Pact Magic

Pact magic is blah de blah you know what it is.

Powers

All users of Pact Magic have the following powers:

Binding

While all practitioners of magic can call outsiders using Truename Invocation, warlocks go a step beyond.

(Insert rules about being better at that here, if needed)

In particular, warlocks have mastered the art of domination, binding lesser outsiders to their will permanently, with little or no chance of the being successfully resisting and becoming free.

(Thus, you can have permanent minions, like a System 6 warlock)

Curses

Warlocks are masters of the curse. All words, from the mouth of a master warlock, are potential curses. Where other practitioners might have to work great and complex spells to accomplish certain things, an experienced warlock need only speak the right words...in the right outsider tongue, of course.

(Mechanics: these are free powers, no energy, no chance to counterspell or interrupt, etc)

Base power:

  • Speak Curse (Su): at-will, free, medium range, requires verbal component; you deliver the curse. Effects vary.

Agony

  • Rank 1: subject is wracked with pain (Fort ends)
  • Rank 2: subject also suffers XYZ psychic damage per round
  • Rank 3: can be cast with no save, lasting 3 rounds
  • Rank 4: subject gains permanent Injuries
  • Rank 5: curse can kill subject

Weakness

  • Rank 1: subject inflicts less damage (Curse of Weakness)
  • Rank 2: subject is vulnerable to damage (Curse of Elements)
  • Rank 3: even less damage
  • Rank 4: even more vulnerable
  • Rank 5: blee

Fear

  • Rank 1: subject is frightened (Will ends)
  • Rank 2: you can make subject see phantasms
  • Rank 3: optionally, subject is panicked or cowering
  • Rank 4: phantasms can cause real injury, compel subject to act
  • Rank 5: can cause insanity as subject lives in his own mind, hounded forever by terrors

Pact-Based Abilities

Pick one, based on your pact:

  • Infernal: Hellfire
  • Fey: Calling
  • Shadow: Darkydarkdark

Hellfire

You may call upon the power of Hellfire. Whenever you need more power, whenever you need an edge, Hellfire is there.

Each time you call upon Hellfire, you gain the following benefits:

  • Gain an amount of Energy equal to your normal Energy maximum. This Energy does not count toward your maximum.
  • Gain bonus damage with all fire spells equal to 50% per rank of your Infernal pact.
  • Gain temporary HP equal to 50% of your max; these will restore you to vitality if you were dying or disabled. They last until the end of the encounter, or perhaps longer.
  • At rank 2, Hellfire can also dispel or remove up to 3 debilitating effects as soon as you call upon it.
  • At rank 3, as soon as you call upon Hellfire, you cause a burst 10 inflicting XYZ damage to enemies.
  • At rank 4, your Hellfire infuses all spells you cast, even non-fire spells, admixing equal fire damage into them.
  • At rank 5, blee.

Of course, there is a cost; each time you call upon Hellfire, you gain 1 point of Corruption. This does nothing, at first.

  • When your Corruption exceeds your Infernal pact level, you are vulnerable to influence by your patron, or beings of your pact. While you benefit from the Hellfire, and up to 24 hours after, your patron may attempt to control your actions (Will ends). You suffer a 10% penalty to the save per point above the threshold.
  • Also, each point of Corruption takes a slight toll on your physical appearance, a la the Dark Side.

In addition to all of this, the Infernal pact grants you power over flames. You may use any of the following powers:

  • Immolate: At-will, standard, medium range; you cause target object or creature to burst into flames, inflicting XYZ damage instantly, plus the same ongoing for 3 rounds. If target is naturally flammable, replace 3 round duration with normal expected duration of natural fire.
  • Intensify Flames: Recharge 33%, swift, medium range; you target one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You increase the ongoing damage by 50%. Natural fires increase in size by one category.
  • Consume Flames: Recharge 33%, swift, medium range; you consume one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You regain XYZ Energy.
  • Combustion: Recharge 33%, swift, medium range; you cause an ongoing fire effect to instantly burn for the remainder of its duration, or up to 5 rounds, inflicting all the damage it would have over that duration. If this reduces the duration to 0, the fire goes out.
  • Conflagration: Recharge 33%, swift, medium range; spreads an ongoing fire effect to targets within 3 squares.

Calling

As a master of Faerie, you may call wild fey into your service. This is above and beyond the existing summoning abilities of a warlock.

You may call up to 4 sprites, plus 1 per warlock rank. You may keep them in your service as long as you wish, or replace them at a whim.

Sprites come in a number of flavors:

  • Red: fire
  • Green: poison
  • Blue: frost
  • etc....

And there's color pools, and all that shit...yeah, it's fey warlock.

Also, you get other cool stuff.

Darkydarkdark

Shadow didn't really have a "thing". Time to think of one

I imagine this will be something like Evil Raven. You know, you get huge, tentacles come out...it's not a pretty sight. Think of how Yogg Saron attacks his victims.

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