I found the only few voodoo ability we have now quite boring and doesn't have much so.
1. (Impervious)
Clearing voodoo can never effect such voodoo.
2. (Be-witched, 10%)
The more this voodoo is stacked on something the more powerful it gets by the percentage next to it.
3. (Mystery)
The person this voodoo is cast on does not get a event nor a effect on him that he can see. (Can still be removed my clearing voodoo like purify and such, but they have to guess. Even if he guesses wrong the clearing voodoo will not be used.)
4. (Guardian)
Voodoo with this ability must be cleared first before others can be effected by clearing voodoo.[If a voodoo have this ability, purify will target only voodoo with this ability before others. If serenity is used, it will show a message "There is a voodoo with a ability guardian on this person." . If the person have a few voodoo on him that have the same ability, they are all counted as a single group(Purify will target the group of voodoo randomly and leave the rest without this ability nice and safe.)]
5. (Corruption)
If a player is cast on with a voodoo of this ability, anytime the player cast on, this voodoo will spread to the players that cast on him, they will gain the same duration that the player has at that time.
6. (Resistance, 65%)
Has a chance to fail a clearing voodoo when it is cast on the voodoo with this ability. The chance to fail is the percentage next it.
7. (Berserk)
Ignores any attempt at blocking this cast from being activated. (Even Confuse and Countercurse.)
If you have ability idea(s) as well, tell me and I will add to the list.
Give me your thought.
I think more voodoo ability can unlock more strategy on how to cast voodoo for them all to work together effectively.
Resistance is from CD.
Berserk from Clock.