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AD&D Warlock/Witch

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Lindsey Lambert

unread,
Feb 13, 1992, 9:24:39 PM2/13/92
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Just thought i would post a "new" class that was designed for
our campaign world. We were wondering just what kind of a reaction
we could get from folks out there in netland. Admittedly, not all of
the ideas contained within are original. In fact, the Warlock/Witch
is a compilation of ideas/concepts from several books, and a movie, that
has been supplemented by a lot of our own ideas on what a Warlock/Witch
should be. True enough, the class presented here can be a powerful and
deadly character class, but only if in the hands of a competent roleplayer.
However, if the other characters, be it PC's or NPC's, are competently
playing their classes a game balance can still be easily maintained. (IMHO)
In the trial runs in our campaign, there have been two Warlocks (1st and 9th
level) and a Witch (13th) played. At any level Warlocks/Witches can be
loads of fun. :^)

Knight


Be honest, but please be gentle... first posting you know. ;^)

And now, with lots of fanfare...

WARLOCK/WITCH

The warlock is a subclass of the Priest class. The Warlock (witch if
female) is a person who is an advocate and devout worshiper of Demonic
Forces. They receive both Priest and Mage spells, at a limited rate and
have several special abilities to boot. Unfortunately with such power
comes several restrictions.

Ability Requirements: Wisdom 13
Intelligence 13
Constitution 9
Prime Requisites: Wisdom and Intelligence
Races Allowed: Human, Elven, Half Elven
Alignment Restrictions: Any Evil

Warlocks receive a 10% Experience point bonus if they have both
Wisdom and Intelligence scores above 16.

Warlock Experience Levels

Level Warlock Hit Dice (d6)
1 0 1
2 2500 2
3 5000 3
4 10000 4
5 20000 5
6 40000 6
7 60000 7
8 90000 8
9 135000 9
10 275000 10
11 415000 10+2
12 830000 10+4
13 1200000 10+6

375000 additional xp for each level past 13

Warlock Spell Progression Table

Warlock Level Cleric Mage
Spell Level Spell Level
1 2 3 4 5 6 1 2 3 4 5 6

1 1 1
2 2 1
3 3 2
4 3 1 2
5 3 2 2 1
6 3 2 3 2
7 3 2 1 3 2 1
8 3 3 1 3 2 1
9 3 3 2 1 3 2 2
10 3 3 2 1 3 3 2 1
11 4 4 2 1 4 3 2 1
12 4 4 3 2 1 4 3 3 2
13 4 4 3 2 1 4 3 3 2 1
14 4 4 3 2 2 5 4 3 2 1
15 5 5 3 2 2 1 5 5 3 2 2
16 5 5 3 2 2 1 5 5 3 3 2 1
17 6 5 4 2 2 1 5 5 3 3 2 1
18 6 5 5 3 2 2 5 5 4 3 2 1
19 6 5 5 3 3 2 6 5 5 3 2 2

(Note: We didn't figure there would be any great need to
work out the number of spells past 19th level, although
spell progression does continue.)

One of the least common type of Priest is the Warlock. The Warlock
embraces the dark forces of Demonic Powers. In return for their evil
service, Warlock's are granted certain powers beyond those of the normal
mortals. They are both granted spells by their Demonic masters as clerics
receive spells from their deities, and study 'black' magics as the mage.
So the Warlock must both study and pray to be at his full magic
potential. Warlocks may study Mage spells in the Schools of Necromancy,
Greater Divination, Conjuration/Summoning and Enchantment/Charm.
Warlocks may receive spells from Demon masters from the following spheres
Necromantic (major), All (major), Charm (major), Divination (major),
Astral (major), Summoning (major), Healing (minor), Protection (minor),
Thought (minor), Time (minor) and Wards (minor). Warlocks with high
Wisdoms receive bonus spells as does the Priest, but according to the
following table:

Wisdom Spell Bonus
15 one 1st
16 one 1st
17 one 2nd
18 one 3rd
19 one 2nd

Warlocks are restricted to the following weapons : Blowgun, Dagger,
Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear
any armor (with the rare exception of Elven Chain) or imploy shields,
but they may use bracers. They follow the THAC0 progression of Priests.
Warlocks start off with 2 initial weapon proficiencies and 4
non-weapon proficiencies. They receive another weapon prof. every 4
levels and additional non-weapon prof. every 3 levels. Their penalty for
employing weapons they are not proficient in is -4. Warlocks may choose
non-weapon proficiencies from all Groups except the Fighter Group.
warlocks start off with Spellcraft and Religion as free initial
non-weapon prof.
Due to their covert, dark dealings, Warlocks have developed several
Theiving Skills. They have the below base scores, adjusted for Race and
Dexterity and gain an addition 15 points to allocate to these scores
(with no more than 5 going to any one score per level) per level.
NOTE: 5 points per level must go to Read Languages, and no score, with
the exception of read languages, can ever be increased to above 80%

Theiving Skill Base Scores

Move Silently 10%
Hide in Shadows 10%
Detect Noise 10%
Read Languages 10%

Due to the total dedication they give, and the sacrafices they make
to their Demon masters, Warlocks have been granted certain special
abilities. These abilities are listed below:

- Warlocks gain +4 to all saving throws vs. Necromatic spells
- Warlocks affect undead as evil priests of 2 lvs below their
actual ability
- Warlocks radiate a personal Protection from Good (as spell) aura,
which may only be detected by Paladins
- At 3rd level Warlocks may Bestow Curse (as spell) once per week
per 4 levels of ability
- At 5th level Warlocks may utter a Word of Fear (as Mage spell)
once per week per 3 levels of ability
- At 7th level of ability, Warlocks can brew poisons, and attract a
Familiar (as Mage spell)
- At 9th level Warlocks may Change Self (as spell) once every 3
turns
- At 13th level, a Warlock may summon a Minor Demon for a period of
666 turns as a personal guardian/servant. This may only be attempted
once per month with a 5% chance of success per human sacrafice involved
in the ceremony. The ceremony takes 3 turns plus 1/2 turn per human
sacrafice and involves about 500sps worth of preperation.
- At 17th level a Warlock may call for a unholy steed. This occurs
in the same manner as Paladins with the exception that the steed is a
Nightmare.
- At 21st level the Warlock may Bestoy a Major Curse. This is the
same as the 3rd level clerical spell except that it lasts for 6-24 days.
This may be done once per week per 6 levels of the caster.
- Finally, at 25th level, the Warlock may summon a Major Demon, as
per the 13th level ability, but every time this is done, the Warlock
runs a 35% chance -1%/level of the Warlock of having the Demon take
the Warlock's soul in return for the service.

Warlocks may gather in covenants (groups of three) to increase
their spell casting ability. When gathered the highest level member of
the covenant may cast spells as if he was his own level + 1/2 the level
of the next highest level member + 1/4 the level of the third member.
This only applies to Clerical Spells and is only in effect so long as
the three remain together. Unfortunately, when gathered in a covenant,
any damage done to one member is also done to the other two. Gathering
in a covenant requires a special ceremony lasting 3 turns and requiring
no less than 3 pints of fresh blood. If the blood is from a non human
(or demi human) the covenant has a 25% chance of not working.

Warlocks have the following restrictions:

- Warlocks may not tread upon consecrated (Holy) ground. To do so
causes the Warlock 2d6+2 points of damage/round
- Warlocks are affected by Holy Water as Anti Paladins
- Warlocks can only heal themselves. If they are healed by Priests
of any good or neutral faith, they take damage in the amount they would
have been healed. If healed by evil priests, they only get 1/2 the
normal amount healed
- All natural animals, with the exceptions of creatures of the night
and darkness (serpents, black cats, ravens, etc), are unfriendly towards
Warlocks, and will back away from them if at all possible. If cornered
by a Warlock, they will attack the Warlock to the best of its ability.
- Weapons and items of cold wrought iron do double normal damage to
Warlocks
- If fresh blood of a Warlock is obtained , and a special 'Compass'
of brass is constructed, a Priest can track a Warlock so long as the
Warlock is within 1/2 mile per level of the Priest and so long as the
blood does not dry up. This 'Compass' requires about 4 days to make and
the materials cost about 150 sps.

Allan Longley

unread,
Feb 14, 1992, 12:48:31 PM2/14/92
to
In article <1992Feb14....@ncsu.edu> kni...@catt.ncsu.edu
(Lindsey Lambert) writes:

> - Warlocks may not tread upon consecrated (Holy) ground. To do so
> causes the Warlock 2d6+2 points of damage/round

> - All natural animals, with the exceptions of creatures of the night
> and darkness (serpents, black cats, ravens, etc), are unfriendly towards
> Warlocks, and will back away from them if at all possible. If cornered
> by a Warlock, they will attack the Warlock to the best of its ability.
> - Weapons and items of cold wrought iron do double normal damage to
> Warlocks
> - If fresh blood of a Warlock is obtained , and a special 'Compass'
> of brass is constructed, a Priest can track a Warlock so long as the
> Warlock is within 1/2 mile per level of the Priest and so long as the
> blood does not dry up. This 'Compass' requires about 4 days to make and
> the materials cost about 150 sps.

You forgot
- A Warlok can be crippled if cold wrought iron is driven into
impressions on the ground left by the Warlok, ie., footprints.
- Warloks always go barefoot
- Flames pure pure blue in their presence
- Milk cudles over night in their presence
- Horses sweat in the morning in their presence
It was an alright movie though.

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: lon...@theochem.uwaterloo.ca
voice: (519) 885-1211 x3816 Oh ya, they have old english
home: (519) 746-5747 accents too :-)
------------------------------------------------------------------------------


Memphis TN

unread,
Feb 14, 1992, 1:38:58 PM2/14/92
to
I like the concept, and I'll probably add something like it to my
campaign with a few changes.

A couple of observations:

I think that a better name could be found for the class, especially since
there is a "Witch" kit in _The Complete Wizard's Handbook_, and speaking
as a CG Drow "Wild Warlock" (male Drow wild mage, witch kit), I'd rather not
have all of the confusion. Demonologist would be a good name if it is
assumed that this class will be solely an evil one. I'm trying to work
out another name for the class, since I think that there should be the
possibility of white (good), grey (neutral), and black (evil) warlocks/
witches/enter your favorite name here, similar to the way that Paladains
and Anti-Paladains are used in some campaigns.

Also, I think that either the weapons selection or the number of
spells availible ought to be cut a bit, and the requirements
for level advancement upped just a bit. As it is, your warlock
(IMHO) gets too powerful too quickly for me to feel comfortable with.
If one simple change had to be made (besides the name), I would say
deny the class access to any weapons, and leave the other characteristics
as it is. That change should keep the character in balance with other
classes.


--
p = 1
8|1 20
(The probability that an acutarial student aged 20 will die for 8 years
while taking actuarial exams before coming back to life is 1)

Andrew David Weiland

unread,
Feb 14, 1992, 3:40:35 PM2/14/92
to
>WARLOCK/WITCH
>
>The warlock is a subclass of the Priest class. The Warlock (witch if
>female) is a person who is an advocate and devout worshiper of Demonic
>Forces. They receive both Priest and Mage spells, at a limited rate and
>have several special abilities to boot. Unfortunately with such power
>comes several restrictions.

Someone will post soon enough to explain why a witch is an
inappropriate name for a devil worshipper. The witch character is more
appropriate as a druidic subclass of priest or wizard (note that both
witch and wizard are derived from the Old English Wicca, wise man).


>Warlock Experience Levels
>
>Level Warlock Hit Dice (d6)
>1 0 1
>2 2500 2
>3 5000 3
>4 10000 4
>5 20000 5
>

>Warlock Spell Progression Table
>
>Warlock Level Cleric Mage
>

>1 1 1
>2 2 1
>3 3 2
>4 3 1 2
>5 3 2 2 1

(see the original for spell progression and experience beyond 5th level)

With these tables, the local wizard or priest isn't going to worry too
much about facing the local warlock in magical combat. What system did
you use to determine spell progression?

>Warlocks may study Mage spells in the Schools of Necromancy, Greater
>Divination, Conjuration/Summoning and Enchantment/Charm. >Warlocks may
receive spells from Demon masters from the following >spheres
>
>Necromantic (major), All (major), Charm (major), Divination (major),
>Astral (major), Summoning (major), Healing (minor), Protection
>(minor), Thought (minor), Time (minor) and Wards (minor).

I'd take away the minor access to Thought/Time/Wards; these are powerful
spheres, and should be restricted to Deities that focus on those areas.


>Warlocks are restricted to the following weapons : Blowgun, Dagger,
>Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear

>any armor (with the rare exception of Elven Chain) or employ shields,


>but they may use bracers. They follow the THAC0 progression of Priests.

If they can wear elven chain they should be able to wear leather armor,
which is supposed to be lighter than elven chain. Studded Leather and
Padded Armor are heavier than elven chain, but it probably won't hurt
game balance to give them to the warlock; after all fighter/mages can
wear them.

I would change the THAC0 table so that warlocks use Thief THAC0 (+1/2
levels). With their limited weapon selection and focus on other areas,
they shouldn't be able to fight as well as priests.

>Warlocks start off with 2 initial weapon proficiencies and 4
>non-weapon proficiencies. They receive another weapon prof. every 4
>levels and additional non-weapon prof. every 3 levels. Their penalty for
>employing weapons they are not proficient in is -4. Warlocks may choose
>non-weapon proficiencies from all Groups except the Fighter Group.
>warlocks start off with Spellcraft and Religion as free initial
>non-weapon prof.

I find it hard to justify giving Warlocks these proficiencies when
Wizards don't start out with Spellcraft and Priests don't start out with
Religion.

>Due to their covert, dark dealings, Warlocks have developed several
>Theiving Skills. They have the below base scores, adjusted for Race and
>Dexterity and gain an addition 15 points to allocate to these scores
>(with no more than 5 going to any one score per level) per level.
>NOTE: 5 points per level must go to Read Languages, and no score, with
>the exception of read languages, can ever be increased to above 80%
>
>Theiving Skill Base Scores
>
> Move Silently 10%
> Hide in Shadows 10%
> Detect Noise 10%
> Read Languages 10%

So warlocks are mage-thief-priests who worship evil deities.
Interesting, and so far reasonably balanced.

>Due to the total dedication they give, and the sacrafices they make
>to their Demon masters, Warlocks have been granted certain special
>abilities. These abilities are listed below:
>
> - Warlocks gain +4 to all saving throws vs. Necromatic spells
> - Warlocks affect undead as evil priests of 2 lvs below their
> actual ability
> - Warlocks radiate a personal Protection from Good (as spell) aura,
> which may only be detected by Paladins

So warlocks are not only priest-mage-thieves, but anti-paladins as well.


> - At 3rd level Warlocks may Bestow Curse (as spell) once per week
> per 4 levels of ability
> - At 5th level Warlocks may utter a Word of Fear (as Mage spell)
> once per week per 3 levels of ability
> - At 7th level of ability, Warlocks can brew poisons, and attract a
> Familiar (as Mage spell)

Is a warlock granted the ability to brew poisons by his demon master, or
does he learn it from high-level warlocks. I take some objection to the
first, on the ground that I wouldn't give demons knowledge about earthly
poisons. And if the second, why is it that only 7th level warlocks get
this power?

>- At 9th level Warlocks may Change Self (as spell) once every 3
> turns
> - At 13th level, a Warlock may summon a Minor Demon for a period of
> 666 turns as a personal guardian/servant. This may only be attempted
> once per month with a 5% chance of success per human sacrafice
> involved in the ceremony. The ceremony takes 3 turns plus 1/2 turn
> per human sacrafice and involves about 500sps worth of preperation.

This one should be lots of fun. Does a Lawful Evil warlock gain the
ability to summon Lesser Devils?

> - At 17th level a Warlock may call for a unholy steed. This occurs
> in the same manner as Paladins with the exception that the steed is a
> Nightmare.

> - At 21st level the Warlock may Bestow a Major Curse. This is the


> same as the 3rd level clerical spell except that it lasts for 6-24 days.
> This may be done once per week per 6 levels of the caster.
> - Finally, at 25th level, the Warlock may summon a Major Demon, as
> per the 13th level ability, but every time this is done, the Warlock
> runs a 35% chance -1%/level of the Warlock of having the Demon
> take the Warlock's soul in return for the service.

Nasty, though I don't think the Bestow Major Curse is nasty enough.
Perhaps it would be if a 10th level priest was required for the Remove
Curse.

> Warlocks may gather in covenants (groups of three) to increase
>their spell casting ability. When gathered the highest level member of
>the covenant may cast spells as if he was his own level + 1/2 the level
>of the next highest level member + 1/4 the level of the third member.
>This only applies to Clerical Spells and is only in effect so long as
>the three remain together. Unfortunately, when gathered in a covenant,
>any damage done to one member is also done to the other two. Gathering
>in a covenant requires a special ceremony lasting 3 turns and requiring
>no less than 3 pints of fresh blood. If the blood is from a non human
>(or demi human) the covenant has a 25% chance of not working.

Also nasty, especially at low levels.

>Warlocks have the following restrictions:
>
> - Warlocks may not tread upon consecrated (Holy) ground. To do so
> causes the Warlock 2d6+2 points of damage/round
> - Warlocks are affected by Holy Water as Anti Paladins
> - Warlocks can only heal themselves. If they are healed by Priests
> of any good or neutral faith, they take damage in the amount they
> would have been healed. If healed by evil priests, they only get 1/2 the

> normal amount healed.


> - All natural animals, with the exceptions of creatures of the night
> and darkness (serpents, black cats, ravens, etc), are unfriendly towards
> Warlocks, and will back away from them if at all possible. If cornered
> by a Warlock, they will attack the Warlock to the best of its ability.

These ones I like.

> - Weapons and items of cold wrought iron do double normal damage to

> Warlocks.

That last one is a little bit of a hose, and not appropriate if the
warlock isn't associated with the Abyss.

> - If fresh blood of a Warlock is obtained , and a special 'Compass'
> of brass is constructed, a Priest can track a Warlock so long as the
> Warlock is within 1/2 mile per level of the Priest and so long as the
> blood does not dry up. This 'Compass' requires about 4 days to make
> and the materials cost about 150 sps.

This one is not very restrictive, and seems somewhat inappropriate in
that most priests aren't associated with blood magic.

If you really want Warlocks to be anti-paladin types, they should have
restrictions similar to the paladins. Behavior restrictions are not
appropriate for evil character. But the real hose on paladins is their
ability to be turned by evil priests! If warlocks had a similar
restriction applicable to good priests, the other restrictions could be
softened. If you don't think this is appropriate, you should restrict
the warlock's granted powers.

I've got a few ideas about how this class could work in AD&D. This
class would probably be best as an NPC class, except in truly evil
campaigns. How does one become a warlock, and what role do warlocks
play in the world? Hmm.


------------------------------------------------
| Andrew David Weiland | aw...@andrew.cmu.edu |
------------------------------------------------
| "OK. I try to call Marty again." "You can't. He's dead."|
| "No he isn't!" "How do you know?" |
| "I've been sending him e-mail."
|
| --Vacation from Reality
|
------------------------------------------------

Michael Lane Wilson

unread,
Feb 28, 1992, 2:19:51 PM2/28/92
to
Yesterday I saw Andrew's Warlock/Witch character class and liked
it so much I put the time in to LaTeX it so I'd have a good copy for my
games. While I don't want to step on his toes, I'm sure he won't mind if I
post the LaTeX source to the net.
I'm no LaTeXS God; this works on my system but I know nothing about
yours. If it don't work, don't ask me to fix it - I'm clueless.
The source is not shar'd, tar'd, or compressed in any way, mainly
because it's so short that it wouldn't be worthwhile. Just save it to a file
latex it - it should go fine.
----------------------CUT---------HERE--------------------------
\documentstyle{article}
\pagestyle{empty}
\topmargin=-1in
\textheight=10.2in
\oddsidemargin=-.5in
\evensidemargin=-.5in
\textwidth=7.5in
\parindent=5em
\parskip=3ex

\begin{document}

\section*{\Huge Warlock/Witch}
\par


The warlock is a subclass of the Priest class. The Warlock (witch if
female) is a person who is an advocate and devout worshiper of Demonic
Forces. They receive both Priest and Mage spells, at a limited rate and
have several special abilities to boot. Unfortunately with such power

comes several restrictions. \\

\begin{tabular}{ll}
Ability Requirements: & Wisdom 13\\
& Intelligence 13\\
& Constitution 9\\
Prime Requisites: & Wisdom and Intelligence\\
Races Allowed: & Human, Elven, Half Elven\\
Alignment Restrictions: & Any Evil\\
\end{tabular}

\par Warlocks receive a 10\% Experience point bonus if they have both


Wisdom and Intelligence scores above 16.

\section*{\Large Warlock Experience Levels}
\begin{tabular}{lrc}
Level & Warlock & Hit Dice (d6)\\
1 & 0 & 1\\
2 & 2500 & 2\\
3 & 5000 & 3\\
4 & 10000 & 4\\
5 & 20000 & 5\\
6 & 40000 & 6\\
7 & 60000 & 7\\
8 & 90000 & 8\\
9 & 135000 & 9\\
10 & 275000 & 10\\
11 & 415000 & 10+2\\
12 & 830000 & 10+4\\
13 & 1200000 & 10+6\\
\end{tabular}

\par 375000 additional xp for each level past 13

\section*{Warlock Spell Progression Table\footnote{While the spell progression {\em does} continue past 19th level, it is unlikely that this will be needed soon. Improvise as needed.}}
\begin{tabular}{cllllllllllll}
& \multicolumn{6}{c}{Cleric \hspace*{.8in}} & \multicolumn{6}{c}{Mage}\\
Warlock Level & \multicolumn{6}{c}{Spell Level \hspace*{.8in}} & \multicolumn{6}{c}{Spell Level}\\
\bigskip
& 1 & 2 & 3 & 4 & 5 & 6 & 1 & 2 & 3 & 4 & 5 & 6 \\
1 & 1 & & & & & & 1 & & & & & \\
2 & 2 & & & & & & 1 & & & & & \\
3 & 3 & & & & & & 2 & & & & & \\
4 & 3 & 1 & & & & & 2 & & & & & \\
5 & 3 & 2 & & & & & 2 & 1 & & & & \\
6 & 3 & 2 & & & & & 3 & 2 & & & & \\
7 & 3 & 2 & 1 & & & & 3 & 2 & 1 & & & \\
8 & 3 & 3 & 1 & & & & 3 & 2 & 1 & & & \\
9 & 3 & 3 & 2 & 1 & & & 3 & 2 & 2 & & & \\
10 & 3 & 3 & 2 & 1 & & & 3 & 3 & 2 & 1 & & \\
11 & 4 & 4 & 2 & 1 & & & 4 & 3 & 2 & 1 & & \\
12 & 4 & 4 & 3 & 2 & 1 & & 4 & 3 & 3 & 2 & & \\
13 & 4 & 4 & 3 & 2 & 1 & & 4 & 3 & 3 & 2 & 1 & \\
14 & 4 & 4 & 3 & 2 & 2 & & 5 & 4 & 3 & 2 & 1 & \\
15 & 5 & 5 & 3 & 2 & 2 & 1 & 5 & 5 & 3 & 2 & 2 & \\
16 & 5 & 5 & 3 & 2 & 2 & 1 & 5 & 5 & 3 & 3 & 2 & 1\\
17 & 6 & 5 & 4 & 2 & 2 & 1 & 5 & 5 & 3 & 3 & 2 & 1\\
18 & 6 & 5 & 5 & 3 & 2 & 2 & 5 & 5 & 4 & 3 & 2 & 1\\
19 & 6 & 5 & 5 & 3 & 3 & 2 & 6 & 5 & 5 & 3 & 2 & 2\\
\hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in}\\
\end{tabular}

\par
One of the least common types of Priest is the Warlock. The Warlock


embraces the dark forces of Demonic Powers. In return for their evil
service, Warlock's are granted certain powers beyond those of the normal
mortals. They are both granted spells by their Demonic masters as clerics
receive spells from their deities, and study 'black' magics as the mage.
So the Warlock must both study and pray to be at his full magic

potential. Warlocks may study Mage spells in the Schools of {\it Necromancy},
{\it Greater Divination}, {\it Conjuration/Summoning} and {\it Enchantment/Charm}.


Warlocks may receive spells from Demon masters from the following spheres

{\it Necromantic} (major), All (major), {\it Charm} (major), {\it Divination} (major),
{\it Astral} (major), {\it Summoning} (major), {\it Healing} (minor), {\it Protection} (minor),
{\it Thought} (minor), {\it Time} (minor) and {\it Wards} (minor).\\
\begin{tabular}{p{4in}c}
Warlocks with high Wisdom receive bonus spells as does the Priest, but according to the
table at right: &
\begin{tabular}{clll}
Wisdom & \multicolumn{3}{c}{Spell Bonus}\\
\hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in}\\
15 & 1& & \\
16 & 2& & \\
17 & 2&1& \\
18 & 2&1&1\\
19 & 2&2&1\\
\end{tabular}
\end{tabular}
\par


Warlocks are restricted to the following weapons : Blowgun, Dagger,
Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear
any armor (with the rare exception of Elven Chain) or employ shields,

but they may use bracers. They follow the \verb+THAC0+ progression of Priests.


Warlocks start off with 2 initial weapon proficiencies and 4

non-weapon proficiencies. They receive another weapon proficiencies every 4
levels and additional non-weapon proficiencies every 3 levels. Their penalty for


employing weapons they are not proficient in is -4. Warlocks may choose
non-weapon proficiencies from all Groups except the Fighter Group.

Warlocks start off with Spellcraft and Religion as free initial
non-weapon proficiencies

Due to their covert, dark dealings, Warlocks have developed several

Theiving Skills. They have the base scores, adjusted for Race and given below,
adjusted for Race and
Dexterity, and gain an additional 15 points to allocate to these scores

(with no more than 5 going to any one score per level) per level.

However, 5 points per level must go to Read Languages, and no score, with
the exception of read languages, can ever be increased to above 80\%\\
\vspace{-5ex}
\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{Thieving Skill Base Scores}\\
Move Silently & 10\%\\
Hide in Shadows& 10\%\\
Detect Noise & 10\%\\
Read Languages & 10\%\\
\end{tabular}
\end{center}
\newpage
\par
Due to the total dedication they give, and the sacrifices they make


to their Demon masters, Warlocks have been granted certain special

abilities. These abilities are listed below:\\

\begin{itemize}
\item Warlocks gain +4 to all saving throws vs. Necromatic spells.
\item Warlocks affect undead as evil priests of 2 levels below their
actual ability.
\item Warlocks radiate a personal {\it Protection from Good} (as the spell) aura,
which may only be detected by Paladins.
\item At 3rd level Warlocks may {\it Bestow Curse} (as the spell) once per week
per 4 levels of ability.
\item At 5th level Warlocks may utter a {\it Word of Fear} (as the Mage spell)
once per week per 3 levels of ability.
\item At 7th level of ability, Warlocks can brew poisons, and {\it Find Familiar} (as the Mage spell).
\item At 9th level Warlocks may {\it Change Self} (as the spell) once every 3
turns.
\item At 13th level, a Warlock may summon a Minor Demon for a period of


666 turns as a personal guardian/servant. This may only be attempted

once per month with a 5\% chance of success per human sacrifice involved
in the ceremony. The ceremony takes 3 turns plus $\frac{1}{2}$ turn per human
sacrifice and involves about 500sp worth of preperation.
\item At 17th level a Warlock may call for a unholy steed. This occurs


in the same manner as Paladins with the exception that the steed is a
Nightmare.

\item At 21st level the Warlock may Bestow a {\it Major Curse}. This is the


same as the 3rd level clerical spell except that it lasts for 6-24 days.
This may be done once per week per 6 levels of the caster.

\item Finally, at 25th level, the Warlock may summon a Major Demon, as


per the 13th level ability, but every time this is done, the Warlock

runs a 35\% chance -1\%/level of the Warlock of having the Demon take


the Warlock's soul in return for the service.

\end{itemize}
\par
Warlocks may gather in Covenants (groups of three) to increase
their spell casting ability. When gathered, the highest level member of
the covenant may cast spells as if he was his own level + $\frac{1}{2}$ the level
of the next highest level member + $\frac{1}{4}$ the level of the third member.


This only applies to Clerical Spells and is only in effect so long as

the three remain together. Unfortunately, when gathered in a Covenant,


any damage done to one member is also done to the other two. Gathering
in a covenant requires a special ceremony lasting 3 turns and requiring
no less than 3 pints of fresh blood. If the blood is from a non human

(or demi human) the covenant has a 25\% chance of not working.\\
\par
Warlocks have the following restrictions:\\
\begin{itemize}
\item Warlocks may not tread upon consecrated (Holy) ground. To do so
causes the Warlock 2d6+2 points of damage/round .
\item Warlocks are affected by Holy Water as Anti-Paladins.
\item Warlocks can only heal themselves. If they are healed by Priests


of any good or neutral faith, they take damage in the amount they would

have been healed. If healed by evil priests, they only get $\frac{1}{2}$ the
normal amount healed.
\item All natural animals, with the exceptions of creatures of the night


and darkness (serpents, black cats, ravens, etc), are unfriendly towards

Warlocks, and will back away from one if at all possible. If cornered
by a Warlock, an animal will attack the Warlock to the best of it's ability.
\item Weapons and items of cold wrought iron do double normal damage to
Warlocks.
\item If fresh blood of a Warlock is obtained , and a special ``Compass''


of brass is constructed, a Priest can track a Warlock so long as the

Warlock is within $\frac{1}{2}$ mile per level of the Priest and so long as the


blood does not dry up. This ``Compass'' requires about 4 days to make and

the materials cost about 150 sp.
\end{itemize}
\end{document}

--

Brian Dunphy

unread,
Feb 28, 1992, 3:40:13 PM2/28/92
to
In article <r21...@rpi.edu> wil...@rpi.edu writes:
>
> Yesterday I saw Andrew's Warlock/Witch character class and liked
>it so much I put the time in to LaTeX it so I'd have a good copy for my
>games. While I don't want to step on his toes, I'm sure he won't mind if I
>post the LaTeX source to the net.

First off, it wasn't Andrew's Warlock/Witch class. Lindsey was
the person who posted it to the net, and it was a collaboration of a number
of people around here. And no, neither he, nor any of the rest of us mind
you re-posting it (other than the size of it re-appearing on the net.)

We are glad that you liked the class.

brian
____________________________________________________________________________
Brian Patrick Dunphy "A little nonsense now and then
co...@catt.ncsu.edu is cherished by the wisest men."
-Willy Wonka.

co...@catt.ncsu.edu "A little nonsense now and then
Brian Patrick Dunphy is cherished by the wisest men."
Willy Wonka.

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