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 Post subject: Warlocks
PostPosted: Fri Jul 21, 2006 2:12 am 
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Warlocks

Start with: 1 gold, a short sword, and a robe.
2 skills (2 weak), 3 spells (1 medium, 2 weak), and the Substitute Skill.

These individuals are magic-users that specialize in what some people refer to as the 'great elements'. Deriving from the Aether itself, these elements are what create the common building-blocks of life as we know it; Darkness and Light, two counterparts to one another constantly pushing and pulling against one another to maintain the balance within the universe. They, like all spellcasters, are below average melee warriors and can wear only Light Armor. UNLIKE spellcasters, however, they do well with swords and daggers rather than staves.

The Shadow Tree focuses on the shadowy depths of the underworld, and draws on the malevolent Shadow Weave, the source of all dark and malevolent magic. It can utilize this connection to manipulate the very essence of darkness, and does so to it's advantage. This school is dedicated to the use of arcane darkness and malevolence. It is based on deceit and treachery and it invokes on all the qualities of one who does not heed light's blaring call.

The Light Tree focuses on the lighter, more benevolent forces of the universe, and draws on the power of the Southern Cross, the beginnings of all helpful and defensive magic. It exploits this connection to utilize the quintessence of light. This school calls the helpful abilities of light and benediction and it uses it in more ways then one could imagine. Those who fear the Darkness have seldom seen what the Light can truly do.

A character can either be a Lightcaster or a Shadowcaster, but it does not condemn them to being 'Good' or 'Evil'. Like all things in life, Light and Dark magic are only as evil as the person wielding it.

Substitution
Each 'Tree' is referred as such by the fact that one literally grows into learning stronger spells. In order to become a master, one must first be a student.

Quote:
Substitution: Often, spells have a prerequisite, which means that one must learn the most basic version before learning the more advanced. While this prevents the warlock from using certain magicks sometimes, this skill allows them to 'substitute' weaker spells in place of more powerful ones. By consuming 2 use of a lower-tier spell, the warlock is able to cast a more powerful version of it. This only works with 'tree' spells and, by doing so, they put a great amount of stress on their body. After invoking a substitution, they are unable to cast spells for 2 posts afterwards.


There isn't a limit on how many times they can do this per battle... but it leaves them highly vulnerable.

ex1: Bick consumes 2 uses of Breathe In in order to cast Blessing upon himself.
ex2: Randon consumes 2 uses of Darkness Lash in order to cast Shadow Shards at Bick.


Quote:
Light
Sunspark: The warlock brings forward the power of the southern cross and, upon touching the opponent, unleashes a small burst of sunlight from their hands. This shoves the target back slightly and leaves a burn mark. [Light, Weak/Instant/warlock] 3x per battle

Bright Ray: The warlock is given a small bit of the southern cross and lets loose a small beam of light from the palm of their hand. This beam stings on contact with bear skin and can be used to annoy the opponent, but it does little else. [Light, Weak/Instant/warlock] 4x per battle

Holy Aura: The warlock summons the southern cross to envelope around themselves. This aura protects them slightly from physical attacks. The wearer glows partially during this effect and it lasts 4 posts. [Light, Weak/Slow/warlock] 1x per battle

Breathe In: The warlock focuses a bit of energy from the southern cross and converts it into personal energy. This returns some stamina to the target and the caster can target anyone. [Light, Weak/Slow/warlock] 2x per battle

Allay: The warlock invokes the power of the southern cross to remove all beneficial and harmful effects from the target that are of a medium or weak strength. This effect is instantaneous, although certain things like jewels and items with abilities cannot be effected. Due to the large amount of power this spell requires, the caster is unable to use spells for 1 post after use. [Light, Weak/Instant/warlock] 1x per battle

Holy Strike: The warlock summons energy from the southern cross and swings their weapon with a large amount of increased power. The blow is strong enough to dislodge a defending fighter or deal a devastating blow to an open area. The weapon shines while it is swung. The caster must know Sunspark before learning this spell. [ Light, Medium/Fast/warlock] 2x per battle

Beamstrike: The warlock calls a thread of the southern cross down, and then releases it at an opponent. This, to the normal eye, looks like a beam of light arcing towards the opponent. The beam burns akin to a torch. There is also a minor impact with this spell, which feels a bit like a hard punch. The caster must know Bright Ray before learning this spell. [Light, Medium/Fast/warlock] 2x per battle

Wings of Light: The warlock takes a portion of the southern cross and implants it within his body. A dimly glowing pair of wings sprout from the caster's back and they can move and react moderately faster than normal... however, moving as such speeds drains more energy. Despite what it may seem, this does not give them the ability to fly. It lasts for 3 posts. [Light, Medium/Slow/warlock] 2x per battle

Daybreak: The warlock uses his ties with the southern cross to gather a large and unstable ball of light-energy in their hands. They then proceed to throw the ball of energy with a fair amount of force towards an opponent. While it causes only minor physical damage, the 10 foot blast-zone is where this spell really counts. Anyone (including the caster) within the 'explosion' radius is heavily disoriented for 2 posts. It takes an entire post to gather the needed energy for this spell, however. [Light, Medium/Slow/warlock] 2x per battle

Blessing: The warlock infuses any target with power from the southern cross. This allows the target to move and react moderately faster and makes them moderately stronger for 3 posts. The target glows somewhat when this is occurs. The caster must know Breathe In before learning this spell. [Light, Medium/Medium/warlock] 1x per battle

St. Elmo's Fire: The warlock fires a large surge of holy energy from the palm of their hand, taken directly from the southern cross. It's a high temperature arc that acts similar to how electricity would. It deals a moderate amounts of electric damage, painfully burns the opponent, and leaves their body and weakened for the next post. The caster must know Daybreak before learning this spell. [Light, Strong/Medium/warlock] 1x per battle

Brightsteel: Calling upon the power of the southern cross, the warlock creates a brightsteel sword. This sword resembles a spatha in length and usage, only differing in the fact that it has been enchanted by the power of light and weighs about half as much. It constantly glows with a dim light, offering an inextinguishable torch even in the bleakest and darkest situations. It lasts for the entire duration of the battle and acts as a regular sword otherwise (meaning the caster still requires a skill to use it effectively). [Light, Strong/Slow/warlock] 1x per battle

Purge: The warlock invokes the power of the southern cross to remove all beneficial and harmful effects from the target that are of strong strength or lower (jewels and items included). However, this is mentally taxing to the caster. They'll be unable to cast spells their next following post. The caster must know Allay before learning this spell. [Strong/Instant/warlock] 1x per battle

Dawn: The warlock moves the southern cross into the material world momentarily. While active, this spell strengthens the caster's magic by a moderate degree... however it only lasts for 3 posts, after which their spells return to normal. The area becomes brighter and a thin, white fog rolls across the ground. [Light, Strong/Slow/warlock] 2x per battle

Empyrean Armor: Calling upon the most powerful enchantment of the southern cross, the warlock creates a complete set of chainmail armor to protect them in battle. This armor has been enchanted with the power of light and weighs about half as much as it likely should and even protects slightly against attacks of a magical (spells and specials) nature. It lasts the entire duration of the battle (or until destroyed/pierced multiple times), but it requires so much energy that this spell can only be used on the second page or further. [Light, Powerful/Slow/warlock] 1x per battle

Twilight: By invoking this mighty power, the warlock is temporarily able to use Shadow magic, able to invoke any of the spells from the opposite tree for their respective strength (weak for weak, medium for medium, etc). However, this only lasts for 5 posts and afterwards the caster will be drained mentally. They will be unable to cast spells 3 posts after completion. [Dark, Powerful/Slow/Warlock] 1x per battle

Shadow
Darkness Lash: The warlock tears a piece of the shadow weave and uses it to lash out at the opponent. This ?whip? is only around for the post it is invoked, and has a relatively long range. The damage is comparable to what a whip-lash would be. [Dark, Weak/Fast/Warlock] 2x Per Battle

Shadow Dissipation: By using the shadow weave as a temporary portal, the warlock can move them self from one shadow to another. While this move can instantly move them from one location to the next, it is highly limited in its range. The caster must be within 10 paces of where they desire to be and, logically, there must be a shadow where they intend to land. The caster needs to, roughly, fit within the shade in order for this spell to work... and teleporting behind the opponent is simply too dangerous to do. [Dark, Weak/Instant/Warlock] 1x per battle.

Bile Shot: The warlock pulls a small bit of sludge away from the shadow weave and proceeds to throw it at their opponent. The sludge burns like a weak acid when it contacts skin and it reeks of rotten eggs. Unpleasant to be around, to be certain. [Dark, Weak/Slow/Warlock] 2x Per Battle

Black Mist Armor: The warlock envelopes himself, temporarily, with a portion of the shadow weave and uses it to protect themselves. It slightly protects against attacks of a magical nature (spells and specials alike). It lasts for 4 posts and looks like wispy black fog is floating around the caster. [Dark, Weak/Slow/Warlock] 1x per battle

Shadow Orb: The warlock gathers a small portion of the shadow weave into the palm of their hand and shoots a small orb of it towards the opponent. It's fairly weak, dealing only minor blunt damage but it 'explodes' in a puff of smoke that can confuse or startle the target. [Dark, Weak/Fast/Warlock] 3x per battle

Nightshade Beam: The warlock pulls a section of the shadow weave free and launches it towards the opponent. This beam only causes moderate blunt damage but it poisons the target with shadow energy. This physically weakens the opponent for 2 posts. The caster must know Bile Shot before learning this spell. [Dark, Medium/Medium/Warlock] 2x per battle

Eventide: The warlock uses the shadow weave's power to throw a blast of dark energy out from the palm of their hand. It does moderate blunt damage and can easily throw someone back or deflect projectiles. The caster must know Shadow Orb before learning this spell. [Dark, Medium/Medium/Warlock] 2x per battle

Shadow Shards: The warlock gathers a few shards of the shadow weave into his hand and propels them forward at decent speed. They act like shrapnel, and can pierce light leather. The caster must know Darkness Lash before learning this spell. [Dark, Medium/Fast/Warlock] 3x Per Battle

Soul Stealer: The warlock invokes the power of the shadow weave and instantaneously steals all weak and medium strength enchantments (Haste, Zephyr Cloak, etc) from the target as if he just cast/used it on themselves. However, due to the large amount of shock this has on the caster's body, after the enchantment's duration ends, they feel the exact opposite effect on their body. For example, if they were faster for 3 posts, they'll be slower for 3 posts after completion. [Dark, Medium/Instant/Warlock] 1x per battle

Devil's Wave: Invoking the shadow weave's power, the warlock can release a single, vibrating wave of dark energy from their body. This spell, normally, takes an entire post to charge... but in needed moments, a warlock can instantly cast this spell and be unable to cast spells the post afterwards. While limited to a range of about 10 feet, this spell can easily deflect projectiles or dissipate medium-strength spells or weaker. If the opponent is caught within the spell, it deals a moderate amount of knockback and blunt damage. [Dark, Medium/Slow/Warlock] 2x per battle

Shadow Claw: The warlock takes a portion of the shadow weave into their hand and throws it towards an opponent. Three medium-sized blades form from this blob and cut flesh upon impact. In addition, the dark energies seem to magnify the pain of the wound to a small degree. The caster must know Shadow Shards before learning this spell. [Dark, Strong/Medium/Warlock] 2x per battle

Black Leather: Enchanting themselves with a stolen piece of the shadow weave, the warlock creates a whirling black mist that surrounds their body. This mist is a buffer for attacks that adds protection to whatever the caster is currently wearing. It protects and acts about the same as leather armor would and lasts the entire duration of the battle (or until destroyed/pierced multiple times). However, due to the high cost in energy, this spell can only be used on the second page or further. [Dark, Strong/Slow/Warlock] 1x per battle

Dusk: The warlock pulls the shadow weave temporarily into the material world. While active, this spell strengthens the caster's magic by a moderate degree... however it only lasts for 3 posts, after which their spells return to normal. The area becomes darker and a thin, black fog rolls across the ground. [Dark, Strong/Slow/Warlock] 2x per battle

Shadow Cannon: By focusing a large part of the shadow weave into the palms of their hand, the warlock can shoot a large beam of dark matter at an opponent. It strikes with the same amount of blunt damage as being hit with a war-hammer wielded by a raging berserker. [Dark, Strong/Slow/Warlock] 1x per battle

Strength of Darkness: Tearing a portion of the shadow weave away and using it to enchant himself, the warlock gains incredible strength for 4 posts. Their muscles bulge and their skin rips under the power (moderate amounts of blood loss is likely to occur) but they become strong enough to the point where they might be able to match a berserker in a rage. Of course, it's dangerous to use even once... using it a second time is basically classified as suicide.[Dark, Powerful/Slow/Warlock] 2x per battle

Twilight: By invoking this mighty power, the warlock is temporarily able to use Light magic, able to invoke any of the spells from the opposite tree for their respective strength (weak for weak, medium for medium, etc). However, this only lasts for 5 posts and afterwards the caster will be drained mentally. They will be unable to cast spells 3 posts after completion. [Light, Powerful/Slow/Warlock] 1x per battle


Quote:
Custom Spells
Spellcasters, after much practice and learning in their craft, often hit moments of sheer brilliance and find themselves able to create something that resides in no spellbook; only through learning the basics and standards of their art can a spell caster be in the position to make custom spells. By earning new spells and skills and adding them to their sheet a caster gains points on their spell gauge as shown below.

Weak - 1 point
Medium - 2 points
Strong - 4 points
Powerful - 8 points

Every spell caster should start with 8 points, as racial skills aren't included. The 8 points come from your 2 weak skills, 2 weak spell, 1 medium skill and 1 medium spell

So a spell caster can create a custom spell for the price of a normal spell whenever their used and completed skills and spells reach a certain milestone, as shown below.

1st milestone -15-allows you to create your first custom weak
2nd milestone -18- allows you to create your first custom medium
3rd milestone -21-allows you to create your first custom strong
4th milestone -24- allows you to create your second custom weak
5th milestone -27- allows you to create your second custom medium
6th milestone -30- allows you to create your second custom strong
Then continuing in this same pattern every 3 points (weak, medium, strong)

You do not have to use the customs immediately. They can be used at a later date as long as you keep track of which milestones you have used.


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