Loony Lunes is a homebrewer located in the United States.

Spells



I've added several new abilties to the Warlock in hopes of making them a bit more dynamic. I picture the Warlock to be a bit selfish, not really evil but looks out for themselves first and foremost. Not many of their spells benefit others! Feel free to use any or all to best suit your table.



Blood Bond is a way to beef the Warlock up a bit, at the expense of one of their teammates. Casting this spell (probably at the beginning of each quest), allows the Warlock to share any damage they take with one other hero. I suggest bonding with someone that has plenty of Body Points to spare! The way it works is the Hero takes the first BP of damage she recieves, and then they take turns taking damage. For example, if the Warlock is bonded with the Barbarian and takes 1 BP of damage, the Warlock actually takes no damage but the Barbarian takes 1 BP of damage. If the Warlock takes 3 BP of damage, the Barbarian takes the first one, the Warlock takes the second one, then the Barbarian takes the third one. In all the Barbarian takes 2 BP total, while the Warlock only takes 1. The spell is permanent throughout the quest and can only be broken by the death of the bonded hero or Warlock, or by completing the quest.



Command is just like the Dread spell version, except the foe needs to roll a Combat die to break the spell. I personally don't like that most spells require rolling 1D6 when there's perfectly good Combat die we could use! Anyway, the Warlock casts Command on a foe they can see. That foe gets to roll 1 combat die and must roll a Black Shield to break the spell. If they fail, the Warlock may control the foe as though they were a hireling immediately following the Warlock's turn. The foe gets 1 additional chance to break the spell on each of Zargon's turns. If the spell breaks, it doesn't count as an action and the foe can take their normal turn. This spell will not work on foes with more than 3 Mind Points, nor any named foe or boss.

Multiple Demonforms

I created 3 different Demon Forms to spice it up a little bit. The forms themselves are more powerful, but you are not allowed to use any weapons or armor while in the form. The intent is that the Warlock can only specialize in 1 form (Normal Demonform, Fire, Ice, or Stone). But it's your table, you can use all 4 if you like. Like the normal Demonform, they all end if you take any damage, but are restored when you kill any foe.



Fire Demonform is pretty much what is sounds like. You get a decent melee attack strength, Ball of Flame for ranged attacks, the ability to fly over pit traps (meaning you don't set them off), and of course are immune to fire.



Ice Demonform is similar to the Fire form. You get a decent melee attack strength and your melee attack always causes 1 BP of cold damage. However, you do not have a ranged attack. You can fly over pit traps and are immune to ice/cold damamge.



Stone Demonform is what you would expect. Same 3 attack power for melee, your defense is cranked up to 4, but you do not have a ranged attack. In addition to flying over pit traps, you are now completely immune to ALL trap damage and treasure hazards. You can only be harmed by a foe's attack (melee, ranged, or magical).



Demonskin temporarily gives you extra defense and makes you immune to fire. It can be cast at any time, including when that pesky Dread Sorcerer casts Firestorm on the room you're in! The effect ends when there re no longer any foes in your Line of Sight.



Madness is a fun way to incapacitate a foe. It only works on living foes though. If the spell is effective, the effects wear off at the start of your next turn. The foe you cast it on must roll a Combat die:
  • Skull: The foe is consumed by terrifying delusions! They curl into a ball and weep, being unable to attack, defend or move until the effects wear off.
  • White Shield: The foe imagines they are being swarmed by venmous spiders! They roll around on the ground, clawing at themselves doing 1 Body Point of damage.
  • Black Shield: Driven by blind rage, the foe will attack the nearest non-hero. However, if there isn't one in the foe's Line of Sight, the spell has no effect.




Protective Circle can protect the Warlock from all undead foes such as mummies and specters, however living creatures can pass through it with no difficulties. While it doesn't technically block Line of Sight, it has that effect against ranged attacks and hostile spells, stopping ALL ranged attacks and spells from passing through it. That means not only can the Warlock not cast spells or shoot their wand through the barrier, no one from your own party can either, incluing positive spells. So a Wizard would be unable to cast Water of Healing on a Warlock within the Circle, so be careful of how you use it. The protective "circle" is of course a square, expanding 1 space in every direction (including diagonally) from the square the Warlock is currently standing on. The protective circle immediately collapses the moment the Warlock moves from the square on which they cast the spell.



Spell Eater: After years of arcane study of Dread magic, the Warlock is able to intercept spells cast at them and consume the spells essence, potentially turning it into something helpful. Regardless of the outcome, this spell prevents the Warlock being affected by the Dread spell cast at them. However, if it's a spell that affects an area, such as Firestorm, the spell will still affect other Heroes within range. Likewise, if Lightning Bolt is cast at the Warlock, they can intercept it but parts of it will still bypass them and damage heroes standing behind the Warlock. To consume the spell, roll a combat die:
  • Skull: You are able to absorb the spell's essensce and convert it into 1 Body Point of healing!
  • White Shield: You are able to absorb the spell's magic, charging your own magical reserves such that you can regain any 1 spell you cast during this quest!
    • Obviously you can't regain Spell Eater or you'd just be infintely immune to Dread Spells! nice try, cheater!
  • Black Shield: You are unable to consume any part of the spell, it just disappates when it hits you, at least you didn't suffer any ill effects!