WITCH DOCTOR
The ragged old woman cackled to herself as she shook her rattles and bells over the sick child’s still form. Behind her, the worried parents looked on in trepidation. Were the stories true? Could she save their daughter?
On a dark hillside, a spiteful Fae takes the eyesight from a young shepherd who has strayed too close to the ancient stones that she considers her protectorate. Let the superstitious villagers beware, evil does indeed lurk amongst those stones.
An Orc shaman dances and cavorts, waving his spirit totem, whipping the tribe up into a frenzy of excitement before a raid. Drums thunder, bodies collide in the reverie, but the shaman is given a wide berth- he is a living link to the ancestors.
A Vampire sits quietly, eyes closed, lost in the spirit world. She communes with the entities there- seeking information, forging alliances and eternal bonds of fealty. The material world would know fear when the Vampire’s spirit allies answered her call…
A Witch Doctor is a curious mix of healer, visionary and spell caster. It combines some of the characteristics of the Cleric, Druid in curious and unusual ways. Shamanistic, animistic and primitive practices dominate the Witch Doctors magic's They have a grounded understanding of the energies of the universe that is distinct from the more cerebral ‘studies’ of some of the other spellcasting classes. Witch Doctors ‘feel’ the forces of the universe through the soles of their feet, rather than learn it from a book or scroll. The wise woman, the hedge magician, the shaman and the seer, all are aspects that the Witch Doctor can embody, and all with a darkness and sinister aura that makes this class one to be mistrusted and feared.
Role: As a secondary spell caster, the Witch Doctor has a good deal of magical skill to draw upon. Coupled with its own class abilities, this allows for a wide degree of utility and scope. Damage dealer, healer or manipulator-the Witch Doctor can turn their hands to each of these with confidence.
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 2: Small Polearm
Lvl 5: Bastard Weapons
Lvl 9: Dart / Shot Specialization
Lvl 10: Flight Weapons
Armour:
Lvl 3: Padded Armour
Lvl 6: Light Armour
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Magic: 3 Elements (Lvl 2, 4 & 6)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 3: Mana Band 5
Lvl 3: Mana Band 6
Lvl 4: Mana Band 7
Lvl 5: Mana Band 8
Lvl 5: Mana Band 9
Lvl 6: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 2: Spell Level 1 Abilities
Lvl 4: Spell Level 2 Abilities
Lvl 6: Spell Level 3 Abilities
Lvl 8: Spell Level 4 Abilities
Suggested Races: Beast, Fae (Dark Court), Human, Tiefling, Orc, Vampire
Focus Spell: Requires Witch Doctor to have totem/fetish or voodoo doll focus prop to cast these spells.
Abilities:
Lvl 2: Séance: Self. Focus Spell, 1 mana. Witch Doctor can talk to a player or NPC’s spirit while they are dead. Must roleplay meditating while speaking 10 seconds cast. Only 2 minutes duration before link severed. Witch Doctor is Fatigued afterwards (cannot move, fight, heal- act at all) for 10 seconds.
Lvl 3: Life Blood: Heal. Focus Spell. 2 mana. Touch. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 5: Curse of Blindness: Ranged. Alter. 2 mana. Focus Spell. Requires a Spell Orb (any colour). Target is struck blind for 10 minutes.
Lvl 5: Ancestral Spirit: Self. Focus Spell. 2 mana. Conjures a spiritual guide after 2 minute ritual, who offers caster glimpses into the future through visions. This allows the Witch Doctor discuss plot information with Elders to impart in cryptic messages. Spirit can also alert the Witch Doctor to danger and provide them with one Dodge per battle.
Lvl 7: Curse of Pain: Ranged. Alter. Focus Spell. 3 mana. Requires a Spell Orb (any colour). Target is wracked with pain and cannot walk or talk or cast spells for 10 minutes. Must curl into ball and be carried/ supported.
Lvl 9: Return to Body: Touch. Heal. Focus Spell. 3 mana. Restore spirit to dead player’s body with only 1 hit point. 10 minute cast. Caster Fatigued for 5 minutes (cannot fight, run, or cast spells). Target Fatigued for 10 minutes (Resurrection sickness).
Lvl 12: Puppet Curse: Ranged. Control. Focus Spell. 3 mana. Requires a Spell Orb (any colour). Target comes under caster’s control as with Domination spell for 5 minutes.
Lvl 15: Purge: Area. Alter. Focus Spell. 6 mana. Witch Doctor raises both hands above their head & calls ‘Purge’. All opponents within 30ft lose any armour buffs they currently have, plus any ability that cancels out FEAR, alter or control effects on them. They are also DAZED. Caster Fatigued for 1 minute (cannot fight, run, or cast spells).
The ragged old woman cackled to herself as she shook her rattles and bells over the sick child’s still form. Behind her, the worried parents looked on in trepidation. Were the stories true? Could she save their daughter?
On a dark hillside, a spiteful Fae takes the eyesight from a young shepherd who has strayed too close to the ancient stones that she considers her protectorate. Let the superstitious villagers beware, evil does indeed lurk amongst those stones.
An Orc shaman dances and cavorts, waving his spirit totem, whipping the tribe up into a frenzy of excitement before a raid. Drums thunder, bodies collide in the reverie, but the shaman is given a wide berth- he is a living link to the ancestors.
A Vampire sits quietly, eyes closed, lost in the spirit world. She communes with the entities there- seeking information, forging alliances and eternal bonds of fealty. The material world would know fear when the Vampire’s spirit allies answered her call…
A Witch Doctor is a curious mix of healer, visionary and spell caster. It combines some of the characteristics of the Cleric, Druid in curious and unusual ways. Shamanistic, animistic and primitive practices dominate the Witch Doctors magic's They have a grounded understanding of the energies of the universe that is distinct from the more cerebral ‘studies’ of some of the other spellcasting classes. Witch Doctors ‘feel’ the forces of the universe through the soles of their feet, rather than learn it from a book or scroll. The wise woman, the hedge magician, the shaman and the seer, all are aspects that the Witch Doctor can embody, and all with a darkness and sinister aura that makes this class one to be mistrusted and feared.
Role: As a secondary spell caster, the Witch Doctor has a good deal of magical skill to draw upon. Coupled with its own class abilities, this allows for a wide degree of utility and scope. Damage dealer, healer or manipulator-the Witch Doctor can turn their hands to each of these with confidence.
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 2: Small Polearm
Lvl 5: Bastard Weapons
Lvl 9: Dart / Shot Specialization
Lvl 10: Flight Weapons
Armour:
Lvl 3: Padded Armour
Lvl 6: Light Armour
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Magic: 3 Elements (Lvl 2, 4 & 6)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 3: Mana Band 5
Lvl 3: Mana Band 6
Lvl 4: Mana Band 7
Lvl 5: Mana Band 8
Lvl 5: Mana Band 9
Lvl 6: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 2: Spell Level 1 Abilities
Lvl 4: Spell Level 2 Abilities
Lvl 6: Spell Level 3 Abilities
Lvl 8: Spell Level 4 Abilities
Suggested Races: Beast, Fae (Dark Court), Human, Tiefling, Orc, Vampire
Focus Spell: Requires Witch Doctor to have totem/fetish or voodoo doll focus prop to cast these spells.
Abilities:
Lvl 2: Séance: Self. Focus Spell, 1 mana. Witch Doctor can talk to a player or NPC’s spirit while they are dead. Must roleplay meditating while speaking 10 seconds cast. Only 2 minutes duration before link severed. Witch Doctor is Fatigued afterwards (cannot move, fight, heal- act at all) for 10 seconds.
Lvl 3: Life Blood: Heal. Focus Spell. 2 mana. Touch. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 5: Curse of Blindness: Ranged. Alter. 2 mana. Focus Spell. Requires a Spell Orb (any colour). Target is struck blind for 10 minutes.
Lvl 5: Ancestral Spirit: Self. Focus Spell. 2 mana. Conjures a spiritual guide after 2 minute ritual, who offers caster glimpses into the future through visions. This allows the Witch Doctor discuss plot information with Elders to impart in cryptic messages. Spirit can also alert the Witch Doctor to danger and provide them with one Dodge per battle.
Lvl 7: Curse of Pain: Ranged. Alter. Focus Spell. 3 mana. Requires a Spell Orb (any colour). Target is wracked with pain and cannot walk or talk or cast spells for 10 minutes. Must curl into ball and be carried/ supported.
Lvl 9: Return to Body: Touch. Heal. Focus Spell. 3 mana. Restore spirit to dead player’s body with only 1 hit point. 10 minute cast. Caster Fatigued for 5 minutes (cannot fight, run, or cast spells). Target Fatigued for 10 minutes (Resurrection sickness).
Lvl 12: Puppet Curse: Ranged. Control. Focus Spell. 3 mana. Requires a Spell Orb (any colour). Target comes under caster’s control as with Domination spell for 5 minutes.
Lvl 15: Purge: Area. Alter. Focus Spell. 6 mana. Witch Doctor raises both hands above their head & calls ‘Purge’. All opponents within 30ft lose any armour buffs they currently have, plus any ability that cancels out FEAR, alter or control effects on them. They are also DAZED. Caster Fatigued for 1 minute (cannot fight, run, or cast spells).