Introducing: The Warlock The Warlock is adept in the ways of summoning demons from the Void (Also known as the Different Dimension). From the aid of small demons like the Voidling to the powerful Ravager, the warlock can master bringing destruction to his or her enemies using the void as a staging ground for mass chaos. Though the art is rarely taught, those who can find a master often don't complete training, for those who seek chaos and have the will of self destruction can only become a warlock. The first warlocks were those who had strange unexplained connections to the Void itself either by birth or by chance. Only a select few have mastered the art of controlling the void while most don't survive the road to master. The reason behind this is due to the fact the warlock's soul is tied to the void once the first spell is cast, slowly eating away bit by bit until theirs nothing left but the void in their mind. Many people have died even from initial spells without grasping what controlling the void entails. No one is ever the same once they meddle with the void. To be a warlock: You can have your character have had a strange connection to the void since he or she was born, little, or a teen. Also, your character could have witnessed a rift in the void by chance, though rare, or sought out to be taught by a master in secret. Bonuses: Warlocks don't wear any armor. Warlocks gain +2 to both their Physical and Knowledge stats. Warlocks can sacrifice (5 + their level x 2) in health and gain mana equal to half the sacrificed health (rounded up). This can be done as long as the warlock has the health to sacrifice. Class Mechanic: Being a warlock commits a large amount of both the character's physical health and mental health. A sanity meter is used to keep track of the mental well being of the warlock. The tracker works as follows: Mind + mind bonus + knowledge = Sanity Threshold. Every time a warlock gains an even level, the warlock goes down 2 on the track. Every time the warlock casts a spell that deals damage or casts Control or Command demon, the warlock goes down by 1 on the track. When the warlock reaches 0 on the tracker, the warlock's soul rips apart and is banished into the void. The GM controls the character for a week of in game time or until: A. A soul stone with the Warlock's soul inside is used by an ally or B. The Warlock or Ally uses a Soul Shard found within the world or gained from another warlock. Once the week is over or any of the other conditions were fulfilled, the warlock returns to 1 on the threshold. To gain steps on the threshold, the warlock can use a Soul Shard to move 2 steps up. Effects of the Threshold: 10 sanity: Your mind slowly begins to twist but you're very much in control. +2 to all spell damage and -1 to knowledge. 6 sanity: Your mind slowly begins to turn as random illusions and visions of the void pierce your mind. +3 to all spell damage, -5 to your total HP, and -1 to knowledge AND mind. 4 sanity: You begin to hear voices and whispers from the void along with vivid images from beyond. +4 to all spell damage, -10 to your total HP, and -2 to knowledge AND mind. 2 sanity: Even your dreams aren't safe. You become more destructive and violent in your nature as you lose sleep. +5 to all spell damage, +1 to subterfuge, -12 to your total HP, and -2 to knowledge AND mind. 1 sanity: Your entire vision is clouded in a haze of darkness and images that warp your view. You're very hostile towards most except those you trust and have become completely reckless. +10 to all spell damage, -15 to your total HP, and -4 to knowledge AND mind. Spells Only warlocks can use these spells and warlocks can only use these spells. Spell level 0 Summon Voidling: Summon a Voidling from the void to assist you for one day. Shadow Bolt: Sends a shadowy bolt of dark energy from the void to blast an opponent, causing 1d4/level shadow damage. Create Healthstone: Sacrificing some of your health and magic from the void, you can create a stone for healing yourself later or in use for an ally. Heals the user of the Healthstone by 20% of their total health. Corruption: You corrupt the target (Vs will), rendering them to one of the effects of your choosing 1) Blind rage 2) Temporarily calm state 3) If controlled, turns on their controller/master. In combat, after one turn, they take 1d4/level shadow damage and breaks state unless casted upon again. Tounge of the Void: The target can converse with a demon of the void for a full day. Warlocks with this get a +1/level to Controlling Demon checks. Spell Level 1 Control Demon: You can control a demon directly even while it doesn't follow your commands. Calling a demon from its own will costs 1 x your current level in mana + 4 Fear: Strikes fear into your enemy, disorienting them for a full combat round or 20 seconds. Soul Stone: Taking both 50% of the caster's total health, mana, and a bit of the caster's soul to the void to create, a soul stone can store the caster's soul or target's soul until the chosen target is dead. Once the target dies, it will be able to resurrect with 60% of their health and 20% of their mana. You may only have one Soul Stone per warlock. Malefic Visions: Infects the target enemy's mind with daunting visions from the void, dealing 1d4/level in damage over 2 turns or 30 seconds. Spell Level 2 Voidsteed: A twisted mount from the void that the user can ride as a mount. Eye of the Void: You can summon a specter to grant you vision for up to 10 spaces. One hit and the specter is destroyed. Soul Harvest: With your summoned demon, you may harvest the power of nearby souls granting you and your demon 20% of your total health (rounded up). Only usable once a day. Summon Voidhunter: You're able to call upon a Voidhunter from beyond to serve you for one day. Void Infused Armor: Grants +2 or higher bonus to AC for 10 minutes/level. Drain Soul: The caster drains the soul of the target, dealing 1d6/level of damage per 15 seconds for up to a maximum of 2 minutes. While the caster is channeling the spell, the target may move and act freely but the caster may not act or move. If the caster is hit while he or she is channeling this spell, the caster loses mana equal to half the damage taken (rounded down) and may choose to continue channeling or stop. If the target moves more than 10 feet away, the channeling is broken. IF  the target dies by the damage of this spell, you create and energize a Soul Shard . Spell Level 3 Enslave Demon: You can enslave an enemy demon to do your bidding, at the expense of its HP cut in half for up to half an hour or one full encounter. Banish: Banish an enemy Demon, Aberration, or Elemental, preventing any action for 30 seconds or one combat round. Limited to 1 target. Drain Soul: You drain the target's soul, causing 1d4/level of shadow damage for up to 3 combat rounds within 2 squares away. This is a channeled spell that can be stopped within the 3 combat rounds or 2 minutes. Void Sphere: The caster sends out a sphere of void energy, dealing 1d5/level. Excess energy surrounds the caster, giving them a temporary shield protecting him/her for 1 damage/level for 15 seconds or 1 combat round. Nether Blade: The caster infuses their blade (dagger or short sword/1h sword) with power from the void, adding 1/level damage to the weapon for one hour. Undying Breath: Subjects can breathe under water for 2 hours/level divided by the number of subjects. Spell Level 4 Ritual of Summoning: Creates a portal through the void to another point in the world that only targeted subjects can pass through. The portal collapses after 5 minutes (or 3 subjects pass through) and cannot be used for 12 hours after. Soul Link: 50% of the damage delt to you or your demon is split evenly (rounded up) between you and your demon. Any shadow damage you or your demon deals generates HP equal to 20% of the damage dealt (rounded down). Summon Voidguard: You call upon the aid of a Voidguard to assist you for one day. Dark Bargain: Prevents all damage for one combat round, but after, you take 50% of the damage prevented. Impairing spells or moves can break this. Shadow Burn: Instantly blasts a target with a shadowy flame, causing 2d4 damage/level. If the target dies from this spell, you generate Burning embers, boosting your next spell's damage by 50% if it's shadow damage or fire damage. This spell is both fire and shadow damage. Wall of Fire: Deals 2d4/level (not multiplied by fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.). Lasts for 10 minutes. Null Zone: Creates a zone of negative and void energy for 30 seconds, dealing 2d4/level damage per 15 seconds. Force Pulse: After being hit by a spell before the caster's combat turn, for no mana cost, the caster can send a pulse of void energy at an adjacent enemy, dealing 1d5/level + 5. The caster then loses 5 HP. Spell Level 5 Contact the Twisting Void: Lets you ask one question of extraplanar entity. Lasts until concentration ends. Command Demon: Commands your demon to perform its most powerful ability. This can only be used once a day: Voidling - Cauterize Master: Deals 1d3/level damage and then heals the master for 25% of his/her total health. (rounded up) Voidhunter - Spell Lock: Silences and prevents target from casting one spell affinity for 2 combat rounds. Voidguard - Voidstorm: The Voidguard recklessly swings its weapon, striking all nearby targets within 10 ft. for 100% (max dice damage) weapon damage every 1 second for 3 seconds. Ravager - Shadow Lock: Snares an enemy in place for 2 combat rounds or 30 seconds. The enemy can not cast spells but can use ranged or melee weapons. Summon Ravager: Summons a void ravager from the darkest places of the void to assist the caster for 30 minutes or one full day if the caster has Control Demon AND Soul Link. Dismissal: Banish a target equal to or lower than the caster's level to the void. If target is a demon, they will be banished for one round or 15 seconds and return taking 2d4/level in damage. Void Gate: Summons a gate into and out of the void. Depending on the distance you need to travel, the target takes 1d6 of damage for every 30 minutes spent in the void. The warlock is immune to this damage. Rift Walk: The caster can create rifts in the void, teleporting him/her up to 5 squares away. This ability can go through walls but not magical barriers. Spell Level 6 Unbound Will: Purges all movement impairing and magical effects (including beneficial magics) from yourself and your demon. Burning Rush: Increase your movement by 50% (rounded up), but you take 10% (rounded up) of your total hp per 15 seconds or 1 combat round. Movement imparing effects only reduce you to 100% of your movement. Speed lasts until canceled. Unending Resolve: Hardens your skin, reducing all damage taken by 50% and gain immunity to interrupts and silences for 15 seconds or 1 combat round. Haunt: A ghostly soul from the void haunts the target, dealing 1d6/level shadow damage over 30 seconds or 2 combat rounds. On the second combat round or at 15 seconds, the damage dealt is increased to 2d6/level. Blood Horror: For one minute, any time an enemy strikes you with a melee attack and deals damage, the enemy will run in horror for 15 seconds or 1 combat round. Spell Level 7: Demonic Servitude: You can now control your demons, including the ravager, indefinately. Also, they do not make a check for their own will and are completely loyal to their master. Nether Grasp: Binds both the target and the target's soul in place and takes 2d6/level damage (max 8d6) every 15 seconds (1 combat round) for 45 seconds or 3 combat rounds. This also keeps the caster in place. The channeling cannot be canceled and the only way the spell can be broken is by the death of either the target or the caster. Voidbolt: Sends a mass of void and shadow energy at a target, blasting them dealing 3d6/level in damage. Chaos End: The caster may sacrifice either 50% of their total HP or their demon at full HP to cast this spell (Along with the mana cost). In a 10 foot radius (2x2 square), deal damage equal to the HP sacrificed from either the caster or the demon + 4d6 to everyone in the targeted area up to 10 feet away. If the caster selects his or her demon as the sacrifice, the caster may not call upon another demon for a full week. IF the caster selects his or herself as the target, the caster can not act for 30 seconds (2 combat rounds). The caster can still give orders to his/her demon. Instead of the usual 1 step down the sanity tracker, this move sends the caster 2 steps instead of one. Zero Force: Leaking energy from the void, the caster selects a zone up to 10 feet away and and blasts it with the leaking energy, causing 1d6/level in shadow damage and negating all damage dealt by the targets hit for 30 seconds. (2x2) square.