Danik wrote:I like this feature : the notion that voodoo casts can 'back-fire' and cause a degree of misery upon the caster is rather cute too : that should be a bit random though : maybe 10-30% chance ill-effects on the caster will result : the ill-effects should be similar/same as the voodoo spell itself, maybe not as powerful : we meddle with powerful forces with these super-spells, not all will have the wit or wisdom to be able to control them fully!
I do think we would require a 'master-list' of spells that can be created, along with the recipe : I'd add a touch here : one ingredient is always missing : the witch-doctor must risk many failures (and loss of cards used) to discover the missing one : after all, such power should not come for free, or easily : the knowledge of exactly how to create a super-spell would then have great value in the market-place and I doubt it would be shared that casually!
There should be a market for such spells, run as the current voodoo market is : it would create the odd dichotomy though : I create a super-spell and sell it : if my foe buys it and then turns it on me... hmmm... antidote spells needed, methinks
Danik wrote:these are super-spells : I think a third, rarer and more powerful antidote would be required : a standard serenity/purify would be a damn cheap way of nullifying a spell that required considerable numbers of voodoo cards and coin invested in the Hut to produce : if so easily foiled, whats the point of doing that?
Danik wrote:Still way too cheap in my view : no doubt others may hold differing opinions