Dungeon Siege Voodoo School of Spells Ideas v0.2

In the absence of DS spell stats, the following, based on D&D spell stats will be the parameters described for each spell. These are, obviously, subject to change when more information becomes known about the DS spell system.

The most important missing stat, given that we know the DS magic system uses mana, is mana cost. At this time comparative mana costs are not known for existing DS spells. Mana costs will be determined by comparison with the costs for the existing Nature and Combat spells that ship with DS.

Key: Title (T)
Level (L)
Casting Time (CT)
Range (R)
Area of Effect (AE)
Duration (D)
Save (S)
Blurb (B)

T: JuJu Doll
L: Three
CT: Medium
R: Special
AE: n/a
D: Special
S: half-damage
B: JuJu Doll is a standard voodoo spell that enables the caster to damage the enemy at a distance. The spell conjures a fragile JuJu Doll into existence, based on the target individual. This JuJu may be damaged, once, by any means and by any person. The damage dealt to the JuJu is transferred to the target individual and the JuJu itself disintegrates. Any form of damage can be dealt to the JuJu, physical or magical, but it is important to note that while magical damage will be dealt to the target individual, magical effects, such as slowing or blinding, will not transfer. In addition, there is an upper limit on the damage that may dealt to the target set at one quarter of the target's normal hitpoint total. A successful save halves the damage transfered to the target.



T: JuJu Dummy
L: Five
CT: Medium
R: Special
AE: n/a
D: Special
S: half-damage
B: JuJu Dummy is a particularly devilish spell that can do real harm to the target. The voodoo magician summons a simulacrum of the target which has half the normal hitpoints of the target. This simulacrum is a simple life-size image of the target and stand perfectly still while all manner of things are done to it. The caster, and allies, may attack the JuJu Dummy using any means at there disposal. Weapons and spells are equally effective against this magical likeness. However, any damage done to the dummy is dealt to the target individual as well as depleting the dummy's hitpoint total. The dummy disappears after its hitpoints are brought to zero, if the target is killed (or knocked out for the remainder of the battle) or when the duration of the spell ends. The duration is determined by the level of the caster and is set at 30s per level of the caster. If the spell ends before the dummy is destroyed no further damage accrues to the target when the dummy disappears. A successful save halves the damage reflected from the JuJu to the target. It is important to note that while magical damage will be dealt to the target individual, magical effects, such as slowing or blinding, will not transfer.

T: Animated JuJu Dummy
L: Seven
CT: Medium
R: Special
AE: n/a
D: Special
S: half-damage
B: Animated JuJu Dummy is a terrible enhancement of the voodoo practicioner's arts in creating a means of damaging enemies indirectly. In all respects the spell functions as the level five spell JuJu Dummy, except that the simulacrum is animated and fully able to fight the caster's enemies. This means that the dummy may attack the individual it is based on and in so doing damage this individual in two ways: directly, by fighting the target; and indirectly, by taking damage from the target and reflecting this damage. A further difference is that the spell is somewhat more dificult to maintain than the level five version and spell duration is set at 15s per level of the caster.
The Animated JuJu's hitpoints are half the normal total of the target and the fighting ability of the JuJu is somewhat less than the target's due to lesser strength and dexterity. In addition the JuJu may not be higher than level 10, but matches the target's level up to this point.
The dummy disappears after its hitpoints are brought to zero, if the target is killed (or knocked out for the remainder of the battle) or when the duration of the spell ends. If the spell ends before the dummy is destroyed no further damage accrues to the target when the dummy disappears. A successful save halves the damage reflected from the JuJu to the target. It is important to note that while magical damage will be dealt to the target individual, magical effects, such as slowing or blinding, will not transfer.

T: Voodoo Zombie
L: Two
CT: Fast
R: 10'
AE: n/a
D: 1 hour/caster level
S: n/a
B: A basic skill of the voodoo magician is the ability to create a voodoo zombie. This basic spell summons a single zombie, which will do the bidding of the magician for the duration of the spell. Enemies may find, incidentally, that the voodoo zombie is rather tougher than the more common undead zombies found in corrupted graveyards. This is because the voodoo magicians specialize in creating zombies and do not, for instance, create animated skeletons or convert the living to ghouls.

T: Zombie Jamboree
L: Four
CT: Fast
R: 10'
AE: n/a
D: 1 hour/caster level
S: n/a
B: An improvement on the standard Voodoo Zombie spell, this effect summons 2-5 voodoo zombies depending on the level of the caster beginning with 2 zombies at level 4 and increasing by one zombie for every subsequent level until level 7.

T: Call Baron Samedi
L: Seven
CT: Medium
R: 10'
AE: n/a
D: 10 minutes
S: n/a
B: This powerful voodoo spell calls forth the terrifying voodoo spirit, Baron Samedi. Garishly clad in top hat and tails, with a painted face and stylish cane, Baron Samedi is armed with a number of spells, including Zombie Jamboree and Pins and Needles. Baron Samedi is considered to be level seven for the purposes of spells, etc.

T: Pins and Needles
L: Three
CT: Fast
R: 20'
AE: n/a
D: 30s/caster level
S: negates
B: Using this spell, the voodoo magician can debilitate an enemy, inflicting such pain that the target's dexterity and strength are substantially lowered. A successful save negates this spell's effects.

T: HouDou
L: Four
CT: Fast
R: 20'
AE: n/a
D: 15s/caster level (special at level 7 and above)
S: negates
B: A successful HouDou allows the voodoo magician to hypnotise an enemy and have them do their bidding, including attacking the target's allies. An additional bonus for very powerful voodoo masters is that the target will fall unconscious after the HouDou has run its course: at level seven and above the target falls unconscious for 30s; at level nine and above this will be a full minute. A successful save will entirely negate this spell.

Magic Items

A selection of magic item ideas follows. The intention is that these and any other magic items based on or related to the Voodoo school would be included in the Voodoo siegelet, adding some entertaining and/or effective items to the adventurer's inventory.

T: Title
E: Effect
B: Blurb


T: Small Wax Effigy
E: Allows the user to cast JuJu Doll (3 charges)
B: This small wax simulacrum can be used by the less learned to effect a mild JuJu on an enemy. It loses its efficacy after a number of uses.

That's the Voodoo magic list so far...