Showing posts with label warlock. Show all posts
Showing posts with label warlock. Show all posts

Monday, April 23, 2018

The Return of Nibiru

Nibiru, the Crossing Star, is back.  With the same results that we had back in September.

So in honor of this apocalyptic repeat here is the original article!

 If you are reading this then you know we survived.

Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu.  Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).



Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.

With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction.  Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.

Witches and warlocks can forge a pact with Nibiru for more magics.

Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away.   The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.

Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from the warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away.  Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock.  Missle weapons and spells are also ineffectual in area.  Such is the concentration required that the warlock cannot move during the duration of the spell.

Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock.  The creature is pulled and immobilized for 1 round.  After this it may attack normally.

Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock.  Magical weapons are also likewise deflected.

Saturday, September 23, 2017

Nibiru: The Crossing Star

 If you are reading this then you know we survived.

Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu.  Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).



Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.

With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction.  Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.

Witches and warlocks can forge a pact with Nibiru for more magics.

Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away.   The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.

Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away.  Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock.  Missle weapons and spells are also ineffectual in area.  Such is the concentration required that the warlock cannot move during the duration of the spell.

Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock.  The creature is pulled and immobilized for 1 round.  After this it may attack normally.

Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock.  Magical weapons are also likewise deflected.

Wednesday, September 20, 2017

Class Struggles: AS&SH 2 Warlocks and Witch Lords

The new Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition from +Jeff Talanian is out. It's going to take me a bit to go through it all.  But so far I am enjoying the hell out of it.

One thing that the 1st Edition had that the new 2nd Edition has expanded on is the Warlock class.
The book tells us:
Some warlocks practice the sorcery of cryomancers and may be referred to as ice lords; others practice the sorcery of pyromancers and may be referred to as fire lords. Perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy (death soldiers)...
Pretty cool really. And it got me thinking.

Yesterday I worked up the character Grimalkin as a warlock that has chosen witch magic as her type of  Sorcery. There is something interesting here. Something pretty cool.

Witch Lords

Warlocks the choose witchcraft as their sorcery see (Vol. II, p. 148: Table 68) are known as Witch Lords.   These warlocks are often found protecting the covens of more powerful witches or ruling over covens of less powerful ones.

Curse of the Witch Lord by tmza
Using the Grand Coven idea from my Warlock for Swords & Wizardry you can use Witch Lords as the leaders of Grand Covens in the Hyperborean world.  Instead of the usual compliment, a 9th level Warlock can gather, they may opt to form a Grand Coven.

The troop gathered include these 0th-level fighters of 1d8 hp each (known as cowans).
* 15 longbowmen (studded armor, longbows, short swords)
* 5 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses)
* 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords)
* 15 halberdiers/pikemen

They also gather the following coven
* 9 initiate witches of 0 level
* 3 witches of 1st level
* 1 witch of 2nd or 3rd level

A 9th level witch and a 9th level Witch Lord that gather together can create a cult stronghold to house all these members.

Once again, AS&SH is firing up my imagination for a game.

Friday, June 9, 2017

The Warlock goes Copper!

I just logged onto and noticed that just at six weeks that The Warlock for Swords & Wizardry has gone Copper Best Seller at RPGNow!



I am so pleased!

The Warlock joins such worthies as The Witch (Silver on DriveThru), Eldritch Witchery (Copper), Sisters of the Aquarian Order (Copper), and Ghosts of Albion (Gold on DriveThru and Silver on RPGNow).

Thank you all for supporting me over the years.

I hope my next book, The Green Witch, is just as welcome.

Friday, May 12, 2017

The Warlock, In Print!

After two failed attempts the Warlock is finally ready for print purchases!


You can now get a copy to go with other books in my Witch line.


Like Hedgewitches,


Or any Witch for that matter.


BTW, does anyone want The Witch: Aiséiligh Tradition for Swords & Wizardry in print?


Combine them all for a Complete Witch!

Wednesday, May 3, 2017

The Witches (and Warlocks) of Swords & Wizardry

This is a post I have been meaning to do for a while.  Collect all my Swords & Wizardry Witch books in one place.

Roughly in reverse publishing order.

The Warlock for Swords & Wizardry



The Witch: Hedgewitch for the Hero's Journey RPG


The Witch: Aiséiligh Tradition for Swords & Wizardry



The Witch for Swords & Wizardry Light



Sisters of the Aquarian Order



Not for Swords & Wizardry, but still largely compatible are:

The Witch: A sourcebook for Basic Edition fantasy games



Spellcraft & Swordplay: Eldritch Witchery



Combine them all for a Complete Witch!

Warlock Lodge: Masters of the Invisible College

Today I want to share one of the Warlock Lodges from my new book The Warlock for Swords & Wizardry.  Also, this is a good topic for this month's RPG Blog Carnival topic Magic and The Occult, hosted by Sea of Stars RPG.

Warlock Lodges
The Lodge is a secret order that often only admits a few Warlocks at a time. Each Lodge has their methods of instruction for their potential Warlock, and these are a closely guarded secret. While a Witch may leave the lands where she learned her tradition from her sisters, Warlocks join a Lodge for life. The Lodge is also the physical meeting place, sanctuary, and library of the Warlock.

Masters of the Invisible College
This esoteric lodge believes they are the foundation for all arcane study, not just Warlocks, but Wizards and Witches as well. Their vaulted halls contain the wisdom of the ages and spells never before seen. Only those of the highest intelligence may be admitted and then a rigorous training program must begin. Only when the Warlock has proven himself (10th level) will he be allowed access to the Deeper Mysteries and Hidden Knowledge of the Akashic Records. The location of this great store of knowledge is one of the best-kept secrets in the world.
Warlocks of this Lodge believe that nothing is more important than the arcane pursuits. This lodge is unique among lodges in that it actively recruits warlocks, witches, magic-users and clerics of gods of magic and knowledge to join their ranks for the pursuit of arcane knowledge.   Members of this lodge agree to put aside personal differences in terms of patrons, alignments, and racial differences so that they gain greater insight to magic. Masters of the Invisible College are the foremost expert on identifying magic items and researching spells. Prospective members must bring a new magic item to the lodge for study. The item need not be powerful, indeed, low power but unique items are more sought after. Items with history or created by famous spellcasters are also sought after.
The Lodge does not reveal what they do with these items outside of study.

While the Masters of the Invisible College has the overt makings of a Grand Lodge or a Grand Coven (a grouping of both Witches and Warlocks), it is actually neither.
Witches most likely to join the Secret Masters will belong to the Aquarian Tradition (from the Witch).  Wizards and Alchemists are also likely to join.

Witches in this Lodge will treat it as their Coven.  They can learn Magic-User spells of the appropriate level to replace their Ritual Spells much like a Hedge Witch or Witches of the Aiséiligh Tradition.   Such spells could also be unique or rare to the game world.  (I suggest something like +Dyson LogosMagical Theorems & Dark Pacts to add more spells.)

Joining the College
Potential entrants are brought in at 1st level.  They must have Intelligence scores of 16 or better and bring in one new magic item.  Entry must be done before 2nd level.  Often the College seeks out gifted individuals and waives the normal entry fees (1000 gp).  All Probationers are required to have a Sponsor who will eventually become their Mentor.  Entry is decided by the Deans of the College.

GM's are encouraged to make Lodges that fit their own game world.

Pick up a copy of the Warlock for Swords & Wizardry.


Tuesday, May 2, 2017

Good Times. Bad Times.

In the days of my youth I was told what it means to be a man...

Oh wait. Not those times.

Good News. I got the proof copy back of the Warlock today! I was going to make it live.
Bad News. Rather glaring typos on the back cover.

Not happy about this. So I am going to fix them and re-submit.  But it looked so great.





Sunday, April 30, 2017

The Warlock for Swords & Wizardry

Now to the Brocken the witches ride;
The stubble is gold and the corn is green;
There is the carnival crew to be seen,
And Squire Urianus will come to preside.
So over the valleys our company floats,
With witches a-farting on stinking old goats.
- Johann Wolfgang von Goethe "Faust" 

Tonight is Walpurgis Night.  Tonight the witches will ride on brooms and goats to the Brocken in the Harz Mountains and celebrate with the Devil.
Tomorrow is Beltane and Witches will celebrate the start of May and the return of Summer with bonfires.

Today I celebrate the release The Warlock for Swords & Wizardry!

Cover art Copyright 2015 Dean Spencer

The Warlock includes:
  • The Warlock class
  • New race: The Tieflings
  • Rules for goblin, hobgoblin and bugbear warlocks
  • 160+ spells
  • 50+ Warlock invocations
  • New monsters including the Baalseraph, Calabim, Lilim and Shedim demon families.
  • Animal Lords and Faerie Lords
  • New Magic Items
The Warlock is 64 pages and is compatible with The WitchThe Witch for Swords & Wizardry LightThe Witch: Aiséiligh Tradition for Swords & Wizardry, and The Witch: Hedgewitch for the Hero's Journey RPG.  It is also rules-compatible with Sisters of the Aquarian Order.  In fact, all are designed to work together as a complete whole.  Getting these various witches to work together in your game is another matter entirely.

A softcover version is coming in the next couple of days.  I just need to wait till it is delivered to me for approval.

Wednesday, April 26, 2017

S&W Warlock: Meet Nik Nak, Goblin Warlock

Nik Nak is one of the first warlocks I worked up for my new Warlock for Swords & Wizardry.
He is a sneaky little goblin, but smarter than most.

Nik Nak by Jacob Blackmon
Nik Nak
3rd Level Goblin Warlock (Bogelbo)
hp 11

S: 9
I:  13
W: 10
D: 12
Cn: 10
Ch: 14

Saves: +2 to saves against charm, hold, paralysis and sleep spells.
BtH: +0
AC: 7* (lesser if Armor of Shadows is invoked)
Alignment: Chaotic

Invocations
Arcane Blast, Agonizing Blast, Armor of Shadows

Spells
1st: Häxen Talons, Obedient Beast
2nd: Poisonous Stare

Nik Nak is a respected, and feared, member of his goblin clan.  He is an impressive and smarter than average goblin. So smart in fact he found his way to the center of the Goblin City and presented himself to the King of Goblins beseeching him for power.  The great King admired the young Nik Nak's verve and granted him a token; a feather from his own cape.  The feather became Nik Nak's warlock familiar and now Nik Nak serves as a warlock with the Faerie Pact to the Goblin King.
In battle, Nik Nak carries a bone rod and wears leather armor. He rides on a giant frog (named "Mrs. Black") he has made obedient. He wears the skull of a giant rat as a helmet. Though this is more to protect the feather he has braided into his long dreadlocks than his own skull.
Nik Nak is a goblin, but he is not a particularly evil one.  He has learned that the threat of violence and terror of his power is usually more effective than actual violence.
Also, Nik Nak is perfectly happy to deal with adventurers in amicable terms as long as there is something in it for him or his Lord the Goblin King.

Usually found in the Goblin Wood outside the Haven Valley, Nik Nak can also be found wandering the Goblin Market where he trades wares, and insults, with other Bogelbos or in the town of West Haven where he deals with darker beings.

Despite racial enmity, Nik Nak has friendly if strained, relations with the Winterhaven gnome clan. This is mostly due to the legendary friendliness of the Winterhaven gnomes.

The Warlock for Swords & Wizardry will be out April 30, Walpurgis Night.


Tuesday, April 19, 2016

Strange Brew: Warlocks

I am interrupting this A to Z Challenge to talk about my newest book. The first part of "Strange Brew" is now out.  This book features Warlocks for the Pathfinder game.

Strange Brew: Warlock



Power.

Sorcerers are born into it. Wizards spend their lives in rigorous study for it. Witches gain it through devotion to their patron. But some who seek power are unlucky enough to have been born mortal, with no access to or desire for arcane education; ordinary people who know little of witchcraft’s ancient traditions. Unlike witches, who are called by their patrons, warlocks seek out powerful beings to grant them the power they crave or desperately need.

That power can now be in your hands.

Included in these 30 pages is the new Warlock class for the Pathfinder RPG.

  • Also inside are new rules on Grimoires, the ancient and living texts of warlocks.
  • Details on new warlock pacts, including unique powers and spells.
  • Examples of several new warlock Patrons.
  • New feats
  • New hexes
  • New spells
  • And a new warlock NPC

All for your Pathfinder Role-Playing Game!

Wednesday, October 28, 2015

Class Struggles: The Warlock

There have been a number of warlock classes, but unlike the wizard, fighter, cleric or even thief, everyone has had their own take on what a warlock should be.
I have talked about the warlock as a class, distinct from the witch, in the past.
I do like keeping my warlocks separate from my witches in terms of class.  In my mind they are just too different. Similar yes, but still very different.  I would allow any warlock to use the same spell list as a witch unless there was a good reason not to do it.

I think the first ever warlock class I ever saw was the "Warlocks: A New Magic-User Sub Class" by Anthony Barnstone in The Dungeoneer #16.  It had some great spells, "Pentacle of Fire", "Aura of the Occult", "Curse of the Bloody Revenge" to name a few.  This was certainly meant to be an evil character class to play, not just as an NPC.  Interestingly enough this the same issue that featured the mystic class.  I have to admit it was one of the things that made me like the Dungeoneer magazine.  It didn't treat it's audience like little kids.

To my knowledge, there has never been a warlock class in the pages of Dragon magazine.  I know there was not one in the pages of White Dwarf.

The Arcanum and Bard Games had a witch/warlock class, making them the same thing.  I am not a fan of that really.

In my mind the witch and the warlock began as the same class, but the warlocks broke off from the witches  sometime in the ancient past.  Either warlocks wanted to become more like wizards and mages OR they were responsible for the first wizards.

Astonishing Swordsmen & Sorcerers of Hyperborea has a great Warlock class. It is a sub-class of the fighter but calls upon dark powers to give them some magical power and spells.  Mor to the point I like how the warlock and the witch are very different sorts of classes.

The AS&SH warlock is something more akin to a swordmage.  We see something similar in D&D4 Essentials Hexblade.  In general I liked the D&D4 Warlock.  They were a class that wanted quick access to power and none of the work that Wizards had to do.  That was a fine role-playing excuse, but not something that played out in the rules.  Warlocks gained powers just like the Wizards did and had no more or no less requirements.

There is a Warlock I created in Eldritch Witchery. It is a type of Wizard really. I liken it to "Wizard Grad School" to be honest.  They use the same spells as the witch and gain a few extra powers.

The Warlocks in Fantastic Heroes & Witchery are another sort.  It is a chaos aligned wizard and has a lot of the same features really.  It uses the same xp per level tables, same HD and same spell progressions.  The FHW Warlock does gain some power, similar in many ways to my own witch, but at a cost.  On the surface this doesn't make it much different than a wizard, with a different selection of spells.  What makes this class, and really this book, different are the selection of spells (the book has 666) and the additional rules for acquiring magic and casting spells.  Adding this material makes the Warlock a much more interesting character.

The Pact-Bound in Magical Theorems & Dark Pacts is another warlock-like class.  Again the idea here is a class that takes a quick path to power for a price, usually to an other-worldly power.

There is a similar one in the pages of the ACKS Player's Companion.  Again the nice thing with this book is that the witch and warlock are separated.

In the 3e era we have a couple of "warlocks".  There is a warlock in the Complete Arcane and the witch in Pathfinder, which always felt more like a warlock to me.  Just staying focused on 3e we have a warlock class from WotC and a witch class for Pathfinder.  For 4e there were also very different witch and warlock classes.  5e only has a warlock.

In the case of the official D&D warlock, he is less of a spell caster and more a raw magical power wielder.  His pacts give him this power.

The question becomes one of whether the warlock should have spells or just weid raw magical power and thus have "blasts".  I am torn myself.  I like the warlock to have access to spells to be honest, the idea is these guys have sold their souls for power, but the "blasty" warlock really isn't all that powerful compared to a "spelly" warlock or wizard.

A good example of what I call a "blasty warlock" is Jeremy Reaban's The OSR Warlock.  Like his Witch Hunter book this book has a number of nice features in addition to the class. The class does not cast spells, it does have lot of special powers. This is by design and owning to the stated OGC and pulp sources.  The warlock here does get some spell like abilities in place of powers.  It actually works rather nicely   What I think makes this book special is the level advancement tables for "First Edition", "Original Edition", "Basic/Expert" and "Cyclopedic Edition".   Plus the author has a section of notes on the class.

I have to admit one of my favorite "warlock" books and one that  captures the Pulp Era warlock well is Green Ronin's "Warriors & Warlocks" book.  Yes it is for their superhero game Mutants and Masterminds (2.0 version) but it was my goto guide for a proper pulp warlock will AS&SH came out, and it is still a lot of fun.

I am certain I have missed some here.  Let me know in the comments below!

Wednesday, September 17, 2014

Building a 5e Warlock

I have been playing around a little (very little really) with the Warlocks in 5e.  My son has made one and I have two that I started but have not gotten back too.

Though I like what I have played with so far.  The 5e Warlock is a nice mix of the 4e Warlock and even a little bit of the 4e Witch.

Concept wise I can build a number of "witch like" characters and can build a number of other sorts of warlocks and witches.  Again, the class is so nicely set-up that their is no real need for me to build a witch for 5e.

I have a couple more experiments with the 5e warlock to try out, but so far so good.

This video came up in my feeds as something that I would like and you know what, I did.
It is too simple for anyone reading this blog, but still a nice walk through.




Friday, June 6, 2014

Then Again...maybe I spoke too soon

From the desk of Mike Mearls.




Warlocks in D&D 5.  I had heard a rumor of witches in 5 too.

Here is a larger pic



I like the look so far!

Monday, December 30, 2013

Warlocks, part 2

Over the past week I had the chance to run an AS&SH game and loved it.  My only request to my players was for someone to play a Warlock character.  That was also really fun.

I have never really considered the warlock much. But I have been thinking a lot about the warlock as a class in D&D of late.  There is a Warlock in Eldritch Witchery. It is a type of Wizard basically. I liken it to "Wizard Grad School" to be honest.  They use the same spells as the witch and gain a few extra powers.

The AS&SH warlock is something more akin to a swordmage.  We see something similar in D&D4 Essentials Hexblade.  In general I liked the D&D4 Warlock.  They were a class that wanted quick access to power and none of the work that Wizards had to do.  That was a fine role-playing excuse, but not something that played out in the rules.  Warlocks gained powers just like the Wizards did and had no more or no less requirements.

The Warlocks in Fantastic Heroes & Witchery are another sort.  It is a chaos aligned wizard and has a lot of the same features really.  It uses the same xp per level tables, same HD and same spell progressions.  The FHW Warlock does gain some power, similar in many ways to my own witch, but at a cost.  On the surface this doesn't make it much different than a wizard, with a different selection of spells.  What makes this class, and really this book, different are the selection of spells (the book has 666) and the additional rules for acquiring magic and casting spells.  Adding this material makes the Warlock a much more interesting character.

The Pact-Bound in Magical Theorems & Dark Pacts is another warlock-like class.  Again the idea here is a class that takes a quick path to power for a price, usually to an other worldly power.

There is a similar one in the pages of the ACKS Player's Companion.

In the 3e era we have a couple of "warlocks".  There is a warlock in the Complete Arcane and the witch in Pathfinder, which always felt more like a warlock to me.

Somewhere at the intersection of all these warlocks is the one I want to play.

These are the features I am looking for:
- spontaneous spellcasting
- same spells as the witch or at least some sort of connection
- pacts with other worldly powers that grant the warlock power
- shortcuts to power, so they should get more spells faster, but maybe fewer as time goes on.
- some idea of corruption. Warlocks should be unnatural and not part of this world anymore.

Going to be playing around with this a lot more in the new year.

Warlocks

Just a quick one, still out and on the road.

What do you all think about warlock classes?

I know of a number of different ones, AS&SH, D&D4 and others.  What are your favorite ones and why?

More on this in a bit.
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