Warlock

Description: Warlocks are casters who augment their magical powers with an array of unique abilities. While an Artificier/Ritualist’s power is gained through preparation and primed ritual, a Warlock’s power is gained through immediately available enhancements and expansions to their spell arsenal, as needed by the situation. Warlocks come from a variety of backgrounds and personalities. Although many tend to be recluse and somewhat selfish, many are quite altruistic and outgoing. Many specialist mages and avatars seek to further expand their abilities with warlock enhancements, although such power is rarely handed over forthright.

Warlocks shun the lifestyle of Artificiers/Ritualists and find their art to be a backwards and misguided one. Rumors and folklore often tell of rebel magicians or priests who attempt to learn both and are never seen or heard from again. Some say it draws the attention of extra-planar beings that fear the power that could be gained by one dabbling in the combination of such powers and that today’s shun is a result of an ancient history of fear and oppression, but others dismiss it as routine assassinations by warlocks who disapprove of the betrayal of their way of life. Regardless, sane warlocks rarely even think of dabbling in such dangers.

Warlocks organize themselves into a strict hierarchy of power and can sense the strength of other warlocks in their presence. They are expected to show respect and courtesy to superior warlocks in the same way lesser nobles show hospitality to those of higher station. Enemy Warlocks are still expected to show each other respect similarly to honorable knights in combat, including gestures such as proper burial arrangements from Warlocks of lower station should they kill one of higher. Failure to follow proper etiquette will quickly spread among the warlock community. Warlocks who fail to do so promptly find themselves out of grace with those who may teach them further and are often required to atone to remove such a blemish. Those who continue to teach ones who have such disgraced themselves often vanish for long periods of time, if they are ever heard from again.

Warlocks receive 1 power point or mana (player’s choice) and 0.05 body for each skill point spent in Warlock skills. Whether power points or mana are gained is up to the player, but it’s either one or the other on a skill by skill basis (i.e. one cannot get 3 mana and 1 power for a 4 skill point skill, but could alternate every other skill purchase between power and mana gains).

Prerequisites:Intellect or Spirit of 8 and 45+ Skill points spent in Intellect and/or Spirit skills. Additionally skill ranks 7-9 require 15 skill points to have been spent in Warlock, while rank 10 skills require 30 skill points to have been spent before purchase.

Rank 4 (I or S of 8 & 4th level) Rank 5 (I or S of 8 & 5th level) Rank 6 (I or S of 8 & 6th level)
(3) Alter (Trait/Type)

(2) Reclaim
(4) Repeat Cast (3) Still Spell (Bind Cast)

(4) Spell Holding
Rank 7 (I or S of 9 & 7th level) Rank 8 (I or S of 9 & 8th level) Rank 9 (I or S of 10 & 9th level)
(4) Total Power (4) Overlay

(3) Spellbind (x6 duration)
(7) Double Power

(6) Silent Spell (Speed Cast)
Rank 10 (I or S of 10 & 10th level)
(8) True Aim

General Note:

Within the Warlock community, Warlocks are given titles based on their power as a Warlock. The system of titles is simply “Warlock of the Xth Circle”, where X is the number of levels worth of Warlock skills the character has, rounded up. So, a Warlock with 2 skill points spent in Warlock skills is a “Warlock of the 1st Circle” and one with 31 skill points spent is a “Warlock of the 4th Circle”. See the “Sense” skill for more details.

Normally, after the spell verbal is complete, the caster has 5 seconds to deliver the spell or suffer the effects of that spell. When using a Warlock skill that enhances a spell, the 5 second count is considered to begin after the last enhancement is stated, not after the spell’s verbal is complete.

Multiple Warlock enhancements can be used in conjunction with a single spell. So, for example, a Warlock could cast a Dragon’s Breath, and then enhance it with Double Power, Total Power, True Aim, and Alter to deliver 80 Ice Damage by sight (no spacket required) that cannot be blocked by normal shield spells.

The verbal declarations of Warlock skills are out of game statements. Other players do not hear the enhancements stated, but they do see the effects thereof and therefore know what skills were used and by whom.

Special:

Sense

Purchase: Automatic upon spending any skill points on Warlock skills.

Rank: 4

Cost: 0

Prerequisites: Warlock Prestige Class, Level 4, Intellect or Spirit of 8

Uses: Unlimited

Effect: By means of this skill, a Warlock can sense the power of other Warlocks in their presence.

Activation: The Warlock can request to speak frankly with another Warlock to ask what Circle they are of. They must then step aside and answer truthfully. Sensing in this manner cannot be done during combat. Sensing is a two way street, so once contact has been initiated, it will not only reveal the power of the Warlock being asked, but will also reveal the Warlock status and power level of the Warlock initiating it. Thus, the requesting Warlock must then also truthfully state what Circle he/she is of.

From an in-game perspective, such sensing is a sort of primal mental contact that simply reveals the power level of the two Warlocks to each other. Thus, no other in-game information may be revealed during the meeting other than the Circle the Warlocks are of. Such revelations are often done via simple numerical hand gestures. Notes: This skill cannot be used during combat. A Warlock cannot initiate such unless they suspect the person is a Warlock through rumor or seeing Warlock skills being employed. If mistaken, the sensing Warlock does not have to reveal their power level, but the fact they are a Warlock is unavoidably revealed to the one they initiated contact with. There is no way to lie about or misrepresent power level when being sensed or sensing in such a way, even with skills like Lie. A Warlock publicly revealing the exact power level or Circle of themselves or another Warlock, even an enemy or one of lower status, is considered a breach of etiquette and is offensive to the Warlock community. Such actions will disgrace a Warlock in the same manner as showing disrespect to a Warlock of higher station, even if the Warlock insulted in this way is of a lower station. However, it is not uncommon for Warlocks to reveal such knowledge in private to trusted individuals.

Rank 4:

Alter (Trait or Type)

Purchase: Up to 10 Times Ever

Rank: 4

Cost: 3

Prerequisites: Warlock Prestige Class, Level 4, Intellect or Spirit of 8

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the character to substitute one trait or one damage type with a different trait or damage type for a single spell cast. For example, Paralyze by Force can become Paralyze by Mind or 40 Flame damage can become 40 Ice or 40 Magic damage, etc.

Activation: The Warlock says “Alter” after the incant, but before the spacket is thrown or touched.

Notes: Cure cannot be substituted for damage or vice-versa. If more than 1 trait or type exists in a single spell effect, one Alter skill must be used for each trait or type that is altered.

Reclaim

Purchase: Up to 10 Time Ever

Rank: 4

Cost: 4

Prerequisites: Warlock Prestige Class, Level 4, Intellect or Spirit of 8 Uses: Once per convergence per purchase

Effect: Reclaim allows a Warlock to recover the power/mana, and other enhancements used in a spell that has missed all targets.

Activation: Within 5 seconds of a spell having missed all targets (and before any other spells are cast), the Warlock says “reclaim”. Any power points, mana, or other Warlock enhancements that were used in the missed spell are considered to have not been used.

Notes: The spell must have missed all viable targets (including companions) in order to Reclaim. A spell that “missed” its target as a result of a defensive skill, like Dodge, cannot be reclaimed. Silent Spell skill cannot be reclaimed.

Rank 5:

Repeat Cast

Purchase: Up to 5 Times Ever

Rank: 5

Cost: 4

Prerequisites: Warlock Prestige Class, Level 5, Intellect or Spirit of 8 Uses: Once per convergence per purchase Effect: Repeat Cast allows a Warlock to repeat a spell they just cast without having to repeat the verbal. Activation: Within 5 seconds of completing a spell, the Warlock can say “Repeat”, which will place an active, unenhanced spell in hand that is identical to the last one cast. The repeated spell still consumes the power or mana that the spell would normally cost.

Notes: Any enhancements used on a spell being repeated must be reapplied individually if desired. Any enhancements used on the original spell are not repeated and the Warlock is not required to enhance a repeated spell in the way the original was. A Warlock may continue to Repeat spells as long as he has the power, mana, and Repeat skills, provided each one takes place within 5 seconds of the last Repeat. The Repeated spell is silent since no verbal is stated.

Rank 6:

Still Spell (Bind Cast)

Purchase: Up to 10 Times Ever

Rank: 6

Cost: 3

Prerequisites: Warlock Prestige Class, Level 6, Intellect or Spirit of 8

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the character to cast a spell while physically restricted, such as the case of being physically bound or paralyzed. The incant must still be spoken however. So, in the case of paralysis, a Silent Spell skill must also be used in order to cast the spell since the verbal component would also be impossible.

Activation: The Warlock says “Still Spell” after the incant is spoken, but before the spacket is thrown or touched. The player may then, regardless of in game bindings or restrictions, throw a spacket as if completely unrestricted (with the exception of not being able to take any steps away from their bound location and with the exception of sight restrictions like being blindfolded or blind). The throw itself is considered an out of game action representing the success of the spell, as the character is still actually bound or paralyzed in game. After the throw, the player must immediately return to the bound or paralyzed position.

Notes: This skill is also sometimes referred to as “Bind Casting” since it allows casting while being bound. While no physical gesture is preformed, it is still clear to observers where the spell originates from, even if the spell is also done silently.

Spell Holding

Purchase: Up to 10 Time Ever

Rank: 6

Cost: 4

Prerequisites: Warlock Prestige Class, Level 6, Intellect or Spirit of 8.

Uses: Once per convergence per purchase

Effect: Spell Holding allows the caster to delay in throwing a spell to wait for a more optimal time.

Activation: The Warlock says “Spell Holding” after the incant is spoken, but before the spacket is thrown or touched. The caster now has 1 minute to throw the spell instead of 5 seconds.

Notes: If the 1 minute duration ends and the spell is not thrown, the caster takes the spell effect just like a normal spell after the 5 second duration is up. The Warlock cannot cast more spells until the first is released. The Warlock must continue the count (i.e. spell 1, spell 2, spell 3) up to 60 while Spell Holding, thus it is obvious to casual observers that a spell is active in hand ready to throw.

Rank 7:

Total Power

Purchase: Up to 5 Times Ever

Rank: 7

Cost: 4

Prerequisites: Warlock Prestige Class, Level 7, Intellect or Spirit of 9, 15+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: This skill allows a Warlock to empower a spell such that normal defensive spells will not be able to block it. Alternately, the Warlock can empower a defensive spell so that it will be able to block a spell similarly enhanced by Total Power.

Activation: The Warlock says “Total Power” after the incant is spoken, but before the effect is spoken. If the effect subsequently hits a target, they must suffer the effect of the spell regardless of spell defenses. Alternately, the Warlock can enhance a Shield spell in this way, which is then capable of stopping a Total Power enhanced spell.

Notes: A Total Power spell will “trump” non-Total Power protective spells only, not skills that would otherwise protect a person, like Resist Force or Dissipate. It will not bypass Dodge or Phase skills, but will ignore such defenses if provided by spells like Haste and Gaseous Form. It will also bypass the immunity granting spells like Free Thinking and Free Movement. If a player calls an improper defense against a Total Power spell, the Warlock would say “no effect” to that defense.

Rank 8:

Overlay

Purchase: Up to 5 Times Ever

Rank: 8

Cost: 4

Prerequisites: Warlock Prestige Class, Level 8, Intellect or Spirit of 9, 15+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: This skill allows a Warlock to cast a second Aura, Shield, and/or Blade spell on an individual.

Activation: The Warlock says “Overlay” after the incant of an Aura, Shield, or Blade spell is spoken, but before the spacket is thrown or touched. The Aura, Shield, or Blade spell will then stack with one other Aura, Shield, and/or Blade spell. The Overlay Aura, Shield, or Blade spell must always be used before the normal Aura, Shield, or Blade spell under it. A person may have only one Overlay Aura, Shield, and/or Blade spell active at a time.

Notes: This skill cannot be used in conjunction with the Blade Channeler Spell Strike skill. A person may have only one Overlay Aura, Shield, and/or Blade spell at a time (i.e. this skill allows a person to have two total of each of these categories instead of one, but never more than two). Overlay spells fade at the convergence like all other imbued spells. This skill can be combined with “Smart” and/or Total Power Aura, Shield, and Blade spells.

Spellbind

Purchase: Up to 10 Time Ever

Rank: 8

Cost: 3

Prerequisites: Warlock Prestige Class, Level 8, Intellect or Spirit of 9, 15+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: Spellbind allows a Warlock to increase the duration of a spell that normally has a duration of at least 1 minute. The duration of a Spellbound spell will last 6 times longer than the normal version of that spell.

Activation: The Warlock says “Spellbind” after the incant is spoken, but before the spacket is thrown or touched.

Notes: This skill has no effect on spells of less than 1 minute duration. This skill has no effect on spells that last until the end of the convergence, like Unshatterable Item.

Rank 9:

Double Power

Purchase: Up to 5 Times Ever

Rank: 9

Cost: 7

Prerequisites: Warlock Prestige Class, Level 9, Intellect or Spirit of 10, 15+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: The Double Power skill allows the Warlock to cast a more powerful version of a normal spell. All numerical values stated in the spell description are doubled, with the exception of duration and number of targets. The power or mana cost of the spell is also doubled.

Activation: The Warlock says “Double Power” after the incant is spoken, but before the spacket is thrown or touched. Any number stated in the spell description is doubled. For example, a Dragon’s Breath would do 80 damage instead of 40, avoidance effects would cause the effected to remain 20 feet away instead of 10, Stone Skin would cause a threshold of 8 instead of 4, etc.

Notes: This ability has no effect on the duration or the number of targets affected by the enhanced spell under any circumstances. This ability also has no effect on the area of effect of a “by voice” effect, but will affect any other numbers associated with such spells. The time required before picking up a Disarmed item is not doubled since this is a result of dropping it, not of the spell. Spells that affect the “next” occurrence of something will still only affect the next, not the next two. A Double Power slow does require a 6 count before any actions are taken.

Silent Spell (Speed Cast)

Purchase: Up to 5 Times Ever

Rank: 9

Cost: 6

Prerequisites: Warlock Prestige Class, Level 9, Intellect or Spirit of 10, 15+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the character to cast a spell while silenced or gagged. The incant does not need to be spoken, only the effect.

Activation: The Warlock says “Spell” and then may throw the spell and call the effect of the spell (which is spoken out-of-game)

Notes: This skill is also sometimes referred to as speed casting, as the spell effect can be delivered so quickly.

Rank 10:

True Aim

Purchase: Up to 5 Times Ever

Rank: 10

Cost: 8

Prerequisites: 2 Repeat Cast, Level 10, Intellect or Spirit of 10, 30+ skill points spent on Warlock skills.

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the character to cast a spell by sight, rather than by spacket. The caster must speak the incant, make eye contact with the target (within reason), point at the target and speak the effect.

Activation: The Warlock says “True Aim” after the incant is spoken, but before the effect is spoken.

Notes: Target must be within reasonable spacket range for this to work (i.e. within a range that a spacket could conceivably thrown)

Warlock

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