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207 lines
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Plaintext
207 lines
10 KiB
Plaintext
Area Urg_Frp, Msg#79, Feb-14-92 02:24AM
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From: Lindsey Lambert
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To: All
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Subject: AD&D Warlock/Witch
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------------------------------------------------------------------------------
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Just thought i would post a "new" class that was designed for
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our campaign world. We were wondering just what kind of a reaction
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we could get from folks out there in netland. Admittedly, not all of
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the ideas contained within are original. In fact, the Warlock/Witch
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is a compilation of ideas/concepts from several books, and a movie, that
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has been supplemented by a lot of our own ideas on what a Warlock/Witch
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should be. True enough, the class presented here can be a powerful and
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deadly character class, but only if in the hands of a competent roleplayer.
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However, if the other characters, be it PC's or NPC's, are competently
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playing their classes a game balance can still be easily maintained. (IMHO)
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In the trial runs in our campaign, there have been two Warlocks (1st and 9th
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level) and a Witch (13th) played. At any level Warlocks/Witches can be
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loads of fun. :^)
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Knight
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Be honest, but please be gentle... first posting you know. ;^)
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And now, with lots of fanfare...
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WARLOCK/WITCH
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The warlock is a subclass of the Priest class. The Warlock (witch if
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female) is a person who is an advocate and devout worshiper of Demonic
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Forces. They receive both Priest and Mage spells, at a limited rate and
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have several special abilities to boot. Unfortunately with such power
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comes several restrictions.
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Ability Requirements: Wisdom 13
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Intelligence 13
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Constitution 9
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Prime Requisites: Wisdom and Intelligence
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Races Allowed: Human, Elven, Half Elven
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Alignment Restrictions: Any Evil
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Warlocks receive a 10% Experience point bonus if they have both
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Wisdom and Intelligence scores above 16.
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Warlock Experience Levels
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Level Warlock Hit Dice (d6)
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1 0 1
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2 2500 2
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3 5000 3
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4 10000 4
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5 20000 5
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6 40000 6
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7 60000 7
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8 90000 8
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9 135000 9
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10 275000 10
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11 415000 10+2
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12 830000 10+4
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13 1200000 10+6
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375000 additional xp for each level past 13
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Warlock Spell Progression Table
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Warlock Level Cleric Mage
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Spell Level Spell Level
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1 2 3 4 5 6 1 2 3 4 5 6
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1 1 1
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2 2 1
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3 3 2
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4 3 1 2
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5 3 2 2 1
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6 3 2 3 2
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7 3 2 1 3 2 1
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8 3 3 1 3 2 1
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9 3 3 2 1 3 2 2
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10 3 3 2 1 3 3 2 1
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11 4 4 2 1 4 3 2 1
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12 4 4 3 2 1 4 3 3 2
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13 4 4 3 2 1 4 3 3 2 1
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14 4 4 3 2 2 5 4 3 2 1
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15 5 5 3 2 2 1 5 5 3 2 2
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16 5 5 3 2 2 1 5 5 3 3 2 1
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17 6 5 4 2 2 1 5 5 3 3 2 1
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18 6 5 5 3 2 2 5 5 4 3 2 1
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19 6 5 5 3 3 2 6 5 5 3 2 2
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(Note: We didn't figure there would be any great need to
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work out the number of spells past 19th level, although
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spell progression does continue.)
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One of the least common type of Priest is the Warlock. The Warlock
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embraces the dark forces of Demonic Powers. In return for their evil
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service, Warlock's are granted certain powers beyond those of the normal
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mortals. They are both granted spells by their Demonic masters as clerics
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receive spells from their deities, and study 'black' magics as the mage.
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So the Warlock must both study and pray to be at his full magic
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potential. Warlocks may study Mage spells in the Schools of Necromancy,
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Greater Divination, Conjuration/Summoning and Enchantment/Charm.
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Warlocks may receive spells from Demon masters from the following spheres
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Necromantic (major), All (major), Charm (major), Divination (major),
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Astral (major), Summoning (major), Healing (minor), Protection (minor),
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Thought (minor), Time (minor) and Wards (minor). Warlocks with high
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Wisdoms receive bonus spells as does the Priest, but according to the
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following table:
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Wisdom Spell Bonus
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15 one 1st
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16 one 1st
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17 one 2nd
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18 one 3rd
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19 one 2nd
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Warlocks are restricted to the following weapons : Blowgun, Dagger,
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Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear
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any armor (with the rare exception of Elven Chain) or imploy shields,
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but they may use bracers. They follow the THAC0 progression of Priests.
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Warlocks start off with 2 initial weapon proficiencies and 4
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non-weapon proficiencies. They receive another weapon prof. every 4
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levels and additional non-weapon prof. every 3 levels. Their penalty for
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employing weapons they are not proficient in is -4. Warlocks may choose
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non-weapon proficiencies from all Groups except the Fighter Group.
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warlocks start off with Spellcraft and Religion as free initial
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non-weapon prof.
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Due to their covert, dark dealings, Warlocks have developed several
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Theiving Skills. They have the below base scores, adjusted for Race and
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Dexterity and gain an addition 15 points to allocate to these scores
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(with no more than 5 going to any one score per level) per level.
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NOTE: 5 points per level must go to Read Languages, and no score, with
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the exception of read languages, can ever be increased to above 80%
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Theiving Skill Base Scores
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Move Silently 10%
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Hide in Shadows 10%
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Detect Noise 10%
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Read Languages 10%
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Due to the total dedication they give, and the sacrafices they make
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to their Demon masters, Warlocks have been granted certain special
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abilities. These abilities are listed below:
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- Warlocks gain +4 to all saving throws vs. Necromatic spells
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- Warlocks affect undead as evil priests of 2 lvs below their
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actual ability
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- Warlocks radiate a personal Protection from Good (as spell) aura,
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which may only be detected by Paladins
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- At 3rd level Warlocks may Bestow Curse (as spell) once per week
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per 4 levels of ability
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- At 5th level Warlocks may utter a Word of Fear (as Mage spell)
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once per week per 3 levels of ability
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- At 7th level of ability, Warlocks can brew poisons, and attract a
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Familiar (as Mage spell)
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- At 9th level Warlocks may Change Self (as spell) once every 3
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turns
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- At 13th level, a Warlock may summon a Minor Demon for a period of
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666 turns as a personal guardian/servant. This may only be attempted
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once per month with a 5% chance of success per human sacrafice involved
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in the ceremony. The ceremony takes 3 turns plus 1/2 turn per human
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sacrafice and involves about 500sps worth of preperation.
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- At 17th level a Warlock may call for a unholy steed. This occurs
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in the same manner as Paladins with the exception that the steed is a
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Nightmare.
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- At 21st level the Warlock may Bestoy a Major Curse. This is the
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same as the 3rd level clerical spell except that it lasts for 6-24
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days.
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This may be done once per week per 6 levels of the caster.
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- Finally, at 25th level, the Warlock may summon a Major Demon, as
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per the 13th level ability, but every time this is done, the Warlock
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runs a 35% chance -1%/level of the Warlock of having the Demon take
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the Warlock's soul in return for the service.
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Warlocks may gather in covenants (groups of three) to increase
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their spell casting ability. When gathered the highest level member of
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the covenant may cast spells as if he was his own level + 1/2 the level
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of the next highest level member + 1/4 the level of the third member.
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This only applies to Clerical Spells and is only in effect so long as
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the three remain together. Unfortunately, when gathered in a covenant,
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any damage done to one member is also done to the other two. Gathering
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in a covenant requires a special ceremony lasting 3 turns and requiring
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no less than 3 pints of fresh blood. If the blood is from a non human
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(or demi human) the covenant has a 25% chance of not working.
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Warlocks have the following restrictions:
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- Warlocks may not tread upon consecrated (Holy) ground. To do so
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causes the Warlock 2d6+2 points of damage/round
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- Warlocks are affected by Holy Water as Anti Paladins
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- Warlocks can only heal themselves. If they are healed by Priests
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of any good or neutral faith, they take damage in the amount they would
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have been healed. If healed by evil priests, they only get 1/2 the
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normal amount healed
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- All natural animals, with the exceptions of creatures of the night
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and darkness (serpents, black cats, ravens, etc), are unfriendly towards
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Warlocks, and will back away from them if at all possible. If cornered
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by a Warlock, they will attack the Warlock to the best of its ability.
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- Weapons and items of cold wrought iron do double normal damage to
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Warlocks
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- If fresh blood of a Warlock is obtained , and a special 'Compass'
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of brass is constructed, a Priest can track a Warlock so long as the
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Warlock is within 1/2 mile per level of the Priest and so long as the
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blood does not dry up. This 'Compass' requires about 4 days to make and
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the materials cost about 150 sps.
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------------------------------------------------------------------------------
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