WARLOCK (Base Class) -------------------- Warlocks are those who seek knowledge and power through pacts with an Ancient Supernatural Power, Mysterious Entity, Sentient Relic, or the like. This Patron Being instructs the apprentice in secret knowledge of the ways of power, and often invests some of its own power into the Warlock, in return for the promise of occasional services or in exchange for something of importance to both. These pacts may come about by chance or even without the full awareness of the Warlock at the time it occurs. Or it may be that references to a being of great power was found by intense study/research of esoteric writings and followed. Or that the Warlock was seduced or tricked into summoning or awakening a long forgotten elder god. Warlocks will use some type of focus for casting spells, for example, a gem/crystal. CHA is the primary attribute for a Warlock. The specific spells and spell-like powers granted to the Warlock will be a mixture of the interests, desires, and needs of the Warlock AND their patron. Warlocks will receive communications from their patron that only they can see/hear/feel. These communications can appear in any form - a message in the clouds, words in a book that rearrange, a talking coyote, etc. The relationship may be very formal, with oaths taken and contracts signed in blood, or it may be a very informal partnership. It may be an antagonistic or even a romantic relationship. A contract/apprenticeship may be able to be severed, but their may be consequences, depending upon the Power involved and the type of relation- ship between the two. Sometimes the apprentice begins to take on the appearance(and possibly even the behaviors, desires and/or leanings) of their patron or its kind. * A Warlock may be of any race(human, elf, hobbit, etc) but, if a demi-human, many of their usual special abilities may be lost in order to gain the powers and abilities offered by their patron. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Attacks and Saves as an OD&D or B/X D&D Cleric * Armor depends. * Weaponry depends. * 2 ability scores are increased by 1 point or 1 score is increased by 2 points at level 1, 5, 11, and 16 (18 is still the maximum score). * Can use most general magic items. * Warlocks advance in Spell and Power levels according to the table below: XP level 1 = 1st level spells XP level 3 = 2nd level spells XP level 5 = 3rd level spells XP level 7 = 4th level spells XP level 9 = 5th level spells XP level 11 = 6th level spells XP level 16 = 7th level spells ------------------------ Suggested Powers and Abilities Insight: Read a creature or a situation, operation of a mechanism or artifact, etc. 1(D6) at level 1. 1-2 at level 5, 1-3 at level 11, 1-4 at level 16. Eldritch Bolt: Does D6 damage and can be cast up to CHA score per day. Eldritch Shield: Blocks an Eldritch Bolt and other energy attacks, such as Magic Missile and Lightning Bolt. It can cast up to CHA score per day. If hit for an attack by an 'energy missile' roll D6, a 1-4 = blocked. Familiar: A Warlock can use the senses of another creature to perceive what it is perceiving. The creature must be known to the Warlock, be on the same plane and be within a 5 mile radius. Bewitch/Beguile/Charm/Compulsion/Mind Control/Hypnotic Gaze/Mesmerize Hypnosis - puts victim in trance, may implant a post-hypnotic suggestion to perform some preordained action at 5th level, suggestion disappears from victim's mind after performing the action, Range 3" Duration D6 Turns + 1 Turn per Warlock level. Geas Hallucinate Intimidation/Persuasion/Seduction/Commanding Presence Hold Person/Creature Paralyze/Statue Knock/Wizard Lock Control Animals Command The Elements Empathy/Emotion Control Confusion Forget/Mnemonic Recall Message Telepathy ESP Dreamscape - control dreams of victim, cause fear, insanity, and possibly death. Biovampirism Telekinesis Air Walk - walk on a cushion of air 2 inches above a solid or liquid surface. Duration: D6 Turns + Warlock's level. Levitate Glide - Change vertical drop to horizontal motion. Must have enough room to turn the fall into a tight spiral at least. Duration:D4 Turns + Warlock's Level. Fly Clairvoyance/Clairaudience Divination Legend Lore Detect. . . Precognition - ability to estimate the best probable course of action or estimate the probable outcome of an undertaking in the immediate future. (Occult Vision) Object Reading Astral Projection Magic Mirror/Protection from scrying(Non-detection) Wizard Eye/Remote Viewing Cat's Eye/Goblin Eye - See in the Dark Blind Sleep Comprehend Languages/Tongues Speak With Animals Fade Into Shadows Disguise Self Shape Change - change into any other human shape. At 6th level, gain the abilities of that form. Duration 4 Turns + Warlock's level. Maximum number of chnges during duartion is D4+1. Shapeshift - as Shape Change but take on any humanoid or animal form from cricket to giant. Invisibility Dimension Door Passwall Phase Door Teleport Phase Shift Mirror Door - enchant a mirror to be a 2-way door to another mirror. If mirrors are broken while the Warlock is traveling between, the Warlock is trapped between walls/rooms until set free by Dispel Magic, Passwall, etc. It takes 2 rounds to pass between the mirror portals. Mirror Image/Project Image Magic Breath - creates a gust of strong wind which can blow out torches, raise blinding clouds of dust, scatter papers, or power a small sailboat. Range 12". Duration 2 Turns. Weather Control Move Earth/Part Water Create Shadows/Hide In Shadows Growth/Shrink Animate (object, dead, etc) Snake Rope - enchant ordinary 50' length of rope to act like a Rope of Entanglement with AC2 and 10 HP. Duration 2 Turns. Warlock Hand/Grasping Hand Firestarter Energy Control - harness or dissipate energy(heat, electricity, mag- netism, kinetic, etc). Eldritch Blast - magical energy blast Death Ray - rays shoot from the Warlock's eyes(7th level spell) Fire Storm/Ice Storm Star Fire Heat/Chill Shatter/Mend Water Breathing/Airy Element Suspended Animation Swimming(as fish) Spider Climb Body Control - user can exist in hostile environments Body Equilibrium - walk on water, quicksand, mud... Self Healing/Cell Adjustment(self or other) Bodily Sense - sense the inner workings of another lifeform Body Sync - use another's attributes or skills as your own. Speak with Dead - as spell. Create Undead/Command Undead/Appear as Undead/Invisible to Undead Pentangle/Pentacle/Pentagram of . . .something occurs when a specific type of creature tries to cross it. Magic Broom - normal broom becomes a Broom of Flying. Broom is AC 3, 20 HP. Duration until destroyed. Can only create 1 at a time. Luck/Unluck Curse - cause a person's luck to go awry. -4 to saves, attack and defense. halves chances of finding secret doors, avoiding traps, not running into wandering monsters, etc. Range 3". Duration 6 Turns. Haunt - victim is haunted by astral entity upon performing some action or at a certain hour of each day. Being causes Fear when it manifests. Duration until Remove Curse or exorcized. Haunt(Greater) - as Haunt but by a Ghost who may do some physical harm to the victim. Treasure Curse - curses Warlock's treasure so anybody stealing it will act as if they had put on a Ring of Contrariness. Remove Curse has a 50% chanve of working - 1% per level of Warlock. Curse of Bloody Revenge - dying blow curse by which a Warlock can come back to torment or kill their own killer as a skeleton- type creature of AC2 and 8HD. It attacks with bony claws and any score of 4 above that necessary to hit, or on a roll of 18-20, fastens around the victim's neck, killing them in D4+1 rounds. Even if the body is destroyed, the hands will continue to strangle until a Remove Curse is cast upon them. The skeleton creature can only be hit by magical weapons and is held at bay by VERY holy items. Death walk - Warlock can walk to the Land of the Dead and retrieve a dead soul. Warlock walks a narrow path of destruction with a 20% chance of being lost forever and unable to return to the real world. This chance goes down by 1% per level of the warlock but there is always a 5% chance of getting lost. The warlock must have a body for the soul to inhabit and that body must make a CON Resurrection roll or the soul is pulled back forever. Sleight of Hand/Prestidigitation Body Weaponry Summon/Banish/Dispel Mirror Being - Warlock summons a netherworld spirit in the mirror who is ob- liged to answer 3 yes or no questions with 95% veracity. Circle of Summoning - composed of many rare materials including blood which gives a better chance of summoning and control. Takes 1 month to gather supplies and costs 1000sp to buy and prepare them. Amulet Construction - Warlock must put some of his lifeforce into their con- struction (i.e. 10,000-50,000 of his XP). Castle Construction - creates a magically raised castle of up to 300,000sp worth. If the warlock dies, the castle collapses. Dispel Magic at the time of construction by a caster twice the Warlock's level can also collapse the castle. This is a Level 6 spell. Invisible Stalker - as MU spell Conjure Elemental Simulacrum - as MU spell Magic Doll - Warlock creates a wax image of a person with either fingernail clip- pings or a lock of hair molded into the figure. After days of prep- aration, the Warlock can bring it to life at midnight. This creates a link between the victim and the doll so that they feel what the doll feels - pins, flame, etc. The doll can only be destroyed after a Remove Curse is cast upon it, otherwise the victim takes 1/2 the damage inflicted upon the doll. Dispel Evil can temporarily relieve the victim of pain inflicted by the Warlock. Duration, until destroyed. Range, 100 miles. (Level 6 spell). Reincarnation - as spell(7th level). Know Skillz(artisan, musician, science, athletic, etc)