The Warlock

 The Warlock is someone who traffics with demons and other beings from other planes, in an attempt to seek demonic power and other forbidden knowledge. The Warlocks of the Known Lands dabble in powers Wizards don't understand and thus their magic is forbidden. Unlike the Wizard, which has evolved from an incomplete understanding of Quantum Theory, the Warlock student learned his magic from demonic and devilish powers.

Warlocks first appeared in the Known Lands when the Orcs came to the Known Lands and fought the ancients with their demonic arcane power during the second Interstellar War. The warlocks were then organized, but since then they were defeated by the Ancients and their psions. As the years passed, Warlock magic became known to elves, humans, orcs, the undead, and gnomes alike.

Warlocks of the Known Lands understand, and use, dark magic. Their spells are much more destructive, more afflictive, and deals with controlling and enslaving demons. Often, warlocks are seen with a pet. Usually this is a demonic entity: an imp, a Void Walker, a succubus, and a fel hunter are the most often seen pets. Warlocks also have the power to summon a nightmarish Fel Steed from the outer planes, and can summon more powerful pets. The Warlock is a feared spellcaster, and they too, pass down their knowledge from Master to apprentice.

Hit Die: d6.
























+1 item creation (scribe scroll), +1 Pet Monster (Imp or Darkhound), +1 Limited Dynamic Sorcery (Warlock Spells)






+2 Character Points






+1 Limited Dynamic Sorcery






+2 Character Points, Summoner






+1 Pet Monster (Warlock), +1 Limited Dynamic Sorcery






+2 Character Points






+1 Limited Dynamic Sorcery






+2 Character Points, Enslave Outsider






+1 Pet Monster (Succubus), +1 Limited Dynamic Sorcery






+2 Character Points






+1 Pet Monster (Fel hound),

+1 Limited Dynamic Sorcery






+2 Character Points, +1 Energy Bonus






+1 Pet monster (Fel Steed),

+1 Limited Dynamic Sorcery






+2 Character Points






+1 Pet Monster (Felguard),

+1 Limited Dynamic Sorcery






+2 Character Points, Demon Mastery






+1 Limited Dynamic Sorcery






+2 Character Points, +1 Energy Bonus






+1 Limited Dynamic Sorcery






+2 Character Points




Class Skills

The Arcanist’s class skills (and the key ability for

each skill) are Concentration (Sta), Craft (Int), Craft

(trade skill) (Int), Diplomacy (Cha), Decipher Script (Int), Intimidate (Cha),

Knowledge (all skills, taken individually) (Int), Profession (Spt),

Speak Language and Spellcraft (Int).


Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int



Class Features

Weapon and Armor Proficiency: Warlocks are proficient

with clubs, daggers and quarterstaffs, but not

with any type of armor or shield. Armor of any type

interferes with an arcanist’s movements, which can

cause her spells with somatic components to fail.

Spells: An arcanist casts arcane spells, which are

drawn from the arcanist spell list and the spell list for her

particular path. An arcanist must rest and then prepare

her spells for the day.

To learn, prepare or cast a spell, the arcanist must have

an Intellect score equal to at least 10 + the spell level.

The DC for a saving throw against an arcanist’s spell is

10 + the spell level + the arcanist’s Intellect modifi er.

Like other spellcasters, an arcanist can cast only a

certain number of spell slots of each spell level per day.

Her base daily spell slot allotment is given on Table 3–4:

Arcanist Spell Slots Per Day. In addition, she receives

bonus spell slots per day if she has a high Intellect score.

An arcanist may know any number of spells. She must

rest for 8 hours and then select her prepared spells from

a spellbook. After selecting the spells, she must spend

a number of minutes equal to each spell level being

prepared, starting from lowest to highest level. A 0-level

spell requires 1 minute to prepare.

Spellbook: An arcanist requires a spellbook in order

to prepare her spells. If she does not have access to a

spellbook while resting, she may not prepare her spells.

She may prepare spells from her own spellbook normally.

Preparing known spells from another arcanist’s spellbook

takes double the normal amount of time. Arcanists

cannot share spellbooks while resting.

An arcanist begins play with a spellbook containing

all 0-level arcanist spells and all 0-level spells of her

path’s spell list, plus three 1st-level spells of the player’s

choice. For each point of Intellect bonus the arcanist

has, the spellbook holds one additional 1st-level spell.

The arcanist can choose to learn new spells at any time;

however, she must pay the costs and spend the time

necessary to learn them. At any time, an arcanist can

also add spells found in other arcanists’ spellbooks to her

own, as long as they are available to her current path.


Arcana: Warlocks gain the following arcana abilities:


1st Level—Fel Companion (Ex): At 1st level, the

warlock gains a fel companion. The warlock can summon

the fel companion and dismiss it at any time so that he may

summon a new one. The fel companion must be an evil

outsider with a number of Hit Dice equal to or less than the

warlock’s arcanist path level (to a maximum of 10 HD).

Should the fel companion die while in service to the

warlock, the warlock must attempt a DC 15 Fortitude

save, at +1 DC for each HD of the companion. If the

saving throw fails, the warlock loses 400 XP per warlock

level; success reduces the loss to half of that amount. In

addition, the warlock must make a DC 15 Will save or

take 1d6 points of Stamina damage as the companion’s

sudden loss tears away part of the warlock’s life force.

A warlock can obtain another fel companion by

performing a ceremony of summoning. Doing so takes

24 hours and uses up magical materials that cost 100

gp per HD of the creature summoned. The creature

serves as a willing companion and servant. Dismissing a

fel companion is a free action, and a dismissed creature

immediately returns to its plane of origin.


4th Level—Summoner (Ex): The warlock receives

the Augment Summoning feat for free. At 6th level, all

conjuration (summoning) spells cast by the warlock have

their durations doubled, as if the Extend Spell feat is

applied to them. The level of an augmented conjuration

(summoning) spell does not change; this ability stacks

with the effect of the Extend Spell feat, which does

change the spell’s level (see Chapter 6: Feats).


8th Level—Enslave Outsider (Su): A warlock is adept at

convincing outsiders to do his bidding. When a warlock casts

lesser planar binding, planar binding, or greater planar binding,

he can add his ranks in any one relevant Knowledge skill

(the planes, especially the Emerald Dream and the Twisting

Nether; demons; the Burning Legion, and so forth) or in

Spellcraft, whichever is higher, to the caster level check or

the Charisma check made to keep the outsider trapped.

12th Level—Demonologist (Ex): The craft of conjuration

is the primary focus of the warlock, and in taking on the

mantle of a demonologist the warlock sacrifi ces knowledge

in other areas of arcane practice. The warlock casts

conjuration (summoning) spells at +1 caster level, and

the save DC for such spells increases by +2.


16th Level—Demon Mastery (Su): The warlock

has learned the compacts and rites necessary to bind a

demonic creature to his will. The warlock rebukes and

controls outsiders the same as an evil priest rebukes or

commands undead. Use the warlock’s arcanist path levels

to determine the equivalent of a turning check, and apply

the relevant outsider Hit Dice to the undead HD chart

(see Chapter 12: Combat, “Turn or Rebuke Undead”).

The warlock may also bolster outsiders he controls in

the same way that an evil priest bolsters undead. The

warlock can attempt to control or rebuke outsiders

a number of times per day equal to 3 + his Charisma

modifi er; he may attempt to bolster outsiders that he did

not summon himself.



Warlock Spells


0-Level Arcanist Spells

Arcane Mark: Inscribes a personal rune (visible or


Detect Magic: Detects spells and magic items within

60 ft.

Ghost Sound: Creates fi gment sounds.

Prestidigitation: Performs minor tricks.

Read Magic: You may read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.


1st-Level Arcanist Spells

Alarm: Wards an area for 2 hours/level.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all spoken

and written languages.

Disguise Self: Changes your appearance.

Identify M: Determines properties of magic item.

Magic Weapon: Weapon gains +1 bonus.

Mana Shield: You may choose to lose spell slots

instead of hit points.

Protection from Evil: +2 to AC and saves against evil

creatures, counter mind control, hedge out elementals

and outsiders.

Shadow Meld: Remaining motionless near shadows,

you become invisible.

Silent Image: Creates minor illusion of your design.


2nd-Level Arcanist Spells

Blades of Fire: Your melee weapons deal +1d6 fire damage for one round.

(Casting DC: 25)

Detect Thoughts: Allows “listening” to surface


Invisibility: Subject is invisible for 1 min./level or

until it attacks.

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4

+1 per three levels, max 8).

Resist Energy: Ignores fi rst 10 (or more) points of

damage/attack from specifi ed energy type.

See Invisibility: Reveals invisible creatures or


Touch of Idiocy: Target takes 1d6 Int, Spt and Cha



3rd-Level Arcanist Spells

Clairaudience/Clairvoyance: You hear or see at a

distance for 1 min./level.

Dispel Magic: Cancels magical spells and effects.

Gaseous Form: The subject and all its gear become


Hold Person: Paralyzes one humanoid for 1 round/level.

Major Image: As silent image, plus sound, smell and

thermal effects.

Nondetection M: Hides subject from divination,


Suggestion: Compels subject to follow stated course

of action.

Tongues: You may speak any language.


4th-Level Arcanist Spells

Charm Monster: Makes monster believe it is your ally.

Confusion: Targets behave oddly for 1 round/level.

Detect Scrying: You become aware of scrying


Dimension Door: Teleports you a short distance.

Dimensional Anchor: Bars extradimensional


Geas, Lesser: Commands target (must be 7 HD or less).

Globe of Invulnerability, Lesser: Stops 1st- through

3rd-level spell effects.

Invisibility, Greater: As invisibility, but subject can

attack and stay invisible.

Locate Creature: Indicates direction to familiar


Ancients’ Mnemonic Enhancer F: You may prepare

extra spells or prepare a spell on the fly.

Phantasmal Killer: Fearsome illusion kills target or

deals 3d6 damage.

Resilient Sphere: Globe of force traps a target creature

without harm.

Scrying F: Spies on target from a distance.

Solid Fog: Heavy fog obscures sight and prevents


Stoneskin M: Subject gains DR 10/adamantine.


5th-Level Arcanist Spells

Break Enchantment: Frees subjects from enchantments,

alterations, curses and petrifi cation.

Dismissal: Forces a creature to return to native plane.

Dominate Person: Controls humanoid telepathically.

Hold Monster: As hold person, but any creature.

Passwall: Creates a passage through wooden or stone


Persistent Image: As major image, but no concentration


Permanency X: Makes certain spells permanent.

Sending: Transmits a short message over a great


Telepathic Bond: Allows allies to communicate

through mental link.

Wall of Force: Creates an invisible wall of force.


6th-Level Arcanist Spells

Antimagic Field: Negates magic within 10 ft.

Contingency F: Sets trigger condition for another spell.

Dispel Magic, Greater: As dispel magic, but +20 on


Geas/Quest: As lesser geas, plus it affects any


Legend Lore M F: Lets you learn tales about a person,

place or thing.

Permanent Image: As silent image, but includes sight,

sound and smell.

Suggestion, Mass: As suggestion, plus one subject/


True Seeing M: Lets you see all things as they really are.


7th-Level Arcanist Spells

Banishment: Banishes 2 HD/level of extraplanar


Hold Person, Mass: As hold person, but all within 30 ft.

Insanity: Maddens the target permanently.

Invisibility, Mass: As invisibility, but affects all in


Limited Wish X: Alters reality — within spell limits.

Plane Shift F: As many as 8 subjects travel to another


Scrying, Greater: As scrying, but faster and longer.

Spell Turning: Refl ects 1d4+6 spell levels back at



8th-Level Arcanist Spells

Demand: As sending, plus you can send suggestion.

Discern Location: Reveals exact location of creature

or object.

Mind Blank: Divination effects against the target simply fail.

Protection from Spells M F: Confers +8 resistance bonus.

Telekinetic Sphere: As resilient sphere, but you move

sphere telekinetically.


9th-Level Arcanist Spells

Dominate Monster: As dominate person, but any


Hold Monster, Mass: As hold monster, but all within

30 ft.

Medivh’s Disjunction: Dispels magic, disenchants

magic items.

Spiritual Projection M: Projects you and companions

into the Twisting Nether.

Wish: As limited wish, but with fewer limits.



Warlock Spells

0-Level Warlock Spells

Acid Splash: Orb deals 1d3 acid damage.


1st-Level Warlock Spells

Cause Fear: One creature of 5 HD or less flees for

1d4 rounds.

Demon Skin, Lesser: As demon skin, except +1

natural armor and 6 temporary hit points.

(Casting DC: 21)

Mount: Summons riding horse for 2 hours/level.

Summon Monster I: Calls extraplanar creature to

fi ght for you.

Unseen Servant: Invisible force obeys your



2nd-Level Warlock Spells

Orb of Annihilation: Touch attack deals 4d8 damage,

plus 1d8 damage to those nearby. (Casting DC: 25)

Summon Monster II: Calls extraplanar creature to

fi ght for you.

Summon Swarm: Summons swarm of bats, rats or



3rd-Level Warlock Spells

Demon Skin: The caster creates a layer of dense

scales that protects her from harm; +3 natural armor

and 18 temporary hit points. (Casting DC: 31)

Hooks of Binding: Immobilizes a demon or undead

creature. (Casting DC: 31)

Summon Monster III: Calls extraplanar creature to

fight for you.

Water Breathing: Subjects can breathe underwater. (Casting DC: 32)


4th-Level Warlock Spells

Eye of Kilrogg: Invisible, floating eye moves 30 ft./

round. (Casting DC: 45)

Ner’zhul’s Black Tentacles: Tentacles grapple all

within 20-ft. spread.

Rain of Fire: 3d6 bludgeoning and 2d6 fi re damage, 20-ft. radius, no save.

(Casting DC: 35)

Summon Monster IV: Calls extraplanar creature to

fight for you.


5th-Level Warlock Spells

Carrion Swarm: A swarm of vermin attacks creatures;

1d6/level damage.

Drain Life: Target takes Stamina damage, you regain

hit points. (Casting DC: 38)

Drain Soul X: You draw the vital energy out of your

target. (Casting DC: 45)

Hooks of Binding, Greater: Immobilizes a powerful

demon or undead creature. (Casting DC: 39)

Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.

Summon Monster V: Calls extraplanar creature to

fight for you.


6th-Level Warlock Spells

Acid Fog: Fog deals 2d6 acid damage/round.

Demon Skin, Greater: As demon skin, except +6

natural armor and 32 temporary hit points. (Casting DC: 43)  

Planar Binding: As lesser planar binding, but up to 12 HD.

Soulstone M X: A gem forged from dark magic restores

you to life.  (Casting DC: 62)

Summon Monster VI: Calls extraplanar creature to

fi ght for you.


7th-Level Warlock Spells

Dark Metamorphosis: Caster gains potent defenses and attacks. (Casting DC: 48)

Phase Door: Creates an invisible passage through

wood or stone.

Summon Monster VII: Calls extraplanar creature to

fight for you.


8th-Level Warlock Spells

Planar Binding, Greater: As lesser planar binding, but

up to 18 HD.

Summon Monster VIII: Calls extraplanar creature to

fight for you.


9th-Level Warlock Spells

Gate: Connects two planes for travel or summoning.

Summon Monster IX: Calls extraplanar creature to

fight for you.