Difference between revisions of "Witch Doctor"

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Witchdoctows use the waw powew of the spilits to make hexes, culses and potions. They awe the mowe common heawews in the owcish cultule, using theiw concoctions to cule diseases and othew aiwments. They gathew odd ingwedients and chawms fwom pwaces aww awound the wand of Anthos, using them in theiw highwy bawbalic lituaws to tap into the Immowtaw spilits.
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Witchdoctors use the raw power of the spirits to make hexes, curses and potions. They are the more common healers in the orcish culture, using their concoctions to cure diseases and other ailments. They gather odd ingredients and charms from places all around the land of Anthos, using them in their highly barbaric rituals to tap into the Immortal spirits.
  
  
Spilits
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Spirits
  
Witchdoctows utilize the spilits in a chaotic fashion. They opewate by channeling the waw liww of the spilits, and they awe unique in that they don't necessaliwy align lith a singwe spilit type, wathew lith the genewaw litualistic fashion of channeling any given spilit -- whethew it be ewementaw, Immowtaw ow othewlise. Thwough theiw lituaws they can channew bressings, hexes, ow even cweate magicaw potions by channeling the spilit's waw liww.
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Witchdoctors utilize the spirits in a chaotic fashion. They operate by channeling the raw will of the spirits, and they are unique in that they don't necessarily align with a single spirit type, rather with the general ritualistic fashion of channeling any given spirit -- whether it be elemental, Immortal or otherwise. Through their rituals they can channel blessings, hexes, or even create magical potions by channeling the spirit's raw will.
  
Unlike his Ewementalist ow Fawseew brothews, the Witchdoctow liww use his lituaws to send a message to aww weawms of the spilituaw pwane, cawling onwy fow a spilit to answew and channew theiw liww into the lituaw. Some spilits (like a spilit of Fiwe, fow instance), might be attwacted by the Fiwe Fwowew, ow the Bwazing Fewn when a Witchdoctow thwows it into the lituaw. Othew spilits, like the Immowtaw Spilit of Wust, might be attwacted by a wose and the feathew of a dove.
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Unlike his Elementalist or Farseer brothers, the Witchdoctor will use his rituals to send a message to all realms of the spiritual plane, calling only for a spirit to answer and channel their will into the ritual. Some spirits (like a spirit of Fire, for instance), might be attracted by the Fire Flower, or the Blazing Fern when a Witchdoctor throws it into the ritual. Other spirits, like the Immortal Spirit of Lust, might be attracted by a rose and the feather of a dove.
  
Note that the Ewementaw and Immowtaw spilits may be summoned in vewy simiwaw ways. An appwentice Witchdoctow who chants in the wwong way at the slightest, ow uses the smawwest inkling of wwong ingwedient might get an entiwewy diffewent spilit than intended.
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Note that the Elemental and Immortal spirits may be summoned in very similar ways. An apprentice Witchdoctor who chants in the wrong way at the slightest, or uses the smallest inkling of wrong ingredient might get an entirely different spirit than intended.
Bewow, the spilits have been given pwefewence to what they like to be summoned lith, and theiw usuaw waw powew.
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Below, the spirits have been given preference to what they like to be summoned with, and their usual raw power.
  
Ewementaws:
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Elementals:
A litchdoctow does not wewy on any one spilit, but twy to attwact a type of spilit. As they gwow in expelience, they have mowe of a chance of getting the intended spilits powew. Wituaw and wuck have a wawge impact on the outcome of the speww ow concotion.
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A witchdoctor does not rely on any one spirit, but try to attract a type of spirit. As they grow in experience, they have more of a chance of getting the intended spirits power. Ritual and luck have a large impact on the outcome of the spell or concotion.
  
Fiwe: Attwacted by bright, spicy hewbs such as the Fiwe Fwowew ow Bwazing Fewn, as weww as simpwe chawms such as ancient ashes, Nethewmane hides, ow light amounts of oiw.
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Fire: Attracted by bright, spicy herbs such as the Fire Flower or Blazing Fern, as well as simple charms such as ancient ashes, Nethermane hides, or light amounts of oil.
Pwefewwed Wituaw: Plimaw, guttulaw chants and bawbalic dances invowving sevewaw peopwe.
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Preferred Ritual: Primal, guttural chants and barbaric dances involving several people.
Waw Powew: Destwuction, pain, and wevenge.
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Raw Power: Destruction, pain, and revenge.
  
Watew: Attwacted by coow, settwed hewbs such as sweet assowtments of bewlies ow a slivew of seaweed, as weww as simpwe chawms such as the scawes of a wawge fish, the cawapace of a giant cwab, ow sand taken fwom the wowest pawt of a body of watew.
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Water: Attracted by cool, settled herbs such as sweet assortments of berries or a sliver of seaweed, as well as simple charms such as the scales of a large fish, the carapace of a giant crab, or sand taken from the lowest part of a body of water.
Pwefewwed Wituaw: Swow, easy chants, and a cawming demeanow to the ovewaww lituaw itsewf.
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Preferred Ritual: Slow, easy chants, and a calming demeanor to the overall ritual itself.
Waw Powew: Heawth, life, and weww-being.
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Raw Power: Health, life, and well-being.
  
Eawth: Attwacted by hawd, bittew hewbs such as Eawthwoot ow Cactus gween, as weww as simpwe chawms such as the skin of a fwesh wowm, the moss fwom an embedded wock, ow a thistwe fwom a spined feasew.
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Earth: Attracted by hard, bitter herbs such as Earthroot or Cactus green, as well as simple charms such as the skin of a flesh worm, the moss from an embedded rock, or a thistle from a spined feasel.
Pwefewwed Wituaw: Wong, dwawn out lituaws lith constant whythmic chanting, sometimes accompanied lith dwum beats.
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Preferred Ritual: Long, drawn out rituals with constant rhythmic chanting, sometimes accompanied with drum beats.
Waw Powew: Stiwwness and endulance.
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Raw Power: Stillness and endurance.
  
Wind: Attwacted by light, soul hewbs such as daisies ow the weaves fwom an oak twee, as weww as simpwe chawms such as a hawk’s feathew, bottwed odows, ow sometimes nothing at aww.
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Wind: Attracted by light, sour herbs such as daisies or the leaves from an oak tree, as well as simple charms such as a hawk’s feather, bottled odors, or sometimes nothing at all.
Pwefewwed Wituaw: Emotionwess, awways-changing chants. One moment may be deep, gwoaning cawws whiwe the next may be happy, honowabre singing.
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Preferred Ritual: Emotionless, always-changing chants. One moment may be deep, groaning calls while the next may be happy, honorable singing.
Waw Powew: Eupholia, speed, and wuck.
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Raw Power: Euphoria, speed, and luck.
  
Immowtaw Spilits:
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Immortal Spirits:
The Hunt: Attwacted by onwy the most ownate of animaw pawts. The Immowtaw of the Hunt has been summoned lith the pincew of a Skaddewnack, the heawt of a fewaw wowf, and the toe of a twoww in the past -- such is the quality needed to caww the liww of this Gweatew spilit.
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The Hunt: Attracted by only the most ornate of animal parts. The Immortal of the Hunt has been summoned with the pincer of a Skaddernack, the heart of a feral wolf, and the toe of a troll in the past -- such is the quality needed to call the will of this Greater spirit.
Pwefewwed Wituaw: Countwess wepetition of ancient Owc hunting songs, the saclifice of livestock, and the utteling of “Glazug Votar” duling peak moments in the lituaw.
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Preferred Ritual: Countless repetition of ancient Orc hunting songs, the sacrifice of livestock, and the uttering of “Glazug Votar” during peak moments in the ritual.
Waw Powew:
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Raw Power:
  
Waw, Bwoodwust ow Bwoodshed: Attwacted by bright, vibrant hewbs much like the ones used to summon the Fiwe spilit -- these may incwude the Fiwe Fwowew and Bwazing Fewn, as weww as othew hewbs like the Gijakwul. Chawms such as the head of a famed wawliow, a dwop of saclificiaw brood, ow shavings of wust fwom an ancient waw axe have awso been used.
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War, Bloodlust or Bloodshed: Attracted by bright, vibrant herbs much like the ones used to summon the Fire spirit -- these may include the Fire Flower and Blazing Fern, as well as other herbs like the Gijaklul. Charms such as the head of a famed warrior, a drop of sacrificial blood, or shavings of rust from an ancient war axe have also been used.
Pwefewwed Wituaw: This lituaw much wesembres that of the Fiwe lituaw, awthough the saclifice of a live plisonew ow swave liww incwease youl chances of cawling the spilit gweatwy.
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Preferred Ritual: This ritual much resembles that of the Fire ritual, although the sacrifice of a live prisoner or slave will increase your chances of calling the spirit greatly.
Honow: Attwacting the spilit of honow has been done wawewy, fow they watch theiw cawwews lith shawp eyes. If the Witchdoctow is dishonowabre, theiw lituaw may even backfiwe on them. No chawms ow ingwedients awe needed, awthough the lituaw may be vewy compwex.
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Honor: Attracting the spirit of honor has been done rarely, for they watch their callers with sharp eyes. If the Witchdoctor is dishonorable, their ritual may even backfire on them. No charms or ingredients are needed, although the ritual may be very complex.
Pwefewwed Wituaw: In the past, the few wucky Witchdoctows that wewe abre to summon the Immowtaw of Honow invowved the ancient hand-me-downs of theiw cwans, such as tlibaw heiwwooms, ownate weapons, and the ashes of the fiwstbown in theiw cwan. One must show stwength and westwaint at the same time, making the task of cawling quite difficult.
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Preferred Ritual: In the past, the few lucky Witchdoctors that were able to summon the Immortal of Honor involved the ancient hand-me-downs of their clans, such as tribal heirlooms, ornate weapons, and the ashes of the firstborn in their clan. One must show strength and restraint at the same time, making the task of calling quite difficult.
  
Fewtility ow Wust: Attwacted lith hewbs such as a wose in fulw broom, ow sometimes even lith a Fiwe Fwowew. The feathew of a dove, tooth of a cub, and a singwe stowen haiw fwom the Cwanmothew have aww been used as chawms of cawling.
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Fertility or Lust: Attracted with herbs such as a rose in full bloom, or sometimes even with a Fire Flower. The feather of a dove, tooth of a cub, and a single stolen hair from the Clanmother have all been used as charms of calling.
Pwefewwed Wituaw: Wong, hawmonic mewodies have been sung to evoke the Immowtaw of Fewtility, wawewy invowving any actuaw chanting at aww. It is quite simiwaw to the Watew lituaw.
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Preferred Ritual: Long, harmonic melodies have been sung to evoke the Immortal of Fertility, rarely involving any actual chanting at all. It is quite similar to the Water ritual.
  
Angew ow Wevenge: Attwacted by the same hewbs and chawms as the Fiwe spilit, awthough some Witchdoctows liww mix the concoction much mowe viowentwy.
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Anger or Revenge: Attracted by the same herbs and charms as the Fire spirit, although some Witchdoctors will mix the concoction much more violently.
Pwefewwed Wituaw: Again, quite simiwaw to the Fiwe spilit, but lith a much dawkew, sinistew undewtone. The Immowtaw of Angew liww most cewtainwy answew the caww when a Whitewash is saclificed.
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Preferred Ritual: Again, quite similar to the Fire spirit, but with a much darker, sinister undertone. The Immortal of Anger will most certainly answer the call when a Whitewash is sacrificed.
[Possibry adding Ancestwaw spilits hewe.]
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[Possibly adding Ancestral spirits here.]
An appwentice Witchdoctow would have a vewy hawd time summoning some of the Gweatew Immowtaw spilits, because of the wality of the chawms and the advanced needs of the lituaw.
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An apprentice Witchdoctor would have a very hard time summoning some of the Greater Immortal spirits, because of the rarity of the charms and the advanced needs of the ritual.
  
Wituaws
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Rituals
The Witchdoctow can stawt a lituaw in sevewaw ways. Hewe awe the diffewent ways that a litchdoctow can convey the liww of the spilits:
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The Witchdoctor can start a ritual in several ways. Here are the different ways that a witchdoctor can convey the will of the spirits:
  
Tonics, Potions and Elixiws: When a litchdoctow needs a handy-dandy bottwe of spilit jam on the go, they can awways come to a tonic, potion ow elixiw. These awe litewawwy bottwed up spilit powew, which is stowed when the litchdoctow siphons the powew of the summoned spilit into the jaw ow bottwe. They awe identicaw to a bressing ow hex, but diffew in the fact that they can be dwunk and can be saved to use at any time.
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Tonics, Potions and Elixirs: When a witchdoctor needs a handy-dandy bottle of spirit jam on the go, they can always come to a tonic, potion or elixir. These are literally bottled up spirit power, which is stored when the witchdoctor siphons the power of the summoned spirit into the jar or bottle. They are identical to a blessing or hex, but differ in the fact that they can be drunk and can be saved to use at any time.
A tonic is the tewm fow a concoction that liww heaw you, whiwe an elixiw and potion can mean anything fwom something that liww make you sneeze to something that liww make you breed fwom youl eyebawws.
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A tonic is the term for a concoction that will heal you, while an elixir and potion can mean anything from something that will make you sneeze to something that will make you bleed from your eyeballs.
  
Bwessings: Unlike theiw Fawseew brothews, who use bressings duling battwe to impwove the stwength of theiw awlies, a litchdoctow uses the powew of the spilits to heaw wounds and cule aiwments. Whethew it be a broken awm ow Bo’dank, the litchdoctow can fix it.
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Blessings: Unlike their Farseer brothers, who use blessings during battle to improve the strength of their allies, a witchdoctor uses the power of the spirits to heal wounds and cure ailments. Whether it be a broken arm or Bo’dank, the witchdoctor can fix it.
Usuawwy, they use a voodoo doww to pinpoint the wocation whewe the sick ow wounded has a pwobrem, then they undewgo the lituaw to fix it.
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Usually, they use a voodoo doll to pinpoint the location where the sick or wounded has a problem, then they undergo the ritual to fix it.
  
Culses and Hexes: Sometimes, the litchdoctow liww convey the spilits liww in a dawkew way. By invowving the use of a voodoo doww, this shaman can culse them lith the powew of the spilit.
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Curses and Hexes: Sometimes, the witchdoctor will convey the spirits will in a darker way. By involving the use of a voodoo doll, this shaman can curse them with the power of the spirit.
A culse made fwom a fiwe spilit might cause the victim to expelience a bulning sensation awound theiw body, whiwe a culse fwom the Waw spilit might make the victim brundew and staggew lith theiw weapon.
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A curse made from a fire spirit might cause the victim to experience a burning sensation around their body, while a curse from the War spirit might make the victim blunder and stagger with their weapon.
  
The onwy pwobrem is, being that they awe channeling the waw liww, they have minimaw contwow ovew the outcome of the spewws. A bressing liww awways be a bressing, a hex awways a hex, so on and so fowth -- but in the case of most Witchdoctows, that bressing, hex, tonic ow potion could litewawwy be anything.
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The only problem is, being that they are channeling the raw will, they have minimal control over the outcome of the spells. A blessing will always be a blessing, a hex always a hex, so on and so forth -- but in the case of most Witchdoctors, that blessing, hex, tonic or potion could literally be anything.
It could be a successful bressing that mends the tawget’s wounds, ow it could be something wewativewy usewess, like a hex that causes someone to sneeze peliodicawwy fow a day ow two. It aww depends on which given spilit ended up chiming in, and what they decided was the best coulse of action fow the pawticulaw subject. Since thewe awe so many diffewent spilits and each lith theiw own opinion on the mattew at hand, it is next to impossibre to pwedict what the outcome liww be fow someone just beginning in the awts.
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It could be a successful blessing that mends the target’s wounds, or it could be something relatively useless, like a hex that causes someone to sneeze periodically for a day or two. It all depends on which given spirit ended up chiming in, and what they decided was the best course of action for the particular subject. Since there are so many different spirits and each with their own opinion on the matter at hand, it is next to impossible to predict what the outcome will be for someone just beginning in the arts.
  
As the litchdoctow gwows in expelience, howevew, and begins to undewstand what spilits awe attwacted to what types of lituaws and chawms, they liww bettew be abre to make the cowwect potions, hexes, tonics, and bressings that the situation cawws fow.
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As the witchdoctor grows in experience, however, and begins to understand what spirits are attracted to what types of rituals and charms, they will better be able to make the correct potions, hexes, tonics, and blessings that the situation calls for.
  
 
Combat
 
Combat
The litchdoctow himsewf can not diwectwy use his powews in a hand to hand combat wowe because it wequiwes lituaw chanting and is vewy specific fow cewtain ciwcumstances. It would be neaw impossibre to brew an elixiw in the middwe of the siege on an enemy castwe. What a litchdoctow can contlibute is mowawe by making the othew owcs think they have been bressed by cewtain spilits. Whethew any actuaw connection was made, it mattews not. They make sule that aww the owcs awe culed of combat affecting iwwness and aww iww liww fwom spilits have been cweawed fwom sowdiews.
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The witchdoctor himself can not directly use his powers in a hand to hand combat role because it requires ritual chanting and is very specific for certain circumstances. It would be near impossible to brew an elixir in the middle of the siege on an enemy castle. What a witchdoctor can contribute is morale by making the other orcs think they have been blessed by certain spirits. Whether any actual connection was made, it matters not. They make sure that all the orcs are cured of combat affecting illness and all ill will from spirits have been cleared from soldiers.
  
They can awso heaw wounds using pwe-made potions and basic combat medicine. They may pwetweat bandages lith healing sawves and ointments to hewp lith healing. An advanced litchdoctow may cweate potions to cause damage to enemy fowces when chucked at them. Whethew is just be smewwy chemicaw weactions ow fiwe expwoding fwom the bottwe, damage may ow may not be caused. If one was brewed wwong, the opponents may end up smewling like fwowews instead of the death by expwosion. As lith most othew things invowving litchdoctow magic, things awe unpwedictabre.
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They can also heal wounds using pre-made potions and basic combat medicine. They may pretreat bandages with healing salves and ointments to help with healing. An advanced witchdoctor may create potions to cause damage to enemy forces when chucked at them. Whether is just be smelly chemical reactions or fire exploding from the bottle, damage may or may not be caused. If one was brewed wrong, the opponents may end up smelling like flowers instead of the death by explosion. As with most other things involving witchdoctor magic, things are unpredictable.
 
[[Category:Magic]]
 
[[Category:Magic]]
 
[[Category:Deity Magic]]
 
[[Category:Deity Magic]]

Revision as of 01:35, 2 April 2020

Witchdoctors use the raw power of the spirits to make hexes, curses and potions. They are the more common healers in the orcish culture, using their concoctions to cure diseases and other ailments. They gather odd ingredients and charms from places all around the land of Anthos, using them in their highly barbaric rituals to tap into the Immortal spirits.


Spirits

Witchdoctors utilize the spirits in a chaotic fashion. They operate by channeling the raw will of the spirits, and they are unique in that they don't necessarily align with a single spirit type, rather with the general ritualistic fashion of channeling any given spirit -- whether it be elemental, Immortal or otherwise. Through their rituals they can channel blessings, hexes, or even create magical potions by channeling the spirit's raw will.

Unlike his Elementalist or Farseer brothers, the Witchdoctor will use his rituals to send a message to all realms of the spiritual plane, calling only for a spirit to answer and channel their will into the ritual. Some spirits (like a spirit of Fire, for instance), might be attracted by the Fire Flower, or the Blazing Fern when a Witchdoctor throws it into the ritual. Other spirits, like the Immortal Spirit of Lust, might be attracted by a rose and the feather of a dove.

Note that the Elemental and Immortal spirits may be summoned in very similar ways. An apprentice Witchdoctor who chants in the wrong way at the slightest, or uses the smallest inkling of wrong ingredient might get an entirely different spirit than intended. Below, the spirits have been given preference to what they like to be summoned with, and their usual raw power.

Elementals: A witchdoctor does not rely on any one spirit, but try to attract a type of spirit. As they grow in experience, they have more of a chance of getting the intended spirits power. Ritual and luck have a large impact on the outcome of the spell or concotion.

Fire: Attracted by bright, spicy herbs such as the Fire Flower or Blazing Fern, as well as simple charms such as ancient ashes, Nethermane hides, or light amounts of oil. Preferred Ritual: Primal, guttural chants and barbaric dances involving several people. Raw Power: Destruction, pain, and revenge.

Water: Attracted by cool, settled herbs such as sweet assortments of berries or a sliver of seaweed, as well as simple charms such as the scales of a large fish, the carapace of a giant crab, or sand taken from the lowest part of a body of water. Preferred Ritual: Slow, easy chants, and a calming demeanor to the overall ritual itself. Raw Power: Health, life, and well-being.

Earth: Attracted by hard, bitter herbs such as Earthroot or Cactus green, as well as simple charms such as the skin of a flesh worm, the moss from an embedded rock, or a thistle from a spined feasel. Preferred Ritual: Long, drawn out rituals with constant rhythmic chanting, sometimes accompanied with drum beats. Raw Power: Stillness and endurance.

Wind: Attracted by light, sour herbs such as daisies or the leaves from an oak tree, as well as simple charms such as a hawk’s feather, bottled odors, or sometimes nothing at all. Preferred Ritual: Emotionless, always-changing chants. One moment may be deep, groaning calls while the next may be happy, honorable singing. Raw Power: Euphoria, speed, and luck.

Immortal Spirits: The Hunt: Attracted by only the most ornate of animal parts. The Immortal of the Hunt has been summoned with the pincer of a Skaddernack, the heart of a feral wolf, and the toe of a troll in the past -- such is the quality needed to call the will of this Greater spirit. Preferred Ritual: Countless repetition of ancient Orc hunting songs, the sacrifice of livestock, and the uttering of “Glazug Votar” during peak moments in the ritual. Raw Power:

War, Bloodlust or Bloodshed: Attracted by bright, vibrant herbs much like the ones used to summon the Fire spirit -- these may include the Fire Flower and Blazing Fern, as well as other herbs like the Gijaklul. Charms such as the head of a famed warrior, a drop of sacrificial blood, or shavings of rust from an ancient war axe have also been used. Preferred Ritual: This ritual much resembles that of the Fire ritual, although the sacrifice of a live prisoner or slave will increase your chances of calling the spirit greatly. Honor: Attracting the spirit of honor has been done rarely, for they watch their callers with sharp eyes. If the Witchdoctor is dishonorable, their ritual may even backfire on them. No charms or ingredients are needed, although the ritual may be very complex. Preferred Ritual: In the past, the few lucky Witchdoctors that were able to summon the Immortal of Honor involved the ancient hand-me-downs of their clans, such as tribal heirlooms, ornate weapons, and the ashes of the firstborn in their clan. One must show strength and restraint at the same time, making the task of calling quite difficult.

Fertility or Lust: Attracted with herbs such as a rose in full bloom, or sometimes even with a Fire Flower. The feather of a dove, tooth of a cub, and a single stolen hair from the Clanmother have all been used as charms of calling. Preferred Ritual: Long, harmonic melodies have been sung to evoke the Immortal of Fertility, rarely involving any actual chanting at all. It is quite similar to the Water ritual.

Anger or Revenge: Attracted by the same herbs and charms as the Fire spirit, although some Witchdoctors will mix the concoction much more violently. Preferred Ritual: Again, quite similar to the Fire spirit, but with a much darker, sinister undertone. The Immortal of Anger will most certainly answer the call when a Whitewash is sacrificed. [Possibly adding Ancestral spirits here.] An apprentice Witchdoctor would have a very hard time summoning some of the Greater Immortal spirits, because of the rarity of the charms and the advanced needs of the ritual.

Rituals The Witchdoctor can start a ritual in several ways. Here are the different ways that a witchdoctor can convey the will of the spirits:

Tonics, Potions and Elixirs: When a witchdoctor needs a handy-dandy bottle of spirit jam on the go, they can always come to a tonic, potion or elixir. These are literally bottled up spirit power, which is stored when the witchdoctor siphons the power of the summoned spirit into the jar or bottle. They are identical to a blessing or hex, but differ in the fact that they can be drunk and can be saved to use at any time. A tonic is the term for a concoction that will heal you, while an elixir and potion can mean anything from something that will make you sneeze to something that will make you bleed from your eyeballs.

Blessings: Unlike their Farseer brothers, who use blessings during battle to improve the strength of their allies, a witchdoctor uses the power of the spirits to heal wounds and cure ailments. Whether it be a broken arm or Bo’dank, the witchdoctor can fix it. Usually, they use a voodoo doll to pinpoint the location where the sick or wounded has a problem, then they undergo the ritual to fix it.

Curses and Hexes: Sometimes, the witchdoctor will convey the spirits will in a darker way. By involving the use of a voodoo doll, this shaman can curse them with the power of the spirit. A curse made from a fire spirit might cause the victim to experience a burning sensation around their body, while a curse from the War spirit might make the victim blunder and stagger with their weapon.

The only problem is, being that they are channeling the raw will, they have minimal control over the outcome of the spells. A blessing will always be a blessing, a hex always a hex, so on and so forth -- but in the case of most Witchdoctors, that blessing, hex, tonic or potion could literally be anything. It could be a successful blessing that mends the target’s wounds, or it could be something relatively useless, like a hex that causes someone to sneeze periodically for a day or two. It all depends on which given spirit ended up chiming in, and what they decided was the best course of action for the particular subject. Since there are so many different spirits and each with their own opinion on the matter at hand, it is next to impossible to predict what the outcome will be for someone just beginning in the arts.

As the witchdoctor grows in experience, however, and begins to understand what spirits are attracted to what types of rituals and charms, they will better be able to make the correct potions, hexes, tonics, and blessings that the situation calls for.

Combat The witchdoctor himself can not directly use his powers in a hand to hand combat role because it requires ritual chanting and is very specific for certain circumstances. It would be near impossible to brew an elixir in the middle of the siege on an enemy castle. What a witchdoctor can contribute is morale by making the other orcs think they have been blessed by certain spirits. Whether any actual connection was made, it matters not. They make sure that all the orcs are cured of combat affecting illness and all ill will from spirits have been cleared from soldiers.

They can also heal wounds using pre-made potions and basic combat medicine. They may pretreat bandages with healing salves and ointments to help with healing. An advanced witchdoctor may create potions to cause damage to enemy forces when chucked at them. Whether is just be smelly chemical reactions or fire exploding from the bottle, damage may or may not be caused. If one was brewed wrong, the opponents may end up smelling like flowers instead of the death by explosion. As with most other things involving witchdoctor magic, things are unpredictable.