar aesthetics (i.e A Frost Witch and an elemental Witch Doctor).

- Influence curses would require RO permission to be cast upon the land, with a sign stating the effects.

- Influences are capable of being purged by MAs which can cleanse land.

- Influences cannot make wild animals or fauna subservient to one’s control without a MArt.

- Animals cannot be overly mutated– they must keep a semblance to their original form.

- Storm influences cannot be commanded to strike people with lighting bolts unless another magic is at play.

- Blessed animals can only be increased by one size only (Mouse > Dog > Bear > Elephant) 

- Elephant and larger sized animals cannot grow any larger, but will still possess aspects of the Spirit in question.

- Cursed animals are not tamable without a MART.

- You cannot weaponize Flora and Fauna within an influence during CRP.

- At the discretion of ST or PRO, animals may be used for events, following all the redlines of the Hunter’s Grimoire

 

 


ENVOYS

Once an Influence reaches T4, three shamans are able to create a spiritual envoy within this incited area. The envoy may only stay within the corrupted area, and must be created through pieces of the original animal, or an alchemical representation of such. The shamans must gather around and perform another ritual like the initial Influence.

 

This entails 6 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 of which includes a chant in old blah, 2 of which casting the spell incitement, and 1 emoting the effects. The representation possesses a few powers. These creatures are played by the person(s) who placed the influence. An envoy may represent any Spirit so long as one person within the ritual is pacted to the respective spirit.

 

- It is able to cast Incitement in the entire space of the influenced area for shamanic flourish.

- Shamans may utilize this envoy for Bewitchments three times per day, acting as if they were a pacted shaman with the aforementioned Spirit. The envoy must roll a 10+ on a d20 for the curse to be successful.

- The envoy is capable of reforming so long as the land remains hexed for 3 IRL days. 

- These constructed spirit envoys may only speak in Old Blah, a wrathful and mortal representation of deific beings. 

- The envoy may speak for the Spirit it represents akin to a Spirit Walk.

 

An Envoy is capable of casting the Bewitchment, so long as it follows all rules and preparation of Bewitchment, and the type of Bewitchment is appropriate for the envoy. Should the envoy be struck by any harmful or anti-shamanic magic, it would immediately demanifest. After 1 IRL day, the envoy would remanifest should the land remain intact. If the land was to be purged, the envoy would demanifest alongside it.

 

Envoy Redlines 

- Envoys possess no combative ability and would de-manifest once struck by anything.

- Envoys are only capable of casting Bewitchment with other shamans three times per day.

- Envoys must roll each time to perform a Bewitchment.

- Envoys are only capable of the abilities described, and cannot interact with anything outside of the influenced area.

- Abuse of envoys, or their powergaming will result in a temporary loss of one’s Spirit pact.

- Envoys require a MArt to have additional features.

- Destroying the influenced land would permanently destroy the envoy.

- The same envoy may be remade if the land re-influenced, or the influence is moved elsewhere.


 

[T3] MALADIES (Combative)

 

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Maladies are perhaps the most volatile, yet destructive curse in their toolkit because of their short duration and combative power. Because of their volatile nature, Maladies do not persist after death. Maladies are an adaptation of the practices of Witch Doctor’s of ages past. Like voodoo dolls, or farseer’s farsight, a Witch Doctor is able to curse a target at close range by keeping them in close proximity and tethered to an effigy.  

 

Effigy Creation:

To create an Effigy, a Witch Doctor must acquire an object that is symbolic or representative of the pacted Spirit. An example of this can be a metallic orb for Kulthark, or a miniature totem made of hide and bones for Votar. 

 

The Witch Doctor must first commit 2 emotes of preparing a ritual similar to bewitchment. Following this, the Witch Doctor must use Incitement for two emotes mixed with one additional emote of chanting with Old Blah to call the Spirit unto the desired object, the Effigy will adopt aesthetic features resembling that Spirit and obtain the ability to curse targets. 

 

Example:

Spoiler

[1 + Preparation] Azluk takes a knife and cuts his finger, letting blood flow from it as he begins to draw old blahic runes in a circular pattern upon the ground.


[2 + Preparation] Azluk offers an orcish blade within a ritual circle lined with runes of Old blah and symbols of Leyd. His hands splay towards the sky, praising the great Spirit with a crackle of Old Blah and guttural tongue.


[3 + Incitement] The air shakes with the presence of Leyd, the familiar sounds of chains rattling through the air. “Leyd-hai, goth burûrz gaiumri-ob, goth mor riip-ob, lup-izg lat-ûr khlaar-at izg!”


[4 + Incitement] A hiss of vile breath pours over the ritual circle, ensnaring the shaman in the divine. “Khl-izg khlaat-lab-ûr, hul-lat lapus-ishi!”


[5 + Old Blah] “Gaakh gûr-uzg hiisht-û! Gaakh uf-lat darûkûrz!” Azluk slams the table with strength as he finishes his chant, a showing of his strength.


[6 + Effect] Chains materialize from the ritual circle, ensuring the sword within a nest of metal that constantly coils around the weapon like a ball of snakes.  The malady is made, a weapon capable of inflicting a great Curse upon its target. [Show signed item showing effect, emote count, and Witch Doctor use requirement]

 

Effigy Redlines:

- Effigies must be ST signed.

- An Effigy can only be related to one type of spirit within the classifying groups (Elemental, Nature, Mind, Emotion, or Occupational) and must be listed on the item description at the bottom with a [Effigy of ________ ].

- The item description of an Effigy must describe its latent and aesthetic effects.

- Both abilities, aesthetic and curse, must fit the maladies' redlines.

- Effigy’s may have any aesthetic features akin to other casting implements and aura abilities when incited, or as a passive effect.

- Effigies do not grant any other bonuses or benefits to the objects outside of the abilities included in its creation.

- Effigies cannot be heavier than 50 pounds or have more volume than a cubic meter.

- Effigies that are badly damaged or broken will become unusable.

- Only Witch Doctors can utilize an Effigy.

- A Witch Doctor may only have a maximum of 3 effigies with them at a time.

- Witch Doctors may use the Effigies of other shamans so long as they know the incantation.

- Effigies need to have direct contact with the user to be cast with.

 

Casting:

After channeling, the Witch Doctor is able to inflict the aspect of their spirit upon a target. This process takes five emotes, two emotes of the spell Incitement to channel the spirit, two emotes calling to the spirit in old blah, and one emote casting the malady onto a target and its effect. The target must be within the range of the effigy (10 blocks) throughout the entire channel and the Witch Doctor must have line of sight of the target.

 

Note that while casting Maladies, the Witch Doctor is limited to 3 blocks movement per emote.

 

Once the Malady is cast, the target is affected for the respective duration, and the 10 block leash is no longer required. The varying effects depend on the class of Spirit, A Kinul Witch Doctor’s malady may have flies burst from an appendage, or a Skathach malady causing a target to be more susceptible to flame. These effects strike the soul, affecting descendants and those who have had theirs altered.

 

A Witch Doctor without any pact may still use an effigy so long as they know the Old blah to the incantation. Such can be told by the crafter, or by the respective Spirit on a spirit walk.

 

Example:

Spoiler

Kulgarok crests his effigy high above his head - a large purple gemstone etched with shamanic symbols.

 

[1] “Golm nûl, Throqukrank.” He chants, reaching out towards the Spiritual Realm above.

 

[2] The effigy hums with shamanic energy, casting a purple light around the shaman. 

 

[3 + Incitement] The shaman’s chanting grows into a gutteral barking, a twisted mix of shamanic tongue and cacophonous laughter. Kulgarok’s flesh begins to blacken, his fingertips wrapped around the Effigy char entirely, a blackened rot washing over him. 

 

[4 + Incitement] “Krathol!” He chants, “Ak-frum khûr gothûrz puzgan!”  The onyx shaman is engulfed by an obsidian tissue, marked with horrific symbols and sigils. They glow with purple light, and flash as the spell swells in power. 

 

*The shaman dms/oocly explains they are marking the target with a soul curse.

 

[5 + Curse Activation] The same black twisted marks blanket the knight’s flesh. A guttural scream escapes him as he is wracked with visions of his trauma, and his mind is plunged into madness.

 

Effects:

Malady can be cast once at Tier 3, Twice at Tier 4, and Three times at Tier 5 per combat encounter.

 

 

Supernatural Clause:

A Malady is a soul curse. For targets of Spiritual Affliction, similar CAs, and MAs with a soul or its substitutes will be affected the same as their descendant counterparts. Creatures and magics which would previously be unaffected by the domain of a spirit will now be affected (e.g. A frost witch will find themselves prone to frostbite from a water curse, a ghost made tangible through a curse of Kor, Siliti poisonable through a curse of Rolfizh, etc). These supernatural effects would last for 5 emotes.

 

Elemental: Elemental Maladies bewitch a single appendage to be more susceptible to the element they are cast with. These effects would last for 5 emotes, before passing from the target.

 

- Fire: Water and snuffing would no longer be sufficient in putting fires out, the total damage causing no greater than second degree burns.

- Water: Water no longer evaporates, ice freezes in one emote faster, and targets would experience the effects of frostbite one emote faster.

- Storm: Storm maladies inflict the target to feel the extreme wrath of weather, and be more sensitive to it.  Mundane wind would cause the skin to rip and tear, and rain would burn and scald the skin till second degree burns.

- Earth: Earth maladies cause the limb to be susceptible to blunt damage, desiccating the limb. Susceptible is defined as removing the natural strength bones have to endure strikes, causing fractures from direct strikes, or in recoil from orc-strength or greater attacks. 

- Metal: Metal Maladies are capable of affecting armor, corroding their strength for 3 emotes. This would allow mundane materials to strike as effectively as their steel counterparts.  

- Air: Targets are capable of being thrown an additional block and targets orc and olog sized no longer gain advantage against being knocked down. 

 

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Natural: Natural Maladies affect the target by imbuing one limb with an aspect of the Spirits. These may be a perceptive curse or a physical one, but the effect will always be the same. Once the shaman has finished casting, the curse strikes at a limb or sense and amplifies the aspect of the Spirit. These may be visceral features like Kinul’s flies bursting from a limb, or giving someone hypersensitivity. This disables the limb for three emotes, while other mental and aesthetic effects are at the discretion of the affected.

 

 

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Emotion and Mind: Emotional and Mental Maladies affect the target by imbuing the target’s emotional state with the aspects of the Spirits. These may be a perceptive curse, or a physical one, but the effect will always be the same. Once the shaman has finished casting, the curse strikes at the mind and amplifies the aspect of the Spirit. These may be visceral features like the chains of Ogrol, or the blackened flesh of Leyd. The target is overwhelmed, overwhelming their sensations, emotions, or even sense of morality. These effects last for five emotes and may do two of the following:

 

- Cause one to question their own morality

- Experience specific hallucinations regarding the Spirit’s aspect

- Become overwhelmed with a specific emotion

- Can numb an individual of a specific emotion

 

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Occupational: Occupational maladies affect the target by disabling fine motor skills, making them unable to land ranged attacks for 5 emotes. Ranged magic, bows, and thrown items will miss their mark.

 

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General Malady Redlines 

- A Natural Malady can only paralyze one limb for three emotes.

-- A target may only be affected by a maximum of two maladies per combat encounter.

- A Witch Doctor may only have two effigies on them at a time.

- Effigies must be visible while casting.

- Emotional and Mental Maladies cannot restrict movement, they are only mental effects the target sees and feels.

- Occupational maladies do not affect skill in melee weaponry.

- A shaman may only move 3 blocks while casting Malady, and must remain in the line of sight for the entire duration for the effects to take place.

- If a target escapes a 10 block range of a shaman, the shaman must cast again.

-The effects of a Malady cannot directly kill a target.

- A Malady cannot enable a PK on a CA/MA.

- A shaman can be interrupted from casting Malady from tissue-level injuries, magical forms of disrupting mages and stopping their spells.

 

General Curse Redlines:

- Duration of effects can be extended indefinitely with OOC consent on individuals.

-The effects of a curse cannot directly kill a target.

- Effigy Creation, Fleshsmithing, and Influences require a pact with their respective Spirit according to Spirit Pact lore.

- Curses can only take one sense at maximum.

- Curses cannot give beneficial effects.

- Emotional and mind curses are at the discretion of the affected, they cannot control others.

- Curses cannot force a person to kill themselves.

- Strength counts as a major sense in Bewitchment effects. You cannot remove one of  someone’s senses and drain their strength.


 

[T5] FLESHSMITHING (Non-Combative)

 

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Witch Doctors are able to utilize their abilities similar to an Alchemist. Adept in the art of imbuing magic and science, Witch Doctors can create limbs or reattach limbs. This is not a true healing, but rather a way of attaching or integrating incompatible materials with descendant form. Flesh Smithing is always a noxious and invasive process, making mistakes happens often.

 

Fleshsmithed Limbs:

Flesh Smithing is a volatile and complex process, requiring mismatched materials of varying qualities and quantities. These materials can be as simple as wood to complex like deceased matter. However, regardless of material the limb will hold the same durability as descendant skin and bone. The process of making limbs is messy and prone to mistakes. Because of this, fleshsmithed limbs often carry a curse with them which attaches to the soul unless forcefully removed.

 

The steps of creating a limb has no exact pattern and often varies from Witch Doctor to Witch Doctor. Depending on the limb in question, the time of making limbs varies. 

 

Digits, Facial Features (Eyes, lips, mouth, etc) - 2 Narrative Hours

Limbs (Arms, Legs, Organ-less Torso) - 6 Narrative Hours

Non-Essential Organs (1 Kidney, gallbladder, pancreas) - 4 Narrative Hours

Essential Organs (Heart, Lungs, Brain, etc) - 8 Narrative Hours

 

The process of activating a limb on a person must include the following steps:

- Three emotes of physically attaching the limb.

- Two emotes of the spell Incitement.

- One emote describing the curse and activation.

 

Example:

Spoiler

[1 + Attaching Limb] Gugrog gingerly places the fleshy arm upon the table, sitting next to the patient. He measures the joint of the arm to the shoulder blade, pushing them together with a CRACK!


[2 + Attaching Limb] Gugrog pats the arm a couple times before retrieving a thread and needle, going between the arm and the torso with heavy stitches.


[3 + Attaching Limb] Gugrog then covers the connecting joint with oil, spreading it across the arm. The witch doctor moves the arm a bit to make sure it is attached.


[4 + Incitement] Gugrog, satisfied, begins to chant in the elder tongue of old blah “Ogrol! Goth gaiumri-ob! Grak-al galkrithri-ob! Khlaar-lat Bugd-izub!” Before the shaman, the arm begins to stiffen suddenly, as if in trapped rigor mortis.


[5 + Incitement] Gugrog continuous chanting, a sickly green aura seeps from the arm as it twitches in place. “Hlu-lat piz kraur-û! Gaakh gai-lat piz, krimp-tab’tû!”


[6 + Effects] The arm then stops, falling limp upon the table. It is able to be controlled by the patient, but the movements are slow and resistant.

 

Effects:

Once complete, the limb is able to hold a minor aesthetic effect depending on the pacted spirit and must have a curse with it. Curses can vary from limb to limb, however they usually detriment the aforementioned limb in some way. An example of a curse for an arm could be painful purple dots, numbness in the fingers, slow movement, twitching, and other similar effects.
 

Fleshsmithed Limbs Redlines:

- Fleshsmithed limbs cannot be healed by mundane healing or resurrection. 

- Fleshsmithed limbs are able to be used for effects for the spell Incitement.

- Fleshsmithing Materials cannot be ST signed or ST materials like Boomsteel, Azhl, etc; and must be completely mundane, save for a MArt

- Fleshsmithed limbs possess the strength and durability of their mundane counterparts, regardless of material.

- All Fleshsmithed limbs come with a curse associated with the limb, lasting as long as the limb is attached.

- Fleshsmithed limbs require ST signature.

- Fleshsmith limbs possess all the pain associated with a normal descendant limb.

 

Reattached Limbs:

Reattaching limbs is a skill much less volatile and complex than the creation of limbs, requiring only the lost limb which has been freshly removed. These limbs do not carry the curses which come with fleshsmith limbs. The steps of reattaching a limb is the same as activating a fleshsmithed limb.

 

Reattached Limbs Redlines:

- Reattached limbs are not identifiable if grafted from another player.

- Reattached Limbs may not be attached after 24 IRL Hours.

 

General Fleshsmithing Redlines

- Those marked with Spiritual Affliction would find Reattached and Fleshsmithed limbs to be extremely painful, due to it being an incompatible growth marked upon their soul. The grafting done would leave permanent pain.

- A Witch Doctor must roleplay trial and error due to the complexity of the process.

- These processes cannot be used on the dying or to save the dying.

 


 

CREDITS

 

Writing Credits

Panashea, Sewer_Rat, Astrophysical

 

Image Credits

Topi Pajunen

Faith Su

Deiv Calviz

Midjourney AI

Princess Mononoke

Hearthstone

Oliver Muehlen


 

 


 

 

 

 

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+1 luv' me witch doctor, luv' me shamanism, luv' me panashea

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I loved it when Panashea said it's posting time and started posting everything

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

 

SHAMANISM

 

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

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+1 +1 +1 +1

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-1 no shamanic fruit

 

no reason we cant have our fruit and eat it too, we already curse the land. Otherwise its a good rewrite, but removing fruit is unnecessary and detrimental actually!

Edited by SteppeNomad
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Great lore by great people. 

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Dr. Strangelove or: How I Learned To Stop Worrying and Love Rewrites to my Magic
 

1 hour ago, SteppeNomad said:

-1 no shamanic fruit

 

no reason we cant have our fruit and eat it too, we already curse the land. Otherwise its a good rewrite, but removing fruit is unnecessary and detrimental actually!

 

oh wait i totally missed that part im sad now
-1 bring back shamanic farming

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