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warlockry

Warlockry is the practice or art of magic associated with warlocks. In fantasy literature and role-playing games, warlockry refers to a set of magical abilities claimed by a warlock, typically obtained through a pact with a powerful patron—such as a demon, a fey, or an elder cosmic being—and governed by terms set by that patron. The powers often emphasize binding, hexing, invocation, and contact with other realms.

The term warlock has roots in Scottish and broader British folklore, where it has historically referred to

Practices associated with warlockry typically involve rituals, grimoires, sigils, and tools that focus on pact-based power.

In contemporary fantasy and gaming, warlockry is frequently contrasted with wizardry or sorcery, and is heavily

Real-world usage of "warlock" varies; some modern witches and neopagan groups avoid the term due to its

a
male
witch.
Etymology
is
debated;
some
sources
connect
it
with
meanings
like
oath-breaker
or
deceiver,
but
scholarly
consensus
is
uncertain.
In
modern
fiction,
the
label
is
a
conventional
shorthand
for
a
male
spellcaster
who
trades
allegiance
for
power.
A
warlock's
abilities
are
commonly
linked
to
a
patron
and
may
be
subject
to
pact
terms,
such
as
the
conditions
of
use
or
a
limit
on
the
patron's
influence.
Common
themes
include
invocation,
curses,
summoning,
and
fetters
on
enemies.
patron-driven
rather
than
solely
the
product
of
study.
The
concept
appears
in
games
such
as
Dungeons
&
Dragons,
where
the
warlock
class
relies
on
a
pact
with
a
patron
for
spellcasting,
and
in
various
novels
and
video
games.
historical
stigma
or
gendered
connotations,
while
others
adopt
it
as
a
self-identification
within
fictional
contexts.