Seer
Warlock/Witch - by T.A. Saunders ©2013 v1.0
Summary
Gender-specific terms for the same sort of Seer, Witches and Warlocks are the masters of Beguilement/Charm, Alteration and Summoning. Their ilk has been given a bad reputation over the centuries for the sorts of practices they've indulged in for the sake of their deities, making them a very secretive lot. Witches and Warlocks keep to covens that are in hidden locations across Imarel to keep those pesky torch-wielding villagers and religious fanatics out of their hair. Warlocks and Witches wear light armor and can carry small weapons.
Class Skills
Witchcraft
The basis by which witches and warlocks cast their magic. While using Witchcraft, Witches and Warlocks get a base 75% spell hit. Additionally, the Witch/Warlock may choose 1 target per round to have a 50% chance to miss their first successful attack in a round, and 1 target who has a 50% chance to hit their first unsuccessful attack. The latter effect cannot target the Witch/Warlock using it. (75% base spell hit, 50% to miss one attack from an enemy and 50% chance to hit a missed attack for an ally).
Rite of Enchantment
The Witch or Warlock may use minor blood magic to infuse an item with a temporary enchantment 3 times per day for one combat scenario (unless otherwise described), and once per week may affect an item with a permanent enchantment (subject to time restrictions in the description.) These enchantments are as follows :
-
Flight: The item grants the user of the item to fly for up to 6 hours 1/d
-
Potence: +15% chance to one form of hit
-
Defense: -15% Armor Rating
-
Nimbleness: +5% to Evasion/Dodge
-
Magic Resistance: -15% Mystic Defense
-
Might: +5% to Feats of Strength
-
Obfuscation: +10% Stealth/Skulk/Camo
If the Warlock or Witch in question uses the permanent form of this ability, this is done as a regular crafting ability, though does not use the character’s Trade Skill for the week (thus, the enchantment can be placed on a crafted item created in the same week, subject to chronicle limitations). Further, use of the permanent variation of this ability consumes all temporary versions of the ability for the day. Only one such rite of enchantment can be placed on an item at a time. Attempts to stack these abilities on a single item by either one or multiple Warlock/Witches will have a 50% chance to negate both potential effects, and a 50% chance to instead have a hex weighted upon the Warlock who performed the second rite that will result in a -75% to mystic spell hit for one week.
Boons and Hexes
Once per day a Witch/Warlock may utter a phrase and with that phrase, enact either a powerful boon or a curse on a single target that can cause one of the following effects: Boon of Superhuman Strengthen (+15 to melee/range hits) or Hex of Great Frailty (-15% to melee/range hits). Boon of Clarity (+15% to spell hit) or Hex of Feeble Mind (-15% to spell hit) and Boon of Wisdom (+15% to Intuition/Masterwork Creation Checks) or Hex of Dim Wit (-15% to Intuition/Masterwork Creation Checks). These Boons and Hexes the length of a combat scenario or if used out of combat, for the length of a single skill check or one hour game time. Boons of a same kind cannot be stacked. (Place a Hex or a Boon on a target once per day.)