The Warlock (PC Class)
Posted: Sat Feb 15, 2014 12:45 pm
If you're looking for a sword & spell-type class with a touch of taint about it, you might like this here Warlock. Read on...
The Warlock
Warlocks are occult astrologers, diabolists, and spellswords in pursuit of nefarious magic. Warlocks must choose neutrality; they cannot takes sides the eternal struggle and must maintain their arbitrary disposition or be stripped of their spell casting powers.
In conducting their practices warlocks are allowed the use of leather armor (and also light mithril-type mail) and protective helms as well as daggers, spears, staves, swords, and short swords.
In combat a warlock uses the cleric's attack matrix. They have use of magic items employable by magic-users and anti-clerics, as well as enchanted spears and swords. They construct magic items as do magic-users.
A warlock begins play with a spell book containing the 1st level spells and can thereafter cast a number of spells each day appropriate for his experience level. He will gain access to spells of successive spell levels as he advances in experience, and can devise spells of his own besides.
The warlock spell list includes certain magic-user and anti-cleric spells. Any additions to the magic-user or anti-cleric spell lists should extend the warlock's repertoire also, excepting that a warlock should not have any spells of the following sorts:
1) animal, plant, or weather related spells,
2) light or darkness related spells,
3) find-type spells (find traps, locate object, etc.),
4) any spells of the enchantment type (sleep, charm, geas, confusion, etc.).
Warlock spells which function as do anti-cleric spells are nonetheless written as magic-user spells; they occur on magic-user scrolls, and require use of a read magic spell to decipher. However, the warlock's "anti-cleric" spells cannot be used by either anti-clerics or magic-users.
Choke (1st level Warlock spell)
(affects: 1 person, duration: special, range: 6") Holds a single normal man-type--or a single heroic man-type who fails to save versus petrification--within range and sight immobile, choking and gasping for air. The choking lasts for so long as the warlock continues to concentrate. Should the warlock so wish it a normal subject--or a heroic subject who fails a second save versus petrification--can be completely choked and slain after three turns.
Protection from Zeal (1st level Warlock spell)
(affects: self, duration: 12 turns) This spell prevents any enchanted or conjured creature from contacting the warlock. Furthermore, attacks made against the warlock by lawful or chaotic types will be at –2 to hit and the warlock will make saving throws at +2.
Circle of Protection from Zeal (3rd level Warlock spell)
(affects: 1" radius, duration: 12 turns) As per the protection from zeal spell, except that the protection is afforded to neutral types in a 1" radius around the warlock.
The Warlock
Warlocks are occult astrologers, diabolists, and spellswords in pursuit of nefarious magic. Warlocks must choose neutrality; they cannot takes sides the eternal struggle and must maintain their arbitrary disposition or be stripped of their spell casting powers.
In conducting their practices warlocks are allowed the use of leather armor (and also light mithril-type mail) and protective helms as well as daggers, spears, staves, swords, and short swords.
In combat a warlock uses the cleric's attack matrix. They have use of magic items employable by magic-users and anti-clerics, as well as enchanted spears and swords. They construct magic items as do magic-users.
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======================================================================== Warlock Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Warlock Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 11 12 14 16 15 2 1,500 1+1 10 11 13 15 14 3 3,000 2 10 11 13 15 14 4 6,000 3 9 10 12 14 13 5 12,000 3+1 9 10 12 14 13 6 25,000 4 8 9 11 13 12 7 50,000 5 8 9 11 13 12 8 95,000 5+1 7 8 10 12 11 9 160,000 6 7 8 10 12 11 10 240,000 7 6 7 9 11 10 11 320,000 7+1 6 7 9 11 10 12 400,000 7+2 5 6 8 10 9 ------------------------------------------------------------------------ A warlock requires 160,000 experience points per level beyond the 12th. A warlock adds one hit die per four levels beyond the 9th.
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======================================== Warlock Spells per Day ======================================== Spells Memorized per Day Warlock B y S p e l l L e v e l Level 1 2 3 4 5 ---------------------------------------- 1 . . . . . 2 1 . . . . 3 2 . . . . 4 2 1 . . . 5 2 2 . . . 6 2 2 1 . . 7 2 2 1 1 . 8 2 2 2 1 1 9 3 3 2 2 1 10 3 3 3 2 2 11 4 4 3 3 2 12 4 4 4 3 3 -----------------------------------------
1) animal, plant, or weather related spells,
2) light or darkness related spells,
3) find-type spells (find traps, locate object, etc.),
4) any spells of the enchantment type (sleep, charm, geas, confusion, etc.).
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=========================================================================== Warlock Spells by Spell Level =========================================================================== 1st 2nd 3rd --------------------------------------------------------------------------- Alter Self BANE ANIMATE Dead CAUSE Light Wounds CAUSE Disease CAUSE Serious Wounds CHOKE Darkvision Circle of Invisibility Color Spray Detect Invisibility Circle of Protection from ZEAL Comprehend Languages Hold Person Clairvoyance Detect Evil Invisibility Dispel Magic Detect Magic Knock Fireball Fog Wall Levitate Fly Gazeback Phantasm Haste* Hold Portal Protection from Missiles Lightning Bolt Protection from ZEAL Sixth Sense Slow* PUTRIFY Food and Drink Web Speak with Dead Read Magic Witch Lock Water Breathing --------------------------------------------------------------------------- 4th 5th --------------------------------------------------------------------------- CAUSE Critical Wounds Baleful Polymorph Control Water Cloudkill CURSE Contact Other Plane DESTROY Food and Drink FINGER OF DEATH Dimension Door Insect Plague Fear Invoke Elemental Hallucinatory Terrain Magic Jar Hold Monster Passwall POISON Telekinesis Polymorph Teleport Wall of Fire Transmute Rock to Mud* Wall of Ice True Seeing Witch Eye Wall of Stone --------------------------------------------------------------------------- * Reversible form exists as a separate spell.
Choke (1st level Warlock spell)
(affects: 1 person, duration: special, range: 6") Holds a single normal man-type--or a single heroic man-type who fails to save versus petrification--within range and sight immobile, choking and gasping for air. The choking lasts for so long as the warlock continues to concentrate. Should the warlock so wish it a normal subject--or a heroic subject who fails a second save versus petrification--can be completely choked and slain after three turns.
Protection from Zeal (1st level Warlock spell)
(affects: self, duration: 12 turns) This spell prevents any enchanted or conjured creature from contacting the warlock. Furthermore, attacks made against the warlock by lawful or chaotic types will be at –2 to hit and the warlock will make saving throws at +2.
Circle of Protection from Zeal (3rd level Warlock spell)
(affects: 1" radius, duration: 12 turns) As per the protection from zeal spell, except that the protection is afforded to neutral types in a 1" radius around the warlock.