Warlock - Subclass
A more practical profession where ivory towers and libraries are abandoned for real-world application of sorcery, Warlocks often sell their magic for coin and glory and have little in the way to guild ties. From the old nafgallan word for "oathbreaker," warlocks are trained sorcerers that defected from the Concordat and do not subscribe to legal oversight or guild law. They have specialized and preserved research forbidden by the Concordat and use it to continue an unfettered pursuit of knowledge. They are typically, demolition experts, military fire support, renegade sorcerers, local hedge mages, wandering wizards, mercenary sorcerers, and mage hunters.
Blast Form
A spell is empowered to do damage in a massive radius, indiscriminately affecting everyone caught in the blast.
- All characters, objects and scenery in one Arena within range are affected by a spell you cast, if you spend a Minor Action and lose a Die.
- The spell is rolled once, and all those affected must roll defense and accept the result separately.
- The spell is assumed to have the "Blast Form" spell trait while this ability is active.
Radiate
You are able to widen the focal point of your spells to include yourself out of harm's way.
You are not included in the effects of your spells, even if you are in the affected zone, if you spend a Minor Action and lose a Die.
Scatter Shape
This spell comes out in a diffuse spray that catches multiple targets.
- As a Minor Action, additional Sets can be spent to affect additional targets in the same arena.
- One new target is affected per new Set.
- Defenses are rolled as normal by those additional targets.
Burst Variant
You can widen the effect of a spell without losing total control.
- If you spend a minor action, a spell you cast this turn targets everything in melee range of the initial target indiscriminately.
Swipe
You sacrifice range for pure power in a spell.
- Spell range drops to melee but the spell roll is increased by 1 die.
- This ability does not work for Spells that already have a Range of Melee.
Steel Witch
You have some standard military training to cast while encumbered with armor.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- You have rigorous training that lets you cast spells in light armor without penalty.
- Note: Casting spells in armor normally yields the same penalty for spell casting as it does for Action Point Penalty.
- Journeyman Rank - This ability can be purchased a second time to gain the Journeyman Rank.
- You can cast spells in Medium Armor without penalty
- Master Rank - This ability can be purchased a third time to gain the Master Rank.
- You can cast spells in heavy armor with only a -1 dice penalty.
Ersatz Element
You can tinker with spells on the fly to replace elements within them.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Choose one Element from the list below:
- Radiant
- Trauma
- Pharmacaustik
- Galvanic
- When casting a spell you can remove all other elemental damage (if any) and replace it with a type that was chosen from the list above, by spending a Minor Action.
- Journeyman Rank
- Choose another Element from the list above.
- Master Rank
- Choose two more Elements from the list above.
Forbidden Lore
Banned by the Concordat, Warlocks are sometimes known to have saved and memorized illegal information regarding topics deemed to dangerous to teach at the Academy.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Choose one field of knowledge from the below list:
- Necromancy - Sorcery powered by the forces of life and death rather than elements of the Ström.
- Demonology - A field of magic centered around demons and summoning other creatures from the Ström.
- Blood Magic - Magic powered by the innate power in blood. Particularly the blood of magical creatures.
- Theomortis - Invoking and harnessing the power of the dead gods.
- Automata - the study and history of thinking machinery used in the Dämmerung.
- Nether Magic - There are realms other than the Ström. Horrid places of elemental terror that can be tapped for their immense power.
- Seltsam Realms?
- Tief Magic - Not all energies in the Ström are controllable. The Deep Ström contains forbidden forces and matter that can destroy the caster and everything around them.
- A field approved by the Judge.
- On rolls involving knowledge of your selected fields, you gain one die
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Gain an additional field of study and gain two dice instead of one.
- Erudition: On Rationale rolls involving knowledge of the non-selected fields above, you gain one die.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Gain an additional field of study and gain three dice instead of two.
- Philomath: You can drop all study of a field to focus on a different one instead. Remove a learned field from your list and replace it with another between sessions, once per interim.
Effusion Study
The school of magic involved in summoning raw elemental forces from the Ström and controlling them.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Gain a die when casting a spell from the Effusion School.
- Choose a theory from the below list; you can cast spells that require this theory.
- Flux - The theory surrounding summoning fire, electricity and other radiant elements from the Ström.
- Kinematik- The theory of summoning and controlling kinetic force from the Ström.
- Entropy - The theory on neutralizing and dissipating energy from the Ström by deconstructing the constituent magic of a spell.
- Journeyman Rank - This ability can be purchased a second time to gain the Journeyman Rank.
- Choose another theory from the above list.
- Instead, gain two dice when casting a spell from the Effusion School.
- Master Rank - This ability can be purchased a third time to gain the Master Rank.
- Choose another theory from the above list.
- Instead, gain three dice when casting a spell from the Effusion School.