A pagan priest staff, also known as a witch's staff or magickal wand, is a ceremonial tool used in various pagan and witchcraft traditions. It is typically made of wood and represents the conduit of the practitioner's energy and intent. The staff can be seen as an extension of the practitioner's arm and serves as a symbol of power and authority. It is believed to enhance the practitioner's connection to the spiritual and magical realms. The staff is often decorated with crystals, feathers, carved symbols, and other personal objects that hold meaning to the practitioner. In pagan and witchcraft rituals, the staff is used for various purposes.
A Witch Doctor Encounters The Power of God
We who are out witnessing in those areas where the light of the Gospel has not reached many souls need your prayers.
Joyce C. Mndambi has a diploma in Secretarial Science. She and her husband pastor in Handeni, Tanzania. She works as a personal secretary in the Management of the GTZ Project known as "Handeni Integrated Agfroforestry Project." Her hobbies are doing missionary work in unentered areas; playing the piano and guitar, singing, ' smiling, knitting, making friends, and daitti) charity work.
In the Handeni District there is a witch doctor who is very well known for her powers. She works miracles through the power of the devil. She claims the power to kill anyone she likes; she can create problems for those around her. Many people are afraid of her because of her popularity and witchcraft skills.
Sounds of beating drums, raised voices, and strange noises emanate from her house every night. However, whenever we walk by the house, silence reigns. It is obvious the power of God rules over the devil. Even witch doctors respect the presence of the Lord. Devils tremble in the company of godly men and women.
One evening my friend and her husband invited my husband, a pastor, and me to visit the witch doctor. As we neared the house, we could hear drums beating and voices singing. Once the members of the household saw us the noise stopped. As we walked closer to the house, we earnestly prayed for ourselves and my husband.
The witch doctor warmly welcomed us, We began singing church hymns very loudly. After two songs, my husband said a prayer. He gave a scripture reading and requested us to kneel down for special prayers foe the family members. Surprisingly all the members of the family, including the witch doctor, knelt along with us.
The Spirit of God was seen rotating in that little hut. I felt the mighty hand of the Lord descending from above and touching each one of us. The Spirit of God was there. After the season of prayer, we left, praising God for the Mighty Power we had just witnessed.
The next day, the children of the family told us that after our departure they had continued meditating on the power of the HolySpirit.
We who are out witnessing in those areas where the light of the Gospel has not reached many souls need your prayers. Pray for the family who lives in that small hut. They have witnessed the power of God, yet they still hesitate to follow Christ. Witchcraft is their business and they depend on it. Please pray that the Holy Spirit will continue to work on their hearts and we can meet them in heaven.
Joyce C. Mndambi has a diploma in Secretarial Science. She and her husband pastor in Handeni, Tanzania. She works as a personal secretary in the Management of the GTZ Project known as "Handeni Integrated Agfroforestry Project." Her hobbies are doing missionary work in unentered areas; playing the piano and guitar, singing, ' smiling, knitting, making friends, and daitti) charity work.
The Orcish Witch Doctor
The Witch Doctor or High Shamman is an important part of the Orc community and are responsible for conducting the tribe's rituals and ceremonies. They command great fear and respect among their kin; all too often, the Chieftain is only a figurehead, while the High Shamman holds true power over the tribe. Most (75%) of Orcish Witch Doctors are female and of those many are mated to the Chieftain specifically due to their power.
They draws power from their ability to endure pain and suffering and mutilate thier own flesh, inflicting horrific scars, in order to attract the attention of thier patron God. Witch Doctors gain their abilities from the Orc Gods and evil spirits (demons, devils and evil forces) and they have insight of the supernatural which no single scholar could obtain from books no matter how long he studied, for the witch doctor has spent his life consulting and consorting with beings beyond what words could ever describe. Witch Doctors use their understanding of medicine as well as black magic to hurt others, to get revenge, help themselves at the expense of others, or to disrupt the harmony of nature. As such they are enevidably an agent of evil and are feared and respected by other orcs.
The ferocious fetish masks they wear is carved from wood and is adorned with grisly remnants of people and animals, typically blood and gristle. Most witch doctors wear their masks anytime they perform magic or interact with other orcs, but some prefer to wear them only when going into battle or communing with their patrons through the masks to prepare spells. Orc tribes hold divine magic in high regard, and witch doctors practice divine magic in addition to their arcane magic.
Each witch doctor will have their own unique style of evoking and unleashing powerful curses as each tribe will have its own sacred rituals and methods of consorting with the spirits. Witch Doctors have been known to participate in warfare, though they often leave such things in the hands of the Battle Shamman, and as such find themselves much better prepared for battle than the scholars and studiers of magics of other races, such as wizards and sorcerers; the very badges of the witch doctor's office can be used as effective weapons. Witch doctors are very much self-sustaining, as their abilities to harm are equaled by their ability to reverse and remove the very ailments they bestow, whether this be upon themselves or their allies.
Witch Doctors are particularly effective at strengthening their allies as well as weakening their enemies as seen fit, and their ability to stay out of harm's way is another added bonus. However, their lack of armor makes them an easy kill in melee combat, as their abilities focus mainly upon destroying fellow spellcasters and are less effective against those who do not rely completely on magic. Their proficiency with only basic weapons also limits their combat prowess, and although their ability to use wooden shields does allow them some protection, it may hinder their ability to cast spells and curses. They also have one additional drawback in that they are still as vulnerable to spells as the opponents they are trying to kill.
The main benefit of the Witch Doctor on the battle field is threefold. First, their appearance and reputation acts as a motivational factor; they can inspire their kin, improving their fighting ability. Moreover, they can harm morale, causing fear and doubt in their opponents. Second is their ability to Heal similarly to the healing a priest can do. Healing can keep an entire army alive during battle. The Witch Doctor is also useful for various offensive magics that can hinder an oppenent or cause greater harm.
Special Abilities of The Orcish Witch Doctor
- Fetish Mask: At 1st level, the Witch Doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies their magic. The spells derived from the insights their patron grants them while they endure the cuts, burns, and other sorts of mutilations they inflict upon themselves are fused into the mask and the mask acts in all ways like a witch�s familiar. Rather than communing with a familiar for insight and knowledge, the witch doctor hangs the mask on a wall, tree branch, or something similar and contemplates the agony it represents.
- Fierce Intelligence: The Witch Doctor through their ritual communion with their Patron Gog gains an IQ stat increase of 2 points and casts spells as if a wizard of the same level however spell knowledge is granted by the Patron, not learned from study. As Witch Doctor is granted Common Knowledge Spells. These spells are as follows:
- Cause fear
- Ceremony
- Chaos bolt
- Cloud of Smoke
- Cloud of Fear
- Darkness
- Infestation
- Primal Savagery
- Sense Emotion
- Sense Magic
- Sudden Awakening
- Toll the dead
- Tongues
- Unearthly Chorus
- Wild cunning
- +10 Cantrips of choice.
1d20 Result 1-5 +1 1st level spell 6-10 +2 1st level spells 11-15 +2 1st level spells, +1 2nd level spell 16-20 +2 1st level spells, +2 2nd level spells - Minor Hexes: evil eye, misfortune; scar, unnerve beasts.
- Major Hexes: agony, cook people, infected wounds, nightmare.
- Grand Hexes: death curse, dire prophecy, natural disaster.
- The greater familiar can speak in animal form, but when outsiders are present it will not do so without instruction from the witch. Communication is much the same as two humans conversing. It will otherwise act like the animal it resembles.
- Obeys only the witch and will follow his/her commands without question or hesitation, especially in combat situations. However, should the witch defy the will of his "true master," the familiar's vow of obedience is broken and it can act completely independently to betray, torment or slay the witch.
- A rapport between witch and familiar. Both usually have the same outlook on life. The two talk like old friends or business partners. The spiritual bond between the two is such that the familiar may also allow the witch to see. hear, feel, taste, and smell everything it experiences, but this is at the discretion of the familiar, not the witch.
- Supernatural bond: The witch and demon familiar are physically and spiritually linked. This connection allows the witch to draw energy from the creature whenever she needs them. Furthermore, the demon familiar endows the witch with an additional 20 hit points and 40 S.D.C. If the familiar is slain, the witch permanently loses the bonus hit points and S.D.C., plus an additional 10 hit points. This "link" also enables the witch and familiar to sense when one or the other is being tortured, battered near death and when the other dies, regardless of the distance between them. Note: The familiar is sometimes sent on brief missions that can take it several miles away, otherwise the two are constant companions.
- If the greater familiar is slain, the witch will never again be given a greater familiar. However, a lesser familiar (same as the familiar wizard spell) may be given as a replacement, but only after a period of time (one or two years) as punishment for allowing the death of her powerful companion.
- Psychic Abilities: Roll percentile dice to determine type and abilities:
- 1-20 All psychic healer powers.
- 21-40 All sensitive powers.
- 41-60 All physical powers.
- 61 -79 All sensitive and healer powers.
- 80-89 All physical and sensitive powers.
- 90-00 Select six super psionic powers! All psi-powers are equal to a 6th level psychic.
- Magic Knowledge: The familiar knows all the same magic as the witch, but will only use its powers when commanded to do so, or to protect the witch or itself.
- Attacks Per Melee: Three physical or psionic attacks, or one magic. The damage bonus is equal to the supernatural P.S. attribute.
- Bonuses: The demon animal is +2 to save vs magic, +4 to save vs horror factor, +1 to strike, +1 parry, and +2 to dodge.
- Size & Weight: Animal rarely larger than a dog.
The Mask is possessed by a supernatural entity or an essence fragment of the Patron God that possesses the mask as host body for its Master's essence. The mask possesses a human intelligence, can talk, is supernaturally strong and possesses psionic and magic powers of its own.
Alignment: Any.
Horror Factor: 10
Armour Rating: 12
Hit Points: 6D6+20
S.D.C.: 1D4x10
I.S.P.: 3D4x10
The Eight Attributes: I.Q. 10, M.E. 19, M.A. 12, P.S. 18+1D6. P.P. 12+1D6, P.E. 18+1D6, P.B. 10, Spd 6D6+10
cunning, devious, treacherous and can transform it's physical form to mach the form and abilities of animal host in addition to its demonic ones. Its host body is typically a horrific wooden cat, dog. wolf, rat, weasel, snake, hawk or raven/crow and inmost cases appears as skeletal.
Supernatural Abilities:
The Orcish Witch Doctor and Weapon and Armour Proficiency:
Witch Doctors are proficient with bacic weapons, with wooden shields but not with any type of armour. The Witch Doctors ritually scars themselves to gain strength and power from her patron. this scarring not only adds to their intimidaing appearance but also increases their power. Enduring the pain of these ritualistic scars give them the ability to harden thier mutilated skin, gaining an enhancement bonus to her natural Armour Rating equal to twice thier level. They can use this ability for the duration of a battle.
The Orcish Witch Doctor Spell List
Level 2
Aid, Animate Dead, Bear's Endurance, Bull's Strength, Cat's Grace, Chain of Eyes, Contagion, Cure Moderate Wounds, Death Knell, Delay Poison, Eagle's Splendor, Fox's Cunning, Gentle Repose, Ghoul Touch, Hold Person, Lesser Restoration, Magic Weapon, Owl's Wisdom, Speak with Dead, Spiritual Weapon
Level 3
Arcane Sight, Bestow Curse, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Fireball, Halt Undead, Inflict Serious Wounds, Lightning Bolt, Mass Lesser Vigor, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Life, Vigor, Water Breathing
Level 4
Arcane Eye, Break Enchantment, Contact Other Plane, Control Water, Cure Critical Wounds, Death Ward, Delay Death, Dimensional Anchor, Dismissal, Dream, Enervation, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Panacea, Poison, Polymorph, Restoration, Sending, Wrack
Level 5
Antilife Shell, Baleful Polymorph, Banishment, Create Undead, Ghost Trap, Greater Vigor, Harm, Heal, Insect Plague, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Light Wounds, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Inflict Light Wounds, Raise Dead, Mass Owl's Wisdom, Revive Outsider, Revivify, Slay Living, True Seeing, Undeath to Death, Vigorous Circle
Level 6
Barghest's Feast, Blood to Water, Chain Lightning, Control Weather, Greater Bestow Curse, Greater Restoration, Legend Lore, Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds, Regeneration, Resurrection, Withering Palm
In pagan and witchcraft rituals, the staff is used for various purposes. It can be used to cast circles and create sacred space, to channel and direct energy, to mark boundaries, and to invoke and evoke deities and spirits. It is also used as a tool for divination, healing, and spellwork.
The Orcish Witch Doctor O.C.C.
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Leadership
Lore: Demons & Devils (+20%)
Lore: Monsters & Creatures (+20%)
Lore: Religion (Orcish)(+20%)
Medical Doctor(+20%)
Herb Lore(+20%)
Midwiving(+20%)
Surgery(+20%)
Heraldry (Orcish)
Languages: Native tongue at 98%
Languages: one other at +10%.
Wilderness Survival (+ 10%)
Holistic Medicine(+20%)
W.P. Staff
W.P. Two others of choice.
Hand to Hand: Basic
Hand to Hand: Basic may be changed to Hand to Hand: Expert for the cost of one "other" skill.
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Communication: Any (+10%)
Domestic: Any
Espionage: None
Horsemanship: Exotic or General only
Labour: Any
Magical/Religious: Any (+20%)
Medical: Any (+10%)
Military: None
Navy: None
Performing Arts: Any
Physical: Any
Rogue: Any
Scholar/Noble/Technical: Any
Science: Any
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Starting Equipment: Varies. a silver and a wooden knife, picks, pins and scalpels for torture, a wooden mallet, palm size mirror, Clothing, boots, gloves, belt, bedroll, backpack, two small sacks. and a water skin. All basic equipment is provided freely by the clan. New equipment may be gained through trade or conquest.
Armour: None
Weapons: Staff and a dagger, and 1 weapon of choice; all are basic S.D.C. weapons of good quality.
Money: Starts with none, as it is unnecessary among the clans (everything handled through bartering), but it may be (and often is) gained through conquest.
Experiance and Combat Table:
Level | Magic Combat | Spell Use/level | Experience |
1 | +2 vs. Spell Magic | 4 | 0-2,240 |
2 | +1 vs. Circles/Wards | 6 | 2,241-4,480 |
3 | +1 Spell Strength | 8 | 4,481-8,960 |
4 | 2 spell attacks/melee | 10 | 8,961-17,920 |
5 | +1 vs. Spell Magic | 12 | 17,921-25,920 |
6 | +1 vs. Circles/Wards | 14 | 25,921-35,920 |
7 | +2 Spell Strength | 16 | 35,921-50,920 |
8 | +1 Fae Magic | 18 | 50,921-70,920 |
9 | +1 vs. Circles/Wards | 20 | 70,921-95,920 |
10 | +1 vs spell magic | 22 | 95,920-135,920 |
11 | +1 spell strength | 24 | 135,921-185,920 |
12 | +1 vs Fae Magic | 26 | 185,920-225,920 |
13 | +1 vs. Spell Magic | 28 | 225,920-275,920 |
14 | +1 vs circles/wards | 30 | 275,920-335,920 |
15 | +1 spell strength | 32 | 335,920-375,920 |