Thanks again, Ashlee
Warlocks are the morally flexible spell casters. They rely on more on damage over time than mage spells. Their abilities are more difficult to dispel than mage spells. They are far more limited when it comes to defensive buffs, and are thus more vulnerable. Their abilities are divided into the categories of Perdition, Maleficium, and Demonology
Perdition
- Shadow Bolt (Direct damage)
Shadow bolt deals damage(shadow) to one target. It may be avoided by dodge, block, or shadow resistance. - Acid Bolt (Direct Damage, Debuffer, DDOT)
Acid Bolt deals damage(acid) to one target. DDOT will last for one additional round at X%. It will also place Acid Bolt (Debuff) on the target, which lowers armor. Acid Bolt (Debuff) is a persistent debuff. Acid Bolt can be avoided by dodge, block, or acid resistance. - Decay (DOT, Debuffer)
Decay places the Decay (Debuff) on one target. Decay (Debuff) causes damage(Shadow) per round. Decay (debuff) is a disease debuff. Decay can be avoided by a saving throw or shadow resistance. - Toxic Cloud (AOE, Debuffer, DOT)
Toxic Cloud places the Toxin (Debuff) on all targets. Toxin (Debuff) does damage(bio) per round. Toxin (Debuff) is a poison debuff. It can be avoided by saving throw or nature resistance. - Engulf (DOT, Debuffer)
Engulf places the Engulf (debuff) on one target. This target will take damage(fire) for certain amount of rounds. Engulf (debuff) is a magical debuff. Engulf can be avoided by fire resistance.
Maleficium
- Curse of Fumbling (curser)
Curse of Fumbling places the Fumbling (curse) on one target. Fumbling (curse) lowers the DEX and PRC of the target. It also penalizing saving throws by –x. Curse of Fumbling can be avoided by Shadow Resistance. - Drain Life (Channel, DOT)
Drain life does damage(shadow) to one target and heals the warlock for same amount. Drain life cannot be cast on non-living creatures, such as any undead or mechanical creature. - Mana Burn
Mana Burn destroys a certain amount of mana and deals damage(shadow) for the same amount. Targets can make a saving throw for half damage or avoid with shadow resistance. - Curse of Torment (Curser)
Curse of Torment (curser) places the Torment (curse) on one target. This curse lowers STR and WIL. It also does damage(shadow) per round. This curse can be avoided by shadow resistance. - Death Touch (Direct Damage, Debuff)
Death Touch deals damage(shadow) to one target. Characters hit by Death Touch get the Death Touch (Debuff). This debuff dispels any heal over time buffs and prevents the character from being healed while the buff is in effect. Death Touch (Debuff) is a magical debuff.
Demonology
- Curse of Wrath (Curser)
Curse of Wrath places Wrath (Curse) on one target. Wrath (curse) increases the AR lowers the DR, and increases initiative. The targeted character will make a melee attack each round. This spell can be avoided by a saving throw or shadow resistance. - Hell Fire (AOE, Channel)
Hell Fire does damage(fire) to all enemies per round. Enemies may make a saving throw for half or avoid with fire resistance. The check for saving throw and fire resistance will occur each round. - Wraith Form (Mode, Aura-source)
The Warlock switches from normal mode into the form of a wraith. Changing to wraith form causes physical damage to warlock and costs mana.
While in Wraith Form the Warlock gets a +x bonus to all shadow damage, increased WIL, increased armor. Armor is now considered Type II. It also activates Wraith Aura (Aura-source) on the caster. This places Wraith Aura (Aura-effect) on all enemies. This aura effect lowers WIL.
In Wraith Form, the warlock is considered undead and vulnerable to certain abilities as such. A warlock in Wraith Form cannot be healed by any means except drain life. - Demon Skin (Buffer)
Demon Skin places the Demonskin (buff) on the warlock. demon skin (buff) increase DR and gives +x% resistance to fire, arcane, and shadow damage. Demons Skin (buff) is a magical buff. - Horrify (debuffer)
Horrify places the the horrify (debuff) on all enemies. Horrify (debuff) lowers DR and penalizes saving throws. Horrify can be avoided by a saving throw.