(Please note, this is me pouring my thoughts onto paper, I am very certain that the Developers have their basic plans for witchcraft sorted, however, I would like to get a discussion with ideas flowing since it is unlikely that the developers are able to trickle much information on such a secretive subject.)
With witchcraft fully in our minds due to current events, I find myself wondering on the implications and gameplay changes their addition will make to Salem. A few key features I feel are:
*Witchcraft should be complex to get rather than difficult, though still require a lot of time and effort.
*It should be fun more than influential, their spells should not lead to better characters and growth, simply fun gameplay for those that enjoy the witchcraft mechanics.
*It should not be a natural progression in gameplay once you hit a certain stage, it should be a new path that you may to choose with both positives and negatives.
*Other players should not want to have a witch in their area.
The main factor I can see being a problem is other players not wanting a witch in their area, especially in their village. This is simply rectified with having a witch become something of a ‘troll’ player, with all their spells and abilities only benefiting them and not others. They should be the players who get joy from causing misery to others.
We have already seen the basic mechanic (which may or may not still be a feature) where a witch will curse and item or structure, such as a carpenter's bench or a furnace, to gain ‘mana’ whenever they are used, they can then spend the mana on spells such as flying on a broom. These curses may drain more humors and/or cause bad RNG’s, but not so much that it can always be pinpointed, something subtle that can always be explained as bad luck while also having the chance to make bad luck look like a curse. Other effects may be:
*Cursing/poisoning/draining a field for a quick burst of mana - we all know failed crops are the first sign of a witch.
*Costing a town bell more silver for being part of the village - maybe a silver for each spell since it would cause a witch to think before they acted so as not to draw attention, adding silver to the bell would hide this fact but they might prefer to take the risk.
*Sick animals? Cursing a pregnent animal so that its baby is lower Ather?
*Causing less animals (both darkness and normal) to spawn in the area, reducing successful hunts. No village wants this to happen. - cant find a bear? There must be a witch around here!
*Casting a spell to posses an animal they come in contact with, gaining mana if they knock other players out. This would leave the witch’s character vulnerable and in the world as they ‘hunt’ - a big risk but with big rewards. If balanced so that it costs enough mana that alt killing would not be worth anything it could be a lot of fun since the witch would have to almost ‘play the part’ or risk having other players search for them if they realized that 'this bear was a little too smart'. The animal, if killed, would not drop anything special, no rare loot like hearts or paws, thus preventing the abuse of using such a skill to make easy kills.
*A Glamour spell should let a witch gain the looks (not clothing) and name of another player for as long as their mana holds out - very useful for trolling and casting suspicions.
Negatives:
*Entering a church should drain a witch of all mana right away. Maybe even drain blood slowly.
*A 'witch finder* skill (very expencive) should give the ability to track spells with higher cost spells leaving longer lasting tracks.
*Useing iron tools should drain mana - iron is belived to be effective are stopping many magics.
*'Priests' should be able to bless items/structures to remove curses (Maybe at a a cost of a church's devotion, depending on how churchs end up working). Anything blesses will cost a LOT more mana to use/recurse for a witch.
*If a witch is without mana for a while they will lose the ability to cast more advenced spells till eventually they are no longer a witch. This is another reason for the witchcraft path to be complex rather then difficult making it a real hassel to return to witchcraft.