Warlock comes from an Old Norse word vardlokkur. There are several mythological tales about the Vardlokkur being the wise men of divine knowledge who protected that wisdom and guarded it with their life. The magic of the Warlock was to ward off evil spirits and to lock or bind them up, keeping the sacred wisdom safe. As a term of honour, it is used to describe an exorcist or a magician who traps and disposes of unwanted entities through command of the elements.
One very distinct class of entity or nature
spirit is the one we call the Elementals. For starters, elementals don't really
have a definite form or appearance. If they choose to show themselves to you,
they may choose a form that you will associate readily with the element they
represent. A fire elemental may appear as a spark, a face in a candle flame or
bonfire, or simply a warm spot that you suddenly walk through. A water elemental
may be a cold spot. An air elemental could be a sudden breeze or tiny whirlwind
in the dust. A smell, taste, or an unexplained pebble in your shoe could be
evidence of the earth elementals at play. They are raw forces of nature. A large
part of the weather itself. Mother Nature's little helpers if you will. They are
part of earthquakes, forest fires, hurricanes, tornadoes….not all of their
activity is destructive certainly, although it may seem that way to humans at
times. The elementals have their own agenda - they are not subject to our whims
and desires. They have a definite purpose, which we may not understand, and
which may not necessarily be to our benefit, but may be for the good of the
planet as a whole.
As far as our interaction with them goes, there are several VERY important
things to remember. First of all, normal people CANNOT control the elementals!
Just as they cannot control the weather. The elementals have extraordinary power
and cannot be tamed or controlled unless you happen to be an Warlock.
Elementals have a definite purpose and a definite will, but their personalities are not clearly defined. You can't sit down and have a conversation with them. Other nature spirits yes - but the elementals work on feelings, sensations, and symbolism. They are more like a form of living energy than anything else. An energy with a will, that can display emotions without being emotional, and that is constantly changing. They can be of tremendous aid to your magical workings, but only if you approach them properly.
| Step 1: Attributes | ||
| Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +8, +8 per level. | ||
| Step 2: Skills | ||
| Choose skills in
the normal manner but also gain the following free ones; Knowledge Artifacts Knowledge Demons Knowledge Fey Knowledge Geomancy Knowledge Magic Knowledge Undead |
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| Step 3: Abilities | ||
| Warlocks gain all the
following free; Spellcast - The first sphere the Warlock learns from is free and must be from one of the elemental spheres, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Common and any elemental sphere of magic and in any combination. Warlocks can tap into the world’s natural mana at a rate of INT + WIS x4. Warlocks have permanent immunity to magic from their own elemental starting sign. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Elemental spell save at levels 2, 5, 9, 14 and 20 (this is in addition to the normal spell save, you can add them). +1 Sanity save at levels 4, 7, 10, 13, 16 and 20. +1 Willpower save at levels 1, 5, 9, 14 and 18. +1 Spell Bonus at levels 7, 11, 15 and 19. +1 Toxin save at levels 2, 8, 11, 14, 16 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 20. Additionally Warlocks start with 40 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Astralwalk | 10 | The ability to shift one's soul into
the astral plane. The character's spirit is intangible and invisible
while in this plane but he can see and hear others. He can instantly appear at
a known location or fly to an unknown one at 2.997925 x108 metres
per second. He can remain in the astral plane for 1 minute per WIS, +1
minute per level. While in this form he can still use all his abilities and cast any of his spells. |
| Elemental Assistance | 5 | A Warlock may ask an elemental to help them accomplish a specific task (politely, mind you) and if they feel like helping or feel that your goal is worthy, they might. The best route is to try to earn their favour and stay on their good side. And remember just because they don't help you one time, it doesn't mean they won't the next. They have a very strong sense of justice, propriety, and right and wrong. Explain your goals very clearly and honestly. You can't deceive them, and it would be dangerous to try. Can try to summon 1 elemental at a time. It will then remain for as long as it feels like (GM's decision). A side effect of this ability is that Elementals regardless of their type will never attack a Warlock unless first attacked by him. |
| Elemental Sign | 5 | A Warlock can sense his sign within a WIS x10 metre radius, +10 metres per level. Air can sense weather conditions, Earth can detect mineral types, Water can detect liquid types and Fire can sense well, fire. He can also detect any elemental magic cast within his radius and what sign type it is. |
| Damage Bonus | 10 | +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Extend Duration | 10 | Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| HP Bonus | 10 | CON +10 HP instead of 8, +10 per level. |
| Infuse Weapon | 5 | This allows the character to
temporarily infuse any weapon he is welding with his sign. Once the
character lets go of the weapon it will revert to normal; Air; The character can cause any weapon that he welds to fire a blast of rapidly spinning air molecules that hit like a ton of bricks to anything it touches. Any hit from this weapon will do an additional +D6 per 5 WIS, +D6 per level, pushing the victim back 1 metre per WIS. Earth; The character can cause any weapon that he welds to expel shards of rock. Any hit from this weapon will do an additional +D6 per 5 WIS +D6 per level, over 1 metre per WIS + an equal increase in range per level. Fire; The character can empower any weapon that he touches with fire. Anything hit takes +D8 per 5 WIS +D8 per level and have a 20% chance, +10% per level of causing anything combustible to catch alight. Water; The character can cause any weapon that he welds to draw condensation from the air and direct it as a jet stream of water upon contact with an item. Any hit from this weapon will do an additional +D6 per 5 WIS, +D6 per level, pushing the victim back 1 metre per WIS. |
| Range Boost | 5 | +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere. |
| Save Bonus | 10 | This is the cost for each additional +1 added to the character's spell save. |
| True Sight | 10 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. |
| Step 4: Careers | ||
| Possible related careers include; Librarian, Chemist, Meteorologist, Physicist, Historian, and Academic Researcher (specialising for instance in cults, etc). | ||