The Warlock

Warlock… say the word and eyes in the room begin to shift uneasily from side to side, hackles rise on the backs of necks, and signs are made to ward off evil.  Where the Druid is the keeper of nature’s laws, the Warlock is the bender, seeking to manipulate the natural magiks and forces of the planet to do his will.  Using obscure rites to activate his Talismans as well as mixing potions and poultices alike, the Warlock is willing to risk ostracization for power.  Warlocks have learned that the very matter of the planet is infused with magiks and magikal properties and that these are simply waiting to be unlocked by those unafraid to bend this power to their will.  Thus he masters the lost natural Talismans to unleash them, and learns the ways of the alchemist to make mystical concoctions, and of course there is the disconcerting presence of his cunning familiar.

Whether they are a man (Warlock) or a woman (Witch), the ability to call Talismans makes this class potent, though not necessarily nefarious.  Indeed, it is a misnomer that Warlocks and Witches are all evil, though they must always be of Chaotic Alignment.  Those of Good alignment follow what they call the White Path or Path of the Moon, those of Evil, the Red Path or Path of the Root, and those of Neutral the Grey Path or Path of the Wind.  Though all share the same abilities, they are often out to achieve different ends.  Sadly though the White Path is rarely trusted due to the overall reputation of the class and so they too often practice in secret.  Still, many an adventuring band has found the company of a Warlock to be helpful, if not overly comforting.  The primary requisites for this class are Wisdom and Intelligence.


Class Abilities:


Level Title Attribute Class Ability Table
1 – 4 Spiritualist Wis:          13

Int:             12

Natural Philosophy: As a student of the natural world and of the effects of the cosmos on their ability to craft certain compounds the Warlock gains Astronomy and Chemistry as bonus skills.
5 – 8 Varolokkur Wis:          14

Int:             12

Palette: The Warlock is becoming adept in his Alchemical ability to the point of being able to Identify potions with a 5% per level chance of success, with a maximum of 90%.  The Warlock must taste the potion in order to Identify it.
9 –12 Acharya Wis:          14

Int:             13

Mixology: Practiced now in the art of Alchemy, the Warlock is able to create Talisman potions and items whereby he may imbue an elixir or enchantable item with anyone of his Talismans for a single use.   Ex. A valuable Pearl with the Methomania Talisman on it.
13 – Warlock / Witch Wis:          15

Int:             14

Transference: The Warlock has reached a point where they can assume certain magikal abilities of their familiar.  The Warlock may make full use of the selected abilities just as the familiar, see Familiar Table.  Furthermore, the Warlock is now able to retain all powers and benefits of their familiar even if separated by up to 100 miles distance.


Special Advantages:


— The Warlock is a student of the alchemical arts learning the mixing of natural ingredients in order to formulate potions, poultices, and powders with effective if temporary properties.  They advance on the Alchemy Table below with requisite capabilities.



— The Warlock has learned how to call up the natural spirits of the planet and in doing so brings one into service.  This Familiar will now aid the Warlock bestowing certain abilities and taking several forms through the course of the Warlock’s career as listed on the Familiar Table below.


Non-Weapon Proficiencies:

Studying the ways by which the magiks of the planet are released, the Warlock learns many things.

  • -Education 2
  • -Healing
  • -Herb Lore
  • -Agriculture
  • -Foraging
  • -Monster Lore


The Warlock may fashion potions and the like based on the table below.  When analyzing a potion or poison, the Warlock is making the determination whether or not he can reproduce them.  If he is successful, he knows the breakdown of the potion or mixture and can reproduce it; otherwise he cannot determine the ingredients.  If an analysis is successful the Warlock adds +10% to his attempt to manufacture it.  Analysis requires the use of a laboratory and alembic tools along with an amount of time equal in days to the level of the magik in the potion, etc.


Level   Analysis Table Manufacture of Poisons Manufacture of Potions, Dusts, Oils
Known Unknown Mild Toxic Lethal Exotic 1st Level 2nd Level 3rd Level 4th Level
3 20% 05% 15%
4 25% 10% 20% 10%
5 30% 15% 25% 15% 05% 15%
6 35% 20% 30% 20% 10% 25% 20%
7 40% 25% 35% 25% 15% 05% 30% 25% 15%
8 45% 30% 40% 30% 20% 10% 35% 30% 20% 15%
9 50% 35% 45% 35% 25% 15% 40% 35% 25% 20%
10 55% 40% 50% 40% 30% 20% 45% 40% 30% 25%
11 60% 45% 55% 45% 35% 25% 55% 50% 35% 30%
12 65% 50% 60% 50% 40% 30% 65% 60% 45% 40%
13 70% 55% 65% 55% 45% 35% 75% 70% 55% 50%

Alchemy Table


The Familiar:

          The Warlock has learned to speak with the chaotic and restless spirits of nature and calls one into service.  This capricious familiar will aid the Warlock in his career but they are not the most reliable of servants.  After the ritual of summoning takes place the familiar will appear in its primary form to the Warlock.  The Familiar will be one of four choices based on the four primary elements of the cosmos: Air, Earth, Fire, or Water.  A die roll is made to determine which Familiar comes to the Warlock.

Once bonded, the Warlock gains HP equal to that of the Familiar and the Powers listed in the appropriate column below.  Should the Familiar be killed the Warlock immediately loses half the Familiar’s Hit Points permanently and must wait one year before attempting to call another Familiar. The Familiar gains the ability to change forms as the Warlock progresses in power.  The Familiar may opt to shift between these forms at will as it gains new options and may choose to take spirit form as well.  If the Familiar reverts to spirit form, it may not take corporeal form again for another twenty-four hours and during this period the Warlock loses the Powers granted.  If the Familiar is ever more than 20’ from the Warlock he loses the Powers granted and if separated by more than a mile he loses the HP benefit as well.  All saving throws by the Familiar are made at the Warlock’s level, although no magik of the Familiar’s Sphere will ever harm it, i.e. Fireballs do nothing to the Fire Familiar.



Familiar Table 1

Sphere Powers* Forms Aberration
Air Dark Vision, Weather Sense Crow, Owl, Giant Owl, Will-O-Wisp Impatient, Aloof
Earth Hide in Shadows, Metallurgy Cat, Jackal, Giant Rat, Quasit Lazy, Demanding
Fire Improved Reflexes, Fire-Building Salamander, Bat, Fire Bat, Imp Cunning, Deceptive
Water Purify Water, River Lore Frog, Serpent, Large Scorpion, Pseudo.-Dragon Morose, Daydreaming


Familiar Table 2

Sphere Air Earth Fire Water
Hp 2+2 (18) 2+2 (18) 2+2 (18) 2+2 (18)
AC 7 / As Form 7 / As Form 7 / As Form 7 / As Form
Atk / Dam As Form As Form As Form As Form
Abilities As Form As Form As Form As Form


Becoming a Warlock:

The Path of the Warlock begins with an experienced master seeking out an apprentice whom he then undertakes to educate in the unique talismans of their class.  The apprentice will become part of a larger organization of Warlocks and Witches called a Convenire.  He swears to keep the secrets of the Convenire, such as their rites, their meeting places, and their identities.  The Warlock takes an oath to tithe 50% of all his wealth to the Convenire and in return the Warlock receives training in the Path as they progress.  The character must have a minimum of 13 Wisdom and 12 Intelligence.




Advancing as a Warlock:

            The Warlock is part of a Convenire and must always return to the Convenire to be trained if at all possible. If access to their Convenire is not an option, the Warlock may seek out a Convenire locally for temporary training, which might be costly or he might seek to become a permanent member, which might entail some type of trial or sacrifice to prove loyalty.  Even after the Warlock achieves 13th level, at which point they will have mastered all the known Talismans they will remain active in the Convenire, and may even become the leader.  Furthermore, at 13th level the Warlock is permitted to establish his own Convenire, so long as it is outside the domain of the one in which they are currently a member.


Experience Table:

Experience Level Hit Dice (d6)
0 1 1
3,000 2 2
6,000 3 3
11,000 4 4
22,000 5 5
44,000 6 6
80,000 7 7
130,000 8 8
210,000 9 9
260,000 10 10
320,000 11 11
395,000 12 12
515,000 13 13


Warlocks do not cast spells as Mages do, nor is the power they wield the same in its intrinsic nature.




Talisman Table:



Talisman Level
1 2 3 4 5 6 7
1 4
2 4
3 4 1
4 5 2
5 5 3 1
6 5 4 2
7 6 4 2 1
8 6 5 3 2
9 6 5 3 3 1
10 7 6 4 3 2
11 7 6 4 4 3 1
12 7 7 5 4 3 2
13 8 7 5 5 4 3 1
14 8 8 6 6 5 4 2
15 8 8 6 6 5 4 3


Talisman List

1st 2nd 3rd 4th 5th 6th 7th
Bleeezed Gaze Babies in the Eyes Benediction of Beasts Animalcul Aspect of the Hallows Gudula’s Feast Bowssen
Dwynwens’ Charm Banting Breem Dress Lodging Hilary Term Marius Cloak Fillian Animation
Elf Arrow Grimm’s Tale Fairy Ring Marius Boots Opentyde Warrack’s Pastoraul Hearne’s Hunger
Marius Shirt Harland’s Lock Julian’s Shelter Saragossa Wine Pitcherings Lightning before Death
Putter-out Macarius’ Preservation Morsel of Execration Shield of Sebastian Promised Sight
Ruddy Kipling Sleepy Pipeweed Mystical Distaff Testiculatory Tar Water
Soul Dagger Wassailing Song Peascod Philter Wassail
Stirrup-Dram Thieves’ Vinegar
Vitalis’ Cure


Talisman Descriptions:


Level 1



Level 2



Level 3



Level 4



Level 5



Level 6



Level 7