Thursday, October 16, 2014

Gamemaster's Guidepost: Diablorising Sorcery - The Witch Doctor - Part I



Look...I like necromancy magic, okay? It's not a addiction or anything, I can quit whenever I want. I recently got to play Diablo III and after my typical Barbarian run-through I fired up a Witch Doctor...man that was fun. Now, I've already created some Ritual Path magic spells for the Necromancer from Diablo II...why not create a few for Sorcery? For the sake of brevity, I've ignored the effects of runes on skills. Firebomb is effectively Explosive Fireball (p.7 in Pyramid #3/63: Infinite Worlds II). The following are the Primary skills of the Witch Doctor:


Poison Dart
Basic Cost: 9 points/level.
Casting Roll: None (Innate Attack (Projectile) to hit).
Duration: Instantaneous.

You shoot a dart at a single target. Use Innate Attack (Projectile) to hit, applying normal
range penalties. It does toxic damage with dice equal to your level of this spell. Additionally, targets so affected must make a HT-4 roll every second thereafter (for up to 3 seconds) or take the same amount of damage again.
The GM must determine what the maximum level available in the campaign is.

Statistics: Toxic Attack (Costs Fatigue, 1 FP, -5%; Cyclic, 1 second, 3 cycles, Resistible, +150%; Magical, -10%; Resistible, HT-4, -10%) [9/level].


Corpse Spiders
Basic Cost: 21 points/level.
Casting Roll: None (Innate Attack (Projectile) to hit).
Duration: Instantaneous, but see below.

You release 1d undead spiders which seek out the nearest targets within 32 yards and bite them. Use Innate Attack (Projectile) to hit, but ignore range penalties. Each spider does small piercing damage with dice equal to your level of this spell. The follow-up attack can be resisted with a HT-4 roll and does dice equal to twice your level. These spiders can attack for up to 2d+3 seconds before dissipating. Alternatively, they can be destroyed by damaging them for at least HP x 0.5. They are SM-6. After a use it requires another 1d+2 seconds before you can the spell again.
The GM must determine what the maximum level available in the campaign is.

Statistics: Small Piercing Attack (Area Effect, 32 yards, +250%; Bombardment, Uses Innate Attack to attack, -0%; Contact Agent, +150%; Costs Fatigue, 1 FP, -5%; Emanation, -20%; Magical, -10%; Nuisance Effect, Can be destroyed, -10%; Nuisance Effect, Only attacks 1d targets, -55%; Persistent, +40%; Selective Area, +20%; Takes Recharge, 5 seconds, -10%) [13.5/level] + Toxic Attack (Follow-Up, +0%; Magical, -10%; Resistible, HT-4, -10%) [7/level].


Plague of Toads
Basic Cost: 16 points/level.
Casting Roll: None (Innate Attack (Projectile) to hit).
Duration: Instantaneous, but see below.

You release 1d toads which seek out the nearest targets within 64 yards explodes in a small haze of toxic mist that affects anything that can breathe. Use Innate Attack (Projectile) to hit, but ignore range penalties. Each toad does toxic damage with dice equal to your level of this spell. Like corpse spiders, they can be destroyed by damaging them for at least HP x 0.5. They are SM-7. After a use it requires another 1d+2 seconds before you can the spell again.
The GM must determine what the maximum level available in the campaign is.

Statistics: Toxic Attack (Area Effect, 64 yards, +300%; Bombardment, Uses Innate Attack to attack, -0%; Costs Fatigue, 1 FP, -5%; Emanation, -20%; Magical, -10%; Nuisance Effect, Can be destroyed, -10%; Nuisance Effect, Only attacks 1d targets, -55%; Persistent, +40%; Respiratory Agent, +50%; Selective Area, +20%; Takes Recharge, 5 seconds, -10%) [16/level].

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