Warlock: Difference between revisions
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|Detect Magic | |Detect Magic | ||
Exhaustion | Exhaustion | ||
Weakness | Weakness | ||
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|Pin | |Pin | ||
Fumble | Fumble | ||
Terror | Terror | ||
Blade | Blade | ||
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|Repel | |Repel | ||
Blind | Blind | ||
Fog | Fog | ||
Maim Limb | Maim Limb | ||
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|Awaken | |Awaken | ||
Shun | Shun | ||
Venom | Venom | ||
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|Silence | |Silence | ||
Terror Mask | Terror Mask | ||
Night | Night | ||
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|Charm | |Charm | ||
Fear | Fear | ||
Sleep | Sleep | ||
Remove Curse | Remove Curse | ||
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|Circle | |Circle | ||
Summon Weapon | Summon Weapon | ||
Stun | Stun | ||
Watchful Eye | Watchful Eye | ||
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|Dispel | |Dispel | ||
Devistate | Devistate | ||
Command | Command | ||
Mind Guard | Mind Guard | ||
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Revision as of 22:00, 13 May 2024
Warlock
(Editor's Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)[edit | edit source]
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the "fortunate" souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.
Armor Proficiency: Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.
Weapon Proficiency: Warlocks are proficient with Short, Medium, and Long Weapons.
Class Features:
Spell Pool: Warlocks May purchase Spell pool and cast out of it per the regular rules governing spell pool. They cast this pool as Shadow.
Other worldly Knowledge: Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.
Other Worldly Pact: As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives focused training in a Rare Knowledge Area.
“Ban” these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of to things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset.
- Gur’adon
- KA: Warfare
- Increases Base weapon damage when wielding a single 1 handed weapons
- Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.
- Rastronor
- KA: Planes
- Reduces the Fury cost of a few of their spells (Terror, Fear, Horrify), by 1 Fury
- Ban: May not generate Light effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.
- Brellmalan
- KA: Magic
- They gain an additional 20 Fury each reset; however this Fury can only be used for casting of Shadow Damage and not other spells.
- Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so wold cause their death. Many devotees of Brellmalan will carry back up armor just for the eventuality. Additionally MAy never personally take a foe as a prisoner nor allow a defeated foe to live.
- Vrolgor
- KA: Astronomy
- Reduces the count to enter Hide from the normal 5 count to a 3 counted action, and reduces the cost of Move Silent by 1 Fury.
- Ban: May not generate or cause to be generated a life effect (spell, or potion) may utilize mundane means to stabilize/heal allies
Name | Prerequisite Skill | SP Cost | Use Cost | Name | Prerequisite Skill | SP cost | |
Mana (1-30) | None | 1/2 | Ley Magic Points | 2 | |||
Mana (31-60) | 30 Mana | 1 | Portal Manipulation | 8? | |||
Spell Pool I | None | 0 | Hasten Spell | 2 | |||
Spell Pool II | Spell Pool I | 5 | Forked Spell | 3 | |||
Spell Pool III | Spell Pool II | 10 | Penetrating spell | 2 | |||
Arcane spell | 4 | ||||||
Warlock Spell Lvl. 1 | 1 Mana | 1 | 1 | ||||
Warlock Spell Lvl. 2 | 2 Mana | 1 | 2 | Ritualism | 5 | ||
Warlock Spell Lvl. 3 | 3 Mana | 1 | 3 | Cancel magic | 6 | ||
Warlock Spell Lvl. 4 | 4 Mana | 1 | 4 | Knowledge Area (Common) | 2 | ||
Warlock Spell Lvl. 5 | 5 Mana | 1 | 5 | Knowledge Area (Rare) | See Skill Desription | 2 | |
Warlock Spell Lvl. 6 | 6 Mana | 1 | 6 | Dampen (Mastery) | 4 | ||
Warlock Spell Lvl. 7 | 7 Mana | 1 | 7 | Shadow Familiar (Mastery) | 4 | ||
Warlock Spell Lvl. 8 | 8 Mana | 1 | 8 | Imbody the Shadow (Mastery) | May have only 1 per 2 lvls. | 6 | |
Warlock Spell Lvl. 9 | 9 Mana | 1 | 9 | Shadow Meld | 5 | ||
Dark Pact | 20 | ||||||
Move Silent | Shadow Meld | 6 | 1 | Darkness' Ally | 9 | ||
Blitz | 4 | 2 | |||||
Smoke Screen | 6 | 3 | |||||
Conceal | 6 | 3 | |||||
Energy (1-12) | 1 | ||||||
Energy (13-24) | 12 Energy | 2 |
CLASS SKILL DESCRIPTIONS:
Arcane Spell (Ley Magic)- This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.
Blitz- This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill's activation and are 1 swing hit or miss.
Cancel Magic- This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.
Conceal- A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.
Dampen (Mastery): By weaving the power of the shadows around a target you dampen hostile magic that might strike them. The next 2 offensive spells, with an effect other than damage, that hit the target deal 5 Body Damage to target instead of the effect.
Dark Pact- Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.
- Pact of the Blade- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property Unshatterable, and cannot be Forged or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly.
- Pact of Iron- Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.
- Pact of the Eye- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight” each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form)
- Pact of knowledge- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level, 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells.
Darkness' Ally: This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.
Forked Spell (Ley Magic)- This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.
Hasten Spell (Ley Magic)- This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use.
Imbody the Shadow (Mastery)- This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, light, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a dispel, or any light effect. Once per reset allows the Warlock to become noncorporal for one encounter or five minutes whichever is longer. The Warlock will still be susceptible to magic attacks and any Physical weapon attack with a magic carrier. Only usable in less than direct light and can be dispelled or ended by a light effect.
Knowledge Area (Common/Rare)- This skill allows the character to purchase any of the "Known" Knowledge Areas without the need of an instructor up to five ranks each.
Move Silent- This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.
Penetrating Magic (Ley Magic)- This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.
Portal Manipulation- Casters have a close connection to the Ley and by extension they have a knack for tapping into and working with the same energy present in its transitive powers to move around the planes. This skill allows the character to interact with and alter existing openings in the Ley.
- 1 Ley point- Decode source- allows the character to better understand an opening through the Ley, learning its origination point as well as its time open
- 2 Ley Points- Hop- allows the character to mimic a weak form of the Wayfarer ability, Open Passage; however it can only be performed at a Portal Stone
- 4 Ley Points- Slide- allows the character to transport to the closest Portal Stone they are aware of quickly.
Ritualism- This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.
Shadow Familiar (Mastery)- Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.
Shadow Meld- Allows the Warlock use of the Hide Skill only in Anything less than direct light
Smoke screen- This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce "Smoke Screen" every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.
SPELL LIST
Warlocks cast exclusively Shadow magic with the incantation "I call upon the shadow to <Benefit>" (B) or "I call upon the shadow to curse you with <Detriment>" (D)
1 | Detect Magic
Exhaustion Weakness |
2 | Pin
Fumble Terror Blade |
3 | Repel
Blind Fog Maim Limb |
4 | Awaken
Shun Venom |
5 | Silence
Terror Mask Night |
6 | Charm
Fear Sleep Remove Curse |
7 | Circle
Summon Weapon Stun Watchful Eye |
8 | Dispel
Devistate Command Mind Guard |
9 | Death Wail
Shadow Step |
POWERS
Heighten Pact
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.
- Blade- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Shadow Flavor Carrier
- Iron-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.
- Eye- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability.
- Knowledge- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.
Darken Aura- 20+
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability Resist Magic which can be used Twice each reset.
Shadow Messenger
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information.
Separate Shadow- 20+
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the Shadow Familiar mastery without expending a use. If you have the Shadow Messenger Power your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.