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[Warlock]
Multipower Framework

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


The Warlock, a word that means liar in the old tongue, is one of the most powerful and flexible of the Wizardly practices. The ability to employ the powers of a Warlock is known as the Craft. In order to use these spells, the Warlock must have a natural ability in the Craft. This ability is acquired naturally as the Warlock grows older, beginning when he reaches puberty. The ability in the Craft will grow ever more slowly as he ages, until it peaks during middle age. Only the eldest or truly gifted of the Warlocks are capable of casting the most powerful spells of the Craft.

The innate ability of a Warlock to learn the Craft is represented by the number of character points spent on the KS: Warlock Craft. Warlocks will usually gain a maximum of a point in KS: Warlock Craft every one to three years (or the physical equivalent for a non-human) once they begin exercising their Warlock skills as a teenager. Each point of KS: Warlock Craft
[Wizard]
required for a spell is a -1/4 disadvantage. One such point of KS: Warlock Craft is required for every 10 points of maximum Active Cost in a spell. In addition, a separate Magic Skill (which must be EGO-based) is a required to learn and cast any of these spells.

Since each Warlock spell is a personal interpretation of the magical powers required to perform the feat, each Warlock must develop his own copy of every spell he can cast. However, the time required to develop a spell can be reduced by consulting with an experienced Warlock. The minimum time needed to learn a new Warlock spell is usually 1-6 days of intense study and contemplation, depending on the skill of the Instructor. If a spell is to be researched without a qualified instructor, the minimum time is increased to 1-3 weeks. In the later case a library and research laboratory will also be needed.

At the end of the study period, a roll is made against the character's KS: Warlock Craft to determine if the spell is sufficiently understood. However, prior to attempting this roll, the KS is reduced by the Magic Skill penalty for the spell. Each time the skill roll is failed, the required study interval for the spell is move down the time chart by one row.

For example, if a Warlock is attempting to learn the Lightning Bolt spell, the modifier to the KS: Warlock Craft is -6. If the first skill roll is failed, the time needed to learn the spell is move down the time chart by one row, so it requires 1d6 weeks of study before another attempt can be made.

Fortunately, bumping up the KS: Warlock Craft by at least a point will reset the clock and allow the Warlock to try again after 1-6 days of study under an Instructor.

Warlocks must channel their magical powers through an invested object, such as a pendant or ring. This token is vulnerable to damage from an attack, however, and is difficult to replace if lost or stolen. It will require at least a week, and a successful KS: Warlock Craft roll, to successfully invest a replacement focus. The invested object will glow and hum faintly each time it is being used to cast a spell.

The energies required to cast these spells are disrupted by any contact with ferrous metal. If the Warlock is wearing iron or steel armor, wielding an iron weapon, or struck by such a weapon while casting, then the spell is immediately disrupted. Once cast, a spell can be maintained normally as long as the Warlock continues to stay out of contact with ferrous metals. Note that a target of these spells can be wearing or carrying ferrous metals, and indirect spells will function normally through such material. This limitation only effects the Warlock.

As the Craft is feared by many, even in lands where magic is common place, they are often lonely individuals living on the outskirts of the wilderness. Such hermits manage a meager living as dealers in herbal balms and remedies. When Warlocks choose to travel through the civilized lands, they will often don a disguise of a common laborer for safety.


Warlock Package Deal

 Skills and Talents                                      Cost
 
Magic Skill: Warlock (EGO +2) 7 Warlock Craft 5 KS: Plant Lore 3 PS: Herbal balms and remedies 2 Language: Warlock Runes and Rituals 4 One skill from List A 3 Two skills from List B 2,4 Disadvantages
Package Bonus (15+) -3 Reputation: Practices witchcraft, 8- -10 Hunted (As Powerful, NCI, 8-, Desire to Burn) -15
Package Cost 2

List A: Conversation; Disguise; Mimicry; Paramedic; Riding; Stealth; Survival
List B: Arcane Language; KS: another school of magic; KS: Ancient Cultures;
KS: Divination; KS: Curses; KS: Alchemy.


Sample Character: Kelburn Brayen of Islene Tower

The hermit Kelburn Brayen has been a Warlock for all of his adult life. He discovered his ability in the craft as a youth when he accidently set fire to his uncle's hay loft. His act was witnessed by the stable boy, and an angry mob soon appeared to accuse him of witchcraft. Fearing he would be burned at the stake, Kelburn fled into the wilderness.

For several days he wandered the thin, wintry woods, suffering from hunger and nearly freezing to death. Fortunately he was discovered and taken in by an old man living in an adobe hut at the edge of a beautiful lake, known as Islene. Being a warlock of no small ability, the old man immediately sensed like powers in Kelburn.

Gradually the old Warlock coached Kelburn in his new found abilities, and the lad slowly to learn the skill of magic. In due course, and not without a few painful mistakes, he had mastered several simple cantrips and was ready for more advanced studies. It was at this time that the old Warlock rowed Kelburn out into the Islene Lake. Drawing upon Kelburn's natural powers, the old man summoned a magnificent tower of crystal from out of the depths. This was now to be Kelburn's permanent home and sanctuary - a ward against the ever fearful masses who were terrified of witchcraft.

Kelburn has never lost his fear of large groups of people, and he never allows more than two or three guests in his castle. He has taken a consort in a beautiful water nymph known as Estrelda. This nymph has taught Kelburn additional skills as a herbalist.

  Val   Char   Cost        Val   Char   Cost
  
9 STR -1 2 PD 0 12 DEX 6 3 ED 1 10 CON 0 3 SPD 8 9 BODY -2 5 REC 2 12 INT 2 24 END 2 18 EGO 16 16 STUN -3 15 PRE 5 8 COM -1 Cost Abilities END
11 Perk: Owns Crystal Tower, (5 BODY, 7 DEF, Underwater) 28 Warlock Multipower (85 points): Not while touching ferrous metal (-1/4), Requires (Magic) Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), OIF Invested Object, Breakable (-3/4). 12 Fixed Slots: Bolts of Mana, Change Form, Detect Scry, Enchant Weapon, Gentle Fall, Ghost Walk, Magical Voice, Scrying, Sense Magic, Soaring, Third Eye, Witch Sight. 12 Min-Max Slots: Charm, Enlarge, Exploding Bolt, Quicken, Unlock. 9 Warlock Magic Skill (EGO) 17- 10 KS: Warlock Craft 19- 2 FAM. w/ Common Melee Weapons 2 +1 OCV w/ Quarterstaff 3,3 Concealment, Survival 11- 3 KS: Plant Lore 12- 4 KS: Alchemy 13- 2 KS: Divination 11- 2 PS: Herbal balms and remedies 11- 4 Language: Warlock Runes and Rituals, Fluent - Language: Local Dialect, Fluent 75+ Disadvantages
10 Reputation: Practices witchcraft, 8- 15 Hunted (As Powerful, NCI, 8-, Desire to burn at stake) 10 Dependent NPC, Nymph, 11- 10 Psych. Lim: Fear of Crowds (Uncommon, Strong) 22 NPC Bonus

OCV: 4; DCV: 4; ECV: 6; Modifiers: +1; Phases: 4, 8, 12
Points = 35 + 107 = 142 = 75 + 67


Adventure hooks

  • Characters enter a village to find an angry mob has tied a young maid, known as Artiella Midloch, to a wooden stake and are preparing to burn her alive. The town priest is standing next to the wood pile preaching at her to reject the evil one before she dies. The woman is terrified and shedding tears. She is crying out that she is not a witch and had claimed to be so in order to protect her friend.
  • When she spots the strangers, she cries out to them for help. If the heroes fail to intervene, she will be burned alive. Her story has some threads of truth as she was hiding a Warlock, Stan Shylock, whom she had befriended in the woods. The Warlock is grievously injured and is unable to intervene to save Artiella.


Warlock Spells

The Warlock spells listed below are components of a multipower. The Warlock multipower can contain both fixed slots and min-max slots. (See the Min-Max Multipower Slot rules.) All slots within the Warlock Multipower take the following disadvantages:

Multipower Disadvantages: Not while touching ferrous metal (-1/4), Requires (Magic) Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), OIF Invested Object, Breakable (-3/4).
Total: -2. Disadvantages with an asterisk (*) are modifications to this list.

Table 1. Character point cost for Warlock Multipower reserve

  Warlock     Base       Warlock     Base       Warlock     Base 
 Multipower   Cost      Multipower   Cost      Multipower   Cost 

10 3 90 30 170 57 20 7 100 33 180 60 30 10 110 37 190 63 40 13 120 40 200 67 50 17 130 43 210 70 60 20 140 47 220 73 70 23 150 50 230 77 80 27 160 53 240 80

Fixed Slots

Bolts of Mana

This incantation fires up to five bolts of pure magical energy at a target. The bolts will penetrate anything except power defenses, but will only cause STUN damage to the target.

Power: 2d6 Energy Blast (Magical Energy)
Modifiers: x5 Autofire (+1/2), Attack vs. Power Defense (+1+1/2); Gestures throughout (-1/4*), Requires 3 points of Craft Ability to learn (-3/4). Active Cost: 30 points.
END Cost: 3/bolt; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Bottle

Upon casting this spell upon a human-sized or smaller creature, the being is shrunk to a fraction of his former size and drawn inside a container held in the Warlock's hand. Until the container is opened, the victim remains trapped inside at his much reduced size.

Power: Shrinking (40 pts)
Modifiers: Persistent (+1/2); Costs END to cast (-1/4), Released when container is opened (-1/2). Active Cost: 100 points.
Power: 10" Teleportation - Not versus Desolidification or Power Defense
Modifiers: Only to teleport into a container (-1/2), Linked to Shrinking (-1/2). Active Cost: 40 points.
Combined: Useable Against Another at Range (+1); Requires 14 points of Craft Ability to learn (-3-1/2).
END Cost: (14); Magic Roll: -14; Casting Time: 1/2 Phase.
Slot Cost: 2.

Bounce Away

This spell allows the Warlock to set up a time delayed teleportation that will go off during the current turn. Thus the Warlock can cast this spell, perform some action, then be teleported safely out of harms way. The actual direction of the teleport is chosen at random.

Power: 10" Teleport
Modifiers: Time Delay (+1/4), Uncontrolled (+1/2); Only during current turn (-1/4), Random direction (-1), Requires 3 point of Craft Ability to learn (-3/4). Active Cost: 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Cage of Force

A cage of force is erected about the target of this spell, imprisoning the victim within. The bars of the cage provide a nasty jolt whenever they are touched. However, all forms of energy pass through the cage walls without obstruction.

Power: 8 DEF Force Wall
Modifiers: Transparent to Energy Attacks (+1/2), Only to form a closed cage (2" Radius, -1/4). Active Cost: 87 points.
Power: 4d6 Energy Blast
Modifiers: Damage Shield (+1/2), Ranged (+1/2), Area Effect (Radius, +1), Hole in the Middle (Fixed Size, +1/4); Linked to Force Wall (-1/2), Only to cover force wall (-1/4). Active Cost: 70 points.
Combined: 1/2 END (+1/4); Requires 16 point of Craft Ability to learn (-4).
END Cost: 8; Magic Roll: -16; Casting Time: 1/2 Phase.
Slot Cost: 2.

Change Form

This useful spell allows the Warlock to assume the form of any creature or object with which he is familiar. None of the special abilities of the new form are gained by the Warlock, unless provided by other means.

Power: Shape Shift, Any Shape
Modifiers: 1/2 DCV Concentrate while shifting shape (-1/4), Requires 3 point of Craft Ability to learn (-3/4). Active Cost: 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Converse

This spell will allow the Warlock to converse normally with any intelligent being capable of speaking a language. The Warlock must continue to maintain this spell in order for the dialog to continue. Strong-willed beings may subconsciously resist all attempts to talk.

Power: 5d6 Telepathy
Modifiers: Only to allow Conversation (-1/4), Costs END to maintain (-1/4), Incantations throughout (-1/4*), Requires 2 point of Craft Ability to learn (-1/2). Active Cost: 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Crimson Bands of Death

Three shells of magical energy, glowing with a faint, crimson light, surround and protect the Warlock from attacks. The outer shell serves as a trap to prevent anybody who enters the bands from escaping. The inner shell is a nearly impenetrable barrier that blocks any physical attacks against the Warlock. Finally, the central band causes any trapped victims to begin bleeding profusely from every pore on their body.

If a being on the exterior attempts to draw a victim through the outer shell by making physical contact, the victim will still remain blocked from exiting. Any attacks from the exterior will pass completely through the outer shell.

Power: 1d6 RKA versus ED
Modifiers: Area Effect (3" Radius) (+1), Continuous (+1), Hole in the Middle (1" Radius) (+1/4), Penetrating (+1/2). Active Cost: 60 points.
Power: 4 PD / 0 ED Force Wall, 3" Radius
Modifiers: Transparent to attacks from the outside (+1/2); Only to form 3" radius shell (-1/4), Linked to RKA (-1/2). Active Cost: 26 points.
Power: 8 PD / 0 ED Force Wall
Modifiers: Only to form 1" radius shell (-1/4), Linked to RKA (-1/2). Active Cost: 25 points.
Combined: 1/2 END (+1/4); No Range (-1/2), Requires 11 point of Craft Ability to learn (-2-3/4), Extra Time - Full Phase (-1/2).
END Cost: 5; Magic Roll: -10; Casting Time: 1 Phase.
Slot Cost: 1.

Death Strike

Upon speaking this word of great power, the being targeted by this spell is wracked by deadly forces. Only the most powerful creatures will survive this lethal spell.

Power: 10d6 Energy RKA
Modifiers: No Range Penalty (+1/2); Only versus living beings (-1/2), Negated by Darkness to Sound (-1/4), No Knockback (-1/4), 1/2 DCV Concentrate (-1/4), Requires 23 points of Craft Ability to learn (-5-3/4). Active Cost: 225 points.
END Cost: 23; Magic Roll: -23; Casting Time: 1/2 Phase.
Slot Cost: 2.

Detect Scry

After casting this spell, the Warlock will get a tingling sensation whenever he is being observed by magical clairsentience.

Power: +3 PER Detect Magical Clairsentience, 360 degrees
Modifiers: Only if caster is being observed (-1/2), Costs 1/2 END (-1/4), Requires 2 points of Craft Ability to learn (-1/2). Active Cost: 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Dimension Portal

Upon casting this spell, a portal appears in mid air next to the Warlock, allowing him to pass through to any known dimension. This spell requires more energy than normal to cast and a full turn to complete.

Power: Extra-Dimensional Movement, Any Dimension
Modifiers: Useable by Another (+1/4); x3 END (-1), 0 DCV Concentrate (-1/2), Gesture (-1/4), Requires 5 points of Craft Ability to learn (-1-1/4), Extra Time - 1 Turn (-1). Active Cost: 50 points.
END Cost: 15; Magic Roll: -5; Casting Time: 1 Turn.
Slot Cost: 1.

Disguise Self

The Warlock can use this spell to change his personal appearance into another individual with approximately the same size and shape. Using this spell to try and match the appearance of another will rarely survive close scrutiny.

Power: Shapeshift, within same race
Modifiers: Requires 2 point of Craft Ability to learn (-1/2), Extra Time - Full Phase (-1/2). Active Cost: 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Enchant Weapon

Upon casting this spell the Warlock enchants a single weapon, enhancing its combat capabilities. The duration of the spell depends on the amount of END spent while casting this spell. The Warlock must maintain a line of sight with the warrior wielding the weapon, or the power will fail.

Power: +2 Combat Skill Levels with any one Weapon
Modifiers: 1/2 END (+1/4), Uncontrolled (+1/2), Useable by Other at Range (+3/4); OAF Weapon (-1/4*), Requires 4 point of Craft Ability to learn (-1). Active Cost: 40 points.
END Cost: 2; Magic Roll: -4; Casting Time: 1/2 Phase.
Slot Cost: 1.

Evil Eye

Victims of a Warlock's evil eye spell will suffer from clumsiness for several days, and is likely to suffer a life-threatening accident during that time. The Warlock must make eye contact with the victim during the time the spell is being cast. (It requires a successful EGO roll by the victim to deliberately avoid looking at the Warlock.)

Power: 4d6 Physical RKA
Modifiers: Delay (1d6-1 days) (+1/4); 14- Activation Roll (-1/2). Active Cost: 75 points.
Power: 3d6 Drain DEX
Modifiers: Recover 5 points of DEX per week (+1+1/2); Linked to RKA (-1/2). Active Cost: 75 points.
Combined: Must make eye contact with the victim (-1/2), Requires 15 point of Craft Ability to learn (-3-3/4), Extra Time - Full Phase (-1/2).
END Cost: (15); Magic Roll: -15; Casting Time: 1/2 Phase.
Slot Cost: 2.

Exhaustion

The victim of this spell will suddenly feel exhausted, as though he had been laboring hard all day. His actions will become more difficult, and he will have trouble summoning the energy to perform any demanding tasks.

Power: 5d6 Suppress END
Modifiers: 1/2 END (+1/4), Continuous (+1); Requires 6 point of Craft Ability to learn (-1-1/2). Active Cost: 56 points.
END Cost: 3; Magic Roll: -6; Casting Time: 1/2 Phase.
Slot Cost: 1.

Gentle Fall

The Warlock can call upon this simple spell to quickly break his fall and float gently to the ground. He must descend at least 1" each phase the spell is maintained.

Power: 5" Gliding
Modifiers: Only to descend vertically (-1/2), Costs END to use (-1/2), Requires 1 point of Craft Ability to learn (-1/4). Active Cost: 5 points.
END Cost: 1/5"; Magic Roll: -0; Casting Time: 1/2 Phase.
Slot Cost: 1.

Ghost Walk

Upon casting this spell, the Warlock will become all but invisible to magic senses and scrying powers. This spell has no effect against beings with innate clairsentience or enhanced senses, however.

Power: Invisibility to Sight Group w/ Fringe
Modifiers: Only versus magically enhanced senses (-1), Requires 3 point of Craft Ability to learn (-3/4). Active Cost: 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Globe of Light

Upon casting this cantrip, a small globe of light appears above the open palm of the Warlock. The light will move about with the Warlock, providing illumination for as long as it is maintained.

Power: 2" Radius Change Environment - Light Source
Modifiers: No Range (-1/2), Gestures throughout (palm up) (-1/4*), Requires 1 points of Craft Ability to learn (-1/4), Extra Time - Full Phase (-1/2). Active Cost: 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Slot Cost: 1.

Glyph Trap

This warding spell can be used to create an explosive trap that is activated when a glyph is examined in any detail. The glyph is usually a symbol or word applied to any flat surface.

Power: 6d6 Energy Blast (Magical Energy)
Modifiers: Area Effect (Any) (+1), Trigger (Examine Glyph) (+1/4), Uncontrolled (+1/2), Personal Immunity (+1/4); OAF Immobile Glyph (-2), Requires 9 point of Craft Ability to learn (-2-1/4), Extra Time - 1 Turn (-1). Active Cost: 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 Turn.
Slot Cost: 10.

Grand Illusion

This spell allows the Warlock to create a large, detailed, autonomous illusion that includes sight and sound effects. The more complex the image, however, the less likely the illusion will be believed.

Power: -2 PER Images to Sight and Sound
Modifiers: x16 Radius (+1), 0 END (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4), 0 DCV Concentrate (-1/2), Requires 6 point of Craft Ability to learn (-1-1/2), Extra Time - 1 Turn (-1). Active Cost: 63 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 Turn.
Slot Cost: 1.

Headless Body

Upon casting this spell, the Warlock is able to detach his head from his body and leave it anywhere within a small room. The body will continue to function normally, but the head must be carried or turned by hand in order to view any actions.

Power: 4" Stretching (x2 Non-Combat)
Modifiers: Invisible Power Effects (All) (+1); Only to stretch neck (-1), Head is unable to move unless carried (-1/2), Requires 1 point of Craft Ability to learn (-1/4). Active Cost: 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Slot Cost: 1.

Hold Fast

At a word and gesture from the Warlock, the target is held motionless for as long as the spell is maintained. Any attacks directed against the entangle will also cause damage to the victim.

Power: 2d6 Entangle
Modifiers: Invisible Power Effects (Mental Only) (+3/4), Transparent to Attack (+1/2); Costs END (-1/2), Requires 4 point of Craft Ability to learn (-1). Active Cost: 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Slot Cost: 2.

Housekeeping

This simple spell can be used by the Warlock to perform minor housekeeping chores, such as cleaning, sweeping, and polishing.

Power: 3d6 Cosmetic Transform
Modifiers: Any Housekeeping (+1/4); Only on non-living materials (-1/4), Gestures throughout (-1/4*), Requires 2 points of Craft Ability to learn (-1/2), Extra Time - 1 Turn (-1). Active Cost: 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 Turn.
Slot Cost: 1.

Invisibility

This spell causes the target to become invisible to all forms of sight. The being remains invisible until he performs any action requiring an attack roll. There is a faint fringe about the invisible being that can only be seen a short distance away.

Power: Invisibility to Sight Group w/ Fringe
Modifiers: 0 END Persistent (+1), Uncontrolled (+1/2), Useable by Another (+1/4); Negated when target makes an attack roll (-3/4), Costs END to cast (-1/4), Requires 8 points of Craft Ability to learn (-2). Active Cost: 82 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1/2 Phase.
Slot Cost: 3.

Levitation

The Warlock can use this spell to target an object or being and lift it into the air. Only vertical ascent or descent is possible with this spell.

Power: 5" Flight
Modifiers: Useable against Others (+1), Ranged (+1/2), Continuous (+1); Only to ascend or descend (-1/2), Requires 3 points of Craft Ability to learn (-3/4). Active Cost: 35 points.
END Cost: 3/5"; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Magic Sight

The spell of Far Sight extends the vision of the Warlock deep into the ultraviolet and infrared, allowing him to view images beyond the range of normal vision.

Power: Infrared and Ultraviolet Vision
Modifiers: Costs END to use (-1/2), Requires 1 point of Craft Ability to learn (-1/4). Active Cost: 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Slot Cost: 1.

Magical Voice

The Warlock can cast this spell upon any inanimate object or surface. When activated, by an event determined when the spell is cast, a voice speaks a message specified by the Warlock. Use the appropriate vocal skill to determine the effectiveness of the message.

Power: Sound Images, 1" Radius
Modifiers: Trigger (Any) (+1/2), Invisible Power Effects (All) (+1); Only to speak a message (-1/2), Requires 2 point of Craft Ability to learn (-1/2). Active Cost: 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Passage

The Warlock can use this spell to create an opening through a stone, wood, or dirt wall, allowing him and any followers to pass through to the other side. The opening will remain for as long as the END lasts. The passage closes backward from the direction tunneled, ejecting any remaining occupants.

Power: 2" Tunneling, 5 DEF, Closes behind
Modifiers: Uncontrolled (+1/2); Only closes after spell expires (-1/4), Requires 3 points of Craft Ability to learn (-3/4). Active Cost: 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Peace Knot

This diplomatic spell was developed to secure meetings between the leaders of warring armies, but can be used in any situation that requires all sides to keep the peace. Upon casting this spell, the target is compelled to avoid all lethal weapons, lest he suffer a severe consequence. Breaking the rite of the peace knot by wielding a weapon of war will inflict a deadly blow upon the oath breaker. Note that this spell is not triggered by the use of kitchen knives or conventional cutlery.

Power: 4d6 RKA
Modifiers: Trigger (Wielding weapons of war) (+1/4); Limitation - target must agree to accept Peace knot (-2), Requires 7 point of Craft Ability to learn (-1-3/4), Extra Time - Full Phase (-1/2). Active Cost: 75 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Slot Cost: 11.

Poltergeist

Within the area effected by this spell, objects shift and fly about as if propelled by invisible spirits. Those caught within the target area can be struck by flying debris, although they can attempt to dodge the material.

Power: 3d6 Energy Blast vs. PD
Modifier: Area Effect (3" Radius, Non-selective Target) (+3/4), Continuous (+1), Uncontrolled (+1/2); Requires loose debris within the target area (-1/2), Requires 5 point of Craft Ability to learn (-1-1/4). Active Cost: 49 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase.
Slot Cost: 1.

Scrying

Upon casting this spell, the Warlock is able to observe events at a specific location some distance away. He can turn about to observe the location from different angles, but can not move the target location unless he casts the spell again. While the spell is active, the Warlock is completely focused on the distant location, and is very vulnerable to attacks from nearby.

Power: Clairsentience, Two Senses
Modifiers: Any Two Senses (+1/4); 0 DCV Concentrate Throughout (-1), Requires 3 points of Craft Ability to learn (-3/4). Active Cost: 31 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Sense Magic

This basic spell allows the Warlock to sense, and attempt to analyze any magic in the vicinity. Steady concentration is required, and the Warlock must expend energy to maintain the spell.

Power: Sense Magic, Discriminatory
Modifiers: Costs END to use (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Requires 1 point of Craft Ability to learn (-1/4), Extra Time - Full Phase (-1/2). Active Cost: 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Slot Cost: 1.

Shatter Object

The Warlock can use this spell to disrupt the binding energies of a small object, fracturing it into several shards. This spell will only function against relatively weak, inanimate objects. It requires an inordinately large amount of magical energy to cast this spell, so repeated castings will quickly leave a Warlock exhausted.

Power: 2d6 Minor Transform - Shatter Inanimate Object
Modifiers: x4 END (-1-1/2), Requires 2 point of Craft Ability to learn (-1/2). Active Cost: 20 points.
END Cost: 8; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Soaring

This spell frees the Warlock from the bounds of the earth and allows him to soar through the air like a bird. The ability to maneuver while flying, however, is a separate skill that must be acquired and mastered once this spell is learned. The untrained flight maneuvering skill for this spell is 8-. The acrobatics and breakfall skills can also be used for some types of in-flight maneuvers and landings.

Power: 5" Flight (x2 non-combat)
Modifiers: Gestures throughout (-1/4*), Requires 2 points of Craft Ability to learn (-1/2). Active Cost: 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Slot Cost: 1.

Sphere of Silence

Especially useful against a spell casting foe, this spell creates a sphere of total silence. This spell will also act as a barrier against bat-like sonar senses, and deafening or vibration-based sonic attacks.

Power: Darkness to Sound Group, 2" Radius
Modifiers: Requires 3 point of Craft Ability to learn (-3/4), Extra Time - Full Phase (-1/2). Active Cost: 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Spider Web

A mass of sticky, interlocking fibers is created within the target area, immobilizing creatures caught therein. Great strength is required to break out of the web, but fire will turn the fibers to ashes within a turn. A web can never be created underwater.

Power: 18 STR Telekinesis
Modifiers: Area Effect (10" Radius) (+1), Sticky (+1/2), 0 END (+1/2), Continuous (+1), Uncontrolled (+1/2); Only to grab and hold (-1/2), Affects all parts of a target (-1/4), Costs END to cast (-1/4), Not underwater (-1/4), Vulnerable to fire (1" per segment) (-1/4), Requires 12 points of Craft Ability to learn (-3), Extra Time - Full Phase (-1/2). Active Cost: 121 points.
END Cost: (12); Magic Roll: -12; Casting Time: 1 Phase.
Slot Cost: 1.

Split Image

This spell will create a duplicate image of the Warlock that is all but indistinguishable from the original. The image moves with the Warlock and has the same DCV, but has no physical substance. Each phase, the image and the Warlock appear to merge and then shift away, making it almost impossible to determine which is the real Warlock.

Power: -4 PER Images to Sight
Modifiers: x2 Radius (+1/4), Uncontrolled (+1/2); Create a duplicate image of the Warlock (-1/2), No Range (-1/2), Requires 4 point of Craft Ability to learn (-1). Active Cost: 38 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Slot Cost: 1.

Stasis Field

The target of this spell is surrounded by a faintly glowing field while he is held permanently frozen in time. The victim experiences no time elapsing, and neither suffers from hunger, dehydration, disease, nor aging. Only after the target is awakened does time resume once more. The means of awakening must be a fairly ordinary set of circumstances, specified at the time the spell is cast. This spell will only effect beings with an ordinary metabolism. Faster moving entities can completely negate the effect.

Power: 10d6 Suppress SPD
Modifiers: 0 END Persistent (+1), Continuous (+1). Active Cost: 175 points.
Power: No need to eat, breathe, or excrete; Immune to Disease/Aging
Modifiers: Linked to Suppress (-1/2). Active Cost: 31 points.
Combined: Uncontrolled (+1/2); Costs END to cast (-1/4), Only if SPD is reduced to zero or less (-1/4), Dispelled by circumstances specified when spell is cast (-1), Costs END to use (-1/2), Requires 21 points of Craft Ability to learn (-5-1/4), Extra Time - 5 Minutes (-2).
END Cost: 21; Magic Roll: -21; Casting Time: 5 Minutes.
Slot Cost: 2.

Summon Familiar

This ritual summons a small animal to serve as a friend and companion to the Warlock. The ritual requires many hours of preparation, followed by an hour of steady concentration and casting. If ritual is successful and the summoned creature accepts the Warlock, the two are permanently linked. A failed casting will gravely weaken the Warlock, requiring many days to recover.

Power: Summon Small Animal (50 points)
Modifiers: Any Small or Very Small Animal (+1/4); Type determined at random from local fauna (-1/4). Active Cost: 50 points.
Power: Mind Link with Animal, Any Distance or Dimension
Modifiers: Difficult to Dispel (+1/4); Linked to Summon (-1/2). Active Cost: 19.
Combined: 1/2 DCV Concentrate Throughout (-1/2), Requires 7 point of Craft Ability to learn (-1-3/4), Extra Time - One Hour (-2-1/2), Side Effect (2d6 CON Drain, recover 5/week) (-1).
END Cost: 7; Magic Roll: -7; Casting Time: 1 Hour.
Slot Cost: 1.

Summon Mount

This spell allows the Warlock to summon a trained, willing mount of any known species. The mount will arrive by its normal means of locomotion, but without riding tack. Unless the mount is known personally by the Warlock and resides within 1 kilometer at the time of the casting, there is a good chance the spell can fail.

Power: Summon (300 Point) Mount
Modifiers: Any Trained Mount (+1/4); 11- Activation Roll unless known mount is within 1km (-3/4), Requires 11 point of Craft Ability to learn (-2-3/4), Extra Time - 5 Minutes (-2). Active Cost: 112 points.
END Cost: (11); Magic Roll: -11; Casting Time: 5 Minutes.
Slot Cost: 1.

Teleportal

This spell allows the Warlock to teleport himself, and an additional 200 Kg of mass, up to 10 kilometers away to a predetermined location. This location can be changed at any time by studying the surroundings for a turn. However, this spell is somewhat unpredictable in its accuracy, and may leave the Warlock some distance from the selected spot. If the teleport would place the Warlock in the same location as a solid object, then he is bounced back to his starting location, where he is left disoriented and still in whatever danger he tried to avoid.

Power: Teleport 10" (Floating Location, +200kg, 10km indirect)
Modifiers: Requires a successful attack roll at range 0 to avoid scatter (-1/2), 1/2 DCV Concentrate (-1/4), Requires 7 point of Craft Ability to learn (-1-3/4). Active Cost: 75 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Slot Cost: 1.

Third Eye

Upon casting this spell, the Warlock creates a floating point in space which he can use to view his surroundings. This point can be moved 6" in any direction each phase that the spell is maintained.

Power: Clairsentience to Normal Sight
Modifiers: Must begin at 0" range then move 6"/phase maintained (-1/2), Requires 3 points of Craft Ability to learn (-3/4). Active Cost: 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Transmute

This powerful spell allows the Warlock to gradually transmute the target into anything ranging from a frog to a stone statue. This spell will always include an action of some type that will revert the target to its original form. This action must be determined at the time the spell is learned. Should this spell be miscast, then the Warlock will become sickly, requiring many months to recover.

Power: 1d6 Major Transform (Single Reversion)
Modifiers: Continuous (+1), Cumulative (+1/2), Anything (+1); Requires 5 point of Craft Ability to learn (-1-1/4), Side Effects (1d6 CON Drain, recover 5/season) (-1/2). Active Cost: 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase.
Slot Cost: 1.

Underwater Breathing

Casting this spell allows the target to breathe underwater as easily as on land. The subject is able to spend up to four hours underwater at a time before coming up for fresh air. A noticeable stream of small bubbles is expelled each time he exhales underwater.

Power: Life Support (Water Breathing)
Modifiers: 0 END (+1), Useable by Any Other (+3/4), Ranged (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4), Must breathe air every four hours (-1/4), Requires 2 point of Craft Ability to learn (-1/2), Visible (-1/4). Active Cost: 19 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Warding Field

This protective enchantment surrounds the Warlock in a shimmering field of warding magic that is equivalent to chain mail armor. As the spell takes damage from successive attacks, its protective properties are gradually weakened until finally being lost. It requires a full turn to gather the protective magic required to reactivate this spell.

Power: 6 DEF Armor
Modifiers: Ablative (-1), Costs END to cast (-1/2), Requires 2 points of Craft Ability to learn (-1/2), Extra time - 1 Turn (-1). Active Cost: 18 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Slot Cost: 1.

Winged Message

With this spell, the Warlock is able to send a verbal message to a distant individual. To be successful, the Warlock must first perform a successful mental scan for the target, then contact the individual using telepathy. Obviously this spell is more likely to succeed if the target is cooperating and currently resides near to a known location.

Power: 4d6 Mind Scan
Modifiers: Only somebody known to Warlock (-1/4). Active Cost: 20 points.
Power: 4d6 Telepathy
Modifiers: Linked to mind scan (-1/2), Only to send a message (-1/2). Active Cost: 20 points.
Combined: 1/2 DCV Concentrate Throughout (-1/2), Incantations throughout (-1/2), Requires 4 point of Craft Ability to learn (-1), Not if target is deaf (-1/4), Visible Effects (-1/4).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Slot Cost: 1.

Witch Sight

This spell will lay transparent magical deceptions and allow the Warlock to view things as they really appear.

Power: +10 PER to Sight Group
Modifiers: Only to see through magical images or shape shift (-1/2). Active Cost: 30 points.
Power: Sense Shape Shift
Modifiers: Linked to Enhanced Perception (-1/2). Active Cost: 5 points.
Combined: Costs END to use (-1/2), Requires 3 point of Craft Ability to learn (-3/4).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Slot Cost: 1.

Min/Max Slots

Batter

This spell will create a cylindrical bolt of force that can be used to batter down inanimate objects, such as doors or other obstacles. The Warlock must continuously aim his fist at the target while casting the spell. The bolt of force will gradually lose strength as it moves away from the caster.

Power: EB versus PD
Modifiers: Penetrating (+1/2); Only versus inanimate objects (-1/2), Reduced by Range (-1/4), Beam Attack (-1/4), Gestures throughout (-1/4*), Requires 6 point of Craft Ability to learn (-1-1/2), Extra Time - Full Phase (-1/2). Active Cost: Minimum 30 / Maximum 60 points.
Total: +1/2 Advantages; -5-1/4 Disadvantages; Casting Time: Full Phase.
Slot Cost: 1.
 Energy Blast     Active Cost    END Cost    Magic Roll   

4d6 30 3 -3 6d6 45 4 -4 8d6 60 6 -6

Brilliant Beam

By means of this spell, the Warlock can create a brilliant light that will illuminate anything caught within the beam. The effectiveness of the beam is reduced with increasing range. The beam is more effective at night when eyes are adjusted to the darkness.

Power: Flash to Sight Group
Modifiers: Area Effect (Line) (+1); Line must start next to caster and radiate outward (-1/4), Effectiveness halved in daylight (-1/2), Reduced by Range (-1/4), Requires 10 points of Craft Ability to learn (-5). Active Cost: Minimum 60 / Maximum 100 points.
Total: +1 Advantages; -8 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
    Flash      Active Cost    END Cost    Magic Roll   

3d6 60 6 -6 4d6 80 8 -8 5d6 100 10 -10

Charm

By meeting the eye of a creature and speaking calmly in a language the being can understand, the Warlock can use this spell to bring the creature under his thrall. The being will view all actions and words of the Warlock in the most favorable light, and will serve and defend the spell caster as he would a close ally.

Power: Mind Control
Modifiers: Only to view Warlock as a close ally (-1/4), Requires eye contact with the target (-1/4), Requires 5 point of Craft Ability to learn (-1). Active Cost: Minimum 30 / Maximum 50 points.
Total: +0 Advantages; -3-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
 Mind Control     Active Cost    END Cost    Magic Roll   

6d6 30 3 -3 8d6 40 4 -4 10d6 50 5 -5

Create Wall

When this spell is cast, a barrier is created along a line designated by the Warlock. The wall can be made the appropriate thickness of any common material known to the Warlock.

Power: Force Wall, Opaque to sight
Modifiers: 1/2 END (+1/4), Variable Special Effects - Any Material (+1/4); Wall must be straight (-1/2), Ablative (-1), Requires 6 points of Craft Ability to learn (-1-1/2). Active Cost: Minimum 30 / Maximum 75 points.
Total: +1/2 Advantages; -5 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 1.
  Force Wall     Active Cost    END Cost    Magic Roll   

4 DEF 30 1 -3 5 DEF 37 2 -4 6 DEF 45 2 -4 8 DEF 60 3 -6

Disintegrate

This spell causes solid matter to completely vanish. The effect is instantaneous and permanent.

Power: Major Transformation - Disintegrate matter
Modifiers: Requires 13 points of Craft Ability to learn (-3-1/4). Active Cost: Minimum 90 / Maximum 135 points.
Total: +0 Advantages; -5-1/4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
 Disintegrate    Active Cost    END Cost    Magic Roll   

6d6 90 9 -9 7d6 105 10 -10 8d6 120 12 -12 9d6 135 13 -13

Distraction

With this spell the Warlock can momentarily distract a being by conjuring a mental illusion that will draw attention elsewhere. If the target proves difficult to distract, the spell can be cast at a higher energy level. Note that this spell is particularly exhausting to maintain for long durations.

Power: Mental Illusions
Modifiers: Costs END to maintain (-1/4), Reduced by Range (-1/4), x3 END (-1), Requires 3 point of Craft Ability to learn (-1/2). Active Cost: Minimum 20 / Maximum 30 points.
Total: +0 Advantages; -3-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 1.
 Illusion     Active Cost    END Cost    Magic Roll   

4d6 20 6 -2 5d6 25 7 -2 6d6 30 9 -3

Enlarge

When cast upon a creature or object, this spell causes the target to increase its dimensions. The caster must make a successful targeting roll in order for this spell to function. The reverse of this spell, known as Shrink, which causes the target to shrink to half normal size. The spell is otherwise identical to Enlarge.

Power: Growth
Modifiers: Reversible - Shrinking (+1/4), Continuous (+1), Useable Against Others (Human sized or less) (+1), Ranged (+1/2); Requires 5 point of Craft Ability to learn (-1). Active Cost: Minimum 37 / Maximum 75 points.
Total: +2+3/4 Advantages; -3-1/4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
  Growth      Active Cost    END Cost    Magic Roll

10 37 4 -4 15 56 6 -6 20 75 7 -7

Exploding Bolt

Upon casting this spell, a compact bolt of magical energy shoots out from the fingertips of the Warlock and flies toward the target, exploding in a powerful ball of intense magical energy. Prior to casting this spell the Warlock can determine the nature of the explosion, which could be Fire, Ice, Metal Shards, Acid, Electricity, or some other damaging effect.

Power: RKA versus ED
Modifiers: Variable Special Effects (Any) (+1/2), Explosion (+1/2); Requires 12 points of Craft Ability to learn (-3). Active Cost: Minimum 60 / Maximum 120 points.
Total: +1 Advantages; -5 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
     RKA     Active Cost    END Cost    Magic Roll

2d6 60 6 -6 3d6 90 9 -9 4d6 120 12 -12

Force Hand

The Warlock can use this spell to summon a giant magical hand to do his bidding. The powerful hand is made of pure force and has no substance whatsoever, but still functions as if it were real. The Warlock merely moves his own hand in the manner required, and the large force hand will follow suit.

Power: Telekinesis
Modifiers: Gestures throughout (-1/4*), Requires 4 point of Craft Ability to learn (-1). Active Cost: Minimum 30 / Maximum 42 points.
Total: +0 Advantages; -3-1/4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
  Telekinesis     Active Cost    END Cost    Magic Roll

20 STR 30 3 -3 22 STR 33 3 -3 24 STR 36 4 -4 26 STR 39 4 -4 28 STR 42 4 -4

Globe of Warding

The Warlock can create a glassy spherical barrier that protects him from attack. By concentrating on the spell, he can make the barrier deflect all but the most powerful attacks.

Power: Force Wall
Modifiers: 1/2 DEF when not Concentrating (1/2 DCV) (-1/4), Only to create sphere around Warlock (-3/4), Requires 5 points of Craft Ability to learn (-1-1/4). Active Cost: Minimum 30 / Maximum 50 points.
Total: +0 Advantages; -4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
   DEF       Active Cost    END Cost    Magic Roll

6 30 3 -3 7 35 3 -3 8 40 4 -4 9 45 4 -4 10 50 5 -5

I'er Glass

This spell creates an invisible barrier that is as strong as steel. The barrier is impervious to most physical blows, but completely transparent to other attacks. This spell is useful for trapping intruders inside an enclosed space. It requires a full phase to cast this spell due to the additional difficulty of synchronizing the wall energies so they will be unseen.

Power: Force Wall
Modifiers: Transparent to Energy Attacks (+1/2), Invisible Power Effects (Sight Group) (+1/2); Only a Plane (-1/2), Extra Time: Full Phase (-1/2). Active Cost: Minimum 40 / Maximum 60.
Total: +1 Advantages; -2-1/2 Disadvantages; Casting Time: 1 Phase.
Slot Cost: 9.
   Force Wall    Active Cost    END Cost    Magic Roll

8 PD / 0 ED 40 4 -4 10 PD / 0 ED 50 5 -5 12 PD / 0 ED 60 6 -6

Leap

The target of this spell is able to jump a great deal further than he normally could, in both the horizontal and vertical directions. The Warlock can adjust the spell to match the distance, up to a maximum of +30". The leaper must still land successfully at the end of each jump.

Power: Superleap
Modifiers: Useable by Another (+1/4); Requires 4 point of Craft Ability to learn (-1). Active Cost: Minimum 12 / Maximum 37 points.
Total: +1/4 Advantages; -3 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
    Leap     Active Cost    END Cost    Magic Roll

+10" 12 1/5" -1 +15" 19 1/5" -2 +20" 25 1/5" -2 +25" 31 1/5" -3 +30" 37 1/5" -4

Lethargy

All beings within the radius of effect of this spell are subject to lethargy, moving more slowly and performing fewer actions than normal.

Power: Drain SPD
Modifiers: Area Effect (Radius) (+1), Recover 5/minute (+1/4); Requires 11 point of Craft Ability to learn (-2-3/4). Active Cost: Minimum 67 / Maximum 112 points.
Total: +1+1/4 Advantages; -4-3/4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
 Drain    Active Cost    END Cost    Magic Roll

3d6 67 7 -7 4d6 90 9 -9 5d6 112 11 -11

Lightning Bolt

From the location where the spell is targeted, a bolt of lightning flashes away from the Warlock, shocking anybody in its path. However, the bolt is grounded upon touching metal or other conductors that connect to the earth. When cast underwater, the electricity shocks any targets within a 3" radius of the target hex.

Power: Energy Blast (Lightning)
Modifiers: Area Effect (6" Line, 3" Sphere underwater) (+1); Line directed away from the caster (-1/4), Stopped by a grounded conductor (-1/4), Requires 8 points of Craft Ability to learn (-2). Active Cost: Minimum 50 / Maximum 80 points.
Total: +1 Advantages; -4-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
    EB     Active Cost    END Cost    Magic Roll

5d6 50 5 -5 6d6 60 6 -6 7d6 70 7 -7 8d6 80 8 -8

Magical Mirror

By means of this spell, the Warlock can turn any glassy surface into a scrying device allowing him to view events at a distance. Devices such as mirrors, still pools, fonts, and crystal balls will serve as a focus.

Power: Clairsentience to Sight Group
Modifiers: 1/2 DCV Concentrate (-1/4), OAF Glassy surface (-1/4*), Requires 9 points of Craft Ability to learn (-2-1/4), Extra Time - 1 Turn (-1). Active Cost: Minimum 55 / Maximum 90 points.
Total: +0 Advantages; -5 Disadvantages; Casting Time: 1 Turn.
Slot Cost: 2.
    Range     Active Cost    END Cost    Magic Roll

10km 55 5 -5 20km 60 6 -6 75km 70 7 -7 300km 80 8 -8 1200km 90 9 -9

Mind Ward

As long as this spell is maintained, the mind of the target being is warded against all forms of mental detection or attack. The amount of protection provided by this spell is limited to the EGO rating of the target. Beings with a zero or negative EGO, such as automatons, gain no benefit from this spell. The target must remain within the line of sight of the Warlock, or the spell will fail.

Power: Mental Defense
Modifiers: Useable By Another (+1/4), Ranged (+1/2); Limited to EGO of target (-1/2), Requires 5 point of Craft Ability to learn (-1-1/4). Active Cost: Minimum 35 / Maximum 52 points.
Total: +3/4 Advantages; -3-3/4 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 1.
  Mental
  Defense   Active Cost    END Cost    Magic Roll

-20 35 3 -3 -25 44 4 -4 -30 52 5 -5

Mindless

The Warlock can use this spell to enfeeble the mind of a victim, turning him into a nearly helpless imbecile. All skills requiring mental faculties, such as deduction and most professional skills, will be very difficult to perform. If the INT is reduced to zero or less, the victim will be incapable of formulating a new course of action, and will mindlessly continue their current behavior.

Power: Drain INT
Modifiers: Recover 5/day (+1+1/4); Resisted by Mental Defenses (-1/4), Requires 9 points of Craft Ability to learn (-2-1/4). Active Cost: Minimum 67 / Maximum 112 points.
Total: +1+1/4 Advantages; -4-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
   Drain     Active Cost    END Cost    Magic Roll

3d6 67 7 -7 4d6 90 9 -9 5d6 112 11 -11

Quicken

The target of this spell is able to move and perform actions much more rapidly than normal, but at a cost of extra END supplied by the Warlock. The effect gradually wears off after a few minutes.

Power: Aid to SPD
Modifiers: Recover 5/minute (+1/4); x4 END (-1-1/2), Requires 4 point of Craft Ability to learn (-1). Active Cost: Minimum 25 / Maximum 50 points.
Total: +1/4 Advantages; -4-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 1.
    Aid     Active Cost    END Cost    Magic Roll

4d6 25 2 -2 6d6 37 4 -4 8d6 50 5 -5

Unlock

When faced with a locked door or other obstruction, the Warlock can call upon this spell to open the barrier. The spell instantly releases most mechanical locks within the radius of effect, but has no effect on sophisticated electronic locks or magical barriers.

Power: Minor Transform - Unlock Mechanism
Modifiers: Area Effect (Radius) (+1), Cumulative (+1/4); 1/2 DCV Concentrate Throughout (-1/2), Requires 9 point of Craft Ability to learn (-2-1/4). Active Cost: Minimum 45 / Maximum 90 points.
Total: +1+1/4 Advantages; -3-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
 Transform   Active Cost    END Cost    Magic Roll

2d6 45 4 -4 3d6 67 7 -7 4d6 90 9 -9

Unravel Magic

With this spell, the Warlock can attempt to dispel any single magical power. The caster must successfully hit the target, and the total dispel dice, less any power defense, must exceed the total active cost of the target spell.

Power: Dispel Magic
Modifiers: Affects any single magical power, one at a time (+1/4); Requires 4 points of Craft Ability to learn (-1). Active Cost: Minimum 22 / Maximum 45 points.
Total: +1/4 Advantages; -3-1/2 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 2.
  Dispel     Active Cost    END Cost    Magic Roll

6d6 22 2 -2 7d6 26 3 -3 8d6 30 3 -3 9d6 34 3 -3 10d6 37 4 -4 11d6 41 4 -4 12d6 45 4 -4

Word of Stunning

Upon speaking this word of might, the being targeted by this spell is shaken by powerful forces. Only the hardiest of creatures will remain conscious after an attack by this spell.

Power: Energy Blast
Modifiers: NND (Sonic Attack) (+1); Beam Attack (-1/4), Only versus living beings (-1/2), No Knockback (-1/4), 1/2 DCV Concentrate (-1/4), Requires 15 points of Craft Ability to learn (-3-3/4). Active Cost: Minimum 100 / Maximum 150 points.
Total: +1 Advantages; -7 Disadvantages; Casting Time: 1/2 Phase.
Slot Cost: 3.
 Energy Blast     Active Cost    END Cost    Magic Roll

10d6 100 10 -10 11d6 110 11 -11 12d6 120 12 -12 13d6 130 13 -13 14d6 140 14 -14 15d6 150 15 -15