Warlocks in Encounter Critical can cast one spell per day per level. This is not the only magic they wield and it is a rather limited amount even on higher levels. That seem to point towards spells being the specialist tools and big guns, something that changes the situation rather than yet another magic blast - that's what the Magical Attack skill is for, after all. The booklet presents a few spells, but here is my expansion and reinterpretation of them into a set of game-changers.
If you're unsure about range, duration or effect, think "more, longer, fancier". Warriors of EC should be riding a tyrannosaurus while wielding a light sabre in one hand and a rocket launcher in the other, so Warlocks should be comparably awesome when casting their spells. At least in my Encounter Critical.
Encounter Critical fanart, I think. |
d20 Warlock Spells
- Evil Eye: The warlock curses an enemy (such as making its weapon explode or its eyes rot away) if it fails a Psi Resist roll. One of the warlock's eyes is permanently strange-looking once he learns this spell.
- Battle Banner Imperative: The warlock's side will go first in every round of combat and retainers cannot fail morale or defy orders.
- Stop: Freeze one creature or object in place, even in mid-air. No saving throw is allowed. The spell lasts until the Warlock casts another spell, or until the victim is attacked – though that first attack always hits.
- Double: Create a copy of one creature or object, which will last until the next dawn. When the duration ends, a random one of the twin things disappears.
- Demon Master: Gain control of one demon, no save. Must be recast every day.
- Possess: The warlock dissolves into smoke and flows into another creature. They can control it completely until it takes damage.
- Mimic Special Ability: One special ability of a creature or object can be copied and used as a spell by the warlock. Only one ability can be copied at a time – if this spell is cast again, the warlock loses the older stolen ability.
- Phantasmic Projections: Creates completely realistic, albeit intangible, illusions. This includes sounds, smells and animated illusions.
- Tesseract: The warlock teleports somewhere they can see. This can be cast in an instant, even to dodge any danger.
- Transportal: Two magic circles prepared by the warlock in advance are linked by a portal. The portal lasts until dismissed or until the warlock casts this spell again.
- Transmogrify: The warlock can transform himself into any creature from which he owns a trophy.
- Walk on Water or Wind: Wears off when the warlock touches the ground.
- Ice Sculpt: Form any object or structure out of ice. It lasts until the warlock casts this spell again, even in heat.
- Matter to Mist: Dissolves one object into mist and then condenses it into a tiny crystal. When the crystal is broken, mist billows out and the object is reconstituted.
- Shape Earth, Wood or Flesh: Material can be slowly moulded into any shape desired.
- Phasic Sphere: The warlock activates a previously prepared magic circle, creating a softly glowing but transparent sphere of force. Nothing can pass through the sphere – not creatures, missiles, magic, psionics, phasics, teleportation nor air. It lasts until dismissed, or until the warlock casts this spell again.
- God Speech: The warlock can speak with anything.
- Darkstorm: Sudden thunderstorm brings bad visibility, strong winds and torrential rain.
- Rain of Fire and Brimstone: Flames start raining from the sky, dealing the warlock's magic damage to everyone not under a roof (and to the roof, too).
- Warlock Bomb: The warlock conjures an orb that will explode violently (3d20 damage in close range and half that in short range) when shattered. Can be cast with a delayed timer or a special trigger. The explosion can easily breach walls.
cool
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