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[✗] [Magic Lore] Witch Doctors, Shamans of Malediction


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Conduits of Spiritual Wrath

 

Witch doctors are those accursed shamans who spread spiritual malice unto the world around them through various forms of curses. Despite their more malevolent magic in comparison to their farseer cousins, witch doctors indeed act towards the goals of their pacted spirits. Whether it be taking new worshipers to speak with their deities, cursing others to scorn from or direct towards their spirit’s domain, or inflicting burdens upon others as some form of trial.

 

In order to become a witch doctor, a prospective and compatible student must receive the ire of a powerful lesser spirit, enough so to cause the being to afflict their soul with a permanent malediction. Obtaining the magic at this stage costs 1 slot for the new witch doctor, with this new found curse being further altered by spirits they pact with. Each additional pact costs 1 slot, these pacted spirits are the only ones which may be incited to for casting spells that require a pact, restricting the aesthetics and capabilities of those spells to spirits pacted to the shaman.

 

Shamanistic submagics tied to pacting to specific spirits, such as Lutamancy and Animism, may be self taught by a shaman who is pacted to their respective spirit. This magic shares the same slot spent pacting with the spirit.

 

As Witch doctors have a limited number of uses of each spell they learn, static from when they first gain access to them. These uses recover passively each ooc day. In addition, each slot spent on a pact by the witch doctor grants one general spell use, which can be expended on any of their spells.

 

Tier 1 [2 OOC Weeks]: Incitement [Unlimited], Trinket [10], Jinxing [5]

 

Tier 2 [3 OOC Weeks]: Bewitchment [3], Spirit Walk [Unlimited], Cursed healing [3]

 

Tier 3 [5 OOC Weeks]: Marking [Shared with Trinkets], Hexing [Shared with Bewitchment]

 

Tier 4: [6 OOC Weeks]: Glamouring [1]


Tier 5: Malison [3]

 

Whenever a witch doctor casts, their malediction manifests upon their own body in some purely aesthetic or self-detrimental manner, such as the body temperature of a fire pacted shaman spiking, or the hair of a harvest pacted shaman transforming into leaves and vines. This curse remains apparent until the uses of each spell are regained, either passively or through spiritual worship. General spell uses are only recovered passively.

 

Spiritual rituals or prayer lasting at least 6 emotes will recover all uses of Charming and Jinxing once per OOC day.

 

Spiritual offerings upon a shrine will recover uses of Bewitchment, Hexing, and Cursed Healing once per OOC day.

 

Sacrifices performed at a tier 2 pacted shrine (Parts of the shaman’s own body, items of significance or disdain, animals, descendants, darkspawn, etc) will recover uses of Malisons and Glamour once per OOC day.


 


Incitement

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[Tier 1] [Combative] [Pactless]

 

As the means of conducting the power of the spirits, a shaman may invoke spiritual influence visually in the space around them through various means. This change affects themselves and the world around them in a purely aesthetic manner, such as causing rain to appear to fall or plants to bristle with eyeballs. This affects only the witch doctor’s own body or things they are directly touching at tier 1, though it expands out further later, extending 3 blocks out at tier 3, 5 at tier 4, and 7 at tier 5. These changes remain until the witch doctor stops inciting. Witch doctors incite through three specific ways, sometimes specified by various spells.

 

Incantation: Chants of old blah and derivatives, beyond one word repeating over and over or mockery of the spirit they are conducting. A shaman must not be gagged or otherwise muted to perform this.

 

Offering: Sacrifice of a prepared reagent symbolic to the spirit, interaction with a location symbolic or tied to the spirit, or active use of an implement (such as a staff, dagger, etc.) An offering requires the witch doctor have free movement of whichever hand is sacrificing/using/interacting.

 

Sacrifice: The sacrifice of an animal, descendant, disdained magical item, or darkspawn of some sort.

 

Spoiler
  1. Incitement must be emoted in rp or greeted while in combat, and is visible to all around These visual changes are purely aesthetic and serve as the casting ‘tell’ of the witch doctor.

  2. Reagents must be gathered in rp, and are player signed should they not be used in the same roleplay they are harvested. They must be symbolically tied to the spirit which is incited.

  3. Shamanic casting implements are detailed in lesser and greater spirit lore. A shaman may only perform one environment interaction and one implement use per spell.

  4. Being severely wounded or shoved to the ground will disrupt incitement, and therefore any spell cast with it.

  5. Things such as thanium do not heat up while being within the range of incitement, though they do prevent the aesthetics from changing things in their immediate area.


 


Spirit Walk

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[Tier 2] [Non-Combative] [Pactless]

 

Core to the shamanic experience, a witch doctor may voyage to any of the immortal or elemental realms through 2 emotes of meditation/substance use/performance, 3 emotes of inciting the proper spirit, and 1 emote tethering the souls of those who will voyage with them. A shaman may bring only themselves at tier 2, plus 2 additional individuals for each tier beyond that.

 

Spoiler
  1. Only the soul of the individual travels to the spirit realm, and so physical objects other than clothing do not come with the shaman.

  2. The soul tether acts as consent to the spirit walk. It will not connect to any who fear, flee, or otherwise reject it unless  for the purpose of purging an affliction or punishment. The nature of a soul blueprint is revealed on a spirit walk, revealing disguises or corrupted nature.

  3. Spiritual punishments take options from bewitchment, as lasting as if cast by the witch doctor.

  4. A shaman may eject those brought along them at any time through physical contact and chanting for 3 emotes. Should a shaman attempt to kill someone themselves on a spirit walk this will result in the greater of the spirit of the realm locking them away (PK.)

  5. May not be performed in combat, though combat in the realm is allowed. Attacking spirits in the realm requires permission from the greater or lesser involved.

 

 


Spiritual Curses

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Jinxing [Tier 1] [Combative] [Requires Pact]

 

Through 3 emotes of incitement, 1 of which must be incantation and 1 of which must be offering, the shaman may form a small projectile which flies out to strike a target the shaman can visually see within shout range. Should the bolt hit, the target area will be damaged as if struck by a longbow arrow (leaving a wound on flesh or denting/damaging plate). Should it strike on a section of the body covered in armor of gambeson strength or weaker, or not covered at all, it can instead leave a blistering, burn-like wound which disrupts attempted spellcasting.

 

Spoiler
  1. The aesthetic of the projectile depends on the spirit incited, these aesthetics being purely aesthetic. The damaging part of the visual is the size of an arrow at most.

  2. A witch doctor may only move 4 emotes per round when inciting this curse.

  3. Jinxing has no effect on things without any soul essence. Upon things with souls it will affect them universally as an arrow would affect a regular descendant.

  4. The visual area of the wound may show aesthetics of the spirit, such as a gash glowing with moonlight or a wound appearing to fester with disease.

  5. The projectile moves at the speed of an arrow, able to be blocked or avoided by any means an arrow could be. The arrow is considered accurate at a range of twenty blocks, growing less accurate the further outside that range it travels.

  6. Unlike hexes, jinxes can only be blocked by magical shields/barriers which specifically block physical projectiles or shamanistic magic. For instance, an azdrazi's cindered ward would not block a jinx.

 

- * - - ** - - - ** - - * -

 

Bewitchment [Tier 2] [Non Combative] [Requires Pact]

 

Through 5 emotes of incitement, 2 of which must be incantation and 3 of which must be offering or sacrifice, the shaman may afflict a flora or fauna in shout range with a more potent form of curse. The curse may be cast upon the afflicted through whatever aesthetic means the shaman wishes, such as creating a smoky depiction of the spirit which floods into the target, or through brewing a cursed concoction and forcing the target to drink it. A shaman may affect three faunal targets while standing in the radius of a tier 2 or higher pacted shrine.

 

Fauna

When cast upon an animal or descendant, a tier 2 shaman may afflict a single minor malady. 

 

Minor Maladies are:

Mild sickness

Mild hallucination

Dulled sense (To a maximum of half their normal ability)

Changes to hair or eye color)

 

A shaman may afflict 2 minor maladies at tier 3 and 4 at tier 5. Two minor maladies may be exchanged for a major malady instead.

 

Major Maladies are:

Reduction of physical strength by half

Susceptibility to a particular emotion

Negation of a single sense

Aversion/fascination/incompetency to a specific topic/thing/skill

Aesthetic transformations such as hair turning to feathers or horns growing on the subjects head

Ethereal sensory effects shrouding the afflicted

Nightmares

Major hallucinations

Major but non debilitating sickness

Synesthesia.

 

These curses last at minimum 2 ooc days, and at maximum up to 2 ooc weeks at the choice of the afflicted.

 

Flora

When cursing flora (plants, fungus, coral, sea-anemones), a witch doctor may curse all flora partially or fully in a 1 block area with a single casting, increasing to a 3 by 3 cubic block area at tier 3 and a 5 by 5 cubic block area at tier 5. This curse can manifest as change in size (up to that of an oak tree at most), change in color/texture/transparency, can cause it to be shrouded in ethereal and harmless sensory effects, can cause it to swarm with a specific harmless animal, can cause it to become sickly/warped/corrupted/inedible/infertile, and can cause changes to how/where it grows. Unlike bewitchments on flora, any number of these effects may be chosen, and last until the curse is cleansed or the flora is destroyed and removed from the location.

 

Spoiler
  1. Curses which indirectly benefit a target (such as removing someone's sense of pain) go away during CRP, manifesting at the end of the encounter.

  2. A shaman cannot move more than 4 blocks per emote they incite to cast this spell.

  3. It is up to the cursed individual on how a character would react to susceptibility/aversion/fascination. One person may just feel slightly discomforted from an aversion where as another could feel full on fear from it.

  4. Incompetence reduces someone's ability in a single skill/around a single topic to that of someone who has never done that skill before.

  5. Effects of the curse should be aesthetically and functionally tied to the  spirit incited. A curse of the fire spirit can cause someone to become blind through only seeing fire, but it cannot cause them to be shrouded in swirling ethereal ice. A shaman pacted to a lesser of the spirit of farming could make someone less competent at farming, but not masonry. Hallucinations, nightmares, etc are similar tied to the spirit's domain.

  6. Transformations and illusionary effects cannot be used to disguise as specific characters or depict specific characters in any way.

  7. This curse may be removed by anything which would remove a curse upon the soul, such as but not limited to, Aengudaemonic magics like  paladin purging, necromancy, naztherak, and mysticism.

  8. The effects of a curse end the moment the curse ends. They do not remain, cannot be spread to others, and can be ended at any moment should the casting shaman wish it.

  9. Cursed plants are depicted through builds, player signs, or player signed items.

  10. Epiphytes and other floral creatures may receive floral curses in place of a major curse with OOC consent. Epiphytes cannot have their size changed or receive any advantages from these curses.

  11. Changing the size of a plant such as a soul tree or fae plant requires OOC consent should it change the plant’s size.

  12. Bewitchment may be used to instigate player events, such as having a player event creature attracted to a bewitched plant or having a bewitched plant take the form of an uncontrollable PE monster. This is expressly used for events organized between players and follows all rules and restrictions of such events.

  13. Curses cannot debilitate someone to the point they cannot live on their own, nor can a curse negate more than one sense. They similarly CAN NOT cause romantic/sexual/ETC changes or influences. No lust curses.

  14. For the purpose of effects such as thanium absorption, the spell counts as being the same tier as the witch doctor. Things such as thanium can prevent the casting, but holding thanium on your person or stabbing yourself with it does not remove the curse.

  15. An individual may only be afflicted by one bewitchment at any given time. These bewitchments stick to the soul after death, though this is optional for those that rely on monk revival.

 

- * - - ** - - - ** - - * -

 

Hexing [Tier 3] [Combative] [Requires Pact]

 

Through 4 emotes of incitement, 2 of which must be incantation and 2 of which must be offering, the shaman may afflict a target with a more potent combative curse, with options dependent on the specific spirits the shaman is pacted to. This curse will seek a target out within RP range upon being cast, even afflicting the shaman should no other targets be present, and remaining for emotes equal to the tier of the witch doctor. The curse options are as follows:
 

Scourging [From pacts of Skathach, Akathro, Bregthar, Fiarza, Kulthark, Neizdark]: 

The target is afflicted with painful spiritual effects akin to fruum upon animists. This effect is not life threatening or permanent, though it is painful enough to disrupt or prevent spellcasting in addition to whatever other disadvantages such pain might bring.
 

Disfiguring [From pacts of Freygoth, Kor, Anyhuluz, Akezo, Trokorl, Kezt, Krathol. Gazigash, Scorthuz, Velkumezt, Drelthok, Eathruz, Âmul, Dazkur]: 

The target has spiritual influence shroud one limb (arm, leg, wing, tail, tentacle, etc) become unusable completely for the duration of the curse.

 

Enfeebling [From pacts of Enrohk, Shezept, Ixli, Ogrol, Rolfizh, Ramakhet, Urin, Kesaroth, Leyd, Aztran, Ikuras, Xaakt, Ankrus, Glutros]: 

The target has their physical strength halved for the duration of the curse (An olog being reduced to an uruk, an uruk to a human etc.) as their body is afflicted with some spiritual malice across their whole form for the duration of the curse.

Hampering [From pacts of Votar, Vulka, Jevex, Paxahru, Ublulhar, Ghorza, Luara, Veist, Isuz, Theruz, Betharuz, Gentharuz, Brimztra, Konestruu, Letrithak, Etna, Arwa]: 

The target finds their abilities or body reduced, causing their movement to be halved and their reactions to be dulled, making blocking, parrying, and otherwise avoiding attacks more difficult for the duration of the curse.

 

This curse does not rely on accuracy, though it may be blocked through raising a shield the emote before the casting is finished, blocking line of sight, or through magical wards akin to a paladin’s barrier (but not full shrouding.) It may also be removed if the afflicted spends two emotes wholly interrupted and focused upon removing it, not moving more than 3 blocks per emote they do so.

 

Spoiler
  1. An individual may only be under the effect of a single hex at one time, becoming immune to new hexes for an additional 3 emotes after it ends.

  2. A shaman may move 3 blocks per emote they incite to cast a hex.

  3. The hex may end any time after the first emote should the witch doctor wish it, or should they be incapacitated or slain.

  4. A shield must be raised the emote before the curse is cast in order to block it in time, though magical wards/shields may be cast the same emote round.

  5. The aesthetics of the curse are descendant on the spirit being incited, such as a smoldering depiction of the pacted spirit or some other great magic effect so long as it is purely aesthetic.

  6. For the purpose of effects such as thanium absorption, the spell counts as being the same tier as the witch doctor. Things such as thanium can prevent the casting, but holding thanium on your person or stabbing yourself with it does not remove the curse.

  7. Hexing has no effect on things without souls.

 

- * - - ** - - - ** - - * -

 

Glamouring [Tier 4] [Non Combative] [Requires Pact]

 

Through 5 emotes of incitement, 2 of which must be incantation and 3 of which must be offerings or sacrifices, a shaman may afflict an area in a twenty block radius with a cursed plague, causing a chaotic but harmless effect to play out in the area. This can take the effect of anything possible through incitement, faunal bewitchment upon harmless ambient animals, or floral bewitchment so long as they cause no harm to personas in the area. This curse naturally lasts for 1 ooc day, though it may be made to last for 1 ooc week should an effigy be constructed or a section of the area be marked spiritually (spending two additional uses of the spell.) With 1 additional emote of sacrifice and 1 additional emote of incantation a  tier 5 witch doctor and two additional shamans may extend this effect out further, up to the size of an entire tile.

 

Spoiler
  1. Effigies must be represented by a player sign with information to contact the shaman who made it. They must be in an accessible place in the radius of the effect.

  2. An effigy for the minor version of this spell may be destroyed by one emote of physical effort, while an effigy for a major version requires 5 such emotes.

  3. Spiritual marks must be removed through cleansing effects, such as paladin purging or druidic blight healing.

  4. Expanding the effect requires majority RO or PRO consent, RO or PRO consent similarly being needed should the glamouring damage structures in any way.

  5. The spiritual mark or effigy has visual effects denoting it as abnormal, depending on the pacted spirit incited.

  6. Effigies or marks may be recharged by a witch doctor by spending 3 emotes of incitement within 5 blocks of it, and expending a use of glamouring.

  7. Effigies and marks without an expanded size do not require recharging if they are within a site of spiritual influence, such as a t2 or higher pacted shrine.

  8. Obstructive effects, like plants growing needles and becoming difficult to traverse, may be allowed in events with explicit permission of the event runner.

  9. Antimagic existing within the area does not end the whole glamouring, instead nullifying it in a 5 block radius around the antimagical source.


 


Materium Charming

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Trinket [Tier 1] [Non Combative] [Pactless]

 

Through 3 emotes of incitement, 2 of which must be offering, a witch doctor may infuse spiritual wrath into an object to impart an aesthetic of a spirit permanently on an object. These aesthetics may be any combination of :

 

Clearly ethereal effects (ex: spiritual flames shrouding an item.)

Static transformation in appearance and other sensory information (ex: making iron look and feel stony)

Dysfunction in the spirits domain (ex: Shears which constantly dull and cut improperly.)

Limited movement as someone could manipulate by hand without changing its location (ex: self turning book)

Shape changing into an animal smaller than a wolf with spiritual aesthetics (ex: staff turns into a crystalline snake and back)

Floats up to a meter away from the user (ex: An orb which floats just above the user’s fingertips)

 

Spoiler
  1. The effects on the trinket must be purely harmless and aesthetic in combat, with floating or transformed objects flying back to their owner should CRP start. Ethereal flames do not burn, altered senses do not increase pain, etc.

  2. Charmed trinkets may not show accurate depictions of specific characters.

  3. Batches of identical items may be made in the same casting, each using their own use.

  4. Trinkets cannot be made from items enchanted by incompatible magics, or objects made of incompatible materials. They can be made in conjunction with other spiritual enchantments/alterations however.

  5. Trinkets can never glow brighter than a torch, nor can their visual effects go more than a block out from the item. Nor can sensory changes cause more than mild discomfort to someone interacting with them in or out of combat.

  6. Trinkets tied to specific lesser spirits require a pact with said spirit.

  7. Trinkets cannot affect objects/surfaces larger than a 3 by 3 cubic block area, nor can they affect things with soul essence.

  8. Trinkets are player signed.

 

- * - - ** - - - ** - - * -

 

Marking [Tier 3] [Non Combative] [Requires Pact]

 

Through 5 emotes of incitement, 3 of which must be offering, a witch doctor may impart a curse on a willing person, surface, or object, choosing up to 3 minor or 1 major and 1 minor maladies from bewitchment. Constantly, or activated/deactivated under specific circumstances set by the witch doctor, the curse will afflict the willing bearer of the object, toucher of the surface, or the person marked with the curse. This could be something like a drum which gives hallucinations of fire upon being struck, or a mark which makes a person’s hair glow white when they sing about the moon.

 

Spoiler
  1. An object, surface, or person may bear only one marking at any given time. The curse only afflicts those who willingly accept its effects.

  2. At tier 3, only 1 minor malady may be place. Increasing to 2 minor or 1 major at tier 4 and it's full capacity at tier 5.

  3. Markings cannot be applied to materials or enchanted items incompatible with shamanism. They can be made in conjunction with other spiritual enchantments/alterations however.

  4. Markings may be activated in combat, though they follow all redlines of bewitchment (meaning possible advantages are nullified in CRP.)

  5. Counts at tier 1 for the purpose of antimagical effects which rely on tier such as thanium absorption.

  6. Creating a marking expends 3 uses of charming. Multiple identical markings may be made in the same casting, though each still takes 3 uses of charming.

  7. A marking does not activate on those who are already afflicted with a bewitchment.

  8. A marking may be removed by scrubbing it with something antithetical to the pacted spirit.

  9. Curses from items/surfaces fade up to one narrative day after leaving contact with them.

  10. A witch doctor may cause a marked item to suffer dysfunction unless the user accepts its curse.

  11. Markings are player signed.

 

- * - - ** - - - ** - - * -

 

Malison [Tier 5] [Non Combative] [Requires Pact]

 

Through 5 emotes of incitement, 2 of which must be offering and 1 of which must be a sacrifice, a witch doctor may coalesce a curse into some form of fluid, paste, or other substance. This curse chooses from Bewitchment, Incitement, or Hexing for its effect. 

 

Incitement Malisons simply cause the effects of incitement for a pacted spirit to go into effect around the 7 block radius of the substance when consumed/broken for 5 emotes. This is purely aesthetic and does not assist in shamanic spellcasting in any way. May be used in combat by spending 2 emotes, though it is still only aesthetic.

 

Bewitchment Malisons afflict minor and major maladies as if bewitchment were cast upon the target when exposed to their bloodstream/sap or ingested. This may only be performed out of combat by spending 2 emotes, following all mechanics of bewitchment.

 

Hexing Malisons may be applied to a sharp or pointed weapon/ammunition over the course of 2 emotes in CRP. The next time this weapon draws blood on a target, the chosen hex will go into effect 2 emotes after contact. The malison wastes away should it not be used after 1 narrative day of being applied to a weapon.

 

Spoiler
  1. Malisons are consumed upon use, and must be represented by an item.

  2. Malisons follow all redlines of their respective spell where applicable.

  3. Malisons may only be used only by witch doctors.

  4. Hexing malisons must contact the blood through a weapon such as a dagger, blowdart, etc to go into effect. The two emotes to go into effect before the 5 emotes of the curse itself count as being cursed for the purpose of preventing hexes from being stacked on each other.

  5. Multiple identical malisons may be made in the same process, each using its own use.

  6. Should a hexing malison application be disrupted, the curse is applied to the user  instead.

  7. Malison curses cannot be ended at will by the shaman who created or used them.

  8. Creating a hexing malison expends 3 uses of malison creation.

  9. Malisons are player signed.

 

 


Cursed healing

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[Tier 2] [Combative/Non Combative] [Pactless]

 

The spell which gives half their name, a witch doctor may conduct spiritual energy to mend parts of a wounded body through replacement, practical medicine, or regeneration. There is no exact emote count for how this process takes, though the narrative time varies on the amount of flesh which must be recovered. The only requirement is at least 3 emotes of incitement must occur through the process. Only first aid/stabilization may be performed in CRP, taking 4 emotes of incitement to cast.

 

[Tier 2] Generic Flesh, bone, and Skin (For treating flesh wounds, breaks, scars, and burns) - Any amount of time

[Tier 2] Digits, Facial Features (Eyes, lips, teeth, hair, etc) - 1 Narrative Hour

[Tier 3] Limbs (Arms, Legs) - 2 Narrative Hours

[Tier 4] Non-Essential Organs (1 Kidney, gallbladder, pancreas) - 3 Narrative Hours

[Tier 5] Essential Organs (Heart, Lungs, Brain, etc) - 4 Narrative Hours

 

Once done, the flesh affected will be afflicted with a curse, varying but usually detrimental to the person receiving them. This curse is permanent save for generic flesh/bone/skin replacement (lasting 1 ooc week instead) or should the affected flesh be directly removed. The effects of the curse may be taken from bewitchment maladies, though in addition all affected flesh will become unable to heal on its own without shamanic healing.

 

Spoiler
  1. Performing first aid/stabilization on someone does not allow them to rejoin combat unless they already were able to participate in it regardless of the wound.

  2. When replacing flesh, the materials must be dead organic materials. Regardless of the materials used, they will be functionally identical to the original material possessed by the person being healed.

  3. Only things with soul essence may be healed with curse healing.

  4. Replaced eyes and limbs are player signed.

  5. Affected flesh does not heal on its own, though medical action such as stitching or bandaging can stop blood from flowing out. Any witch doctor may spend 3 emotes inciting and a use of cursed healing to heal the area while out of combat.

  6. Cursed healing beyond basic flesh/bone/skin wounds requires OOC consent due to the permanent nature of the curse effects.

  7. Replacing a part of the body can cure ailments associated with that body part. For instance, replacing eyes can cure blindness.

  8. Cannot resurrect the dead.

 

 


OOC

Purpose

Spoiler

The main purpose of this rewrite is to both expand the capacity of witch doctors from beyond just confrontational rp to suit a more cultural role, as well as making the lore compatible with newly accepted spirit pacting lore. Some of the more abusable elements have been cut back to prevent the magic from being used primarily as a ‘griefing’ magic, such as bottled hexes being restricted to use by only witch doctors, removal of curse effects which effectively soft pk characters, as well as the distancing of such effects from crp. New methods to perform in crp both large and small have been added as well, less powerful than current versions but more reliable and easier for other players/event runners to manage. I believe this rewrite mends the issue of witch doctor being an overly vague, self contradictory, and over all janky magic.

 

Post Acceptance

Spoiler

Due to major changes in the lore, all Witch Doctor TA’s from prior to acceptance become invalid. However, all current witch doctors are advanced to tier 5 regardless of current tier. Grandfathers to help spread to cultures without many shamans who want it may be requested.


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Why does it have a mana system

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1 minute ago, wowj said:

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Why does it have a mana system

This, but also - I just dislike this write.

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8 minutes ago, wowj said:

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Why does it have a mana system


I believe it's to balance out weaker and stronger curse effects, encourage spiritualist rp by tying it to resource recovery, part of making spending slots on pacts actually a reasonable thing and not a waste, and giving a means for witch doctor to have a weakness that non-mages don't have.

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Took a skim, so feel free to say that im wrong. The writings lovely and hope it gets its just review. But I noticed Unlike the recent farseer Rewrite, This one can use as many Hexs so long as this Wrath is in check.

The second big thing as this in no way describes the fate of current witch doctors at all. Among other things these seem to be the most that seem standoutish with this new "Pacting".

Otherwise love the post, +1

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2 minutes ago, PrinceJose270 said:

Took a skim, so feel free to say that im wrong. The writings lovely and hope it gets its just review. But I noticed Unlike the recent farseer Rewrite, This one can use as many Hexs so long as this Wrath is in check.

The second big thing as this in no way describes the fate of current witch doctors at all. Among other things these seem to be the most that seem standoutish with this new "Pacting".

Otherwise love the post, +1


<3. I personally didn't see the point of giving a magic both limited uses of spells and a mana system at the same time. Current witch doctors should be untouched, I don't think the magic needs any new grandfathers or ma cleansing. That is probably more of a Divine decision though.

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2 minutes ago, ClassyBells said:


<3. I personally didn't see the point of giving a magic both limited uses of spells and a mana system at the same time. Current witch doctors should be untouched, I don't think the magic needs any new grandfathers or ma cleansing. That is probably more of a Divine decision though.

I can respect that.

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Tried to give this a read to offer some feedback and advice, though formatting's all over the place -- some mechanics are redlines, vice versa, etc. Makes it tough to read.

 

I'd fix up the formatting a little, furthermore the Wrath System is a tad bit confusing as well.

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I'm not sure I like the fact that witchdoctors hexes are restricted to pre-set domains. I think it makes sense for all spirits to have similar capacities (they can do mental or physical effects) that manifest with their specific aesthetic. Not sure it makes sense to restrict a Scorthuz hex from blinding an impure because it's not in his domain, and so on. Perhaps you could consider making that detail a bit open-ended? But other than that detail, I think this is a very well done rewrite and I look forward to seeing how it develops.

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Changelog

- Removed 18 spells for being redundant and cluttering the magic.

- Removed the mental domain's hex for being too similar to farseer's inflict visions. Rolled spirits from that domain into other hexes.
- Added curse marking to bewitchment.

- Made the former transforming ability of mortal domain spirits main line.

- Worked on some formatting.

- Removed some redundant redlines and pictures.

- Added glamouring for noncombative fun stuff.

- Removed Herobrine

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Cleaned the lore a bit more and removed redundancy to the general shamanism submission. Also added a true replacement for hexes since it was requested by almost every existing witch doctor.

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If you are reading this, my name is Warwick Hans and I am from Melbourne, Australia. The public should know that I wasn't paid to post this. 

I've been through hell and back until i was introduced to this Spiritual Father called Odumodu Spiritual Temple, I cannot start stating my problems here, but I am happy to say to the world that I am free from it all. I vowed to the priest I will share my testimony, there is no shame in doing sharing.

To you reading this, what are you going through? Do you think it is not normal for such to be happening in your life? Are you having doubts as to what to do next or what steps to take next? Odumodu Spiritual Temple is the solution to all those problems. You can contact Oduma Spiritual via email: - [email protected]

State your problems and see them solved. sometimes, we need a spiritual touch to make things work in our favor.

Solve that problem today and don't wait for another day.

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5 hours ago, Warwick Hans said:

If you are reading this, my name is Warwick Hans and I am from Melbourne, Australia. The public should know that I wasn't paid to post this. 

I've been through hell and back until i was introduced to this Spiritual Father called Odumodu Spiritual Temple, I cannot start stating my problems here, but I am happy to say to the world that I am free from it all. I vowed to the priest I will share my testimony, there is no shame in doing sharing.

To you reading this, what are you going through? Do you think it is not normal for such to be happening in your life? Are you having doubts as to what to do next or what steps to take next? Odumodu Spiritual Temple is the solution to all those problems. You can contact Oduma Spiritual via email: - [email protected]

State your problems and see them solved. sometimes, we need a spiritual touch to make things work in our favor.

Solve that problem today and don't wait for another day.

wub dah zkah

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