forums wiki bugs items changes map login play now

Warlocks

So I have been looking into a concept missing in Aabahran. The Warlock mentality and class intrigue me. I suggest we ALL work together here and develop a Q-Class for Atheist/Agnostic mages. Alignment for Warlocks would be optional, but Warlocks do not kneel to a higher power. They seek to assert their own will upon their environments. Examples of Warlocks in my mind would be the Emperor in Star Wars (took the Jedi class to a whole new level), Ming the Conqueror from Flash Gordon (a Sorcerer who sought absolute rule), The Goblin King in Labyrinth (cause David Bowie was just cool as hell! RIP).

My theory is a quest line similar to the druids, where the warlock travels the world, likely having to slay either religious mobs (priests or priestesses) or noble mobs (Kings or queens) in order to begin the assertion of their will. I wanted to find that balanced level for the switch, because I believe these Warlocks would have more flavor if they retain low level spells from their original mage school. Unfortunately I am not as experienced as many of you at knowing where the switch should come in. I have a few Ideas on the skills a warlock might utilize, but would appreciate any ideas any of you would like to share.

Keep in mind that the Warlock will be assuming a more aggressive role toward his studies, as opposed to the less aggressive role druids seek. Spells or skills suggested should reflect their more violent natures. Now, in the current environment we find a lot of room for spell failure. I would give this Q-Class a skill that weakens spell defenses. I would also offer that the class be given the two-handed defense. I look forward to any suggested spell/skill ideas.

 

Edit: Some Ideas

Spirit Staff

Syntax : c 'spitit staff' c 'spirit rod'

The Warlock crafts a Spirt Staff to wield in battle. The staff will have a wprog similar to wrath with the exception that its added damage is taken from the enemies mana pool, and the enemy becomes afflicted with +spell save affect that stacks. Casting spirit rod changes the damage of the staff from magical to blunt.

RuneCircle

Syntax : c 'rune circle'

Casting a rune circle on a target allows the Warlock to glimpse a view of their target from the targets own eyes. Thus seeing what the target would see if the target used the Look command. This provides the Warlock with information, where is the target, as well as a quick view of the targets prompt and thus the health and mental power of their enemies.

Willbreaker

Syntax : Automatic

A Warlock visits pain and wrath upon their victims without mercy, prolonged battle with a Warlock has been known to break the will of even the most stalwart soldiers. When a warlock is locked into battle at the passing of the second, fourth, sixth, ect. hour, his mighty aura grows and his victims may find it difficult to flee.

Example: our two passed and I am locked in battle with Magicks Warlock.

Magick's power grows, his aura surrounding you!

Magick's magic wounds you.

Magick's magic decimates you!

Magick parries your attack.

Magick blocks your attack with his weapon.

flee

Magick's aura gropes at your feet and you fail to flee!

flee

You flee from battle!

Edited

I like the idea, though I always kinda saw DKs sort of as warlocks...

54 minutes ago, Manual Labour said:

I like the idea, though I always kinda saw DKs sort of as warlocks...

No,  DKs just USE Warlocks.

What we are missing is a Gish. We have Qneutral mage covered with PSI. But there is no hybrid neutral. I suggest that we make the Warlock a hybrid, with Two handed + dodge + enhanced damage + 3 attacks.

Lose Dirt Kick, and get blind. There aren't enough blind-spell classes around.

Fireball for ranking.

Sword, daggers, Polearm, staff, Spear, whip. Lacking maces + flails + axes.

Summon - warlocks summon.

Curse - because warlock without curse....

 

Now I don't like this "slay either religious mobs (priests or priestesses) or noble mobs (Kings or queens) in order to begin the assertion of their will." I agree with the "Atheist/Agnostic mages". But I don't see why an agnostic mage would lose time purposely targeting religious persons for death. If you don't believe in gods you just think those who believe to be fools, you don't engage in a crusade against religion. That is what religious groups do, not Atheists.

I would change this part to either pacts as in D&D 5 warlock pacts or some other thing.

Pacts:

The warlock would forge contracts based on mutual need/exploitation and would be able to call on the power of these entities and learn forbidden knowledge.

Old Ones (Chtulian):

You could summon a horror to fight alongside you and have access to dark/evil spells.

Summon abomination: Some sort of abomination appears and follows you. A tentacled monster or an abomination. At L50 the abomination casts minor fear.

Horror: Opens a portal to another dimension and allows a sight of something that breaks the mind.  Causes fear with a chance of lobotomy.

Nature ( wilderness beasts):

This pact allows you to summon some wilderness creature like a Unicorn or some sort of thing. No idea what else to put in here. The idea is to have a natural choice for people who wishes to go for Watcher.

Draconian (dragons and stuff):

This path allows the summoning of a dragon that breaths fire. It would also allow you access to elemental damage by polymorfing or using some sort of ancient magic to mimic dragon stuff like breaths and flight wings.

Edited

good stuff.

Edit

So I read about those pacts Mya, and this is what I came up with. Thanks for the suggestion by the way.

  1. Pact of Life

  2. Pact of Balance <------ Someone want to offer something here? Come on Dale chip in.

  3. Pact of Knowledge

  4. Pact of Chance <-------- Seriously, someone give me an Idea.

  5. Pact of Death

Help Pact

Syntax : Pact of (Add to dictionary)

Pacts are important to the Warlock and should be considered at length as choices made are not only permanent and affect the powers of the Warlock but also eliminate later avenues for power. The Wizard/Witch realizes that while they may not believe that the immortals of Aabahran truly offer salvation, they know that these higher beings have somehow transcended death. Seeking to find the secrets to greater power the Warlock makes pacts with certain domains in an attempt to mimic the powers of the gods themselves.

Pact of Life

At the start of his sojourn for power the Warlock makes a Pact with one of the Domains of Life. By pilgrimaging to the shrine representing his choice and performing the ritual the Warlock permanently aligns himself with one of the Religions. The Warlock has adopted a lifestyle and not a belief system.

Tranquility - The Warlock has found peace of mind in the dedication of the followers of tranquility, those who have chosen this path learn the secrets of the monks and blade masters and may meditate to regenerate their minds. Skill (Pact of Life) replaced with (Vigil) A tranquil Warlock may never dedicate his mind to Scourge.

Compassion - Those seldom seen Warlocks that have adopted a compassionate way of life learned the true benefit of aiding others. These special Wizards and Witches developed their arcane prowess to the point they could channel divine energy. Skill (Pact of Life) replaced with (Resurrection). These Warlocks garner the same benefit as any healer, but are only restricted by their own alignment in whom they can raise. Compassionate Warlocks may never commit their minds to Necropsy.

Purity - Inspired by the mighty paladins with their holy wrath, the Warlocks of Purity began their experiments. Unable to discover an avenue to fully channel the magnitude of divine power the constant strain and push for purity of body led these wizard to a new discovery. Not only did the Warlocks of Purity begin to heal faster than normal, all of their offensive spells took on an alteration. Every offensive spell cast by a Purity Warlock has a chance to lead with 'dispel magic'. Skill (Pact of Life) replaced with (Regeneration). Those who live a lifestyle of Purity can never give their minds to Cycle.

Pact of Knowledge

At the mid point of their search for power the Warlock makes a pilgrimage to one of the shrines of knowledge to dedicate his studies and develop another pact in the Domain of Knowledge. That knowledge regardless of dedication begins with safety in numbers. The Skill (Pact of Knowledge) will be replaced with (Ritual Call) pet levels equal Warlock level with exception to Aristocratic Warlocks who will call stronger guardians.

Nature - Some Warlocks choose to depend on Nature for their protection. These wizards have learned to call Unicorn(G), Roc(N)[f], or Cerebus(E). These guardians will fight alongside their masters until death and serve as mounts for their masters. Those wizards who have declared that Nature rules the Domain of knowledge should be weary of the followers of Combat and Mystic and so on.

Combat - There will always be those Warlocks who see the very real defense in a large guard captain. The Warlock that dedicated his mind to the teachings of combat call a different type of guardian than those of Nature. Cloud Giant(G)[f], Cyclops(N), and Ettin(E) Soldiers arrive at the wizards call. These mighty warriors may dirt kick, disarm, trip, or even bash in battle. They follow their masters until death.

Mystic - Trusting in the shear mental focus and mystical energy to bring the most powerful guardians the Warlocks who commit themselves to the Mystic lifestyle have devised a way to call guardians right out of legend to stand and defend them. A White Lion(G), an Elder Treant(N), or the Jabberwokky(E)[f] come to the aid of the wizards call. The special mental connection between Mystical Warlocks and their pets causes pets to attempt to rescue when the warlocks health drops too low. Not to be confused with stepping in the way of opponents attacks such as mammoths of mummies.

Death

Necropsy - The most uncompassionate of all Warlocks those that choose to make a pact with the house of Necropsy are never happy to see healthy people. Rigorous studies to ensure the continued ill-being of all who surround them lead these warlocks to strongly develop the effectiveness and success of the maladies they place on their enemies. These wizards develop a Blood taint resistance toward most diseases.

Syntax: Bloodtaint timer 8hr

Scourge - Unable to ever find peace within their own minds Warlocks who dedicated themselves to Scourge lashed out at the minds of others. This harsh group of wizards could not only affect the minds of their enemies to a greater degree, they developed an Iron Will growing resistant to mental attacks.

Syntax: Ironwill timer 8hrs

Cycle - The most sincere if not misguided Warlocks seem to confer their allegiance to the house of Cycle. Giving credence to the theory that all mortal life may be stuck on an ever turning wheel, the wizard hopes to capitalize on understanding its motions. Knowing where there enemies will be pays off allowing them to better target any afflictive spell. Rumors of Warlocks allied to the Cycle who would "Tilt the Wheel" and levitate in battle avoiding attempts to trip them.

Syntax: Tilt timer 8hr

Edited

Oops. Missed this. My apologies.

Death

As the Warlock reaches the peak of his power he enters into a new covenant, hardening his resolve and preparing to deal with the ultimate end that visits all life. With expectations of immortality the Warlock enters into a binding pact with one of the Houses of Death. Traveling to the shrine and performing the Ritual has an unnatural affect on the Warlock, the wizard actually BELIEVES he has become immortal and his body reacts in accord with the Athiest/Agnostic's ONE belief. After performing this Ritual the Warlock gains the Skill Pastlife.

Syntax: Automatic

Pastlife alters the framework of life itself. Once a warlock has learned this skill they can not die by the simple elimination of their health, an enemy must also thoroughly destroy the Warlocks mind in order to kill them. A Barrier spell automatically surrounds any warlock with 10hp or less.

  1. Creeping Doom

Syntax: c 'creeping doom' 10hr timer, 6hr active, 4hr cooldown

This is an AOE spell that creates a growing storm of Arcane energies. The growing (stationary) storm inundates anyone caught in the room at the end of the hour reducing their saves against spells. This affect will stack if subsequent hours pass with a foolish victim remaining in the storm. The storm does not affect the Warlock but will hinder anyone traveling with the Warlock.

  1. Writhing Fog

Syntax: c 'writhing fog' 24hrs

This spell summons a sinister fog that quickly surrounds the wizard. As its name implies the fog causes anyone not grouped with the Warlock in the room to suffer from horrid visions. Some claim that the victims caught in such a fog suffered very real damage caused by the illusory infections erupting on their bodies. Appearing to suffer from a very real and worsening plague, those who manage to flee from the fog find they suffer no longer.