Warlock

**Warlock** is a Job class that hailed originally from YGGDRASIL.

## Background

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. Most of them are comfortable in light armor and know how to use simple weapons.

## Known Classes

* Warlock
* High Warlock
* Apostle of Chaos

## Abilities and Powers

Depending on their chosen patron and pact the warlocks playstyle could wary greatly between players.
Their exist mainly two ways to achieve this class;

1. The first way is the most common, just picking it from the players job class interface. The requirements for choosing the class are very low, only needing to have negative karma. When first picking the class the player will be given the choice to pick their patron, they will be showed a array of different beings such as demons, devils, archfeys etc...
Different patrons will give different powers and playstyles.

2. The less common way is to find an inheritance or make "direct" contact with the being. The player has less choices of patrons in this one but the abilities and skills are usually more powerful. The Warlock inheritance is the only way to get the **Outer Nine**, Outer Gods, as a patron.

The patron are capable to issue out quest to their warlocks and completing these quest are necessary for the players to advance their class.

### Resistances

* **Mind-affecting Resistance V**: With a firm grip on the players mind, the patrons repels most attempts at mind attacks.

## Spells

### Active

#### 1st Tier

* **Blade Ward**: A tier 1 spell that gives the user a small resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
* **Armor of Agathys**: A protective magical force surrounds the user, manifesting as a spectral frost that covers the user and their gear. The "armor" temporarily increases the users defense and HP while dealing Frost damage to those attacking it.
* **Cause Fear**: The user awaken the sense of mortality in one creature they can see within range. Undeads and non sentient beings are immune to this effect.
* **Hellish Rebuke**: After receiving damage from an opponent the user points towards it/them to temporarily surround them with hellish flames.
* **Protection from Evil and Good**: Until the spell ends, one willing creature the user touches is protected against certain types of creatures: demons, undead, insectoids etc. The protection grants several benefits. Creatures of those types deals less damage against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature.
* **Unseen Servant**: The user creates an invisible, mindless, shapeless, Medium force that performs simple tasks at the casters command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range.

#### 2nd Tier

* **Arms of Hadar**: A tier 2 spells where the Warlock invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from them and batter all creatures within 5 meters of the user.
* **Darkness**: The user summons magical darkness that spreads from a point within range to fill a 15-foot radius sphere for the duration. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
* **Earthbind**: When casted the spell will lock away the targets flight capabilities. The spell only works on targets that do not surpass the user's level.
* **Flock of Lesser Familiars**: Summons 3 low leveled familiars.
* **Misty Step**: The caster gets surrounded by silvery mist and can then teleport up to 10 meters to an unoccupied space within their field of vision.
* **Shadow Blade**: The caster weave together threads of shadow to create a sword of solidified gloom in their hand.

#### 3rd Tier

* **Lesser Dispel Magic**: When casted the spell will dispel any one chosen spell that the caster can see. Only works on 3rd tier spells and lower.
* **Enemies Abound**: When casted the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends.
* **Hunger of Hadar**: A 6-meter-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for a minute. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 10 meters away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
* **Summon Lesser Demons**: The user summons low-levelled demons.

#### 4th Tier

* **Banishment**:
* **Blight**:
* **Elemental Bane**:
* **Psychic Lance**: Unleashes a shimmering lance of psychic power from the casters forehead at a creature that they can see within range.
* **Sickening Radiance**: When casted the caster gets shrouded in a greenish aura that imposes sickness on anyone that are within a certain range.
* **Summon Greater Demons**: The user summons medium-levelled demons.

#### 5th Tier

* **Enervation**: A tendril of inky darkness reaches out from the caster, touching a creature they can see within range to drain life from it.
* **Infernal Calling**: Summons a devil.
* **Negative Energy Flood**: Sends out a flood of negative energy.
* **Wall of Horrors**: Summons a giant wall made out of Eldritch horrors that excels at blocking physical attacks.

#### 6th Tier

* **Flesh to Stone**: The user can turn a flesh based creature into stone with a glance.
* **Investiture of Flame**: A spell that covers the caster in flames, granting them both fire and frost resistance, as well as dealing damage to opponents within range.
* **Investiture of Ice**: A spell that covers the caster in a frosty mist, granting them both fire and frost resistance. The spell makes it easier for the caster to move through icy terrains.
* **Investiture of Stone**: A spell that covers the caster in rocks and stones, granting them resistances against most non-magic based physical attacks.
* **Investiture of Wind**: A spell that covers the caster in strong winds that grant them the ability to fly as well as greatly increase their movement speed.
* **Mental Prison**:
* **Scatter**:
* **Soul Cage**: This spell snatches the soul of a humanoid as it dies and traps it inside a magically conjured cage.
* **Summon Fiend**:

#### 7th Tier

* **Crown of Stars**: Seven star-like motes of light appear and orbit the casters head. The motes can be sent toward a target and on impact deals heavy damage.
* **Finger of death**: The caster send negative energy coursing through a creature that they can see within range, causing it searing pain.
* Forcecage**: An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area the caster choose within range. The prison can be a cage or a solid box.**

#### 8th Tier

* **Demiplane**: A spell that opens up a portal to a demiplane that will continue to exist even after the spells duration runs out, leaving the target trapped there.
* **Dominate Monster**: A spell that can force monsters into submission, giving the caster full control over them.
* **Feeblemind**: The caster blast the mind of a creature that they can see within range, attempting to shatter its intellect and personality.
* **Maddening Darkness**: The caster summons a giant mass of darkness that covers a large area. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th Tier or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere, giving all creatures within the mass the madness debuff.

#### 9th Tier

* **Astral Projection**:
* **Blade of Disaster**:
* **Greater Rejection**: A 9th tier spell that cancels the target's attempt to use Greater Summon.
* **Perfect Unknowable**: A 9th tier spell makes the user invisible to the naked eye. It can also erase one's traces and sounds, including the pitch of the user's voice from being heard, making the magic caster very difficult to detect if they do not have very high-level thief-type job classes.
* **Temporal Stasis**: A single-target spell that could prevent the opponent from moving. It also prevented them from taking any damage while the spell lasted. That was why it was usually used when there were multiple hostiles.

#### 10th Tier

* **Control Amnesia**: A 10th tier spell that grants the user some degree of control over the target's memories.
* **Summon Undead 10th**: The user conjures forth a powerful eldritch demonic being like a Horror Lord and Dark Spawn under one's command.
* **True Mind Horror**: An AoE spells that completely shatters the mind of all sentient beings within a certain range. The closer the targets level is to the caster the less effect it will have.

#### ???

* **Eldritch Blast**: The user shoots out a beam of crackling energy toward a creature within range. The spell creates more than one beam when the player reach higher levels. The tier of the spells changes depending on how much MP that is put into it, with the lowest being Tier 1 and highest being Tier 9.
* **Eldritch Knowledge**: The patrons open up the gates of infinite knowledge. This ritual-type skill allows players to increase the number of spells one can learn and know by making a live sacrifice
* **Remove Curse**: At the user's touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
* **Vampiric Touch**: By touching a living target the caster eats away at their targets life force, healing themselves at the same time.

## Patrons

### The Outer Nine

* Daemon Sultan **Azathoth**
* The Source of Uncleanness **Abhoth**
* Lord of Sleep **Hypnos**
* The Black Goat of the Woods **Shub-Niggurath**
* Lord of the Great Abyss **Nodens**
* The Crawling Chaos **Nyarlathotep**
* The Green Flame **Tulzscha**
* The Unbegotten Source **Ubbo-Sathla**
* The All-in-One **Yog-Sothoth**

## Trivia

* A multitude of different patrons existed that warlock players could pick and choose from. The players playstyle would mostly be determined by which patron they had.
* There usually were no limit on how many players could have the same patron, with the sole exception being the "Outer Nine".
	+ Even though players without an "Outer Nine" patron and players with them were both considered to have the same job class, the gap in strength and ability were pretty big.
* Despite being a fundamental part of the Job Class, the Warlock patrons does not exist in the New World.
	+ The players does, however, keep all the powers.