Article 61280 of rec.games.frp:
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From: wilsom3@vccsouth11.its.rpi.edu (Michael Lane Wilson)
Newsgroups: rec.games.frp
Subject: Re: AD&D Warlock/Witch
Message-ID: <r21syma@rpi.edu>
Date: 28 Feb 92 19:19:51 GMT
References: <1992Feb14.022439.6640@ncsu.edu> <Edb2Z3q00VpF44alIg@andrew.cmu.edu>
Reply-To: wilsom3@rpi.edu
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Organization: Rennselaer Polytechnic Institute.
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Nntp-Posting-Host: vccsouth11.its.rpi.edu


	Yesterday I saw Andrew's Warlock/Witch character class and liked
it so much I put the time in to LaTeX it so I'd have a good copy for my
games.  While I don't want to step on his toes, I'm sure he won't mind if I
post the LaTeX source to the net.
	I'm no LaTeXS God; this works on my system but I know nothing about
yours.  If it don't work, don't ask me to fix it - I'm clueless.
	The source is not shar'd, tar'd, or compressed in any way, mainly
because it's so short that it wouldn't be worthwhile.  Just save it to a file
latex it - it should go fine.
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\documentstyle{article}
\pagestyle{empty}
\topmargin=-1in
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\begin{document}

\section*{\Huge Warlock/Witch}
\par
The warlock is a subclass of the Priest class. The Warlock (witch if
female) is a person who is an advocate and devout worshiper of Demonic
Forces. They receive both Priest and Mage spells, at a limited rate and
have several special abilities to boot. Unfortunately with such power
comes several restrictions. \\

\begin{tabular}{ll}
Ability Requirements: & Wisdom 13\\
& Intelligence 13\\
& Constitution 9\\
Prime Requisites: & Wisdom and Intelligence\\
Races Allowed: & Human, Elven, Half Elven\\
Alignment Restrictions: & Any Evil\\
\end{tabular}

\par Warlocks receive a 10\% Experience point bonus if they have both
Wisdom and Intelligence scores above 16. 
 
\section*{\Large Warlock Experience Levels}
\begin{tabular}{lrc}
Level &  Warlock &  Hit Dice (d6)\\
1 & 0 & 1\\
2 & 2500 & 2\\
3 & 5000 & 3\\
4 & 10000 & 4\\
5 & 20000 & 5\\
6 & 40000 & 6\\
7 & 60000 & 7\\
8 & 90000 & 8\\
9 & 135000 & 9\\
10 & 275000 & 10\\
11 & 415000 & 10+2\\
12 & 830000 & 10+4\\
13 & 1200000 & 10+6\\
\end{tabular}

\par 375000 additional xp for each level past 13

\section*{Warlock Spell Progression Table\footnote{While the spell progression {\em does} continue past 19th level, it is unlikely that this will be needed soon.  Improvise as needed.}}
\begin{tabular}{cllllllllllll}
 & \multicolumn{6}{c}{Cleric \hspace*{.8in}} & \multicolumn{6}{c}{Mage}\\
Warlock Level & \multicolumn{6}{c}{Spell Level \hspace*{.8in}} & \multicolumn{6}{c}{Spell Level}\\
\bigskip
 & 1 & 2 & 3 & 4 & 5 & 6 & 1 & 2 & 3 & 4 & 5 & 6 \\
1 &               1 &   &   &   &   &   &    1 &   &   &   &   &  \\
2 &               2 &   &   &   &   &   &    1 &   &   &   &   &  \\
3 &               3 &   &   &   &   &   &    2 &   &   &   &   &  \\
4 &               3 & 1 &   &   &   &   &    2 &   &   &   &   &  \\  
5 &               3 & 2 &   &   &   &   &    2 & 1 &   &   &   &  \\
6 &               3 & 2 &   &   &   &   &    3 & 2 &   &   &   &  \\  
7 &               3 & 2 & 1 &   &   &   &    3 & 2 & 1 &   &   &  \\ 
8 &               3 & 3 & 1 &   &   &   &    3 & 2 & 1 &   &   &  \\
9 &               3 & 3 & 2 & 1 &   &   &    3 & 2 & 2 &   &   &  \\ 
10 &              3 & 3 & 2 & 1 &   &   &    3 & 3 & 2 & 1 &   &  \\ 
11 &              4 & 4 & 2 & 1 &   &   &    4 & 3 & 2 & 1 &   &  \\   
12 &              4 & 4 & 3 & 2 & 1 &   &    4 & 3 & 3 & 2 &   &  \\  
13 &              4 & 4 & 3 & 2 & 1 &   &    4 & 3 & 3 & 2 & 1 &  \\ 
14 &              4 & 4 & 3 & 2 & 2 &   &    5 & 4 & 3 & 2 & 1 &  \\ 
15 &              5 & 5 & 3 & 2 & 2 & 1 &    5 & 5 & 3 & 2 & 2 &  \\   
16 &              5 & 5 & 3 & 2 & 2 & 1 &    5 & 5 & 3 & 3 & 2 & 1\\ 
17 &              6 & 5 & 4 & 2 & 2 & 1 &    5 & 5 & 3 & 3 & 2 & 1\\
18 &              6 & 5 & 5 & 3 & 2 & 2 &    5 & 5 & 4 & 3 & 2 & 1\\
19 &              6 & 5 & 5 & 3 & 3 & 2 &    6 & 5 & 5 & 3 & 2 & 2\\ 
\hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in}\\
\end{tabular}

\par
    One of the least common types of Priest is the Warlock. The Warlock
embraces the dark forces of Demonic Powers. In return for their evil
service, Warlock's are granted certain powers beyond those of the normal
mortals. They are both granted spells by their Demonic masters as clerics
receive spells from their deities, and study 'black' magics as the mage.
So the Warlock must both study and pray to be at his full magic
potential. Warlocks may study Mage spells in the Schools of {\it Necromancy},
{\it Greater Divination}, {\it Conjuration/Summoning} and {\it Enchantment/Charm}.
Warlocks may receive spells from Demon masters from the following spheres
{\it Necromantic} (major), All (major), {\it Charm} (major), {\it Divination} (major),
{\it Astral} (major), {\it Summoning} (major), {\it Healing} (minor), {\it Protection} (minor),
{\it Thought} (minor), {\it Time} (minor) and {\it Wards} (minor).\\
\begin{tabular}{p{4in}c}
Warlocks with high Wisdom receive bonus spells as does the Priest, but according to the
table at right: &
\begin{tabular}{clll}
Wisdom & \multicolumn{3}{c}{Spell Bonus}\\
\hspace{1in} & \hspace{.3in} & \hspace{.3in} & \hspace{.3in}\\
15 & 1& & \\
16 & 2& & \\
17 & 2&1& \\
18 & 2&1&1\\
19 & 2&2&1\\
\end{tabular}
\end{tabular}
\par
     Warlocks are restricted to the following weapons : Blowgun, Dagger,
Staff, Sling, Sickle, Whip and Throwing Knives. Warlocks may not wear
any armor (with the rare exception of Elven Chain) or employ shields,
but they may use bracers. They follow the \verb+THAC0+ progression of Priests.
     Warlocks start off with 2 initial weapon proficiencies and 4
non-weapon proficiencies. They receive another weapon proficiencies every 4
levels and additional non-weapon proficiencies every 3 levels. Their penalty for
employing weapons they are not proficient in is -4. Warlocks may choose
non-weapon proficiencies from all Groups except the Fighter Group.
Warlocks start off with Spellcraft and Religion as free initial
non-weapon proficiencies 
     Due to their covert, dark dealings, Warlocks have developed several
Theiving Skills. They have the base scores, adjusted for Race and given below,
adjusted for Race and
Dexterity, and gain an additional 15 points to allocate to these scores 
(with no more than 5 going to any one score per level) per level. 
However, 5 points per level must go to Read Languages, and no score, with
the exception of read languages, can ever be increased to above 80\%\\
\vspace{-5ex}
\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{Thieving Skill Base Scores}\\
Move Silently  & 10\%\\
Hide in Shadows& 10\%\\
Detect Noise   & 10\%\\
Read Languages & 10\%\\
\end{tabular}
\end{center}
\newpage
\par
     Due to the total dedication they give, and the sacrifices they make
to their Demon masters, Warlocks have been granted certain special
abilities. These abilities are listed below:\\
     
\begin{itemize}
\item Warlocks gain +4 to all saving throws vs. Necromatic spells.
\item Warlocks affect undead as evil priests of 2 levels below their
actual ability.
\item Warlocks radiate a personal {\it Protection from Good} (as the spell) aura,
       which may only be detected by Paladins.
\item At 3rd level Warlocks may {\it Bestow Curse} (as the spell) once per week
       per 4 levels of ability.
\item At 5th level Warlocks may utter a {\it Word of Fear} (as the Mage spell)
       once per week per 3 levels of ability.
\item At 7th level of ability, Warlocks can brew poisons, and {\it Find Familiar} (as the Mage spell).
\item At 9th level Warlocks may {\it Change Self} (as the spell) once every 3
       turns.
\item At 13th level, a Warlock may summon a Minor Demon for a period of
       666 turns as a personal guardian/servant. This may only be attempted
       once per month with a 5\% chance of success per human sacrifice involved
       in the ceremony. The ceremony takes 3 turns plus $\frac{1}{2}$ turn per human
       sacrifice and involves about 500sp worth of preperation.
\item At 17th level a Warlock may call for a unholy steed. This occurs
       in the same manner as Paladins with the exception that the steed is a
       Nightmare.
\item At 21st level the Warlock may Bestow a {\it Major Curse}. This is the
       same as the 3rd level clerical spell except that it lasts for 6-24 days.
       This may be done once per week per 6 levels of the caster.
\item Finally, at 25th level, the Warlock may summon a Major Demon, as
       per the 13th level ability, but every time this is done, the Warlock
       runs a 35\% chance -1\%/level of the Warlock of having the Demon take
       the Warlock's soul in return for the service. 
\end{itemize}
\par
     Warlocks may gather in Covenants (groups of three) to increase
their spell casting ability. When gathered, the highest level member of
the covenant may cast spells as if he was his own level + $\frac{1}{2}$ the level
of the next highest level member + $\frac{1}{4}$ the level of the third member.
This only applies to Clerical Spells and is only in effect so long as
the three remain together. Unfortunately, when gathered in a Covenant,
any damage done to one member is also done to the other two. Gathering
in a covenant requires a special ceremony lasting 3 turns and requiring
no less than 3 pints of fresh blood. If the blood is from a non human
(or demi human) the covenant has a 25\% chance of not working.\\
\par
    Warlocks have the following restrictions:\\
\begin{itemize}
\item Warlocks may not tread upon consecrated (Holy) ground. To do so
      causes the Warlock 2d6+2 points of damage/round .
\item Warlocks are affected by Holy Water as Anti-Paladins.
\item Warlocks can only heal themselves. If they are healed by Priests
      of any good or neutral faith, they take damage in the amount they would
      have been healed. If healed by evil priests, they only get $\frac{1}{2}$ the
      normal amount healed.
\item All natural animals, with the exceptions of creatures of the night
      and darkness (serpents, black cats, ravens, etc), are unfriendly towards
      Warlocks, and will back away from one if at all possible. If cornered
      by a Warlock, an animal will attack the Warlock to the best of it's ability.
\item Weapons and items of cold wrought iron do double normal damage to
      Warlocks.
\item If fresh blood of a Warlock is obtained , and a special ``Compass''
      of brass is constructed, a Priest can track a Warlock so long as the
      Warlock is within $\frac{1}{2}$ mile per level of the Priest and so long as the
      blood does not dry up. This ``Compass'' requires about 4 days to make and
      the materials cost about 150 sp.  
\end{itemize}
\end{document}



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