Warlock/Witch

Andrew

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

While the spell progression does continue past 19th level, it is unlikely that
this will be needed soon.  Improvise as needed.

Warlock               Cleric                      Mage
 Level             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


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
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 Wisdom receive bonus spells as does the Priest, but according
to the table at right:

Wisdom  Spell Bonus
  15      1
  16      2
  17      2  1
  18      2  1  1
  19      2  2  1

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.

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%.

Thieving 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 sacrifices 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 levels below their actual ability.
- Warlocks radiate a personal Protection from Good (as the spell) aura, which
  may only be detected by Paladins.
- At 3rd level Warlocks may Bestow Curse (as the spell) once per week per 4
  levels of ability.
- At 5th level Warlocks may utter a Word of Fear (as the Mage spell) once per
  week per 3 levels of ability.
- At 7th level of ability, Warlocks can brew poisons, and Find Familiar (as the
  Mage spell).
- At 9th level Warlocks may Change Self (as the 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 sacrifice involved in the ceremony. The
  ceremony takes 3 turns plus 1/2 turn per human sacrifice and involves about
  500sp 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 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.

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 one if at all possible. If cornered by a Warlock, an
  animal will attack the Warlock to the best of it's 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 sp.


