Warlock
Many arcane spellcasters strive to become the ultimate blaster, but none possess the sheer power or versatility of the warlock. This practitioner of the arcane arts gains a true understanding of evocation and shadow magic, and how to manipulate and improve their effectiveness. While a warlock is an expert of evocation spells, he draws power from the Plane of Shadows to enhance his magic. In so doing, he can unleash tremendous energies to either destroy or incapacitate his enemies.
Role: Warlocks spend much of their time exploring the nuances of evocation magic, while delving into the nature of magic from the Plane of Shadows. Most warlocks are impatient, seeking greater power in the quickest way possible, and relying upon their powerful arcane energies to defeat their foes or bring them to their knees. Although they prefer to act alone, warlocks seek out allies to aid them in their endeavors as either true companions or fodder for powerful enemies.
Alignment: Any.
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The warlock’s class abilities are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Table: Warlock
Table: Warlock Spells Known
Class Features
The following are the class features of the warlock.
Weapon and Armor Proficiency
The warlock is proficient with all simple weapons, with light armor, but not shields. Like other spellcasters, medium or heavy armor interferes with a warlock’s gestures, which can cause his spells with somatic components to fail.
Spells
A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
A warlock can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Warlock. In addition, he receives bonus spells per day if he has a high Charisma.
A warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells as indicated on Table: Warlock Spells Known. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score. The numbers on Table: Warlock Spells Known are fixed.)
Upon reaching 5th level, and at every third warlock level thereafter (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell he can cast. A warlock may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips
A warlock learns a number of cantrips, or 0-level spells, as noted on Table: Warlock Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Dark Blast (Su)
Starting at 1st level, a warlock create a globe of inky blackness. As a standard action, the warlock can make a ranged touch attack against a foe with 30 feet. If the attack is successful, the target radiates darkness in a 20-foot radius (as the darkness spell) for 1 minute per level. Anyone who enters the area is likewise affected by the darkness effect. The warlock can cancel the darkness effect at any time.
At 4th level, a dark blast functions as deeper darkness, but maintains the same duration and area of effect of the darkness spell.
At 7th level, any creature that enters the area must make a Reflex saving throw (DC 10 + 1/2 the warlock’s level + the warlock’s Charisma modifier ) or become entangled within the area, plus 1 round per level of the warlock once the creature leaves the area or the darkness effect ends, whichever comes first.
The warlock can use this ability a number of times per day equal to his warlock level + his Charisma modifier.
Darkvision (Ex)
A warlock gains darkvision up to 60 feet.
Evasion (Ex)
At 2nd level and higher, a warlock can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the warlock is wearing light armor or no armor. A helpless warlock does not gain the benefit of evasion.
Invocations
Starting at 2nd level, a warlock learns to manipulate the laws of magic, enabling him to enhance his spells, change his dark blast attack, or learn a number of magic tricks. At 2nd level and every 2 levels thereafter, the warlock learns a new invocation selected from the list below. A warlock invocation cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most warlock invocations require the warlock to expend uses of his dark blast ability to function. Unless otherwise noted, a warlock invocation can be used at will and the saving throw DC for a warlock invocation is equal to 10 + 1/2 the warlock's level + the warlock's Charisma modifier.
A warlock may choose form the following invocations.
Agony (Su): With a quick incantation, a warlock can place this invocation on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the warlock’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day. The warlock must be at least 10th level to select this invocation.
Baleful Utterance (Su): The warlock can expend 1 use of his dark blast ability to speak a single word in the language of shadows to shatter objects as the shatter spell.
Best of Ill-Omen (Su): The enemy must make a Will save or be affected by bane (caster level equal to the warlock’s level). Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this invocation ignore that creature when determining who is affected).
Caustic Blast (Su): The warlock can infuse his dark blast with energy from the Elemental Plane of Earth to make a ray attack against a single target within 60 feet that deals 1d6 points of acid damage + the warlock’s Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target is sickened for 1d4 rounds unless it makes a Fortitude saving throw. At 10th level, the target is sickened for 1d6 rounds if it fails its Fortitude saving throw.
Combat Feat: The warlock gains a bonus combat feat. The warlock must qualify for this feat.
Cone Blast (Su): Whenever the warlock’s uses an invocation that grants an energy-based ray attack, it has a 30-foot cone effect.
Delicious Fright (Su): The target of this invocation becomes shaken for a number of rounds equal to 3 + the warlock's Charisma modifier. As long as the warlock remains within 30 feet of his target, he gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this invocation to 1 round. This is a mind-affecting fear effect. The warlock must be at least 10th level to select this invocation.
Dimensional Slide (Su): The warlock can expend 1 use of his dark blast to create a dimensional crack that he can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing him to move up to 10 feet per warlock level to any location he can see. This counts as 5 feet of movement. He can only use this ability once per round. He does not provoke attacks of opportunity when moving in this way, but any other movement he attempts as part of his move action provokes as normal.
Disrupt Connection (Su): The warlock disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it's confused in this way, during any round in which the percentile die roll to determine the creature's confusion result is 76–100, the affected creature instead acts as if the warlock had summoned it (attacking the warlock's enemies or performing such other tasks that the warlock can communicate to it). At 8th level, this invocation causes the summoned creature to act as if the warlock had summoned it on a result of 51–100. At 16th level, this invocation causes the summoned creature to act this way on a result of 26–100. The cackle invocation extends the duration of this invocation by 1 round. Once a creature has been the target of this invocation, that creature is immune to this invocation for 24 hours.
Eldritch Blast (Su): The warlock can infuse his dark blast with eldritch power to make a ray attack against a single target within 60 feet that deals 1d6 points of damage + the warlock’s Charisma modifier, plus an additional 1d6 points of damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target is shaken for 1 round unless it makes a Will saving. At 10th level, the target is shaken for 1d4 rounds if it fails its Fortitude saving throw.
Eldritch Infusion (Su): The warlock can infuse magic items that he wields with the energies of evocation magic. Whenever a warlock uses a charged magic item (such as a wand or a staff ), he can expend 1 use of his dark blast ability as a swift action to apply one of the following metamagic effects to his next use of the item: Burning Spell, Elemental Spell, Flaring Spell, Rime Spell, or Toppling Spell. These effects work just like the metamagic feats of the same name.
Energy Shield (Su): The warlock can protect himself from energy damage as a standard action by expending 1 use of his dark blast. He must pick one energy type and gains resistance 10 against that energy type for 1 minute per warlock level. This protection increases by 5 for every 5 levels the warlock possesses (up to a maximum of 30 at 20th level).
Evil Eye (Su): The target takes a –2 penalty on one of the following (warlock’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This invocation lasts for a number of rounds equal to 3 + the warlock’s Charisma modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Evocation Mastery (Su): The warlock gains a deep understanding of the nuances of evocation magic. If a warlock is affected by an evocation spell or effect and fails his saving throw, he can expend 1 use of his dark blast ability as an immediate action to attempt a second saving throw at the same DC. He gets only this one extra chance to succeed on his saving throw, and must take the results of the second saving throw attempt. The warlock must be at least 6th level to select this invocation.
Feral Speech (Su): This invocation grants the warlock the ability to speak with and understand the response of any animal as if using speak with animals, though each time he uses the invocation, he must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The warlock can make himself understood as far as his voice carries. This invocation does not predispose any animal so addressed toward the warlock in any way. At 12th level, the warlock can use this invocation to communicate with vermin.
Fiery Blast (Su): The warlock can infuse his dark blast with energy from the Elemental Plane of Fire to make a ray attack against a single target within 60 feet that deals 1d6 points of fire damage + the warlock’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target catches fire and takes an additional d41 point of fire damage each round unless it makes a Fortitude saving throw. Each round o the target’s turn, it can attempt a new Fortitude save to negate the burn effect, or take an additional 1d4 points of fire damage. At 10th level, this burning damage increases to 1d6 points of fire damage each round if it fails its Fortitude saving throw.
Flight (Su): The warlock can expend 1 use of his dark blast ability to use feather fall (as the spell) and gains a +4 racial bonus on Swim checks. At 4th level, he can use levitate instead of feather fall. At 6th level, he can use fly, as per the spell. This invocation only affects the warlock.
Force Blast (Su): The warlock can infuse his dark blast with force energy to make a ray attack against a single target within 60 feet that deals 1d4 points of force damage + the warlock’s Charisma modifier, plus an additional 1d4 points of force damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target is knocked back 5 feet unless it makes a Fortitude saving throw. At 10th level, the target is knocked prone if it fails its Fortitude saving throw.
Fortune (Su): The warlock can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this invocation is extended by 1 round. Once a creature has benefited from the fortune invocation, it cannot benefit from it again for 24 hours.
Greater Shadow Veil (Su): Whenever the warlock expends a use of his dark blast to create a veil of shadows around him, he gains total concealment (50% miss chance) and a +10 bonus on Stealth checks. The warlock must have the shadow veil invocation to select this invocation.
Hellfire Blast (Su): The warlock can draw upon the energies of the lower planes to infuse his dark blast with hellfire. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks. Any creature killed by a hellfire blast must make a Will saving throw; failure means the creature’s soul is damned to Hell in a burst of brimstone (hellfire). The warlock must have the fiery blast invocation and be at least 10th level to select this invocation.
Icy Blast (Su): The warlock can infuse his dark blast with energy from the Elemental Plane of Water to make a ray attack against a single target within 60 feet that deals 1d6 points of cold damage + the warlock’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target is staggered for 1 round unless it makes a Fortitude saving throw. At 10th level, the target is staggered for 1d4 rounds if it fails its Fortitude saving throw.
Illusion Catcher (Su): The warlock gains a +2 bonus on saving throws against illusions. If the warlock successfully disbelieves an illusion, he can expend 1 use of his dark blast to try to negate or steal control of the illusion. The warlock attempts a caster level check as if he were dispelling the effect with dispel magic. If he succeeds, he can either end the effect or alter it as if he were the spell's caster. If the spell's duration is concentration, the warlock must concentrate on the new effect or it ends.
Intense Evocation (Su): Whenever the warlock casts an evocation spell that deals hit point damage, he adds 1/2 his warlock level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
Item Crafting: The warlock can select one item creation feat as a bonus feat. He must meet the prerequisites of this feat.
Lightning Blast (Su): The warlock can infuse his dark blast with energy from the Elemental Plane of Air to make a ray attack against a single target within 60 feet that deals 1d6 points of electricity damage + the warlock’s Charisma modifier, plus an additional 1d6 points of electricity damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target's vision is impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round unless it makes a Fortitude saving throw. At 10th level, the visual impairment lasts for 1d4 rounds if it fails its Fortitude saving throw.
Metamagic Knowledge: The warlock can select one metamagic feat as a bonus feat. He must meet the prerequisites of this feat.
Metamixing: The warlock can spend 1 use of his dark blast to add a metamagic feat that he knows to a spell as he casts it without affecting the casting time (though using a higher-level spell slot as normal). He can use this ability to add a metamagic feat to a spell that he prepared using a metamagic feat, although he cannot add the same metamagic feat to a given spell more than once.
Misfortune (Su): The warlock can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this invocation. At 8th level and 16th level, the duration of this invocation is extended by 1 round. This invocation affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day.
Pariah (Su): The warlock can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the warlock's Charisma modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this invocation. If the save fails, the aiding creature can't follow through, the action is lost, and the aiding creature can't directly aid the target for the duration of this invocation. This invocation does not prevent the target from benefiting from area of effect spells. The warlock must be at least 10th level to select this invocation.
Peacebond (Su): The warlock can use this invocation on a creature to prevent it from drawing a weapon for a number of rounds equal to the warlock's level. This invocation has no effect on natural weapons or weapons already in a creature's hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this invocation again for 1 day.
Potent Magic (Su): Whenever the warlock can spends 1 use of his dark blast to increase the caster level of a spell and the spell’s DC by 1, they instead increase by 2. The warlock must be at least 10th level and have the powerful magic invocation to select this invocation.
Powerful Magic (Su): The warlock can spend 1 use of his dark blast to increase the caster level of a spell and the spell’s DC by 1.
Retribution (Su): A warlock can place a retribution invocation on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the affected creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the warlock’s Charisma modifier. A Will save negates this effect. The warlock must be at least 10th level to select this invocation.
Rogue Talent: The warlock may choose one of the following rogue talents: combat trick, convincing lie, false attacker, got your back, hard to fool, honeyed words, major magic, minor magic, pierce the darkness, survivalist.
See Magic (Su): The warlock can see magical auras. If he spends 1 use of his dark blast ability, for 1 minute he instantly recognizes magic item auras and spell effects (as detect magic). During this time, he is treated as if he had studied each aura for 3 rounds and he treats his Knowledge (arcana) skill check as if he had rolled a 15 on the d20. In addition, if he touches a magic item during this time, he can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the warlock must first succeed at a melee touch attack to identify the item.
Shadow Veil (Su): The warlock can expend 1 use of his dark blast ability to create a veil of shadows around him, making him more difficult to spot and strike. The warlock gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts for 1 round a number of rounds equal to 1 + the warlock’s Charisma bonus.
Shadow Ward (Su): The warlock can shroud himself in shadows, granting him a +2 deflection bonus to AC and a +2 resistance bonus on saving throws for 1 minute per warlock level. At 8th level and 16th level, the bonuses provided by this invocation increase by +1.
Shadowy Healing (Su): Whenever the warlock rests in an area of dim light, he doubles his rate of natural healing. Alternately, the warlock can expend 1 use of the dark blast ability while in an area of dim light to gain fast healing 1 for a number of rounds equal to his warlock level.
Sonic Blast (Su): The warlock can infuse his dark blast with sonic energy to make a ray attack against a single target within 60 feet that deals 1d6 points of sonic damage + the warlock’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 2nd (to a maximum of 10d6 at 20th level). In addition, the target is deafened for 1 minute unless it makes a Fortitude saving throw. At 10th level, the target is deafened for 1d4 minutes if it fails its Fortitude saving throw.
Spell Resistance (Su): The warlock can grant himself spell resistance for a number of rounds equal to his Charisma modifier (minimum 1) as a standard action by expending 1 use of his dark blast ability. This spell resistance is equal to 6 + his warlock level and cannot be suppressed, but it can be ended as a free action on his turn.
Spider Climb (Su): The warlock can expend 1 use of the dark blast ability to spider climb as the spell.
Steal Voice (Su): The warlock can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the warlock's Charisma bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this invocation is used upon a willing target, the duration lasts for a number of hours equal to the warlock's Charisma bonus. Additionally, the warlock can change his voice to match that of any creature whose voice he has stolen with this invocation, as per vocal alteration. The warlock must be at least 10th level to select this invocation.
Tongues (Su): The warlock can expend 1 use of his dark blast to understand any spoken language as comprehend languages. At 4th level, the warlock can use this invocation to speak any language, as per tongues.
Unnerve Beasts (Su): The warlock cause the target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The invocation lasts a number of hours equal to the warlock’s Charisma modifier. A creature that saves against the invocation cannot be affected by the invocation for 1 day. The reaction of the animals is a mind-affecting charm effect, but the invocation on the target is not.
Versatile Evocation (Su): Whenever the warlock casts an evocation spell that does acid, cold, electricity, fire, or force damage, he can change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. A warlock can use this ability a number of times per day equal to his Charisma modifier.
Warlock’s Charge (Su): Once per day when preparing spells, a warlock can designate a willing creature as his charge. He gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains his charge until he designates a new one. The warlock must be at least 10th level to select this invocation.
Warlock’s Curse (Su): The warlock can curse a target creature by touching it. The target is affected as if by the spell bestow curse using the warlock's caster level. The warlock can decrease only one ability score which is chosen at the time the invocation is used. Whether or not the save is successful, a creature cannot be targeted by this invocation more than once in 24 hours. At 15th level, this invocation acts as a major curse spell. The warlock must be at least 10th level to select this invocation.
Shadow Blade (Su)
At 3rd level, a warlock can, as a move action, expend one use of his dark blast ability to form a quasi-real masterwork blade composed of shadow energy around his hand for 1 minute. He may use this shadow blade to make attacks as if it were a real weapon, dealing 1d6 points of damage, with a critical range of 19-20/x2. All damage is based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. The first time a warlock hits a creature with the shadow blade, it may make a Will save to disbelieve; failure means the blade deals damage normally, success means it only takes 1 point of damage from the shadow blade’s attacks. A shadow blade only deals 1 point of damage to objects.
If an attacked creature has spell resistance, the warlock must make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow blade strikes it. If the blade is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the shadow blade gains a +1 enhancement bonus. At 9th-level, the warlock may increase the enhancement bonus to +2 or add one of the following weapon properties: corrosive, flaming, frost, keen, or shock . These properties have no effect if the target makes its disbelief save.
Darksight (Ex)
At 5th level, a warlock’s darkvision can penetrate even magical darkness, such as that produced by the deeper darkness spell.
Shadow Magic (Su)
At 5th level, a warlock can expend one use of his dark blast ability to imbue spells with shadow energy. As an immediate action, a warlock can transform a spell that he has enhanced with metamagic feats into a quasi-real, illusory version of the spell. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows. Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell. This effect is similar to the shadow evocation spell, but the effective level of the spell (including save DC, etc.) is equal to the spell’s enhanced level (via metamagic and the shadow magic ability) rather than the spell's normal level. Using shadow magic with a spell enhanced by metamagic lowers the effective level of the spell by 1 (minimum 1).
Shadow Blast (Su)
At 7th level, a warlock can of the can draw upon the Plane of Shadow to infuse his dark blast with negative energy. The target must make a Fortitude save (DC 10 + 1/2 the warlock’s level + the warlock’s Charisma modifier) or take 1 point of Strength damage. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score. At 7th level, this Strength damage increases to 1d2, and increases by one damage die category every four levels thereafter (1d3 at 11th, 1d4 at 15th, and 1d6 at 19th level.
Shadow Stride (Su)
At 9th level, as a swift action, a warlock can blend into the shadows, becoming nearly invisible. As long as he is in an area of dim light or darkness, the warlock is invisible (as the invisibility spell) to creatures without darkvision. The warlock can use this ability for a number of rounds per day equal to his warlock level.
Improved Shadow Magic (Su)
At 11th level, the percentage of damage or effect caused by a spell enhanced by a warlock’s shadow magic ability increase to two-fifths (40%).
Master Warlock (Ex)
At 10th level, a warlock can change the energy type of a spell that targets him and transform it into another type of energy, as a move action. The warlock must choose an energy type from acid, cold, electricity, fire, or force, and a second type to transform it into. Any spell of this type with a caster level equal to or less than the warlock’s level that targets him is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than the warlock’s caster level. For example, a warlock could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect does not target the warlock directly but does affect him (like a fireball), only the portions of the spell that affect him are transformed. A warlock can use this ability for a number of rounds per day equal to his warlock level. The rounds do not need to be consecutive.
Shadow Barrier (Su)
At 13th level, as a standard action, a warlock can sacrifice an unused spell slot to create a shadowy barrier that absorbs spell damage. This shield absorbs an amount of damage (energy damage or otherwise) equal to the warlock’s level per level of the sacrificed spell slot. This effect lasts for 1 round per warlock level, or until the barriers absorbs its maximum amount of damage, whichever comes first.
Shadow Walk (Su)
At 15th level, a warlock can shadow walk (as the spell) for a number of minutes per day equal to his level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.
Greater Shadow Magic (Su)
At 17th level, the percentage of damage or effect caused by a spell enhanced by a warlock’s shadow magic ability increase to two-fifths (60%).
Shadow Strike (Su)
At 19th level, a warlock can, as a swift action, expend one use of his dark blast ability to make a melee touch attack. If the attack is successful, the target is subject to an enervation spell. Once a creature has been the target of a shadow touch, that creature is immune to that warlock's shadow strike for 24 hours. Creatures that are immune to negative energy or level drains are also immune to this ability.
Supreme Warlock (Su)
At 20th level, whenever a warlock casts an evocation spell, he may apply any one metamagic feat that he has to that spell without affecting its level or casting time. Also, whenever the warlock casts an evocation spell he can roll twice to penetrate a creature's spell resistance and take the better result, while, any dispel checks made against the warlock’s evocation spells must be rolled twice, and the opponent must use the less favorable result. If the warlock has a feat that allows him to apply a set numerical bonus to any aspect of his evocation spells (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), he doubles the bonus granted by that feat when applied to the spell.
In addition, whenever the warlock uses his shadow magic ability, the DC to disbelieve the spell increases by 2 and any quasi real effects are 20% more real than normal (this stacks with Greater Shadow Magic or any similar ability).
WARLOCK SPELL LIST
Warlocks gain access to the following spells.
0-Level Warlock Spells—acid splash, dancing lights, daze, detect magic, flare, light, mage hand, mending, message, open/close, ray of frost, read magic, resistance, spark.
1st-Level Warlock Spells—burning hands, cause fear, chill touch, comprehend languages, corrosive touch, ear-piercing scream, erase, feather fall, flare burst, floating disk, hold portal, identify, lock gaze, mage armor, magic aura, magic missile, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, ray of sickening, shadow weapon, shield, shock shield, shocking grasp, silent image, sleep, stone shield, unseen servant, vanish, vocal alteration, web bolt, windy escape.
2nd-Level Warlock Spells—acid arrow, blindness/deafness, blood transcription, blur, boiling blood, burning gaze, command undead, continual flame, darkness, daze monster, detect thoughts, disfiguring touch, dust of twilight, elemental touch, flaming sphere, frigid touch, frost fall, levitate, knock, locate object, minor image, mirror image, misdirection, protection from energy, pyrotechnics, scare, see invisibility, shatter, stone call, summon swarm, web.
3rd-Level Warlock Spells—ash storm, blood biography, chain of perdition, daylight, dispel magic, eldritch fever, enervation, enter image, fear, fireball, fire trail, fire stream, fly, gloomblind bolts, haste, hold person, ice storm, lightning bolt, loathsome veil, locate weakness, magic circle against chaos/evil/good/law, major image, pain strike, ray of exhaustion, slow, tongues, twilight knife, volcanic storm, water breathing.
4th-Level Warlock Spells—agonize, animate dead, ball lightning, bestow curse, curse of magic negation, black tentacles, confusion, crushing despair, daze (mass), dimension door, fire shield, ghost wolf, globe of invulnerability (lesser), magic jar, remove curse, resilient sphere, river of wind, scrying, shadow conjuration, shadow step, shout, stoneskin, vampiric touch, vitriolic mist, wall of fire, wall of ice.
5th-Level Warlock Spells—baleful polymorph, blight, break enchantment, cone of cold, damnation stride, dismissal, fire snake, icy prison, hold monster, overland flight, pain strike (mass), passwall, permanency, planar adaptation, planar binding (lesser), polymorph, possess object, sending, shadow evocation, sonic thrust, telekinesis, telepathic bond, wall of force, wind blades, wreath of blades.
6th-Level Warlock Spells—acid fog, analyze dweomer, chains of fire, chain lightning, cold ice strike, contagious flame, contingency, curse (major), delayed blast fireball, disintegrate, dispel magic (greater), energy hammer, eyebite, flesh to stone, forceful hand, globe of invulnerability, greater shout, guards and wards, leashed shackles, mislead, shadow conjuration (greater), shadow walk, sirroco, stone to flesh, teleport, true seeing, plane shift.