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The warlock alignment requirement of being Evil or Chaotic, a good or bad thing?
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<blockquote data-quote="frankthedm" data-source="post: 3009089" data-attributes="member: 1164"><p>The Warlock class write up has the alignment requirement of any Evil or Chaotic*. Is this a positive thing that balances the class, adds flavor or aides roleplaying? Or is it a negative thing that kills too many character concepts and makes the class feel too sinister?</p><p></p><p>*The Classes original write up had no listed penalty for a warlock not being one of those alignments. The Wotc F.A.Q. on the matter says that warlocks whose alignment is LN, LG, NG or N simply can not advance further in the class, but their powers remain unaffected.</p><p></p><p><span style="font-family: 'Times New Roman'">Warlock (Dungeons & Dragons)</span></p><p><span style="font-family: 'Times New Roman'"><em>From Wikipedia, the free encyclopedia</em></span></p><p><span style="font-family: 'Times New Roman'">The warlock is one of the non-core character classes in the Dungeons & Dragons role-playing game. It was introduced in the supplemental book Complete Arcane for the 3.5 edition of Dungeons & Dragons.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Unlike sorcerers and wizards, who approach arcane magic through spells and scrolls, a warlock invokes magic through an effort of willpower. By harnessing their innate magical gift through willpower, warlocks can perform magic-like feats. Warlocks are usually of an evil or chaotic alignment, and can cast spells wearing light-armor.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Warlocks in Dungeons & Dragons receive their powers through the influence of some powerful being, such as a Demon, Devil, Fey or Elemental creature and are either born with these powers or receive them through pacts. Warlocks do not cast spells, but instead use spell-like abilities called "invocations", which represent the tapping of the power granted the warlock. The most important of these abilities is the "eldritch blast" which the warlocks main offensive ability, firing a blast of magical energy at the target. The major difference that Warlocks have from all other Dungeons & Dragons casters is their ability to use their invocations an infinite number of times. A wizard or sorcerer can cast a set number of spells everyday from a wider selection of spells than a warlock, but a warlock can use his limited abilities as many times as he wants. This aspect of the class has led some players to feel it is possibly overpowered, while others feel that the limited selection of abilities and the lack of any party enhancing abilities more than make up for this.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">Invocations come in four power levels: least, lesser, greater, and dark. There are three categories of invocations as well: blast shape invocations, which modify the range and area of effect of the eldritch blast, essence invocations, which grant effects or modify the damage type of the eldritch blast, and general invocations which provide utility abilities such as flight and invisibility.</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3009089, member: 1164"] The Warlock class write up has the alignment requirement of any Evil or Chaotic*. Is this a positive thing that balances the class, adds flavor or aides roleplaying? Or is it a negative thing that kills too many character concepts and makes the class feel too sinister? *The Classes original write up had no listed penalty for a warlock not being one of those alignments. The Wotc F.A.Q. on the matter says that warlocks whose alignment is LN, LG, NG or N simply can not advance further in the class, but their powers remain unaffected. [FONT=Times New Roman]Warlock (Dungeons & Dragons) [I]From Wikipedia, the free encyclopedia[/I] The warlock is one of the non-core character classes in the Dungeons & Dragons role-playing game. It was introduced in the supplemental book Complete Arcane for the 3.5 edition of Dungeons & Dragons. Unlike sorcerers and wizards, who approach arcane magic through spells and scrolls, a warlock invokes magic through an effort of willpower. By harnessing their innate magical gift through willpower, warlocks can perform magic-like feats. Warlocks are usually of an evil or chaotic alignment, and can cast spells wearing light-armor. Warlocks in Dungeons & Dragons receive their powers through the influence of some powerful being, such as a Demon, Devil, Fey or Elemental creature and are either born with these powers or receive them through pacts. Warlocks do not cast spells, but instead use spell-like abilities called "invocations", which represent the tapping of the power granted the warlock. The most important of these abilities is the "eldritch blast" which the warlocks main offensive ability, firing a blast of magical energy at the target. The major difference that Warlocks have from all other Dungeons & Dragons casters is their ability to use their invocations an infinite number of times. A wizard or sorcerer can cast a set number of spells everyday from a wider selection of spells than a warlock, but a warlock can use his limited abilities as many times as he wants. This aspect of the class has led some players to feel it is possibly overpowered, while others feel that the limited selection of abilities and the lack of any party enhancing abilities more than make up for this. Invocations come in four power levels: least, lesser, greater, and dark. There are three categories of invocations as well: blast shape invocations, which modify the range and area of effect of the eldritch blast, essence invocations, which grant effects or modify the damage type of the eldritch blast, and general invocations which provide utility abilities such as flight and invisibility.[/FONT] [/QUOTE]
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