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 Post subject: Witch / Witch doctor possible new spell caster class
PostPosted: Sun Jun 16, 2013 8:39 pm 
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Start with: 3 gold, a dagger, a robe and a set of Voodoo Needles
3 skills (2 weak, 1 medium), 3 spells (2 weak, 1 medium)

Witches and Witch doctors are masters of curses and pain, they specialise in dealing pain without real injury and controlling their victims through strange voodoo magic.

A witch can cast their spells in two forms:

The first is through a prick of a voodoo needle, these needles do very little actual damage similar to stabbed by a pin but apply the spell directly to a target. The needles are long, thin and sharp, they often can pierce leather and go through gaps in chainmail to surprise a defender. Once a spell is cast on a needle it needs to be used that turn or it is wasted.

The second form is through a voodoo ball. A voodoo ball is a ball of energy of a unique colour to each individual witch and is around the size of a baseball. Some are a glow of energy others an ethereal images such as a skulls or eyes. The voodoo ball looks the same for each curse fired making it very difficult to judges what is being cast. The voodoo ball normally travels fast similar to a throwing knife. On impact it applies the curse cast onto a target.

Witch / Witch Doctor Spells
Current Number: 21 (6 weak, 8 medium, 6 strong, 1 powerful)

Quote:
--- Weak ---

Disarming curse: The witch casts a curse that on impact to an opponent makes them open their hands and drop whatever they were carrying, the curse only last a second and so some faster more agile opponents may catch their weapons in mid air before they fall to the ground. [Weak/Control Voodoo] 4x per battle

Contagious itching curse: The witch casts a curse that makes the a six inch area around the impact become extremely itchy and irritating, imagine been stung by bad nettles or poison ivy, the curse lasts for four posts however if they do decide to itch the area the effect will also be transferred onto their hand and any other area that comes into contact with it. [Weak/Pain Voodoo] 3x per battle

Stumble curse: The witch casts a curse that on impact to an opponent makes one of their legs try and trip the other one up, this can be very off putting and only agile opponents will be able to stop themselves from stumbling or outright falling over. [Weak/Control Voodoo] 2x per battle

Curse of pain: The witch casts a curse that created a severe pain akin to been stabbed, this pain lasts for four posts but then vanishes like nothing had happened afterwards. [Weak/Pain Voodoo] 2x per battle

--- Medium ---

Betraying strike curse: The witch casts a curse that on impact causes an opponent to lose control of their weakest arm. This arm will then attempt to strike at it’s owner. usually this will be a punch in the face but if the arm is wielding a weapon it may try and stab it’s owner wherever it can. The control only works for a single action and restraining the arm will quickly let the curse wear off. [Medium/Control Voodoo] 3x per battle

Limp limb curse: The witch casts a curse that on impact causes an opponent to lose control of a limb. The hit area suddenly loses all movement and feeling for three posts leaving it hanging useless. If the curse hits are area of an opponent that isn't a limb the nearest limb will be affected for two posts. [Medium/Control Voodoo] 3x per battle

Choking curse: The witch casts a curse that on impact causes an opponent to lose control of their weakest arm. The Cursed arm tries to strangle it’s owner dropping anything it was holding. The arm stays under the witches control for two posts. [Medium/Control Voodoo] 2x per battle

Blinding curse: The witch casts a curse that on impact causes an opponent to lose control of their eyes. An opponent affected by this curse can’t open their eyes for two turns. [Medium/Control Voodoo] 2x per battle

Curse of agony: The witch casts a curse that created a extream pain akin to having a deep wound inflicted and bones broken.This pain lasts for four posts but then vanishes like nothing has happened. [Medium/Pain Voodoo] 2x per battle

Burning curse: The witch casts a curse that created an sharp burning pain as if they had been burned by fire. The initial pain is strong but the real strength of the curse is that i leaves the affected area and surround twelve inches tender as if it had immersed in boiling water. Afterwards even the slightly blow will cause renewed pain. This curse lasts for four posts but then vanishes. [Medium/Pain Voodoo] 2x per battle

Torment curse: The witch casts a curse that makes the a small area around the impact become extremely itchy and irritating, imagine been stung by bad nettles. The curse lasts for five posts, however if they do decide to itch the area the effect will also be transferred onto their hand and any other area that comes into contact with it. Spreading the curse also resets the duration each time it is spread. [Medium /Pain Voodoo] 2x per battle

Curse of needles: The witch casts a curse that on impact seemingly does nothing.The curse lies dormant in an opponent until the witch decides to release it. The release has to be within five posts of casting the initial curse. On release the witch declares an area of an opponent which then experiences a sharp pain akin to being stabbed by lots of tiny needles. [Medium /Pain Voodoo] 3x per battle

--- Strong ---

Voodoo control curse: The witch casts a curse that on impact causes an opponent to lose control of their weakest arm. The arm is then under the witches control letting them declare it’s actions for the next three posts. [Strong/Control Voodoo] 2x per battle

Muscle failure curse: The witch casts a curse that on impact causes an opponent’s muscles to become very loose. For the duration of the curse the opponent will be physically weakened and find it hard to run without tripping over and their physical attacks will be much weaker. The curse lasts for four posts [Strong/Control Voodoo] 3x per battle

Curse of torment: The witch casts a curse that created an agonising pain akin to taking a mortal wound or being tortured. This pain then pain lasts for five posts but then vanishes like nothing happened afterwards. [Strong/Pain Voodoo] 2x per battle

Curse of knives: The witch casts a curse that on impact seemingly does nothing.The curse lies dormant in an opponent until the witch decides to release it. The release has to be within five posts of casting the initial curse. On release the witch declares an area of an opponent which then experiences a sharp pain akin to being stabbed by several knives. [Strong/Pain Voodoo] 4x per battle

Curse of decapitation: The witch casts a curse that on impacts causes extreme pain to the nearest limb to the impact area. The affected limb also loses all motor function and control. The pain is akin to having the limb decapitated. The curse lasts for three posts [Strong/Hybrid Voodoo] 2x per battle

Blinding pain: The witch casts a curse that on impacts causes an opponent's face to burn akin to having boiling water thrown in their face. A side effect of the curse is that an opponent has to close their eyes as opening them causes unbearable pain. This curse lasts for three posts[Strong/Hybrid Voodoo] 3x per battle

--- Powerful ---

Voodoo doll: The witch casts a curse that totally dominates another being. This won't affect an opponent directly but can be used on any, pet, summon or other minon an opponent controls. If no target of this kind is available it can be used on a passing civilian. The type of civilian that is available can be decided before a battle and depends on where the action will take place. As a minimum and in event use this will be a normal human with no weapon. A dominated being acts under the witches control as if they were a pet with no free will of their own. This effect lasts for four turns on civilian and two turns on pets and minions. [Powerful /Control Voodoo] 3x per battle



Quote:
Custom Spells
Spellcasters, after much practice and learning in their craft, often hit moments of sheer brilliance and find themselves able to create something that resides in no spellbook; only through learning the basics and standards of their art can a spell caster be in the position to make custom spells. By earning new spells and skills and adding them to their sheet a caster gains points on their spell gauge as shown below.

Weak - 1 point
Medium - 2 points
Strong - 4 points
Powerful - 8 points

Every spell caster should start with 8 points, as racial skills aren't included. The 8 points come from your 2 weak skills, 2 weak spell, 1 medium skill and 1 medium spell

So a spell caster can create a custom spell for the price of a normal spell whenever their used and completed skills and spells reach a certain milestone, as shown below.

1st milestone -15-allows you to create your first custom weak
2nd milestone -18- allows you to create your first custom medium
3rd milestone -21-allows you to create your first custom strong
4th milestone -24- allows you to create your second custom weak
5th milestone -27- allows you to create your second custom medium
6th milestone -30- allows you to create your second custom strong
Then continuing in this same pattern every 3 points (weak, medium, strong)

You do not have to use the customs immediately. They can be used at a later date as long as you keep track of which milestones you have used.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Tue Jun 18, 2013 12:31 pm 
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Just letting you know I have seen this. I'm headed out the door to take V to work, but I'll edit this post w/ more constructive thoughts later today.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Tue Jun 18, 2013 3:39 pm 
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Tequila Mockingbird wrote:
Start with: 3 gold, a dagger, a robe and a set of Voodoo Needles
3 skills (2 weak, 1 medium), 3 spells (2 weak, 1 medium)

Witches and Witch doctors are masters of curses and pain, they specialise in dealing pain without real injury and controlling their victims through strange voodoo magic.

A witch can cast their spells in two forms:

The first is through a prick of a voodoo needle, these needles do very little actual damage similar to stabbed by a pin but apply the spell directly to a target. The needles are long, thin and sharp, they often can pierce leather and go through gaps in chainmail to surprise a defender. Once a spell is cast on a needle it needs to be used that turn or it is wasted.

The second form is through a voodoo ball. A voodoo ball is a ball of energy of a unique colour to each individual witch and is around the size of a baseball. Some are a glow of energy others an ethereal images such as a skulls or eyes. The voodoo ball looks the same for each curse fired making it very difficult to judges what is being cast. The voodoo ball normally travels fast similar to a throwing knife. On impact it applies the curse cast onto a target.

[I like the concept. Instead of the voodoo ball being energy-based, what if it were physical? Like a squishy ball that, on impect, releases a cloud of toxins designed to deliver the curse? Witches could then get more creative by inventing new forms of curse deliver (dart shooter, small "curse" mines, etc.).]

Witch / Witch Doctor Spells
Current Number: 21 (6 weak, 8 medium, 6 strong, 1 powerful)
[I like the different "flavors" of curse described here; "Control"/"pain" voodoo. If anything, we should try and think up a couple more types of curse to add more flavor and variety to the witches repertoire.]

[However, I am concerned as to how "control" voodoo will work into battles. A lot of the "control" curses dictate exactly what a character must do to themselves. While they'd only have to do this if the spell actually hit, this walks the line on character control. What if the control spells let the caster decide what they wanted to try and make their opponent do and, if the curse hits, let the opponent decide to what extent it works? That'd give both sides the control they should have while still preserving the "control" aspect of the curse.]

[I've omitted more specific comments about each spell b/c 1) I don't have time right now (v.v) & 2) I'd like to here other people's thoughts before just dumping out everything I think about the entire class concept



Probably my biggest problem so far is two-fold:
  1. Curses scale up too quickly (a single, medium spell inflicting as much pain as a broken bone or a stab wound). Even w/ DI's more...resilient residents, effects like that could cripple an opponent
  2. Curse effects last too long. I can't recall most other spells having 4-post durations. Combined w/ the above point, these spells seem awfully strong for a stock spell list.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Tue Jun 18, 2013 3:46 pm 
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Pain curses might seem powerful for their respected level however you've got to remember that their effects are actually none damaging and temporary.

It might hurt more than other weak spells but it has no actual effect, the witch relies more or distracting their opponent so they can actually deal real damage from the created openings.

Comparison vs Wizard

Quote:
Curse of pain: The witch casts a curse that created a severe pain akin to been stabbed, this pain lasts for four posts but then vanishes like nothing had happened afterwards. [Weak/Pain Voodoo] 2x per battle

vs

Quote:
Magic Shards: The wizard shoots shard shards of magic from his hand that can cut, tear, and pierce armor. [Weak/Arcane] 3x per battle


CoP may hurt more than MS but after the 4 posts there is no effect where as a MS spell would have a wound left.

Control was designed to not be character control exactly as you've had to take the hit originally and you can react to losing control of your hand etc.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Wed Jun 19, 2013 5:05 am 
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An issue I'm seeing with this class is the chance for a smart witch doctor to stack long lasting and debilitating effects on an opponent after them taking only one hit. Getting hit by the Muscle failure curse for instance leaves the receiving character with basically two options, either play out the four posts as an incredibly weakened and significantly less agile character, and in the spirit of good RP be practically forced to take more curses, (the effects of which then making it even harder to dodge further curses and so on), or otherwise be forced to write unrealistic downplaying of the effects on the character in order to avoid further effects, running the problem of inadvertently portraying their character as a Mary Sue.

There are a few of even the medium strength skills that would totally and utterly cripple almost all characters on this site for their duration (four turn blind with added pain whaaat?), and with the lack of restrictions on casting for the witch doctor, even one turn of inability to react could lead to a practically inescapable chain of spells, with the target character practically unable to react, while the witch doctor can just go to town on the near defenceless character. On the flip side, this means that people fighting witch doctors will go to basically any length to avoid these crippling spells, which is just going to decrease the fairness of writing overall in these battles.

To be honest, my opinion is that this class needs some serious dialing down of power in the higher tiers. The weak and medium tiers are in general ok, but some of the multi-effect, long term strong spells need some serious nerfs. Consider Voodoo control curse; losing control of an arm for two posts doesn't seem that bad for a strong until you think about it for a moment. For those two turns, neither crossbows nor bows can be used at all, and it makes it basically impossible to use staff weapons or two handers, and almost forces dual weapon wielders to lose their second weapon. Also, how are you meant to deal with your other hand trying to attack you? There's only one truly viable option, which is to still it with your other arm, and to basically every class that means that being hit by this spell is a total disarm for two posts, which is far too strong. No other class has any sort of disables on this magnitude, and there's no real way to deal with them as mentioned before.

To try and conclude my thoughts, I think that while this class is a very cool concept and brings a new kind of combat to the table in a class set mostly filled with basically only damage classes, it does need to have some restrictions laid on it to combat the effects of witch doctors being able to cause a huge amount of illusory injuries, and then practically requiring the opponent to take actual injuries while they recover. I would like to see restrictions on how many spells per page or per x number of posts a witch doctor could cast. Something akin to the stress system that the Mage has wouldn't be bad, since it would allow the witch doctors to use lots of weaks in conjunction with their attacks without too much hinderance, but would mean that they wouldn't be able to lay down three strong spells in a row and completely disable their opponent for a page.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Wed Jun 19, 2013 8:40 am 
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Was just a quick first draft really, i know some duration need to be be altered and concepts clarified / changed.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Wed Jun 19, 2013 11:07 am 
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I don't have an issue with control type spells depending on the severity of the spell. The spell that makes someone drop there weapon... I liked it.

Some might need to be reworded of course, perhaps for the stumble curse instead of actually making the leg trip the other make it so to that leg there is a non-existent stone or log in front of it making it stumble instead.

Choking and betraying strike might be overpowered but all in all I like the concept.

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Thu Jun 20, 2013 4:15 pm 
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Sounds to me like we could do w/ some more ideas around:

  • Length of curse duration
  • Variety of curse type (we've only got "control" and "pain" right now. What about poison/insanity/love, etc.)
  • Methods of curse delivery
  • Leveling the playing field for curse strength vs. their effects

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 Post subject: Re: Witch / Witch doctor possible new spell caster class
PostPosted: Mon Jun 24, 2013 7:07 pm 
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Ohh, I like the idea of insanity curses. Although I am concerned what some of our characters would be like if they went insane - they don't seem too sane to begin with.

And maybe witches can make people see illusions, with simply annoying things for lower power level curses, and seemingly deadly things at higher levels. Then they don't know what to defend against.

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