Witchdoctor Magic

Witchdoctor Magic is a form of magic which channels the energy of a specific biome or terrain rather than primarily channeling an element. Primarily a Caster Magic, Witchdoctor magic revolves around the use of Toxin Spells and applying them to more conventional spells or objects. An experienced Witchdoctor can apply the effect of a Toxin permanently into a weapon or lacrima to create an charm capable of Holder Magic to create the same effect.

Details
Witchdoctor Magics vary between casters, as each one takes on qualities and minor effects based on the host biome. As the magic channels the energies of terrains, A Witchdoctor's magic is stronger while they are within their host domain. For example, A Desert Witchdoctor is more powerful in arid, dry climates while a Tundra Witchdoctor is at home in snow. The Witchdoctor's spells also differs between biome. The general combat and additive spell's names change to fit the caster, while the individual Toxins have different minor effects in addition to the standard spell effect. For example, A Swamp Witchdoctor would cast Swamp Storm and Swamp Venom Toxin while a Jungle Witchdoctor would cast Jungle Storm and Jungle Venom Toxin.

Biomes
Here are a list of the currently categorized biomes as well as some defining features:

Swamp: Consists of poisonous waters, Fogs and brier thorns.

Cave: Consists mostly of cold stone, still water and stalagmites.

Jungle: Consists mostly of trees, vines and expansive plant life.

Desert: Consists mostly of sand, wasteland and dry weather plants.

Mountain: Consists of mostly rock, lush grass and forests.

Tundra: Consists mostly of ice, snow and frozen winds.

Toxin Spells
A Toxin Spell applies an lingering effect that coats portions of the caster's body which then can be transferred to a general Witchdoctor spell, an object, or directly to a target through contact. While the exact Toxins look different and may have slightly different effects from biome to biome, the Toxin's effects are constant. Toxins are cast significantly slower than other spells.

Venom Toxin: A toxin that directly harms the body. The most common of Toxins, it is the easiest to cast under time constraint.

Corrosion Toxin: A toxin that damages inanimate objects, either by dissolving, aging, wearing, or rotting away at the materials. Primarily built to destroy armors and weapons.

Nerve Toxin: A toxin that shocks the nervous system at the point of contact. It is the Toxin that takes the longest time to cast and is usually only a valid option as a preparation for battle if the full effect is to be desired.

Fever Toxin: A toxin that distorts the mind of the target. The toxin can cause confusion, rage, or even partial blindness.

Night Toxin: A toxin that exhausts the target, making them physically weaker or drowsy. One dosage is not enough to cause unconsciousness, however.

Nausea Toxin: A toxin that bestows sickness onto the target. The sickness can possibly make casting tougher or cause other debilitating effects. Usually, the sickness makes resisting other toxins or illnesses tougher.

General Spells
All Witchdoctors are able to cast the following spells in addition to Toxins. These include a number of combat spells and two utility spells. All of these spells can also have a Toxin applied to them if the caster has already cast the Toxin and takes the extra time to add the Toxin's prefix to the spell. (E.g Cave Fever Storm.)

Combat Spells
Witchdoctor Blast: Shoots a projectile such as a rock, ball of snow, glob of mud, spear of wood or burst of sand.

Witchdoctor Lock: Causes an upwards strike from the ground, often in an attempt to trap the target in mud, rock or overgrowth.

Witchdoctor Pulse: Releases a shockwave of stone, cloud of mist or a wave of vines centered on the caster.

Witchdoctor Force: Creates a small shield of stone, plants or muck

Witchdoctor Storm: Evokes the weather of the biome, often bringing precipitation or high winds into a wide-spread attack.

Utility Spells
As Witchdoctor combat spells often take longer to cast than most other spells, most Witchdoctors choose to work their magic with the two Utility Spells. As with the combat spells, Toxins can be applied in conjunction with these two spells.

Witchdoctor Antitoxin
Antitoxin allows the caster to cure or ease most mundane sicknesses. It can also be used to slowly counter magical sicknesses and afflictions with continual use under a longer duration. It also allows one to feel better at home within the biome and survive harsher weathers. (E.g. A Mountain Antitoxin allows a person to survive high altitudes while a Tundra Antitoxin can allow one to survive harsh colds.) When applied with a Toxin, it gives temporary resistance to the target from the Toxin or similar effects. A Toxin-based Antitoxin cannot be placed if the target is currently suffering from the same Toxin.

Witchdoctor Boon
Boon allows the target to bestow a Toxin to other people or to objects for significantly longer periods of time. A person bestowed with a Toxin Boon is able to add the toxin's effect on their own touch. An object bestowed with a Toxin will transfer the effects of the toxin to those that touch it. Antitoxins can be applied to objects via Boon as well. When placed on a Lacrima, the Boon can last almost permanently. Witchdoctors often make Lacrima Antitoxins as healing and good luck charms.