Wizard Group |
---|
Classes |
Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
Schools of Philosophy |
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
Schools of Effect |
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
Schools of Thaumaturgy |
Alchemist Artificer Geometer Song Mage Wild Mage |
Elite Specialist |
Chronomancer |
Spells by School |
Wizard Spells by School |
Class Group: | Wizard | |
Source: | Player's Option: Spells & Magic: Warlocks and Witches (POSM) | |
Ability Score Requirements: |
Intelligence 9 | |
Prime Requisite: | Intelligence | |
Races Allowed: | Depends on Specialisation | |
Alignment Allowed: | All |
Wizards who rely on these patrons for magical power are known as warlocks or witches. There is a grave risk involved with contacting these extraplanar powers: the risk of losing one's spirit to the powers that grant the wizard their spells.
Warlocks use a Spell Point System instead of Vancian Spell Slot system.
Level | Exp | Hit Dice (d4) | THAC0 | Max. Spell Level |
Max. Spells Memorized at Each Level1 |
Spell Points2 |
---|---|---|---|---|---|---|
1 | 0 | 1 | 20 | 1st | 2 (3) | 4 (+4) |
2 | 2,500 | 2 | 20 | 1st | 2 (3) | 8 (+4) |
3 | 5,000 | 3 | 20 | 2nd | 3 (4) | 15 (+10) |
4 | 10,000 | 4 | 19 | 2nd | 4 (5) | 25 (+10) |
5 | 20,000 | 5 | 19 | 3rd | 4 (6) | 40 (+20) |
6 | 40,000 | 6 | 19 | 3rd | 4 (6) | 55 (+20) |
7 | 60,000 | 7 | 18 | 4th | 5 (6) | 70 (+35) |
8 | 90,000 | 8 | 18 | 4th | 5 (6) | 95 (+35) |
9 | 135,000 | 9 | 18 | 5th | 5 (6) | 120 (+60) |
10 | 250,000 | 10 | 17 | 5th | 5 (6) | 150 (+60) |
11 | 375,000 | 10+1 | 17 | 5th | 5 (7) | 200 (+60) |
12 | 750,000 | 10+2 | 17 | 6th | 5 (7) | 250 (+90) |
13 | 1,125,000 | 10+3 | 16 | 6th | 6 (7) | 300 (+90) |
14 | 1,500,000 | 10+4 | 16 | 7th | 6 (7) | 350 (+130) |
15 | 1,875,000 | 10+5 | 16 | 7th | 6 (8) | 400 (+130) |
16 | 2,250,000 | 10+6 | 15 | 8th | 6 (8) | 475 (+180) |
17 | 2,625,000 | 10+7 | 15 | 8th | 6 (8) | 550 (+180) |
18 | 3,000,000 | 10+8 | 15 | 9th | 6 (8) | 625 (+240) |
19 | 3,375,000 | 10+9 | 14 | 9th | 7 (9) | 700 (+240) |
20 | 3,750,000 | 10+10 | 14 | 9th | 7 (9) | 800 (+240) |
- 1 Number in parentheses applies to specialist wizards.
- 2 Number in parentheses represents amount of bonus points specialist wizards can add to the base spell points.
Class Features[]
Hit Points[]
- Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level
- Hit Dice (levels 11+): +1 HP per level
- Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
Starting Equipment[]
- 1 spell book
- (1d4+1) × 10 gp (to be used to buy equipment, or to keep)
Equipment[]
- Armor: Cannot wear armor & cast spells at the same time.
- Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings
Proficiencies[]
Non-Weapon Proficiencies[]
- Starts with 4 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
- Can chose a Nonweapon Proficiency at normal cost in the General and Wizard categories.
- Can chose a Nonweapon Proficiency at +1 cost from any other category.
Weapon Proficiencies[]
- Starts at level 1 with 1 Weapon Proficiency Slots
- -5 Penalty to hit with weapons without proficiency.
- Cost is 1 weapon slot.
- Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18...)
- Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
- Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
Player's Option: Combat & Tactics
- Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
- Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons
Warlock/Witch Speciality[]
- At character creation the Warlock/Witch can choose either to be a Generalist or Specialist. These follow the same rules as Generalist Wizards (Mages) and Specialist Wizards. Each specialty has different racial and ability score requirements. You can only choose one specialty. If they choose to specialize they choose one of the following wizard subclasses.
Philosophy Specialist: | Effect Specialist: | Thaumaturgical Specialist: |
Spellbook[]
Learn Spells Roll[]
- The learn spells roll for warlocks can be found by looking up the Intelligence Ability Score table. Specialist Wizards will adjust this value depending on the spell:
- +15% chance when learning the Specialist Wizard's specialty spells.
- -15% chance when learning spells from other school.
- Some specialties, like Wild Mage have different odds.
Starting Spells[]
- At 1st-level the spell book contains 3d4 1st-level spells.[1]
- 2 of the starting spells must be read magic and detect magic[1]
- For Specialist Wizard, 1 of the starting spells can be of the Specialist Wizard's specialty (1st level spell only) without making a learn spells roll.[1]
- The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.[1]
- The DM may assign a spell list instead to start with.[1]
Learning New Spells[]
- Can only learn spells of a level up to their Max. Spell Level (see table above)
- Can learn a spell from another's spell book with a learn spells roll.
- Spell learning for specialists are altered as per the rules for that specialty.
- Gain 1 spell when levelling up.
- For Specialist Wizard, this spell should be in the Specialist Wizard's specialty if possible.[1]
- The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
Warlock/Witch can override their allotment of spells and free and fixed magicks by resting and sitting down with their spell books. They do not need to cast spells to free up space in their memory first.
Casting Spells[]
Warlocks & Witches cast spells using Spell Point System. Memorized Spells are split between "free magicks" and "fixed magicks". Fixed magicks are memorised ahead of time and cost less Spell Points. Free Magicks do not need to be memorized ahead of time, cost more, but do have to be in the Warlock/Witch's spellbook.
Spell Level |
Fixed Magick |
Free Magick |
---|---|---|
cantrip | — | 1 |
1st | 4 | 8 |
2nd | 6 | 12 |
3rd | 10 | 20 |
4th | 15 | 30 |
5th | 22 | 44 |
6th | 30 | 60 |
7th | 40 | 80 |
8th | 50 | 100 |
9th | 60 | 120 |
The warlock/witch allocates their spell points to fixed magicks or free magicks. These are capped by the "Max. Spells Memorized at Each Level" value (see table at top of this article).
The warlock/witch may decide to cast spells for greater effect by simply spending more spell points when they actually cast the spell.
Once a warlock/witch has cast a spell, the spell points used to hold that magick in memory are gone. The wizard must get a good night's sleep and re-study their spell book in order to regain spell points expended through casting spells.
The warlock/witch may cast any spell that they has available through either a fixed or free magick, except that the magick does not vanish from their memory once they've cast the spell. Instead, the character deducts the number of spell points required to energize the spell from their spell point total. However, please note that the warlock/witch may never cast more than nine spells of any one level in the course of a single day.
Witches and warlocks don't automatically recover spell points with the passage of time. For these spellcasters, spell points represent an ever-dwindling store of magical strength that can only be recharged with significant risk. Once the character's spell points have been expended, they must perform a special ceremony or rite to summon their extraplanar sponsors and negotiate with them for additional spell power. This requires at least eight hours per character level, which means that a high-level wizard may require several days in order to renew their spell powers.
Warlock/Witch, who are well-rested and have access to their spell books, can “overwrite” whichever spells they wish to in order to change the allocation of spell points into free and fixed magicks. It takes 10 minutes per spell level for the character to memorize a new spell.
Pact of Service[]
Each time a warlock/witch spends spell points to cast a spell, they risk attracting the attention of a chaotic or evil power. The character has a percentage chance equal to the number of spell points expended, minus their character level, of being forced to take a step into the pact of service with the malevolent power.
- For example, a 7th-level wizard casting a 4th-level spell (15 SPs) has an 8% chance of drawing too much of their patron's power and being required either to add to the debt of service that they owes their masters or start on the path of servitude to another dark master. There's always at least a 1% chance of this happening, regardless of the character's level.
Stage One, Enticement: The character's patron grants him a gift of some kind, but one that comes with a price. They gain a minor unnatural feature or trait that gives him both an advantage and a disadvantage. These could be red-glowing eyes that permit him to see 30 feet in the dark; small horns, fangs, or talons that can be used to inflict 1d4 points of damage in hand-to-hand combat; the ability to hide in shadows as a thief of equal level; acute hearing or sense of smell, giving the character a +1 bonus to surprise checks; or the ability to speak with dead, speak with animals, or use some other 1st- or 2nd-level spell as a granted power once per day. In return, the character acquires a visible mark, feature, or characteristic that marks him as one who deals with forbidden powers: their footprints are backwards, their voice is unnaturally raspy and sepulchral, their face shows some concealable mark of their allegiance, or whatever else the DM decides is appropriate. The general effect causes a –1 to –2 reduction to Charisma.
Stage Two, Invitation: The warlock's patron powers grant the character enhanced abilities of some kind, but the strengthening of their bond also brings periods of weakness or vulnerability on the character. The enhanced abilities could be a +1 to +2 bonus to any ability score, a bonus of +5 to +10 hit points, or superhuman stamina that allows the character to ignore minor fatigue or the need to sleep for more than four hours. In return, the character must suffer through periods of weakness when their patron is distant or inaccessible. For example, the character may have the spell point costs of their spells doubled during daylight, moonlight, in temples or sacred ground, or on ships or boats. The more powerful the advantage, the more universal the character's disadvantage. In addition to their lapse in magical power, the character may also suffer a halved Constitution, Strength, or Dexterity score for as long as the condition persists.
Stage Three, Touch of Darkness: The warlock's hitherto concealable features or subtle traits become so widespread or deformed that there is no chance of concealing what they is without magical aid. For example, they may sprout great bat-shaped wings that permit him to fly with a movement of 15 (C), their body may develop satyr-like hoofed goat legs that permit a movement of 18, small horns may lengthen into dagger-sized weapons capable of inflicting 1d6 damage each, their skin may become scaly or leathery for a natural AC of 6, they may sprout a spiked tail that permits him to attack for 1d6 damage, or their blazing eyes may cause fear in anyone who meets their gaze. Unfortunately, these sinister developments usually prevent the warlock from associating in normal human society for the rest of their life, with a loss of 3 to 6 points of Charisma. In addition, the character acquires some ghastly habit or dependency that marks him as a creature of darkness. For example, the warlock may have to drink blood once per day, eat raw meat or dirt, or sleep only in graveyards. The character's alignment changes one step towards evil or chaos to match that of their patron, incurring the normal penalties for a change of alignment.
Stage Four, Embrace: The warlock gains some supernatural immunity or resistance, but also acquires a supernatural vulnerability. For example, they may gain the ability to only be struck by magical weapons, as well as immunity to sleep and charm spells, resistance to spells of a certain school, immunity to poison, the ability to assume gaseous form (much like a vampire) or some other powerful attribute. The price they pays is a vulnerability such as susceptibility to holy water and turning attempts by priests, the inability to stand contact with common materials such as cold iron or garlic, or the inability to set foot on sacred ground. (Take a look at the customized limitations in Chapter 1 for more ideas.) This weakness can be deadly if used against the character by enemies who discover its existence.
The character's alignment changes one additional step towards that of their patron, possibly incurring penalties for the change. In addition, there is a 1% cumulative chance per day that the character's patron compels him to undertake some service or observe some rite. The character is controlled by the DM for 1d6 days before they regains full command of their faculties.
Stage Five, Creature of Darkness: Eventually, the warlock's pact with darkness overcomes whatever vestiges of humanity remain in their heart, and they become a slave to the powers that raised him. At this point, the warlock is no longer viable as a player character and passes permanently into the DM's hands as an NPC. Powerful new abilities manifest, such as magic resistance, additional increases of ability scores, and powers associated with undead monsters or fiends of various sorts.
Resisting the Descent[]
Fortunately for player characters, warlocks can attempt to resist the encroaching evil by fighting off the descent into darkness by sheer force of will. However, this is not easy. When the character's use of spell points creates the possibility for a descent to a new level of servitude, the warlock can acquiesce and accept the new stage, or they can fight to retain their independence. This requires a saving throw vs. breath weapon, with a penalty equal to the level the character is threatened by—a warlock at Stage Three who is in peril of falling to Stage Four makes their saving throw with a –4 penalty. The psychic turmoil of this conflict completely occupies the character's attention for 1d3 days, during which they cannot cast spells and fights with a –3 penalty to their attack rolls.
Saving Throws[]
Experience Level | Paralyzation, Poison, or Death Magic |
Rod, Staff, or Wand |
Petrification or Polymorph* |
Breath Weapon** |
Spell*** |
---|---|---|---|---|---|
1-5 | 14 | 11 | 13 | 15 | 12 |
6-10 | 13 | 9 | 11 | 13 | 10 |
11-15 | 11 | 7 | 9 | 11 | 8 |
16-20 | 10 | 5 | 7 | 9 | 6 |
21+ | 8 | 3 | 5 | 7 | 4 |
- *Excluding polymorph wand attacks.
- **Excluding those that cause petrification or polymorph.
- ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Level 1 Character[]
- Starting HP: 1d4 HP
- Starting funds: (1d4+1) × 10 gp
- At 1st-level the spell book contains 3d4 1st-level spells.
- read magic and detect magic required.
- 4 Nonweapon Proficiencies Slots
- 1 Weapon Proficiency Slots
- Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
Leveling up[]
At level up:
- Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
- Check "Mage Character Saving Throws" table above to see if your saving throws change.
- 1 Weapon Proficiency slot gained at levels 6, 12, 18 (every multiple of 6)
- 1 Nonweapon Proficiency slot gained at levels 3, 6, 9, 12, 15, 18 (every multiple of 3)
- Check tables for THAC0 & Spell Point updates.
- Chose 1 spell to learn (specialists should choose a specialist spell)