Warlock
High-powered offensive sorcery, eldritch blasts, and destructive spellcraft.
This skill allows a character to cast spells while they are taking damage. Once purchased, this skill is always in affect. This skill does not protect a character from taking damage; it only allows them to ignore the damage for the purpose of casting spells. Concentration does not prevent a character from being paralyzed, knocked unconscious, affected by a Bind spell, or otherwise rendered physically unable to cast spells.
This skill allows a character to cast two identical spells at the same time. The caster must pay the power point cost for each spell and use two purchases of every Warlock skill they use in the casting. However the character only needs one use of the speed cast skill.
The caster must use both hands within the normal 5 second limit after saying the verbal; the spell packets do not need to have been thrown simultaneously, and the caster may transfer a spell packet from one hand to the other during this time. It is not possible to augment only one of the spells with a Warlock skill.
This skill can only be used with a speed cast when used by the character and not when invoked from an item or read from a scroll. One defense that stops spells must be used for each spell, even if both spells are directed against the same target. This is true even when using a Dodge skill to stop the attack.
For example, Lascula is fighting some Sea Elves and one of them attacks him, casting a spell "With Perfect Aim, Double Cast Death Slave Spell". Lascula calls "Dodge, Dodge" and moves behind a large rock. The Warlock can no longer see him. After the fight, the players hand over their tags and Lascula needs to mark off two uses of his dodge skills, one for each of the Death Slave spells cast.To use this skill, the caster must have nothing but a spell packet in each hand and prefix the spell verbal with "Double Cast..."
This skill allows the character to double the numerical effect of either: twice the damage, twice the size, or twice the effect of any spell. This does not change the cost in Power Points of the spell.
For example, a Double Power Dragon’s Breath spell would do 64 points of magical fire damage and cost 8 Power Points. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
For the spell to be doubled, it must involve a numeric quantity. For example: Double Power Armor spell grants 6 points of armor, Double Power Fortitude spell has an 8 Threshold, Double Power Blast spell would destroy a door twice as large, a Double Power Wall of Force spell would be 20 feet by 20 feet, a Double Power Lock spell would require a Strength Bonus of +6, etc.
This skill does not increase the duration or number of uses of a spell. The use of this skill is indicated by prefixing the spell verbal by “Double Power…”
This skill allows the character to augment a Killing Blow done with their bare hands. Normally, a bare hand can only do 1 point of damage for Killing Blows only; a character with this skill can do 10 points of magical damage with their bare handed Killing Blows.
The character must say: “One Killing Blow, Two Killing Blow, Three Killing Blow, Ten Magic”. You may do less than 10 points of damage, but it is always magical damage. This skill can be blocked with the use of a defense that stops magical attacks. It can be performed any number of times after it is purchased.
Use of this skill does not require a focus. No other Warlock skills can be used with this skill.
With this skill the character can cast a latent spell on the target character contrary to the normal spell stacking restrictions. In order to use the Overlay skill, the overlaid spell must be cast after the regular spell. When invoking latent spells, the overlaid spell or spells must be invoked in the exact reverse order they were placed upon the character or all spells above the one invoked are lost. Latent overlaid spells are invoked normally and are preceded by the word “Overlay”. There is no restriction to the number of stacked spells. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
For example, Herrin has an Absorption spell, Overlay Negation spell, and Overlay Absorption spell cast on him in that order, the first one he would call is “Overlay Absorption”, then the “Overlay Negation”, then “Absorption”. If Herrin called the Overlay Negation spell first, the Overlay Absorption spell would be lost, but the regular Absorption spell remains.A Destroy Magic spell will remove all overlaid latent spells, including ones augmented by any other Warlockery, such as the Total Power skill.
The use of this skill is indicated by prefixing the spell verbal by “Upon Your Mystical Defenses…”
Learning this skill allows a character to cast a spell without throwing a spell packet. The spell starts at the caster’s index finger and travels to the target. The hand that points the index finger must either be empty or be holding a spell packet. Perfect aimed spells cannot bend corners or “follow” a character out of sight. A Perfect aimed spell can go over a wall spell, but not if that wall spell fills a doorway or other similar structures. As a general rule, so long as a spell packet could physically move from the caster to the target – however improbable – the target is hit.
The range of a Perfect Aim skill is limited to however far the casting character can throw a spell packet when the targeted character is outdoors. The player need not hit the target but has to throw the packet at least as far as the target. It can go farther, but cannot land short. If the character and the targeted character are indoors, the player does not need to throw a spell packet and the attack is not limited by range. Indoors and outdoors, in this case, refers to real world, out-of-game buildings not in-game caves or buildings.
The target can invoke a defense that stops spells normally, but the player cannot physically dodge the spell. All other rules of spell casting apply. The target must be in line of sight at the start and end of the spell verbal – including any Warlock skill verbals.
The Dodge skill can be used to stop a Perfect Aim skill.
For example, Logan is attacked by a Warlock who begins casting his verbal, “With Perfect Aim, Double Cast, Dragon’s Breath Spell.” Logan hears the verbal being cast and runs behind the inn out of sight of the caster before she finishes casting. Logan is safe for now and the Warlock has expended the one Speed Cast and 16 Power Points, but not the two Perfect Aims or the Double Cast. Un-daunted, the Warlock picks another target, Dom Dom, who is busy fighting some of the Warlock’s undead minions. The Warlock successfully completes the verbal and Dom Dom finds out too late he has been hit by the two spells. He calls two of his Dodge skills stopping each of the spells cast at him. The Warlock is foiled once more.This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
To use this skill, the character must prefix the spell verbal by “With Perfect Aim…”, and then point their index finger at the target of the spell.
This skill allows a character to recover the Power Points and the Spell Holding skill they would have lost if they: error in a spell verbal, miss the target with a spell packet, take damage while casting, or throw a spell packet before the verbal is complete. To use this skill the character must say “Recover Power” within 5 seconds after making a mistake. This skill does not work if you hit the target or the target invokes a defense that stops spells to stop the attack.
Learning this skill allows a character to cast a spell without saying the complete verbal. When the spell is cast, the Warlock says the name of the spell suffixed by the word “…Spell”. The name of the spell does not have to be technically correct: Life spell, Heal Life spell, Heal this Life spell are all correct. This skill is used when you have said the word “Spell”.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
This skill allows a character to bind a spell to a targeted character thereby extending the duration of a spell to 6 hours. This skill does not work on latent or instant spells. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
The use of this skill is indicated by prefixing the spell verbal by “With Spell Binding…”
When the character invokes this skill, it will allow them to increase the duration for holding a spell from 5 seconds to 5 minutes. After the spell verbal is completed, the caster must still state the name of the Warlock skills, if any, used and the name of the spell every 5 to 10 seconds. The skill is used once invoked. If the character takes damage or the 5 minutes are up the spell and any Warlock skills that augmented the spell are lost. Note that the normal rules for having a spell in hand are still followed. For more information on this see the chapter on magic.
This skill cannot be used with any type of wall spell. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
The verbal for this skill is “With Spell Holding…” which must prefix the normal spell verbal
This skill makes a character permanently immune to a specific spell chosen at the time this skill is learned. The character must know how to cast the spell, that is they must have that rank of magic and the spell in that rank. Once learned, the character is no longer able to cast that spell ever again. For example, if a character purchases Spell Immunity to the Kill spell then they cannot be affected by a Kill spell again under any circumstances. The Character can still cast a spell they are immune to from scrolls or from magic items.
Use of this skill does not require a focus
A spell augmented with Total Power penetrates all low magic spell defenses, and affects the target directly. The only low magic spell defense against a spell augmented with Total Power is one that was originally cast with the Total Power skill; if a character has a Total Power Negation, they can invoke it against an ordinary Kill spell or a Total Power Kill spell. The Total Power skill only penetrates spell defenses, not racial abilities or ritual spell defenses. A spell defense augmented by Total Power will still be affected by a Dispel Magic spell, or a Destroy Magic spell, for example. In regards to Magic Sanctuary, Imprisonment, and wall spells, Total Power will go through them but in turn cannot be augmented by Total Power to stop a like augmented spell. A Total Power Imprisonment spell will go through a target’s spell defenses imprisoning them, but another Total Power spell upon the imprisoned character will still affect them normally – the Imprisonment spell is not a “Total Power” Imprisonment spell. In the unique case of a character already under the affects of a Imprisonment spell, a character casting a Total Power Imprisonment spell will go through the imprisonment removing the original and affecting the character with a new Imprisonment spell.
This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.
To use this skill, the character prefixes the spell verbal by the phrase “With Total Power…”