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Elliz
2014-06-13, 11:40 AM
Not so long ago, I rolled a warlock. Due to the lack of invocations, I turned to the homebrew ones. Much searching was done, and I ended up making a list of all the homebrew invocations I could find in this forum. I want to leave the list here, so anyone can use it.

To make it faster to read (the list is huge), I removed the fluff from the invocations, and tried to format them all in the same way. If you want to see the an invocation in it's original format, and maybe see if there are comments regarding it's balance, follow the links to the original poster.

None of the invocations here presented are mine. They were originally created by the following people:

Amber Vael - http://www.giantitp.com/forums/showthread.php?244815-Pacts-with-the-Dead-3-5-Invocations – Black omen aegis, Bonerip Blast, Crypt blast, Death Mask, Ectoplasmic Blast, Edritch Affliction, eldritch bloat, eldritch ghoul, hungy spirit, poltergeist, predatory perception, vampiric blast, wearying blast, whraith shroud

Amber Vael - http://www.giantitp.com/forums/showthread.php?265919-The-Kingdom-of-Gaia-3-5-Invocations : Assumption fo the humble creatures, cheetah's sprint, eldritch charge, faces of nature, Hauk's eye, leaping Hare, Lord of the deep, castigating blast, wild summons, venom blast,, protective shield

Amber Vael - http://www.giantitp.com/forums/showthread.php?245205-Send-Me-An-Angel-3-5-Invocations - castigating blast, circle of peace, discerning sight, eldritch wrath, eldritch retribution, exorcism, guiding spitrits, hand of the healer, radiant blast, trancendent llanguage, valiant martyr, vivacious blast

AmberVael - http://www.giantitp.com/forums/showthread.php?232064-Mastering-the-Elements-3-5-Invocations – Master of earth and stone, one with earth, riverflow blast, sandtrorm blast, searing blast, shield of the winds, sing the deeps, storm blast, storm mantle ward torch wind force, work the waters

Stycolt - http://www.giantitp.com/forums/showthread.php?106038-hellstrike-%28least-invocation-3-5%29 - Hellstrike

Radiun - http://www.giantitp.com/forums/showthread.php?125678-3-5-Homebrew-Invocations-Dump-P-E-A-C-H&highlight=invocations – Staring into the abyiss, Mischief, Augment Familiar, Imbue Familiar, Disorienting Blast, Merciful Blast, Ensnaring Blast, Burnout Blast, Lightning Blast, Echoing Blast, Concussive Blast, Gorgon Blast, Razor Claws, Through Another's Eyes, Call of the Earth, Familiar Modulation, Enhance Familiar, Fortify Familiar, Familiar Shadows, Black Cat Parade, Black Cat Blast, Force Blast, Disarming Blast, Restraining Blast, Greater Repelling Blast, Hasty Retreat, Eldritch Guillotine, Mirrored Menace, Eldritch Arrow, Eldritch Orb, Eldritch Tower, Eldritch Aura, Eldritch Weapon, Eldritch Chaser, Eldritch Fireworks, Eldritch Grasp, Eldritch Shapes, Wraith's Escape, Diminishing Utterance, Solar Blast, Vampiric Blast, Bloody Blast, Nature's Warrior, Acorn Blast, Quicksilver, Devil's Gamble, Devil's Cheat, Occult Puppeteer, Spell Singularity, Pollen Blast, Eldritch Infusion, Eldritch Shadow, Eldritch Wall, Eldritch Bubble, Eldritch Encore, The Chains that Bind, In the Antlion's Trap, Oscillating Blade, Eldritch Glare, Jaw of the Wild, Feral Claws, Unearthly Tenacity, Lone Woodsman, Guardian of the Gates, Idle Hands, Dark Scribe, Nightstalker, Grasping Tentacles, Virulent Barb, Mighty Tail, Savage Horns, Great Hide, Battle Lust, Eldritch Fang, Keen Instincts, Spit Web, Howler Quills, Cheetah's Spirit, Troglodyte's Perfume, Serpentine Body, Photoautotroph, Far Sight, Eldritch Wires, Gem Blast, Slick Skin, Strong Arm Blast, Ward Blast, Shell Blast, Sure Strike Blast

Kane0 - http://www.giantitp.com/forums/showthread.php?222272-Pathfinder-Homebrew-Warlock-Invocations-%28PEACH%29&highlight=warlock+invocations Eldritch Detonation, Elemental Blast, Elemental Blast Greater, Unerring Blast, Forceful Blast, Paralysing Blast, Writing on the Wall, Eldritch Channeling, Fortify Flesh, Aspect of the Cornugon, Dread Spike, Hellspines, Dark one's own Luck


T.G. Oskar http://www.giantitp.com/forums/showthread.php?212830-3-5-The-Retooled-Warlock-a-Pact-you-won-t-intend-to-break!&highlight=warlock+invocations ARCANE SHIELD, BLURRY VEIL, CHANGE SELF, CURSE OF THE MIDGET, DEATH SENTENCE, AURA ELDRITCH, ELDRITCH EXPLOSION, ELDRITCH MISSILE, ELDRITCH SHIELD, ELDRITCH SNARE, ENFEEBLING BLAST, FAERIEDUST, FELLSHOCK BLAST, FORCE BLAST, FORTIFY FLESH, HAND THE OF ARCHMAGE, KILLING JOKE, MIRAGE, OF TWO WORLDS, PETRIFYING BLAST, PROTECTIVE AURA, PUPPETEER’S STRINGS, RAINBOW SPHERE, RELIVE THE NIGHTMARE, SCATHING INSULT, SHRIEKING BLAST, SPELL INVULNERABILITY, SERVANT SUMMON, TELEPATHY, UNNATURAL RESILIENCE, ASYLUM, BLOOD OF THE MARTYR, DIVINE EQUILIBRIUM, EQUINAL’S WHINNY, AURA FEAR, GAZE OF THe GHAELE'S REVELATION HEAVEN’S, TRUMPET BLAST, HOLY LEONAL’S ROAR, PACIFYING TOUCH, SPIRIT BLAST, SUNLIGHT, TRANSFORM MAGIC, TRANSMUTE POISON, TRUE HEROISM, UNVEIL THE TRUTH

SpoD - http://www.giantitp.com/forums/showthread.php?192033-20-New-Warlock-Utility-Invocations-3-5&highlight=warlock+invocations Anchoring Blast.
BarLgura's Grace, The Bell Tolls For Thee, Bleeding Blast, Endurance Hezrou's, Incubus Splendor, Marilith's Cunning, Nalfeshnee's Wisdom, Nevermore, Grave Anticipation, Fealty Evermore, Enslave the Planes, Dangerous Beauty, Dark Siren, Possession, Pull the Strings, Servant of the Damned, Steed of the Damned, Vital Theft, Vrock's Strength

Draco Dei - http://www.giantitp.com/forums/showthread.php?172121-%283-5%29-Blast-Shape-Invocation-and-NPC-Warlock-who-acts-like-a-commoner-%28P-E-A-C-H-%29&highlight=warlock+invocations Split Blast

Eldan - http://www.giantitp.com/forums/showthread.php?173313-Of-course-these-prices-are-entirely-reasonable-Warlock-Invocation-and-Feat&highlight=warlock+invocations Blood Pact

Frog Dragon - http://www.giantitp.com/forums/showthread.php?162048-Warlock-Invocations-%28D-amp-D-3-5%29-PEACH&highlight=warlock+invocations Fycle face of the fey, Word of power

Eldan - http://www.giantitp.com/forums/showthread.php?145578-New-Warlock-Invocations-PEACHES&highlight=warlock+invocations
Rose thorn Blast, Night time Revelry, Veil of Insignificance, Whirlwind Reaper

Baron Corm - http://www.giantitp.com/forums/showthread.php?39265-New-Warlock-Invocations&highlight=warlock+invocations Rosethorn Blast, Nighttime Revelry, Veil of Insignificance, Whirlwind Reaper, Equivalent, Bondage Blast, Green Steel Blast, Eldritch Arrow, Impenetrable Cage, Shadow Blast, Eldritch Needles, Swarmcage, Vile Homestead, Siphoning Blast, Fountain of Youth, Eldritch Sight, Infernal Projection, Hellfire Steed, Batcage, Faceless

Stycotl - http://www.giantitp.com/forums/showthread.php?84661-eldritch-glaive-s-big-brother-%28warlock-invocation%29&highlight=warlock+invocations Chain viper

By mabriss lethe - http://www.giantitp.com/forums/showthread.php?48618-PEACH-Warlock-love-and-the-heebie-jeebies-Invocations&highlight=warlock+invocations Chain Devil's Boon, Cloak of the Deceiver, Eldritch Sign, Visage of the Damned

By mabriss lethe - http://www.giantitp.com/forums/showthread.php?38406-Foolin-Around-with-Warlocks-again-Feats-Invocations&highlight=warlock+invocations Dark Knowledge I. Dark Knowledge II and III

By he Demented One - http://www.giantitp.com/forums/showthread.php?26394-Warlock-Invocations&highlight=warlock+invocations Annihilating Blast, Baleful Dismissal, Bladestorm Blast, Dark Mirror, Daemon’s Whisper, Channeled Luck, Bound Beyond Death, Bleakrot Blast, Dire Hex Ill of Fates, Eldritch Sniping, Ethereal Abduction, Eyes of the Dead, Freezing Blast, Glorious Obsession, Hoarfrost, Lashing Blast, Life leech, Mindburning Blast, Occult Glamer, Phantasmal Stalker, Swarm of Delirium, Stoneshape Blast, Soulweary Blast, Soulsense, Rebuking Blast, Targeting Blast, Unseen Hand, Voice of Doom

By Rumda - http://www.giantitp.com/forums/showthread.php?30012-Warlock-invocation&highlight=warlock+invocations Chaneled blast

By Strormer - http://www.giantitp.com/forums/showthread.php?232576-PF-Warlock-Redesign-WIP&highlight=warlock+invocations

Reanimate, Greater Reanimate, Tendrils of Soot, Dread Call, Eldritch Bow, Earthbolt, Subjugate the Dead, Shattering Blast, Embalming Touch, Carrion Claw, Dispersal, Sensory Deprivation, Total Sensory Deprivation, Hands of Rust, Figment, Terrible Remorse, Casket of Ancient Winter, Firesands Curse, Stingers, Skeletal Improvement, Skeletal Mount, Skeletal Carriage, Painful Reversal, Whispers Revenant, Blackheart, Vestigial Aid, Galvanism Spellstitch Call of the Blood, Caress of Life, Image of Hate, Image of Torment, Image of Doom, Image of Hell, Flash of the Unthinkable, Blade of the Eldritch Horror, Tongue of the Void, Rend Thought, Minor Animation, Fade Between Worlds, Energy Shift, Exposing Strike, Spin, Gravity Ring, Gravitic Fist, Gravitic Pull, Singularity, Gravitic Release, Gravitic Pulse, Gravitic Repulsion, Horns of the Bull, Anathema, If Looks Could Kill, Enslave Object

By ShneekTheLost - http://www.giantitp.com/forums/showthread.php?251820-Additional-Warlock-Invocations&highlight=warlock+invocations

Eldritch Blade, Knowledge Eldritch, Eldritch Frivolity, Exhausting Blast, Eldritch Ball, Eldritch Line, Infernal Skin, Anchoring Blast, Venomous Blast, Eldritch Sphere, Eldritch Wall, Paralytic Blast, Forceful Blast, Eldritch Eyes, Mindless Mind, Dispel Barrier

By only1dough - http://www.giantitp.com/forums/showthread.php?255369-3-5-Warlock-Invocation-Feats-and-Enlightened-spirit-PRC-Homebrew-%28PEACH%29&highlight=warlock+invocations

Floating Invocation least to dark

By Kydell - http://www.giantitp.com/forums/showthread.php?190423-Homebrew-3-5-Warlock-Invocations-P-E-A-C-H
Brimstone Hail, Sinister Salvo, Eldritch Missile, Ebon Lightning, Amaranthine Pyre, Azure Vein, Delayed Blast, Primeval Barrier, Unholy Speed, Vatic Spirit, Abyssal Geyser, Sapping Roots, Putrefaction, Magus Aegis Greater, Magus Aegis Weak, Bone Spear, Summon Item, Chains of the Damned, Two Heads of Demogorgon, Lashing Tail of the Horned Devil, Rending Claws of the Bebelith, Cacophonous Clap, Caustic Sputum, Hallucinogenic Spore, Stag Rush, Channeled Blast, Tempestuous Breath of the Wolverine

By Random_person - http://www.giantitp.com/forums/showthread.php?329269-Sunfire-Blast-%28new-warlock-invocation%29-3-5&highlight=warlock
Sunfire Blast

.

If you have any more you'd like me to add to the list, or find I have any thing wrong, leave the link in the coments, and I'll add it.

Elliz
2014-06-13, 11:41 AM
Least Invocations:

Eldritch Essenses:
Stingers, 2nd
You produce a 30ft. cone that deals 1 point of damage and affects targets as if by the Poison spell. Creatures with an armor bonus to AC take no damage from this spell and avoid the poison effect. Creatures with a shield bonus to AC, but no armor bonus may attempt a reflex save to avoid the damage and effect of this spell as well. Creatures with neither an armor nor shield bonus to AC may attempt a reflex save to avoid the damage from this spell, however they are still subject to the poison effect.

Riverflow Blast, 1st;
This eldritch essence invocation allows you to change your eldritch blast into a riverflow blast. A riverflow blast deals bludgeoning damage, and is affected by damage reduction, but ignores spell resistance. In addition, every use of riverflow blast creates 30 gallons of nonmagical fresh water.

Bleeding Blast, 2rd
This eldritch essence invocation allows you to change your eldritch blast into a bleeding blast. Any living creature struck by a bleeding blast bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding lost. The bleeding can be stopped by a Heal skill check as a standard action (with a DC equal to 20 + your Charisma bonus), the application of any form of magical healing, or by spending a full-round action to make a Fortitude save. Once any of these methods is successful, all bleeding from your bleeding blasts is halted.

Dark Knowledge I, 2nd

The warlock may choose any two least essence or shape invocations to apply to his eldritch blast. In order to use these special variants, the warlock must sacrifice 1d6 damage per modification from the force of the blast. The warlock may apply no more than one essence and one shape to any blast, regardless of the source. In order for the blast, with any of its attendant modifications to function it must still deal a minimum of 1d6 damage. This invocation can be chosen more than once, but two new essences and/or shapes must be chosen. Alternately, the warlock may choose a total of 3 essences or shapes, but also applies a -2 penalty to the final save DC for each of these modifications in addition to sacrificing damage power. Note that this ability is available from the outset, but useless until the warlock is capable of dealing 2d6 or more points of damage from an eldritch blast

Dark Knowledge II and III also exist as lesser and greater invocations, requiring a sacrifice of 2d6 and 3d6 points of damage to gain access to lesser and greater modifications (all respectively) The effective spell levels are 4th for lesser and 6th for greater. The -2 penalty for choosing three modifications instead of two remains unchanged.

Crypt Blast, 1st.
A crypt blast deals negative energy damage, which heals undead creatures instead of damaging them. In addition, you deal extra negative damage equal to your charisma modifier.

Radiant Blast; 2nd;
If the target of a radiant blast is the subject of a spell or effect with the darkness descriptor that is of equal or lower level than your radiant blast, the darkness effect is dispelled. In addition, so long as the subject was not the subject of an equal or higher level darkness effect, the target also sheds bright light in a 20ft radius (and dim light for an additional 20ft) for 1 round per caster level. You may choose not to deal damage with a radiant blast if you desire, but if you do, you deal bonus damage equal to your charisma modifier.
Vivacious Blast; 1st
A vivacious blast channels positive energy, dealing positive energy damage to undead creatures. A vivacious blast targeting living creatures instead cures damage equal to the damage it would deal, but never heals any given subject over half their normal maximum hit points. A vivacious blast does not effect creatures immune to or unaffected by positive energy. A vivacious blast deals extra damage equal to your charisma modifier.
Searing Blast; 2nd;
In addition to normal damage from eldritch blast, any target struck by a searing blast takes fire damage equal to your Charisma modifier, and must make a Fortitude save or be dazzled for 1 minute. If you desire, you may make all of your eldritch blast damage fire damage when you apply this eldritch essence.

Disorienting Blast; 2nd
A creature struck by a Disorientating Blast must succeed a Will Save of become Flat-Footed for 1 round.

Merciful Blast; 1st
Eldritch Blast deals non-lethal damage

Restraining Blast; 1rst
A Restraining Blast deals no damage. Upon hitting, a Restraining Blast allows you to attempt to pin the opponent. Make opposed grapple checks (size modifiers apply). Your grapple roll is 1d20 + (BAB + your Eldritch Blast damage die). This effect lasts 2 rounds. Escape Artist/Strength DC (10+ Eldritch Blast damage die)

Thus a 1rst level warlock would roll 1d20 + 1 and the DC to escape would be 11 while a 9th level warlock would roll 1d20 + 11 and the DC to escape would be 21

Disarming Blast; 1rst
A Disarming Blast deals no damage. Upon hitting, a Disarming Blast allows you to attempt to disarm the opponent. Make opposed attack rolls (size modifiers apply). Your attack roll is 1d20+(BAB + Dex Modifier + your Eldritch Blast damage die). A Disarming Blast counts as a medium sized weapon.

Black Cat Blast; 2nd
A creature struck by a Black Cat Blast must succeed a will save or suffer a penalty to attack rolls equal to your charisma modifier for 3 rounds. You gain a luck bonus to your attack rolls equal to this penalty for 3 round. The penalty and bonus gained through this invocation cannot exceed your caster level.

Acorn Blast; 2nd
Eldritch Blast becomes an Acorn Blast, you pellet the foe with exploding acorns. These bypass spell resistance. A creature struck by an Acorn Blast must succeed a fortitude save or be dazzle for 1 minute.

Pollen Blast; 2nd
A creature struck by a Pollen Blast must succeed a Reflex save or be coated in scented, shimmering pollen. Invisibility is negated, their Scent ability is overwhelmed and they are easier to track by scent. The pollen is disperesed in 1 minute or by strong winds.

Sure Strike Blast; 1rst
A Sure Strike Blast deals no damage. A creature hit by this blast receives an insight bonus to all attack rolls made in the next round. This bonus is equal to 1 /d6 of Eldritch Blast Damage.

Shell Blast; 1rst
A Shell Blast deals no damage. A creature hit by this blast receives a shield bonus to his AC for 1 round. This bonus is equal to 1 /d6 of Eldritch Blast Damage.

Ward Blast; 2nd
A Ward Blast deals no damage. A creature hit by this blast receives an enhancement bonus on saves made to resist Spells, and Supernatural and Spell-Like Abilities for 1 round. This bonus is equal to 1 /d6 of Eldritch Blast Damage.

Enfeebling Blast; 2nd
An enfeebling blast deals no damage, but imposes a Strength penalty of 1, plus 1 for every damage dice of your eldritch blast. If the creature is already under a Strength penalty, only the highest penalty applies. This invocation may not reduce a creature’s Strength penalty to less than one. Creatures immune to ability damage or ability drain are immune to the effects of this enfeebling blast.

Lashing Blast; 1st
A lashing blast seems to be a whip of eldritch energy, and a creature struck by it must make a Reflex save or fall prone.

Mindburning Blast; 2nd
A creature capable of casting spells struck by a mindburning blast must make a Will save or lose one of its spell slots or prepared spells of the highest level it is capable of casting.

Rebuking Blast; 2nd
This eldritch essence invocation allows you to change your eldritch blast into a rebuking blast. An undead creature struck by a rebuking blast must make a Will save or be rebuked, cowering in fear of you for one round/level, to a maximum of ten rounds. If it fails its save by five or more, it instead falls permanently under your control. The total HD of undead you control this cannot exceed your caster level.

Soulweary Blast; 2nd
A creature struck by a soulweary blast must make a Fortitude save or be fatigued for 1 round/level. If the creature is already fatigued, it does not become exhausted.

Targeting Blast; 2nd
A creature struck by a targeting blast must make a Will save or be marked with a crosshair-like symbol for one round/level. As long as it is marked, you gain a +1 insight bonus on attack rolls made against it. This bonus increases by one for every five caster levels you have.



Blast Shape:
Magus Aegis, Weak; 1st
You manifest a small shield on your arm that does not impose an arcane spell failure chance. When you summon the shield you choose to subtract an amount of die from your Eldritch Blast that cannot exceed 1 less than your total damage. You receive an AC bonus from the shield equal to 1 + the amount of dice subtracted. You may move your normal speed, and use your Eldritch Blast, with damage equal to the remaining damage die while the shield is active. Manifesting this shield is a move-equivalent action, and provokes an attack of opportunity. Dismissing the shield is a free action which does not provoke an attack of opportunity.

Eldritch Missile; 2nd
Your Eldritch Blast becomes an Eldritch Missile, homing in on your target, eliminating AC bonuses due to anything less than total cover, and ignoring anything less than total concealment. This is force damage that also ignores incorporeal miss chance. However, the damage die for your blast are reduced to d4s, and the attack still requires a ranged touch attack roll to hit.

Eldritch Blade; 2nd
You create a blade of coherent eldritch energy, which can be used as a weapon. The actual shape of the weapon can be any one-handed weapon, or even appear to be electrical charge flowing around the hand in question, however the shape does not, in the least, affect the mechanical properties.

Unlike most Invocations, this invocation only needs a Swift action to activate. The Eldritch Blade may be used as a melee touch attack which is considered to be armed, and deals Eldritch Blast damage. Attacking with the Eldritch Blade is considered to be an attack action. The Eldritch Blade is considered to be a weapon, however it is immune to Disarm and Sundering, since it is not corporeal in any way.

If the Warlock wishes to maintain the Eldritch Blade, he may do so at the cost of a swift action each round. The Warlock may not use Eldritch Blast for anything other than this invocation while it is being used or maintained. If you wish to create two eldritch blades, you may do so, however each one deals half damage, round down.

Eldritch Sniping; 1st
This blast shape invocation makes your eldritch blast unerringly accurate. An eldritch blast modified by this invocation ignores all miss chances caused by concealment. Even total concealment is ignored, though you must still target the correct square.

Bladestorm Blast; 2nd
A bladestorm blast has a critical threat range of 19-20/x2, and deals slashing damage. Damage reduction applies to the damage of a bladestorm blast, though it is treated as a magic weapon for overcoming damage reduction. Spell resistance does not apply to a bladestorm blast.

Eldritch Arrow; 2nd
This blast shape invocation allows you to channel your eldritch blast through any projectile weapon. It is still a standard action and a ranged touch attack is still all that is required, but the enchantments and range increments of the projectile weapon apply to your eldritch blast. Composite bows and similar do not allow you to apply your strength bonus. You do not add the damage of the weapon except if it is granted from an enchantment. You do use the critical threat range and multiplier of the weapon.

Eldritch Channeling; 2nd
You can deal eldritch blast damage through a weapon attack. This is a standard action that grants 1 free attack to deliver it through. If you miss the effect is lost

Eldritch Wires; 1st
Your Eldritch Blast takes the form of nearly invisible strands of eldritch energy extending from your fingertips. You gain 2 such strands per level (10 maximum at level 5) You may maintain Eldritch Wires as a free action. As a standard action, you may make up to two touch attacks to latch 2 Eldritch Wires unto a creature within (10 / 2 levels)ft, or use all Wires at once as a full attack action. Eldritch Wires deal no damage, but add +1 circumstance bonusto the DC of resisting an Eldritch Essence's effect per 2 Wires attached. A Warlock may unlatch Wires as a free action and a creature struck by the Wires may bat them all off as a standard action. An Eldritch Wires Blast Essence may be changed as a standard action while the Wires are deployed. If Eldritch Wires are applied to an Eldritch Blast which only deals damage (Such as a base Eldritch Blast or a Gem Blast, but not a Brimstone or Vitrolic Blast), they instead apply a -(1 / 2 die of damage[rounded up]) penalty to the creatures AC as it is constantly pestered by jolts of pain causing them to wince at just the wrong time.
-Wires can be attached to multiple opponents at once, though only 1 creature can be targeted by any single attempt to attach Wires (ergo you must spend the next round targeting another creature with any unattached Wires you may have if you wish to target multiple creatures).
-Cannot maintain Eldritch Wires and use another Eldrtich Blast in the same round.
-You remain free to use other invocations and items, but the threads are fragile at both ends (your finger tips and the creature who may chop them off), attacks and other violent actions made by you automatically cancel the Wires. A creature passing between you and someone who has Wires attached does not interfere with their hold and they may not be attacked as they constantly move and dart about, avoiding obstacles. Only their anchorage points are susceptible.
-Added an "up to" to standard touch attacks, should a Warlock want to attach a single Wire.
-Changed the DC boost to 1/2 Wires. The possibility of a +10 to the DC check seemed passable at first, until I realize that it wouldn't always work of the Wire's level, and Utterdark Wires with a DC 28 to resist (before other modifiers) was a tad... silly let us say. Also named the bonus.
-Solar Wires would renew (1 /d6 of Eldritch Blast Damage) temporary hp per round on the beginning of your turn.
-A creature with Wires attached to it automatically breaks their hold on (him/her) if (he/she) leaves your Wire's range.

Gem Blast; 2nd
You can focus your Eldritch Blast through a single gem of significant value. For every 500gp of worth the gem has, add 1d6 damage to your Eldritch Blast. Any jewel used for a Gem Blast is burnt from the energies which tore through it and worthless.

Eldritch Glare; 1rst
An Eldritch Glare functions exactly like an Eldritch Blast, but requires no somatic components to use.

Eldritch Infusion; 1rst
Eldritch Energies accumulate in your fingertips. As a full round action, you may transfer these energies to a creature/object. You do not count as armed. If contact is broken, the infusion fails. Should it succeed, you deal maximized Eldritch Blast damage to the creature/object.

Eldritch Shadow; 2nd
An Eldritch Shadow takes the form of a ghostly creature or object of your choosing. This shadow must remain within 30ft of you. You may direct the Shadow as a standard action, moving it up to 60ft and making 1 attack with it (ranged touch attack). When an Eldritch Shadow is struck by a melee attack, it deals Eldritch Blast damage automatically. An Eldritch Shadow's AC is (10 + Cha Modifier + Size Modifier) The Save DC to disbelieve is (12+Charisma modifier).

Eldritch Fireworks; 1rst
Eldritch Blast becomes a 60ft radius burst out to 500ft. Damage is reduced to 1. Only characters with Improved Evasion may make a Reflex Save.

Eldritch Chaser; 1rst
Eldrtich Blast becomes an Eldritch Chaser; a free floating energy that moves at a perfect fly speed of 50ft/round. It has 20AC and explodes once struck. You direct Eldritch Chasers as a free action during your turn. They must remain within your line of sight or vanish. You may have [LEVEL/2] Chasers at once.

Eldritch Grasp; 2nd
As a free action, an Eldritch Blast charges your fists/legs. You deal Eldritch Blast damage with each unarmed melee touch attack you make and count as armed.

Eldritch Affliction; 2nd
This blast shape invocation allows you to target a single creature within 60 feet. The eldritch affliction deals the normal eldritch blast to that target. This is not a ray attack, so it requires no ranged touch attack. The target can attempt a Will save for half damage.


Invocations:
Marilith's Cunning, 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Intelligence for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. You also may apply your Intelligence bonus instead of your Wisdom bonus to Spot skill checks.

Eyes of the Dead, 2nd
To use this invocation, you must pluck out and consume the eyes of a corpse. You then view the creature’s perception of its own death and the events of the five minutes leading up to it, finding out as well as it did how it died.

Black Omen Aegis; 2nd
This invocation summons a suit of magical armor that grants a +4 armor bonus to AC. It has no weight, max dexterity bonus, armor check penalty, speed reduction or spell failure, and counts as light armor for all purposes. While it can't be removed or damaged, you may banish it with a full-round action, and it disappears on its own after 24 hours.
Black Omen Aegis may be enchanted as if it were normal armor, though as it cannot be removed, you (and the summoned armor) must be present for the entire enchanting process. Enchantments to your Black Omen Aegis armor persist between castings, as you summon the same armor each time you use the invocation.
Lastly, this invocation can be cast as an immediate action in response to an attack against you with a ranged or melee weapon that you are aware of. In addition to gaining the invocation's normal effects, that attack automatically misses. You cannot use the invocation in this way if it is already active.

Death Mask; 2nd
If you are undead, you may use this invocation to restore lost flesh and a semblance of life to your body for the duration of the invocation. If you are alive, you may use this invocation to remove flesh and create a semblance of undeath, or cover up wounds. Either use of the invocation does not change type or subtypes, heal, or actually restore life, it only alters surface appearance.
You may further change your appearance as if using the disguise self spell, though it only affects your body, excluding your possessions. In addition, this is not an illusory effect, but a minor physical alteration of your appearance within the limits described for the spell. This invocation has a duration of 24 hours.

Poltergeist; 1st
When you use this invocation, you gain the following capabilities as spell-like abilities for the next 24 hours. At the end of this duration, any lingering effects from uses of the spell-like abilities also end.
As a move action, you may pick up an unattended object weighing a number of pounds no more than your caster level, and move it from a distance of up to 100ft+10ft/level. With each move action, you may move it 30ft. Also, as a free action, you can cause the object to simply hover in place.
As a standard action, you may create a number of ghostly lights less than or equal to your caster level that cast light as a torch. Each of these lights must remain with an radius around you equal to 100ft+10ft/level, but may otherwise be placed freely. Each light may be of a color of your choosing, and you may also designate one or more of them to give light only to you (and making them unseen to others). As a free action, you may change their colors, move them anywhere within the area, redesignate which of them give light to only to you, or create and remove as many lights as you wish so long as they do not exceed your caster level in number. If you remove all the lights, the effect ends. Using this spell-like ability while it is still active replaces the current ongoing effects.
You may produce an effect identical to the spell Ghost Sound, except it has a range of 100ft+10ft/level.
As a standard action, you may noticeably alter the temperature of a single unattended object or area within a 100ft+10ft range, changing it up to 40°F in temperature. The object or area cannot have a volume more than one 5ft cube/2 levels. This change in temperature persists for one minute, then changes back to normal temperature over the course of the next minute. You may dismiss this effect as a free action. Multiple applications of this effect on the same object or area cannot change its temperature more than 40°F limit.
Predatory Perception; 2nd
When you use this invocation, you gain the ability to sense the vitality of other creatures from a distance, smelling it like blood in the water. You gain the scent ability. Further, you automatically know whether any creature you can scent is alive, dead, undead, or none of those and what percentage of their hit points they have left, rounded to the nearest 25%.

Cheetah's Sprint; 2nd
Activating this invocation grants you a +30ft enhancement to all movement speeds for 24 hours. By using a swift action, you can increase this bonus to movement speed to +150ft for one round, but after that round, you gain no bonus to movement from this invocation until have had a chance to rest for at least one full minute.
So long as you gain a bonus to movement speed from this invocation, you gain a +4 dodge bonus against attacks of opportunity.
The bonus movement speed from this invocation is not taken into account when determining bonuses or penalties to jump checks.

Hawk's Eye; 2nd
You gain increased visual acuity for 24 hours. You gain Low Light Vision, a +6 bonus to spot checks. Furthermore, instead of taking a -1 penalty to spot for every 10ft of distance, you take a -1 penalty to spot for every 50ft.

Valiant Martyr; 2nd
While this invocation is active, you do not become disabled or dying when you reach 0hp or below. Instead, you automatically stabilize, and can continue taking actions until you have negative hit points equal to 10 + Caster level + Charisma Modifier, but once you reach that hit point total or lower, you die. In addition, while you are at 0hp or below, you gain a +4 sacred bonus to attack rolls, saving throws, and armor class. This invocation has a duration of 24 hours.

Storm Mantle; 1st
Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. You may not deflect massive ranged weapons (such as attacks from siege weapons) or ranged attacks generated by spell effects. In addition, your flight speed increases by 10 feet, and your maneuverability improves by one step, to a maximum of perfect. You do not gain a flight speed if you do not have one. The duration of this invocation is 24 hours.
Ward Torch; 2nd
This invocation creates a floating flame that stays within 120 feet of you, staying at a position relative to you that you designate (you may change this position as a free action). The ward torch cannot pass through solid objects, and if the position you designate to it would force it into a solid object, it is immediately extinguished. The heat of the ward torch is no more than a candle and it cannot deal damage, but it sheds light as a torch. As a swift action, you may expend the ward torch to produce the effects of a pyrotechnics spell (with the ward torch being the required fire source). You are immune to the blinding effect if you use the fireworks version of pyrotechnics. You may have a number of ward torches active at one time equal to the number of invocation grades you know. A ward torch lasts 24 hours, or until expended.

Helstrike; 2nd
You gain a Competence bonus to one type of combat maneuver equal to your Charisma modifer, if any, up to your Warlock level. You can choose from Bull Rush, Charge, Disarm, Fent, Grapple, Overrun, Sunder, or Trip actions. You can't apply this bonus to two different combat maneuvers at the same time, and a second invoking of this invocation automatically dismisses your previous invocation.

Staring into the Abyss; 3rd
For 24 hours, whenever a divination spell targets you and you succeed your Will save, both you and the caster instead receive information about the caster

Mischief; 1st
This invocation mimics the effects of Prestidigitation, Dancing Lights, and Ghost Sound. Duration 24 hours

Augment Familiar; 2nd
Familiar gains a +4 enhancement bonus to STR, DEX, and CON, DR 5/magic, and a +2 Resistance bonus on saves as long as you concentrate on it.

Razor Claws; 1st
Familiar's natural weapons are receive a +(1 +[1 / (3 Caster Levels)] ) enhancement bonus to attack and damage rolls and bypass all DR for 24 hours.

Through Another's Eyes; 1st
Merge minds with your familiar and take control of it's actions. You have use of all your familiars abilities, but none of your class features. Your real body remains inert and you lose knowledge of its surroundings. Any damage dealt to it brings you back to your body. You may choose to return to your body as a free action. Duration: 24 hours

Quicksilver; 2nd
You gain a 30ft enhancement bonus to speed and benefit from 20% concealment while moving.Duration 24 hours.

The Chains that Bind; 3rd
Chains lash out from your chest and strike 1 target/ 3 levels (max 6) within close range. Targets struck must succeed a reflex save or be bound to you. Creatures bound to you cannot move further away from you than the distance they were caught. This limit shrinks every time they get closer.

In the Antlion's Trap; 2nd
Make a ranged touch attack against a creature out to 60ft. That creature must succeed a reflex save or be pinned for 2 round. A pinned creature is immobile, but not helpless. This invocation does not work on creatures that are not in contact with the earth. Escape Artist/Strength DC 20

Oscillating Blade; 1rst
Make a ranged touch attack against a creature out to 60ft. That creature's held weapons start shaking wildly. the creature must make a successful strength check (DC 11 + cha modifier) or drop their weapons.
Jaw of the Wild; 1rst
You gain a bite attack that deals 1d6+(1/2 STR MOD) slashing, piercing, and bludgeoning damage.

Feral Claws
Least 1rst
You nails grow sharper and tougher. You gain two claw attacks that deal 1d4+(STR MOD) piercing and slashing damage.

Great Hide; 2nd
Gain an enhancement bonus to natural armour (2+2/3levels. Maximum +10 at level 12). 24 hours.

Nightstalker; 2nd
+6 unnamed bonus on Hide, Move Silently, and Escape Artist checks for 24 hours

Dark Scribe; 2nd
+6 unnamed bonus on Decipher Script, Forgery, and Knowledge(Local) checks for 24 hours

Idle Hands; 2nd
+6 unnamed bonus on Disable Device, Open Lock, and Sleight of Hand Checks checks for 24 hours

Guardian of the Gates; 2nd
+6 unnamed bonus on Search, Sense Motive, and Spot, checks for 24 hours

Lone Woodsman; 2nd
+6 unnamed bonus on Handle Animal, Knowledge(Nature), and Survival checks for 24 hours

Keen Instincts; 2nd
You react to danger before you senses would normally allow. You retain your DEX bonus to AC even flat-footed or struck by an invisible attacker.

Spit Web; 3rd
You gain the ability to use webs as a monstrous spider of your size. You are, however, not limited in the number of times per day you may throw a web.

Troglodyte's Perfume; 1rst
Living creatures within 30 feet must succeed a DC (11+Cha Modifier) Fortitude save or be sickened for 10 rounds. Poison effect

Photoautotroph; 2nd
If you spend 4 hours in sunlight, you do not need to eat for that day. As long as you are in sunlight, you do not need to breathe. Duration 24 hours

Far Sight; 2nd
Your eyes are exceptionally sharp: Halve the penalties for range increment (-1 instead of -2) spot check (-1/20ft instead of -1/10ft) and gain low light vision.

Slick Skin; 1rst
Your skin is covered in a lubricant, gain a +10 circumstance bonus on escape artist/grapple checks to avoid being grappled or pinned. 1 min duration

Change Self; 2nd
As a full-round action, you alter your appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect, but a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. You revert to your natural form when killed. A true seeing spell reveals your natural form. When using this ability to create a disguise, you receive a +10 circumstance bonus on Disguise checks.

Faerie Dust; 2nd
You unleash a magical dust created from fine particles of energy that collectively shed light. The area affected and the effects of the invocation are similar to that of glitterdust, but the area affected gives light equivalent to that of a torch, and does not affect creatures sensitive to bright light. Undead and aberrations affected by this ability take a -2 penalty on their Will save against blindness. If a creature affected by this ability escapes from the area, it is treated as if having a torch (and thus, gives 20 feet of clear illumination and 40 feet of shadowy illumination) for the duration of the invocation.

This invocation counters and dispels any darkness spell of 2nd level or lower.

Asylum; 2nd
You provide yourself with a ward against the attacks of other creatures, as if under the effect of a sanctuary spell. If the creature succeeds on the saving throw and deals melee damage to you, the effect is canceled but the opponent takes half the damage it deals. This damage comes from divine origin and cannot be reduced by damage reduction or energy resistance.

Divine Equilibrium, 1st
You gain the benefit of the endure elements spell. As well, if you are on a plane with the positive-dominant or negative-dominant trait (see Dungeon Master’s Guide for more details), you may ignore its effects as well. The effect lasts for 24 hours and is dismissable.

Equinal's Whinny; 2nd
You emit a piercing shriek, as the sound a horse makes. Any evil creatures within a 20 ft. radius spread must succeed on a Fortitude save or become stunned (if having less than half your maximum Hit Dice) or deafened (if having more than half your maximum HD) for 1d6 rounds. This is a sonic effect.

Pacifying Touch; 2nd
Your touch calms hostile emotions in a creature, including magically altered emotions. A creature touched is affected as if under a calm emotions spell, except the creature is not allowed a saving throw or spell resistance, the effect is immediate and only hostile emotions are suppressed, not positive emotions (usually, only anger and hostility). If suppressing magically-infused emotions (such as the effect of a rage or scare spell), you must make a dispel check as if using dispel magic, except there is no maximum caster level. Spells that grant morale bonus such as good hope or heroism are not affected by this ability, but spells such as crushing despair do.

Unveil the Truth; 2nd
You can invoke this ability to aid on determining true information from false. You gain a +6 bonus on Gather Information and Sense Motive checks. Furthermore, if you succeed on a Sense Motive check against a creature, you are treated as if you were actively concentrating on a discern lies spell for as long as you have eye contact and for one minute thereafter. As well, by making a successful Diplomacy check against the creature’s Sense Motive check once a lie has been detected, you discover the truth hidden within the lie. This ability is not a mind-affecting ability but it doesn’t work on creatures with an Intelligence score of 8 or lower. Lasts for 24 hours and is dismissable

Bar-Lgura's Grace; 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Dexterity for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, you gain a Climb speed equal to one-half your base land speed; this increases by 10 ft. for every 10 caster levels you possess.

Dark Siren; 2nd
You may invoke this ability to cause one creature to be overwhelmed with the desire to be near you, as the spell beckoning call (see Fiendish Codex I: Hordes of the Abyss, pg. 91). You may only affect one creature at a time with this invocation; if you should invoke it again, the first subject is released from the compulsion. You do not need to concentrate to sustain the effect; it lasts until either the subject succeeds at a saving throw or you take an obviously hostile action against it

Fealty Evermore; 2nd
When you invoke this ability, one touched willing creature gains a +2 profane bonus on saving throws against mind-affecting spells and abilities for 24 hours. Further, the invocation prevents them from being magically compelled to harm you. Any attempt to make the target do so counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell. If the subjects willingly attempt to harm you, this invocation is broken. You may have a number of creatures under the effect of this invocation at the same time equal to your Charisma bonus

Hezrou's Endurance; 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Constitution for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, if you become nauseated or sickened by an effect that lasts a given number of rounds, the duration of the effect is halved (rounding down, with a minimum of 1 round). For example, if you were in a stinking cloud spell, the nauseated condition would last until you left the cloud, and then half of the normal 1d4+1 rounds

Nalfeshnee's Wisdom; 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Wisdom for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, if you become dazed, dazzled, or stunned by an effect that lasts a given number of rounds, the duration of the effect is halved (rounding down, with a minimum of 1 round). For example, if you were the subject of a power word stun spell, the stunned condition would last half of the normal 2d4 rounds, but if you were the target of a monk's stunning attack, it would last the normal 1 round.

Incubus' Splendor; 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Charisma for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. You also may apply your Charisma bonus instead of your Wisdom bonus to Sense Motive skill checks.

Vital Theft; 2nd
Upon invoking this ability, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 profane bonus to Charisma. Additionally, your eldritch blast damage is increased by +1d6 points. The damage increase does not stack with other uses of the same invocation, though the temporary hit points do. These effects last for 10 minutes per HD of the subject creature.

Vrock's Strength; 2nd
When you invoke this ability, you gain a +2 enhancement bonus to Strength for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. If you have a Fly speed, your fly speed gains an enhancement bonus of +10 ft. per round, plus an additional +10 ft. per 10 caster levels.


Fickle Face of Fey; 1st
This invocation allows you to change how you appear to look like. This invocation works as the spell, Disguise Self.

Batcage; 2nd
This invocation conjures a barred cage which appears to be a birdcage (domed) made out of rusty steel. At the top of it lies a bat which, at the warlock's command, can cause the cage to fly at speed of 60 ft. with good maneuverability. Only helpless or willing creatures may be put into the cage. It is not a suitable container for items. Once inside, they must make a DC 35 Escape Artist check to be free. They may make this check once per hour. There is no door or lock on the cage; a creature is simply pushed through the bars if he is willing or helpless and the warlock desires him to be in there. The cage is 20 ft. tall and 10 ft. wide for a medium-sized creature, and doubles or halves in size to accommodate its prisoner (it may only hold one creature at a time). A creature inside a batcage is affected by an antimagic field, but there is no antimagic field present (other creatures may cast spells on an imprisoned creature, for example). A batcage fit for a medium-sized creature has hardness 20 and 80 hit points, and doubles or halves in hit points when accommodating other-sized creatures. A warlock may have only as many as one-half his level in batcages, and may not enter his own batcage. Each batcage lasts 24 hours from when it was created, unless it is renewed by the warlock within that time.

Faceless; 1st
This invocation causes a warlock to appear just the same as everybody else; eyes pass right by him and never go back for a second glance. It's usually necessary in civilized areas, as most are prejudiced against warlocks. The warlock gains a +6 to Hide and Disguise checks for 24 hours. Any creature that passes its Spot check to notice the warlock or see past his disguise sees him as he normally would be, but without any facial features (eyes, mouth, etc.). A true seeing spell will negate the bonuses and show the warlock with his real face.

Dark Mirror; 2nd
You reflect all divinations targeted at you back on their casters. For 24 hours, whenever a divination spell would reveal information about you, such as your alignment, surface thoughts, or similar to its caster, it instead reveals the same information, but in regards to its caster–thus, a caster would perceive you as being of the same alignment as he is, and having the same surface thoughts as he does. The caster does not receive any indication the information is not accurate.

Soulsense; 2nd
You gain a heightened sense in regards to fiends, celestials, and their kin for twenty four hours. You gain a +10 insight bonus on Listen and Spot checks made to sense outsiders. In addition, you receive a +10 insight bonus on Survival checks made to track outsiders, and are treated as having the Track feat when tracking them.

Swarm of Delirium; 2nd
You force a single creature within 30 ft. of you to believe it has been covered by a creeping horde of insects. If it fails a Will save, it takes a -1 penalty on all attack rolls and skill checks. In addition, it must make a DC 15 Concentration check in order to cast a spell. Both these effects last for one minute/level.

Voice of Doom; 1st
For twenty four hours, your voice becomes extremely loud, hearable with no difficulty at a range of fifty feet/level, maximum one thousand feet. You also gain a +10 enhancement bonus on Intimidate checks

Dread Call; 2nd
Pact: Necrotic
You issue a call to all undead within 1 mile per caster level. All undead affected by the invocation are drawn inexorably towards your location and know your exact location at any given time. This invocation lasts for 24 hours.
Sentient undead are entitled to a Will save to resist the compulsion to find you, but know your location regardless of save result. Sentient undead who fail their save and nonsentient undead are forced to travel towards you by the most expedient means available to them, however sentient undead will not destroy themselves to accomplish this task. (IE – Vampires will not travel in sunlight) Nonsentient undead have no such self-preservation.
Undead who reach you attack you upon sight and will not stop until you are dead or the duration ends at which time they return to normal behavior, which may still include attacking you. You may turn, rebuke, or command undead as normal when they are called by this invocation.
Undead who do not reach you within 24 hours return to their lairs. The area of effect for this invocation moves with you and any undead who are moved outside this invocation’s range by your movement return to their lairs and are no longer affected.

Subjugate the Dead; 2nd
You may use command undead as the spell.

Embalming Blast; 2nd
Touched corpse is perfectly preserved against natural decomposition for 1 week.

Carrion Claw; 2nd
Touched corpse instantly decays beyond recognition, as if it had decayed naturally for 1 year.

Casket of Ancient Winters; 2nd
The area in a 1 mile radius per caster level becomes exceptionally cold (below 40* F) for 24 hours. While this spell does not harm creatures in the area, living creatures may be affected by the extreme temperature drop as normal for an environmental hazard. This effect remains stationary in the location it is cast.
The effect of Casket of Ancient Winters can be made permanent by a Permanency spell.

Firesands Curse; 2nd
The area in a 1 mile radius per caster level becomes exceptionally hot (above 90* F) for 24 hours. While this spell does not harm creatures in the area, living creatures may be affected by the extreme temperature increase as normal for an environmental hazard. This effect remains stationary in the location it is cast.
The effect of Firesands Curse can be made permanent by a Permanency spell.

Skeletal Mount ; 2nd
You conjure a Skeletal Mount out of shards of bone and bits of corpse. It serves you faithfully for 24 hours after which time it crumbles into dust. You may conjure only one mount in this way and it bears only you.

Blackheart; 2nd
Target creature’s alignment appears as chaotic evil to all means of discernment for 24 hours. A successful will saving throw negates this effect. The target of this invocation may be any creature, including the warlock himself, to which the warlock has line of sight.

Image of Hate; 2nd
Target creature makes a Will saving throw or is shaken for 1 round.

Flash of the Unthinkable; 1st
Target creature makes a Will saving throw or is dazed for 1 + Charisma modifier rounds (minimum 1). This is a mind-affecting ability.

Rend Thought; 1st
Target creature makes a Will saving throw or falls prone and is stunned for 1 / 2 warlock levels + Charisma modifier rounds (minimum 1). If the save succeeds the target falls prone and is stunned for 1 + Charisma modifier rounds (minimum 1). Any creature that makes telepathic contact with an affected target, such as the detect thoughts spell, gains 1 negative level. This invocation cannot be used again while a creature s under the effect.

Minor Animation; 2nd
You create a single small or medium skeleton or zombie. The undead may be made to follow you, or it can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. A destroyed skeleton or zombie cannot be animated again.
Regardless of the type of undead you create with this spell, you can’t create an undead of a higher HD than twice your caster level with a single invocation. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control via the Command Undead feat do not count towards this limit.
Skeletons: A skeleton can only be created from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombie: A zombie can only be created from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Unless you include an onyx gem worth 25 pg per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Exposing Strike; 2nd
As part of this invocation make an unarmed attack, you are treated as having the improved unarmed strike feat for the purposes of this attack. If your attack deals damage, the target must make a Fortitude saving throw or become vulnerable to one elemental damage type of your choice. (Fire, Cold, Shock, Acid, or Sonic).

Spin; 1st
Target creature within 60ft. makes a Fortitude saving throw or is dazed for 1 round.

Gravitic Release; 2nd
Target creature must succeed a Fortitude saving throw or act as through it were in a low gravity environment for 1 round. Treat this ability exactly as the planar trait of the same name (see PFGMG).

Gravitic Pulse; 2nd
Creatures in a 20ft. radius from you must make a Fortitude saving throw or move at half speed for 1 round. This affects all forms of movement and extends vertically as well, creating a sphere of effect. You cannot move on the same turn you use this invocation.

Enslave Object; 2nd
You cause one inanimate object no smaller than tiny and no larger than large size, such as a wagon or a chair, to come to life and serve you. The object remains an object of its type for the purpose of determining hardness and hit points. It is treated as having a Strength score of 10 + 2 per size category above tiny and a Dexterity score of 10. It has a natural slam attack appropriate for its size. It remains animate for a duration of 1 hour / Warlock level or until destroyed. A destroyed object repaired by mundane means or magic may be animated once again.

Eldritch Knowledge; 1st
Use Identify as a SLA. Also grants a +2 Enhancement bonus to all Knowledge skill checks.

Eldritch Frivolity; 1st
Allows the Warlock to use Mage Hand, Open/Close, and Prestidigitation. The Warlock must choose which of these effects when he uses it.

Primeval Barrier; 2nd
You may summon up to your Cha modifiers worth of crystalline barriers within line of sight from your current position which break through the ground, and cover one entire side of a 5 foot square. This barrier gives you low cover (+4 AC), and has 3 hit points per inch of thickness. Each barrier has 1 inch of thickness per caster level. Once a barrier is broken, it cannot be summoned in the same place for 24 hours.

Unholy Speed; 1st
You gain an increase to your base speed equal to 5 ft/3 caster levels, rounded down for 24 hours.

Bone Spear; 2nd
You sprout spiky, bone-like growths about your body. When an opponent attacks you with an unarmed strike, or a natural weapon, they receive damage equal to ¼ your warlock level, rounded down. Growing these bony protrusions is a move-equivalent action that provokes an attack of opportunity. Also an amount of shards equal to the amount of damage dice in your Eldritch Blast can be removed from your body and used as javelins. Each shard can be thrown 30 ft + 10 ft per 5 caster levels, rounded down. Removing a bone javelin is a free action, that allows iterative attacks for a split base attack bonus, and also provokes an attack of opportunity. Also, these attacks are resolved as ranged touch-attacks, each dealing 1d8 + 1 damage. These are considered magical for the purpose of overcoming damage reduction. After removed, the javelin lasts 1 round per 5 caster levels, and you may re-grow any lost javelins with the same move-equivalent action as described above.

Summon Item; 2nd
You place a magical symbol on an amount of items equal to ¼ your warlock level. You may summon one of these items to your hand as a move-equivalent action. These items may be no larger than 1 cubic foot per 5 warlock levels. Also, the magic involved makes the item appear so malevolent that no creature would buy it unless they fail an appraise check DC 10 + your Cha mod.

Elliz
2014-06-14, 11:01 AM
Lesser Invocations:

Eldritch Essenses

Ectoplasmic Blast, 3rd
An ectoplasmic blast suffers no miss chance against incorporeal and ethereal targets. In addition, a creature struck by an ectoplasmic blast must succeed on a Will save or have their movement speed halved for one round.

Vampiric Blast, 3rd
When you damage someone with a vampiric blast, you heal damage equal to half your caster level or the amount of damage you deal, whichever is less. If you deal damage to multiple targets with a single vampiric blast, you only heal damage once.

Sandstorm Blast; 4th
A sandstorm blast deals piercing damage and is affected by damage reduction. Any living creature struck by sandstorm blast must make a fortitude save or take 1 constitution damage.

Ensnaring Blast, 2nd
A creature struck by a Ensnaring Blast must succeed a Reflex save or be entangled for 3 rounds (DC20 for Strength or Escape Artist check).

Burnout Blast, 3rd
A living creature struck by a Burnout Blast must succeed a Will save or be exhausted for 1 round

Lightning Blast, 3rd
Electricity damage. Creature struck must make a Fort save or take no actions and suffer a -2 penalty to Armor Class and loses her Dexterity bonus (if any) for 1 round. (Cowered condition, but via electrical shock)

Strong-Arm Blast, 3rd
A Strong-Arm Blast deals no damage. A creature hit by this blast receives an enhancement bonus on damage rolls for 1 round. This bonus is equal to 2 /d6 of Eldritch Blast Damage.

Elemental Blast, 4th
Your eldritch blast deals either cold or fire damage. A cold blast makes the squares the target occupies slippery (as grease) and a fire blast ignites targets (ref save) with save DCs for both = 10 + 1/2 Warlock level + Cha mod

Forceful Blast, 3rd
Your eldritch blast deals force damage and damages objects normally

Fellshock Blast, 3rd
A fellshock blast deals electricity damage. Any creature struck by a fellshock blast must succeed on a Fortitude save or become dazed for 1 round.

Force Blast, 4th
A force blast allows you to deal full damage to incorporeal creatures and also allows damaging a wall of force and similar effects.

Spirit Blast, 4th
When attacking an undead creature, the spirit blast deals damage of one die size higher (thus, all damage dice are transformed into d8s). Incorporeal creatures are fully affected by the spirit blast without the miss chance for spells that affect them; if the spirit blast connects, they are forced to manifest for 1 round (up until the covenanter’s next turn), allowing creatures to ignore the miss chance for incorporeality.

Anchoring Blast; 4th
This eldritch essence invocation allows you to change your eldritch blast into an anchoring blast. Any creature struck by an anchoring blast takes normal damage and is completely blocked from extradimensional travel, as if struck by a dimensional anchor spell. The effect lasts for 1 round for every 1d6 points of damage your eldritch blast normally deals.

Bondage Blast, 3rd
This eldritch essence allows you to change your eldritch blast into a bondage blast. A creature struck by a bondage blast is entangled for 1 round by black, rubbery tentacles and cannot move from his square for that same round. It may immediately make a DC 23 Escape Artist check to slip free.

Bleakrot Blast, 3rd
A creature damaged by a bleakrot blast must make a Fortitude save or be covered in small, fungal growths for one minute/level. These fungi infest the subject’s wounds, causing him to gain only half the benefit of spells that heal damage for one minute/level. Dispel magic cannot undo the effects of this invocation, though diminish plants, remove curse, or remove disease automatically end its effects.

Shattering Blast, 3rd
Your eldritch blast becomes a shattering blast. A shattering blast deals sonic damage and deals double damage to glass or crystalline objects or creatures.

Sunfire Blast, 3rd
A sunfire blast does an additional point of damage per die to creatures of the Undead type or creatures particularly vulnerable to sunlight, or double damage to creatures to which both applies. In addition, if you hit the target sheds bright light for thirty feet (and will shed dim light for double that radius). Each round, the radius of bright illumination reduces by 5 feet (therefore reducing the radius of dim light), until after six rounds the creature no longer glows. Finally, a sunfire blast ignores concealment due to darkness, and affects incorporeal creatures to which it will do extra damage on a hit normally.

Ebon Lightning, 4th
This invocation turns your Eldritch Blast into a bolt of Stygian electricity that cracks loudly as it lurches from your fingertips across the field toward your target. The damage dice are changed to d20s. However, your die amount is reduced to 1d20/5 levels of warlock, rounded down. Also, there is a 20% chance the struck creature will drop 1 of its held items. The damage is not electrical, but if the targeted creature is immune to electricity, it is also immune to the disarming effect.

Amaranthine Pyre , 4th
This invocation turns your Eldritch Blast into a jet of violet flame. Your damage dice are reduced to d4s. However, your die amount increases by 1/4 levels of warlock, rounded down. Also, for the following 1d4 rounds, the target takes 1d4 damage per 4 levels in warlock, rounded down, unless this fire is put out. This is not fire damage, but creatures who are immune to fire damage are not subject to be lit afire.

Azure Vein, 4th
This invocation changes your Eldritch Blast to resemble a quickly spreading path of thick, cobalt ice. Your damage die are changed to d10s, and your die amount is reduced to 1/4 levels of warlock, rounded down. If your Eldritch Blast hits a target, they are also entangled and must make a Strength or Escape Artist check equal 14 + Cha modifier + 1/2 your caster level to be freed. If the entangled target fails the first save, he becomes anchored to the ground. The subject may make another Escape Artist or Strength check on every following round until they break free. This is not cold damage, but creatures immune to cold damage are not subject to the entangling effect. Also, the path created by this attack becomes a slippery area as if under the effect of a Grease spell.

Channeled Blast,4th
Your Eldritch Blast is summoned before you as a sphere of raw arcane power, the longer you channel the blast, the more powerful it becomes. If you spend a standard action to use your Blast, it does d4s in damage. If you spend a full-round action to use your Blast, it does the normal d6s. Two rounds changes your damage to d8s.

Tempestuous Breath of the Wolverine, 4th
A thick cobalt mane condenses around your head when you use your Eldritch Blast with this Essence. Your Eldritch Blast is manifested from your snout as a slicing torrent of wind that deals slashing damage, and pushes your target 5ft/die of damage in a direction that you specify.


Blast Shape

Stag Rush, 3rd
Your Eldritch Blast rushes at your target, becoming an illusion of a large dire elk with blood red eyes before hitting and knocking back your enemy. Your Eldritch Blast is shot as a 30 ft line with a width of 5 ft + 10 ft per 6 levels, rounded down. This attack does not go through foes, but when it hits them, it deals damage equal to 1 per damage dice of your Eldritch Blast, instead of full damage. Also, the target is subject to a bull rush, and must make a Strength check, DC = 13 + Cha modifier + 1 per damage dealt, or be pushed 5 ft away from the caster per damage dealt.

Caustic Sputum, 3rd
The energy of your Eldritch Blast turns your spit into a thick, corrosive and sticky substance, which does not damage you, but can be spit up to 20 ft + 10 ft per 5 caster levels. This is resolved as a ranged touch attack. The amount of damage die are reduced to 1d6 per 3 warlock levels, but the attack deals +1 damage per die. If the target is hit, your spit sticks to the enemy, burning it the next 1d4 rounds, halving the damage dealt each time. Also, if another creature touches the affected creature, they also receive the same amount of damage on the remaining rounds as if they had been struck. This is not acid damage, but creatures immune to acid damage do not receive the secondary damage.

Cacophonous Clap, 4th
You focus the power of your Eldritch Blast into a singular booming clap. This sends out a visible shock wave of energy, damaging enemies in a 30ft line for your Eldritch Blast damage minus 1 die (minimum 1), and deafening all within a 30 ft cone for 2d4 rounds (Fort halves). This is not sonic damage, but creatures immune to sonic damage are not deafened.

Chains of the Damned, 3rd
Darkness coalesces around your arm then lengthens into a crimson spiked chain dripping with blood 10 feet in length. This chain acts exactly like a spiked chain, including the ability to trip and disarm at a +2 bonus. You are automatically proficient with this weapon. Also, this chain can be used to attack, dealing ½ of your Eldritch Blast damage, rounded down. This damage is evil, or chaotic-aligned damage (chosen at the point of summoning). You may not apply any other invocations to this chain, or your Eldritch Blast while the chain is manifested, however, you may still use your Eldritch Blast with your free hand at the same ½ damage. Manifesting this chain is a move-equivalent action that provokes an attack of opportunity. Relinquishing grip is a free action that makes the chain disappear, and does not provoke an attack of opportunity.

Vatic Spirit, 4th
Your Eldritch Blast is manifested as a Vatic Spirit. As long as you maintain Concentration every round up to a maximum number of rounds equal to 1/2 your warlock levels, rounded down, you may control this blast, moving at 40ft per round. You have darkvision out to 10ft from the spirit, and may choose to remotely trigger the spirit to explode, damaging everyone within a 15 by 15 ft. square centered on the spirit. Targets caught within this blast are offered a Fortitude save to receive half damage.

Abyssal Geyser, 4th
Your Eldritch Blast takes the form of an abyssal geyser. This is a line within 60 ft from you, but not necessarily starting at your position. This line is 10 ft per 4 warlock levels, rounded down and deals damage equal to your Eldritch Blast damage. The target(s) of the attack are offered a reflex save for half damage, and if they damaged by the geyser, they must succeed another reflex save DC equal 10 + your caster level + your charisma modifier, or are knocked prone.

Delayed Blast, 4th
This allows you to take a full-round action to imbue a 5-foot square, or a tiny or a diminutive object you hold with the power of your Eldritch Blast. The power stays imbued for a number of rounds equal to your caster level + your Cha modifier. When a creature (not you) steps into the square or attempts to use the imbued item, they trigger your Eldritch Blast to explode, dealing damage equal to your Eldritch Blast damage to them and anyone in contiguous squares. You may also throw the imbued item as a grenade-like weapon that detonates on impact. Anyone damaged in this fashion can attempt a reflex saving throw for half damage.

Sinister Salvo, 3rd
The warlock's Eldritch Blast is manifested as several brilliant projectiles shooting from your hand and arcing high overhead onto your enemies. Designate an amount of creatures to divide your eldritch blast in between. There must be at least 1d6 damage per target, all targets must be within 80 ft, and no farther than 15 feet from another target. This attack ignores forward cover, but not overhead cover, or concealment. Each bolt is resolved as a ranged touch-attack.

Brimstone Hail, 3rd
Your Eldritch Blast is manifested as a rain of blazing sulfuric bolts. Designate a circular area within 60 ft. from you with a radius equal to 10 ft. per 5 warlock levels, rounded down. Also designate up to 1/2 your warlock's level in targets within this area to be struck by this attack. You make a ranged touch attack against all of the selected targets, which, if successful, deals damage equal to your Eldritch Blast damage, minus the amount of designated targets, minus 2. The following round, if any of the selected creatures remain in the same square as before, they are hit with a second barrage which deals 1/2 of the initial amount of die in damage, minimum 1 die.
Eldritch Ball, 3rd
Shapes the eldritch force into a 10' radius circular spread. Ref/half

Eldritch Line, 3rd
Shapes the eldritch blast into a Line 30' long. Ref/half. If the Warlock is capable of applying multiple Eldritch Shapes to a single eldritch blast, combining this with Eldritch Spear will create a Line out to 120'.

Eldritch Fang, 3rd
As a standard action, Eldritch Energy charges a natural weapon of your choosing. Deal Eldritch Blast damage on your next attack. Duration 1 minute.

Eldritch Missile, 3rd
This blast shape invocation allows you to invoke your eldritch blast as a barrage of small projectiles. You may create one projectile per eldritch blast damage dice, up to 10 projectiles. You may divide these projectiles upon multiple creatures or concentrate them on a single creature. These projectiles automatically strike the enemy (provided you have line of sight at the enemy) and deal 1d4+1 points of damage, as if they were magic missiles. If the target is immune to magic missile damage, it is also immune to eldritch missile. If the eldritch missile is also altered by an essence invocation, each missile benefits from the alteration, but any effect that forces a saving throw is done only once; a successful save negates the effect of the remaining eldritch missiles on the same target (but not on other targets).

Unlike other blast shape invocations, an eldritch blast modified by this ability does not benefit from the split blast ability or similar abilities (thus, your maximum limit of missiles is 10).

Eldritch Snare, 4th
This blast shape invocation allows you to set a spot where concentrated arcane energy lies, turning into a trap that deals eldritch blast damage. When using eldritch snare, choose a single square within eldritch blast firing range. A creature entering within 5 feet of the eldritch snare takes damage as if the warlock succeeded on an eldritch blast, except the creature may make a Reflex saving throw for half damage. Spell resistance also applies to the damage dealt. Once a creature is affected by an eldritch snare, the effect vanishes. Essence invocations used with an eldritch snare add their effect as well. An eldritch snare may not be placed on a square occupied by a creature or object; else, the creature (or object) takes damage as if attacked by an eldritch blast. Placing an eldritch snare takes a full-round action.

Writing on the Wall, 4th
As the spell magic runes, but no damage cap and duration is permanent until expended. Once you qualify for greater invocations creatures with sight within 15ft of the writing must succeed on a Will save (DC = 10 + 1/2 Warlock Level + Cha mod) or read the writing.

Eldritch Detonation, 3rd
Your eldritch blast becomes a bomb. Treat your blast shaped like a fireball

Eldritch Wall, 3rd
Eldritch Wall is a crystalline, malleable wall of energy. Eldrtich Walll has hp equal to your Eldritch Blast damage roll and shatters upon reaching 0 hp. A creature crashing into an Eldritch Wall takes and causes 1d6 points of damage. An Eldritch Wall lasts until the beginning of your next turn. If an Eldritch Essence modifies the Wall's energy type, the Wall negates such energy attacks. The wall is one 5X5X5ft cube per d6 of Eldritch Blast damage.

Bloody Blast, 4th
A Warlock chooses to sacrifice hp as he uses a Bloody Blast. For every 5hp sacrificed, he deals an additional d6 of damage. If the Warlock sacrifices more than 1/4 his total hp on one such blast he continues bleeding for 1hp/turn until he receives first aid or a healing spell. Temporary hp cannot be used to fuel this ability.

Force Blast, 3rd
A Force Blast deals force damage, but all damage is reduced to d4s

Eldritch Aura, 4th
Eldritch energies surround you. You may maintain an Eldritch Aura as a free action, but cannot use other Eldritch Blasts while it is in effect. Creatures within 5 feet of you take 1/2 your Eldritch Blast damage at the start of your turn and whenever you are struck by non-ranged attacks.

Eldritch Weapon
Lesser 4th
Eldritch energies surround your melee weapon or a single arrow. You may maintain an Eldritch Weapon as a free action, but cannot use other Eldritch Blasts while it is in effect. You deal Eldritch Blast Damage as well as Weapon Damage with every attack.

Hungry Spirit, 3rd
This blast shape invocation allows you to invoke your eldritch blast as a bolt of persistent eldritch magic. A hungry spirit creates a pattern of eldritch energy in a square adjacent to you. Each turn, starting on the turn you invoke it, you may direct it as a free action. A hungry spirit can move up to 60ft each turn, and if it enters the space of a creature, it may make a melee touch attack against it, using your attack modifier. If the attack hits, the creature is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). The hungry spirit lasts either until it successfully hits a target, or for one round, plus an additional round per five caster levels.

Eldritch Ghoul, 3rd
When you apply this blast shape to your eldritch blast, you sprout sharp fangs and claws, granting you a single bite attack, plus an additional secondary claw attack for every six caster levels you have. These natural attacks deal 1d6 piercing and slashing damage plus your strength modifier, and a struck target is also affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). These natural weapons persist until you dismiss them, or choose a different blast shape for your eldritch blast. While using eldritch ghoul, you may make melee attacks with them as you would with any other natural weapon, and they do not provoke attacks of opportunity to use.




Invocations

Assumption of the Humble Creatures, 3rd
You gain the ability to change take the forms of certain creatures for 24 hours. As a standard action, you may take the shape of the following animals: Badger, Bat, Cat, Dog, Donkey, Lizard, Monkey, Owl, Rat, Raven, Small Fish, Toad, Trout, Viper Snake (tiny or small), and Weasel. You may also use a standard action to change between any of these forms or resume your normal form. While you use this invocation to take a form other than your own, you cannot use other invocations, including eldritch blast.
This works as the Alternate Form special ability, except that you also take on the creature's special qualities.

Protective Shell; 3rd
You are treated as having cover, granting you a +4 bonus to armor class and a +2 bonus to reflex saves, though you cannot use this benefit to make a Hide check. As a swift action, you can extend this protection to all creatures who are adjacent to you. Reducing its range to personal again is also a swift action.
In addition, any creature that gains the benefits of this invocation may forgo acting on their turn to increase the benefits they receive (but not the benefits any other creature in the area receives) to Improved Cover, granting them a +8 bonus to armor class and +4 to reflex saves, as well as improved evasion to attacks against which the reflex save bonus applies.

Wild Summons; 4th
This invocation takes one hour to perform, after which you may call any creature that acts as an animal companion, drawn from the animal companion list. For the purposes of determining what animals you can call and what benefits they receive, your effective druid level is equal to your caster level. Unlike normal animal companions, your Wild Summons does not have the Share Spells feature. You may not have more than one Wild Summons at once, though you may use this invocation again to dismiss your previous Wild Summons and call a new one. A Wild Summons lasts indefinitely or until slain, and its calling is an instantaneous effect, so it cannot be dispelled as a summoned creature might be.

Circle of Peace; 3rd
When you use this invocation, any opponent attempting to strike or otherwise attack you, even with a targeted or area spell, must attempt a Will save. If the save succeeds, the opponent can attack you normally. If the save fails, the opponent can’t follow through with the attack, and that part of its action is lost. If you attack another creature while this effect is active, the invocation's effects are immediately ended, and you may not use the invocation again for the duration of the current encounter. This invocation has a duration of 24 hours.

Discerning Sight; 4th
When you use this invocation, your powers of perception are heightened, and you gain the ability to see through darkness and the lies of illusions. Whenever you see an illusion or disguise effect of any sort, you are entitled to a Will save or Spot check to notice it if you would normally be entitled to one, with a +4 bonus on either. On a success, you see through the effect. You need not interact with illusions or disguises to gain this benefit, visual contact is enough. In addition, while discerning sight is active, you ignore the miss chance granted by any concealment less than total concealment. This invocation has a duration of 24 hours.

Guiding Spirits; 4th
By spending a minute in meditation, you can commune with beneficient spirits to determine where the future will lead. The effects of this invocation are identical to the augury spell, except that each time you use the invocation within a 24 hour period, the chance of recieving a meaningful reply drops by a cumulative 20%. Also, unlike the spell, you need not provide material components or a focus.

Transcendent Language; 4th
When you use this invocation, you gain the ability to speak and understand the language of any intelligent creature (as tongues). Further, if you concentrate on a single target within 30ft, you can detect when they intentionally and knowingly lie for as long as you concentrate. A target may make a will save to resist this effect, on a success the target can lie without being detected. The invocation does not reveal the truth, detect unintentional lies or inaccuracies, or reveal evasions. This invocation has a duration of 24 hours.

One with Earth; 3rd
When you use this invocation, you attune yourself to the earth. You gain a burrow speed equal to half your land speed, and can burrow through stone, dirt, and almost any sort of earthen material except metal. You may choose whether or not you leave a tunnel that others can pass through. In addition, you gain 15ft tremorsense. The duration of this invocation is 24 hours.

Wind Force; 4th
Using this invocation creates a blast of air with a speed between 1mph and 75mph. This wind affects one of the following areas: a 60 foot line, a 30 foot cone, or a 15ft burst centered on you. You decide on the area when you use the invocation, and it emanates from you for one round. Wind Force has all the effects of a wind with the chosen speed within that area. The normal Fortitude saves to negate the effects of the wind are replaced by the save DC of the invocation. In addition, spell resistance applies against the wind's effects.

Work the Waters; 4th
This invocation grants you three spell-like abilities, which you may use at will. All of these abilities have a range of 400 feet, + 40 feet per caster level, and target 1 cubic foot of inanimate, unattended water per caster level. This invocation has a duration of 24 hours.
Move Water: As a move action, you can move water up to 50 feet in any direction. So long as this invocation is still active, and the water is in range, it remains where you have moved it.
Maneuver Water: As a standard action, you can control water to make a bull rush, disarm, grapple (including pin), or trip attempt against any target adjacent to at least one cubic foot of water. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally.
Manipulate Water: As a move action, you can change the general shape of water, though fine detail isn't possible. So long as this invocation is still active and the water is in range, it remains in the last shape you gave it.

Call of the Earth; 4th
Burrow through earth and loose rock at your land speed for 24 hours. You may choose to leave a tunnel.

Familiar Modulation; 4th
Familiar shifts 1 size category (up or down) per 3 caster levels. Lasts 24 hours.

Enhance Familiar, 3rd
Familiar gains +2 competence bonus to saves, attack rolls, damage, as well as a +2 dodge bonus to AC. Lasts 24 hours.

Fortify Familiar, 3rd
Familiar gains +2 unnamed bonus to AC and (Caster Level) temporary HP for 24 hours.

Mirrored Menace, 3rd
As a swift action, you create an illusory duplicate of yourself somewhere within 30ft of yourself. This otherwise works like Mirror Image with a duration of 1 round.

Diminishing Utterance
Lesser 3rd
You may use Shrink item as the spell, but it's duration is 24 hours instead of 1 day / level.

Devil's Gamble, 4th
Gains a Charisma Modifier luck bonus any 2 saves. The bonus may not exceed your class level. Lasts 24 hours.

Savage Horns, 3rd
You gain 1 gore attack dealing 1d8+(1/2STR MOD) piercing damage. You also gain Powerful Charge: 2d8+(STR MOD) with your gore attack.

Mighty Tail, 3rd
You gain a tail slap attack that deals 1d6+(STR MOD) bludgeoning damage. Additionally you gain a +4 racial bonus on balance checks.

Battle Lust, 4th
Gain a +2 morale bonus to melee attack and damage rolls. This bonus improves by +1 for every 4 levels beyond 8th.
Howler Quills, 3rd
Your body bristles with quills. Creatures attacking you without reach weapons must succeed a DC (13+ChaModifierr) Reflex save or have the quill break off. Quills impose a -1 penalty on attacks, saves, and checks per quill. Removing a quill is a DC 20 Heal check; otherwise, deals 1d6 slashing damage.

Cheetah's Spirit, 3rd
For 24 hours, once per hour, you can move ten times your speed when making a charge. This applies to all your modes of movement.

Serpentine Body, 4th
You're body's torso can grow and contort. After maintaining a grapple, you contrict (1d4+STR) damage.

Fortify Flesh, 3rd
You gain a natural armor bonus equal to 1/4 your warlock level. When you qualify for greater invocations you are not subject to bleed damage. When you qualify for dark invocations you gain fortification 50%. This invocation lasts for 24 hours

Aspect of the Cornugon,4th
You gain proficiency with spiked chains and +2 bonus to sense motive and intimidate for 24 hours. When you qualify for greater invocations you gain darkvision 60ft (all forms of darkness) and immunity to poison. When you qualify for dark invocations you gain telepathy 100ft and another +2 to sense motive and intimidate

Hellspines, 3rd
You gain armor spikes that deal damage on a melee attack equal to 1/3 your eldritch blast damage. This is treated as an armed attack. If you are being grappled or are grappling you deal 1/2 eldritch blast damage to your opponent. When you qualify for greater essences you can use them to climb at a speed of 20ft.

Dark ones own Luck, 3rd
As regular Dark ones own luck, but when you qualify for greater invocations the the bonus applies to all saves (much like the paladins divine grace feature) and when you qualify for dark invocations you gain evasion.

Arcane Shield, 4th
You form a barrier of magical energy that harms creatures and protects you from certain energy attacks. This invocation functions exactly as the fire shield spell (including whether you may choose a warm shield or a cold shield), but half the damage dealt by the spell comes from raw arcane energy and may not be resisted by either fire (for warm shields) or cold (for cold shields) resistance.

Blurry Veil, 3rd
You gain the benefit of the blur spell, gaining a 20% miss chance against all attacks. As well, you gain a +6 bonus on Disguise checks, but the afterimage caused by the blurry effect causes a -4 penalty on all Hide checks. Tthe effect lasts for 24 hours and is dismissable.

Curse of the Midget, 4th
You permanently reduce a creature’s size as if using the reduce person spell, except the effect works on any creature (not just a humanoid). The duration of this ability is permanent until dismissed by the caster, or until the creature receives the benefit of a remove curse or break enchantment spell (the latter only cast by a spellcaster of caster level 9th or higher). If a character has the shapechanger subtype, it may not transform back into its original size unless the curse is removed, but it may use its transformation abilities and still retain the benefits of the invocation. Any possessions held by the target are likewise reduced in size until they leave their wielder’s possession, in which they return to their original size; an item’s size is not reduced when touched by the victim.

Fortify Flesh, 3rd
Your skin thickens, granting you natural armor equal to 1 point per every three caster levels (thus, if you have caster level 6th, your natural armor bonus increases by 2). Treat this as an enhancement bonus to natural armor if you already have a natural armor. As well, if any attack causes you to bleed, your body prevents the wound from bleeding, thus ignoring any further damage. The effect lasts for 24 hours and is dismissable.

Relieve the Nightmare, 4th
When you use this invocation, you automatically detect the presence or absence of thoughts as per the detect thoughts spell. By retaining concentration, you may determine the amount of thinking minds and able to detect their surface thoughts, as per the spell. If you retain concentration for a 4th round and succeeded on detecting the surface thoughts of someone, you may send a figment related to the thoughts, usually gone wrong. If you successfully read the thoughts of a creature and decide to use this ability, the benefit of detect thoughts ends but you remain in mental contact with the afflicted creature. So as long as you remain in contact with the target creature, you form a phantasm of those thoughts gone wrong, which automatically causes the enemy to become shaken. Each round, the creature must succeed on a Will saving throw or become frightened (frightened creatures become panicked); if successful, the creature is not affected in that turn but may be affected in subsequent turns. Once the enemy is panicked, it may not make any more Will saving throws against the effect.

The effect remains for as long as you concentrate and one round later. If the creature is alerted to the nature of the phantasm, it is allowed a Will saving throw to disbelieve; if successful, the mental contact ends and you take 1d10 points of damage from the mental backlash. Creatures with true seeing are not affected by the phantasm, and creatures benefitting from protection from evil or a similar spell are not affected by both effects.
The phantasm portion of this invocation is a fear effect, and the invocation is a mind-affecting effect.

Summon Servant; 4h
As a full-round action, you summon a specific type of creature as determined by your pact. Treat this as if using summon monster I, except the duration is increased to 10 minutes per caster level and you can only summon a specific creature, choosen when you select this invocation. You can chose from animal with the pseudonatural template, quasit, imp, coure eladrin (see Book of Exalted Deeds; if not available, use a pixie with the celestial template but without special arrows or irresistible dance), pixie (with irresistible dance spell-like ability), skeroloth (see Fiend Folio; if not available, use a derro with the fiendish template but without poison and equipment, and gains a pair of claws that deal 1d3 points of damage). You may only choose this invocation once.

Telepathy, 3rd

You gain the ability to establish mental contact with any other creature within 100 ft., as if you had the telepathy ability. You may communicate with any number of creatures within the area, but you must still speak their language; this invocation does not grant you the ability to understand or speak any language, but you may benefit from spells that do so. It lasts for 24 hours and is dismissible.
This invocation allows you to qualify for the Mindsight feat.

Blood of the Martyr, 4th
You sacrifice part of your lifeforce to heal an ally. You use blood of the martyr, as the spell (see Book of Exalted Deeds, page 92 for more details). If not available, use as follows: you may transfer your own hit points directly to a target creature within Medium (100 ft. +10 ft per caster level) range. You must transfer at least 20 hit points. Transferred hit points are treated as damage to you. The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost. This spell transfers only actual hit points, not temporary hit points. An unconscious target is considered a “willing creature” for purposes of this spell.

Fear Aura, 4th
With a gesture and a sound (such as a shriek, a howl or a scream), you emit a sudden feeling of fear upon enemy creatures. All enemies within 20 feet of you are affected as if a fear spell had been cast upon them.

Ghaele's Gaze, 4th
By fixing your sight upon a specific creature, you may replicate the gaze of a ghaele (except the effect applies only to a 60 ft. cone and must be activated each time). Any evil creatures within the area of the cone must succeed on a Will save or die instantly (if having less than half your maximum Hit Dice), or become panicked (if having more than half your maximum HD) as if under the effect of a fear spell for 2d10 rounds.

Transmute poison, 4th
You transform any poison or venom currently affecting a creature into a substance that affects only evil creatures. Treat as if affected by a neutralize poison spell, except only non-evil creatures benefit from the immunity to poisons. If a non-evil poisonous creature is touched while using this invocation, its poison is temporarily transmuted into a ravage (see Book of Exalted Deeds, page 34 for more information) that deals damage exactly as the poison would otherwise deal, for the duration of the invocation.

Dangerous Beauty; 4th
When you invoke this ability, you gain a deflection bonus to your Armor Class equal to your Charisma bonus. You lose this benefit if you wear armor or otherwise gain an armor bonus to your Armor Class.

Enslave the Planes; 3rd
This invocation grants you the effects of an avoid planar effects and resist planar alignment spells for 24 hours (see Spell Compendium, pp 19, 174). You also gain a +6 profane bonus on saving throws against any effect that would send you to another plane of existence against your will (such as a plane shift or the violet ray of a prismatic spray). Finally, you may concentrate to detect and learn the activation methods of any portals in the area, as if you had cast an analyze portal spell.

Servant of the Damned; 4th
You summon a quasit from the Abyss to serve you. You may only have one quasit summoned at a time, primarily because you always summon the same quasit when you invoke this ability. The quasit serves as it is instructed, but it is not magically compelled to do so; it simply serves the same dark powers you do. If the quasit is killed, you cannot summon it again for 24 hours while it reforms on its home plane. You may also dismiss it by invoking this power again.
Starting at 11th level, you summon either your regular quasit or a half-fiend; you must choose either a satyr or an ogre as the base creature, and once chosen the decision is permanent. You may still only have one demon summoned at a time, but if one is killed, you may summon the other immediately, without waiting until the slain servant reforms 24 hours later.
Starting at 17th level, you may summon a vrock instead, under the same limits.

Blood Pact, 4th
You draw a small vial of blood from a willing, living creature, dealing one point of damage. While drawing the blood, you can specify up to three conditions, to which the creature has to agree.
At any time you are holding the vial, you can cast the equivalent of a Locate creature spell on the creature, except that it has unlimited range, as long as the target creature is on the same plane of existence and is not blocked by flowing water.
If the target creature breaks any of the specified conditions, the Locate creature effect can no longer be foiled by mislead or nondetection except if their caster level is higher than your own. Additionally, you can cast any spell, spell-like ability or similar power (psionic power, shadow magic...) on the vial of blood as if it were the creature in question, thereby affecting the creature itself. If the spell cast on the vial allows a saving throw, the creature takes a -4 penalty to it.

Hellfire Steed, 3rd
This invocation functions as the spell phantom steed, with a few exceptions. The warlock may only have as many as one-half his level in steeds. Anyone may ride one of the warlock's hellfire steeds, but if the warlock has not allowed them to verbally, they take 2d6 untyped damage every round they remain on the steed. The steed appears to be a black warhorse with hellfire where its mane, tail, eyes, and hooves would normally be. Each hellfire steed lasts for 24 hours from when it was created.

Chain Devil's Boon, 4th
The warlock gains the "Dancing Chains" special ability. This ability is functionally identical to the ability listed under the Kyton except that the warlock may only command 1 chain. This increases by an additional chain at 10th warlock level and every 5 levels thereafter (a maximum of 4). The duration of this invocation is 24 hours.

Cloak of the Deceiver, 3rd
The Character using this invocation may cast a glamour over his appearance equivalent to the spell "Disguise Self" Further more, the magical veil disguising the warlock is extremely convincing, slightly enhancing the warlock's natural social graces. Warlocks under the cloak of the deceiver gain a +2 circumstance bonus to one of the following skills: Bluff, Diplomacy, Gather information, handle animal, hide, intimidate, sleight of hand. A new skill bonus may be chosen each time the invocation is cast. The duration of this invocation is 24 hours

Baleful Dismissal, 4th
You teleport a single creature within 30 ft. of you to another location within 30 ft. of you. If it is unwilling, it may attempt a Will save to negate this invocation. You must have line of sight to the location you are moving the creature to. You must teleport the creature onto solid ground capable of supporting it. You cannot move yourself with this invocation.

Channeled Luck, 4th
You channel a day’s worth of luck into a single moment. For twenty four hours, you take a -1 penalty on all attack rolls, saves, skill checks, and ability checks and lose the benefit of all luck bonuses. However, once during the duration of this invocation, you may gain a +20 luck bonus on any attack, save, ability check, or skill check.

Daemon’s Whisper, 3rd
You gain telepathy out to 5 ft./level for twenty four hours. In addition, as a standard action, you may attempt to probe the mind of any creature within your telepathy’s range. If it fails a Will save, you gain access to its surface thoughts, as the detect thoughts power.

Hoarfrost, 3rd
All ground within 20 ft. of you is covered in a rime of ice, which lasts for 1 round/level. When you use this invocation, all creatures other than you in the ice-covered area must make a DC 15 Balance check or fall prone. In addition, in subsequent rounds, a creature attempting to move through the rime must make a DC 15 Balance check or fall prone. Even if it makes the check successfully, it can move only at half its base land speed.

Occult Glamer, 3rd
You send forth a wave of mesmerizing light. All enemies within 20 ft. of you must make a Will save or be fascinated for 1 round/level. If they are attacked, they immediately break out of their fascination.

Unseen Hand, 3rd
You telekinetically draw a single item within 30 ft. of you, weighing no more than 10 lbs./level, to your hand. If it is unattended, it is automatically drawn to your hand, arriving at the end of your round. If it is held, the creature holding it may attempt a Reflex save to negate this effect. If it fails, the item is drawn to you.

Tendrils of Soot, 3rd
One target must make a Will save or be blinded for one round. For one minute, whether the target saves or not, the area in a 20 foot radius of the target’s original position is hazy and dark granting partial concealment to any creature in the area or any creature being attacked by a creature in the area.
Only one area may be created at any given time. If you create a new area of shadow before the old one expires the older area immediately ceases and the new area begins its duration.

Earthbolt, 3rd
You select a single target within 60ft. of you and create a straight line of difficult terrain between the two of you. The target takes 2d6 damage. The target is entitled to a reflex save to negate the damage entirely, however the difficult terrain persists.

Dispersal, 3rd
Touched corpse disintegrates into nothingness, leaving clothes and gear undamaged. A creature destroyed in this way can only be returned to life by a true resurrection spell, a carefully worded wish followed by a resurrection spell, or a miracle.

Sensory Deprivation, 4th
Select sight, hearing, smell, touch, or taste. Touched creature completely loses the selected sense for as long as you concentrate, as if concentrating on a spell, plus two rounds thereafter. In addition to the normal effects of the sense’s loss, such as blindness, the target also loses special senses based on which sense was affected.
Sight – Darkvision, Low-Light Vision
Hearing – Blindsense, Blindsight
Touch – Tremorsense
Smell – Scent
Taste – Scent
If the creature does not willingly allow itself to be touched, you must succeed a melee touch attack.

Hands of Rust, 5th
You may utilize Rusting Grasp as the Druid spell of the same name.

Figment , 4th
You may use Sculpt Sound as the Bard spell of the same name.

Terrible Remorse, 4th
You may use Terrible Remorse as the Inquisitor spell of the same name.

Skeletal Carriage, 3rd
You conjure a team of Skeletal Mounts, a skeleton driver, and a macabre carriage for you and your allied to ride in. All serve you faithfully for 24 hours after which time they crumble into dust. You may conjure only one team in this way and may not have a Skeletal Mount conjured at the same time, by the invocation Skeletal Mount.

Revenant Whispers, 3rd
All enemies in a 60ft. burst from the invoking warlock must succeed a Will saving throw or be fascinated for 2d4 rounds. The effect ends in any affected creature is attacked by the warlock or any of his allies. If a target saves he cannot be affected by this invocation again for 24 hours. This is a mind-affecting, sonic, compulsion effect, but is not language dependent.

Vestigial Aid, 4th
You grow a prehensile tail and may use it as an extra hand. The tail has a -4 penalty to strength and dexterity and cannot be used to perform fine functions such as somatic spell components. The tail falls off after 24 hours, dealing 1d4 nonlethal damage to the warlock when it does so.

Caress of Life, 3rd
Touched creature heals hit points equal to 1d6 + 1 / 2 Warlock levels (Max +10). If the Warlock uses this invocation to heal himself he gains hit points equal to 1d8 + 1 / 2 Warlock levels instead.

Image of Torment, 4th
Target creature makes a Will saving throw or is nauseated for 1 + Charisma modifier rounds (minimum 1).

Blade of the Eldritch Horror, 4th
You touch an ally’s weapon giving it the ghost touch property and additional damage equal to 3d6 + Charisma modifier. This effect lasts for 1 + Charisma modifier rounds (minimum 1). You cannot use your eldritch blast ability while this effect is active. Only one target may be affected by this invocation at any given time.

Fade Between Worlds, 4th
Touched undead creature becomes incorporeal for 1 + Charisma modifier rounds (minimum 1). All equipment carried by the target becomes incorporeal as well. If any of that equipment had the ghost touch property it may be used as normal to affect corporeal creatures.

Energy Shift, 4th
You can pass through solid objects and are immune to attacks which deal bludgeoning, slashing, or piercing damage for 1 round / 3 warlock levels. For that same duration you lose any elemental resistances or immunities you possess and take double damage from attacks which deal force, fire, cold, shock, acid, or sonic damage.

Gravity Ring, 4th
You create an area of heavy gravity centering on you and extending out for a radius of 20ft. You are unaffected by this gravity, but all other creatures in the area are, including allies. Treat this effect exactly as the planar trait of the same name (see PFGMG).

Gravitic Pull, 4th
You select a square within 80ft. You make a combat maneuver Drag attempt against all creatures within 40ft. of the chosen square, moving them directly towards said square. You are treated as a huge creature with the Improved Drag feat and a base attack bonus equal to your Warlock level for this combat maneuver attempt.
Any creatures which reaches the chosen square is moved no further, regardless of the results of the combat maneuver check. If more than one creature enters the choses square all creatures present take fall damage for a distance equal to the furthest distance traveled by the creatures in the chosen square.
You are affected by this pull if you are within its 40ft. range.

Gravitic Repulsion, 4th
You create an area of altered gravity for a radius of 40ft. from you. Creatures moving towards you move at half speed. Creatures moving away from you move at double speed. A creature may ignore this effect for 1 round with a successful Fortitude saving throw. Each consecutive successful save increases the DC to ignore by +2. This effect lasts as long as you concentrate on it, as if concentrating on a spell, + 1 round thereafter. This affects all forms of movement.

Horns of the Bull, 3rd
You gain a gore natural attack with damage appropriate for your size for 24 hours. This attack is considered a +1 magical weapon. For the same duration you take a -4 penalty to skill checks made to positively influence others, though you may still threaten or intimidate with no penalty. This penalty is -8 to skill checks made when attempting to seduce.

Anathema, 4th
Touched weapon is treated as one specified special material for the purposes of bypassing damage reduction for 1 minute / Warlock level.

Sapping Roots, 3rd
You summon a field of vile, sinewy roots to entangle and sap life from your foes. You designate a square area starting within 30 ft. from you equal to 5ft per 2 caster levels per side, rounded down. Within this area, you determine a number of targets equal to your Cha modifier to have the roots attempt to grapple. Each root has a grapple bonus equaling 1/2 your warlock level, rounded down + your Cha modifier. If any root is successful in grappling it's foe, and does not have it's grapple broken by your next round, it does 1d6 damage to its foe. You receive an amount of hit points equal to the damage dealt, not exceeding your natural hit point total. Every round, on the captured foe's turn, the target may attempt an opposed grapple check to break free from the roots. You may not use this invocation unless there are currently no other Sapping Roots in play.

Two Heads of Demogorgon, 3rd
Your head splits into two vile baboon heads, resembling Demogorgon's own. You cannot make gaze attacks like Demogorgon, but you gain two natural bite attacks as a part of your full attack action. The damage is 1d4 per head for a medium creature, 1d3 for a small creature, or 1d6 for a large creature (Scaling appropriately for smaller than small or larger than large)..

Hallucinogenic Spore, 4th
You release insidious spores in a ray with a maximum reach of 30 ft + 5 ft per 5 caster levels. The targeted creature must succeed a Fortitude save DC 14 + your charisma modifier, or become confused, as the spell for 1d4 per 5 caster levels.

Elliz
2014-06-14, 11:04 AM
Greater Invocations:

Essences:

Bonerip Blast; 5th
This eldritch essence invocation allows you to change your eldritch blast into a bonerip blast. The round after you damage a creature with a bonerip blast, they must make a Fortitude save. On a failed save, they take damage equal to half the initial damage as their body contorts under the influence of the blast. If a living creature that could normally be raised as a skeleton and does not possess more than double your Hit Dice is slain by either the primary or secondary damage of a bonerip blast, they rise as a skeleton under your control at the beginning of your next action. Even if you kill multiple creatures with a bonerip blast, you cannot create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see the Animate Dead spell) apply to skeletons created by this invocation.

Wearying Blast, 6th
This eldritch essence invocation allows you to change your eldritch blast into a wearying blast. Any living creature struck by a wearying blast must make a Fortitude save or become fatigued for 1 minute. If they are already fatigued, they become exhausted for 1 minute instead. If they are exhausted, they instead fall asleep for 1 minute. A sleeping creature may be awakened as a standard action, and are automatically awakened if they take damage (though they will still be exhausted in either case unless another effect removes it). Multiple uses of wearying blast on the same target stack for determining its effects.

Venom Blast; 6th
This eldritch essence invocation allows you to change your eldritch blast into a venom blast. Any creature struck by a venom blast must make a Fortitude save. On a failed save, they take 1d6 constitution damage, and must make a second save one round later, or suffer another 1d6 constitution damage.

Castigating Blast; 6th
This eldritch essence invocation allows you to change your eldritch blast into a castigating blast. A castigating blast deals subdual damage. Any creature struck by a castigating blast must make a Will save or cower for one round. The cower portion of castigating blast is a mind-affecting fear effect.
Solar Blast; 4th
A Solar Blast deals positive energy damage. A living creature struck by a Solar Blast gains temporary hit points equal to the damage rolled divided by 3. These temporary hit points last for 1 round and do not stack with other temporary hit points. Undead struck by a Solar Blast suffer an additional 4d6 damage.

Vampiric Blast; 6th
A Vampiric Blast deals 1/2 damage. The Warlock gains temporary hit points equal to the damage dealt (if used with an Eldritch shape that targets more than one creature, determine which took the greatest damage. gain that many temporary hp). However, the Warlock cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Elemental Blast; 6th
Your eldritch blast deals either acid, electric or sonic damage. An electric or sonic blast dazes targets (Will) and an acid blast slows (Ref) targets with a DC of 10 + 1/2 Warlock level + Cha mod

Unerring Blast, 6th
Your eldritch blast negates any concealment miss chance and bypasses spell resistance

Paralysing Blast, 5th
Your eldritch Blast can paralyse an opponent. Fort save DC is 10 + 1/2 Warlock level + Cha modifier. Duration is 1/2 Warlock level rounds

Shrieking Blast, 5th
This eldritch essence invocation transforms your eldritch blast into a shrieking blast. A shrieking blast deals sonic damage, but all damage die are reduced to 1d4 (from 1d6). Any creature struck by a shrieking blast must succeed on a Fortitude saving throw or become deafened for 1 round. If the creature is already deafened, the sonic damage is halved. A shrieking blast does not work on a zone of silence.

Holy Blast, 6th
This eldritch essence invocation transforms your eldritch blast into a holy blast. When attacking an evil outsider, the holy blast deals damage of one die size higher (thus, all damage dice are transformed into d8s). As well, evil outsiders successfully affected by a holy blast are treated as if also affected by a dimensional anchor spell, preventing any extradimensional travel.

Rosethorn Blast, 5th
The target of a rosethorn blast must make a reflex save or be entangled for one round. Additionally, half the damage done by a rosethorn blast is piercing damage, the other half is bludgeoning damage.

Green Steel Blast, 6th
This eldritch essence allows you to change your eldritch blast into a green steel blast. Any time you use a green steel blast, roll a 1d4. Your eldritch blast deals a different type of damage depending on which number you roll.
1: Slashing
2: Piercing
3: Bludgeoning
4: Roll twice. Choose the type you prefer of the two. Your green steel blast deals an additional 2d6 damage. If you roll the same type twice, you deal an additional 4d6 damage (instead of 2d6). If you roll a 4 and another number, you deal an additional 4d6 damage (instead of 2d6). If you roll two 4's, choose which type of damage you wish to do and add 6d6 damage (replacing previous bonuses from rolling 4's). These do add +2, +4, +4, and +6 to the attack roll, respectively.
All green steel blasts are treated as chaotic, evil, and magic for the purposes of overcoming damage reduction, and deal full damage to objects. All green steel blasts ignore Spell Resistance. You must make a normal ranged attack roll instead of a ranged touch roll when attacking with a green steel blast, however you get a +1 on the roll for every damage dice as the blast gets larger and more difficult to avoid. You also get a flat +1 on damage rolls due to the nature of Baatorian green steel. You do not get the attack roll bonus when using this invocation with hideous blow.
Extra damage dice from things other than physical damage or natural additions to the base eldritch blast do not add to your attack roll.

Channelled blast, 5th
If you choose cast a Eldritch blast modified by this invocation as a swift action it does 4d6 less damage and the range increment or area of the eldritch blast is reduced by 10ft. If you choose cast a Eldritch blast modified by this invocation as a move action it does 2d6 less damage. If you choose cast a Eldritch blast modified by this invocation as a full round action it does 2d6 more damage. If you choose cast a Eldritch blast modified by this invocation in two rounds it does 4d6 more damage and the range increment or area of the eldritch blast is increased by 10ft

Freezing Blast 6th
This eldritch essence invocation allows you to change your eldritch blast into a freezing blast. A freezing blast deals cold damage, and a creature struck by one must make a Fortitude save or be frozen solid for one minute. A frozen creature cannot move, attack, or cast spells. They are considered immobile, lose their Dexterity bonus to AC, and take an additional -4 penalty to AC. Each round, a frozen creature may attempt another saving throw to end the effect.

Stoneshape Blast 6th
This eldritch essence invocation allows you to change your eldritch blast into a stoneshape blast. A creature struck by a stoneshape blast must make a Fortitude save or begin a slow process of petrification, which lasts one round/2 levels. It takes a -2 penalty to Dexterity, and its base land speed is reduced by 10 ft. Each round, it must save again or suffer the same effects, which are cumulative. If a creature’s base land speed is reduced to 0 ft., it cannot move. If a creature fails four saves in a row, it is petrified, as the flesh to stone spell. At the end of this invocation’s duration, unless the creature was petrified, all of its harmful effects are undone.

Anchoring Blast, 4th
Targets striked by an anchoring blast are also prevented from extradimentional travel, as per Dimension Lock, for one round.

Venomous Blast, 6th
Targets struck by a venomous blast must make a Fort save or 2 Con damage

Paralytic Blast, 5th
Will save or be Paralyzed for one round.

Forceful Blast, 5th
Eldritch Blast becomes a Force effect.


Shape:

Magus Aegis, Greater, 3rd3
The power of your Eldritch Blast is focused into a form resembling a tower shield. In this form, you cannot use your Eldritch blast to attack foes, it cannot be modified by other invocations, and while it is in use, other invocations cannot be used. This shield gives you a shield bonus to your AC equal to 5 + 1 per damage die of your Eldritch Blast, and full cover against those directly in front of you. The shield has a hardness equal to your DR granted by the warlock class, and hit points equal to 10 per caster level. If the shield is broken by an attack of a foe, there ensues a small explosion that deals you 1/2 the damage of your Eldritch Blast, and you may not manifest the shield again for 1d4 rounds. Dismissing the shield is a move-equivalent action. You may only move 10 ft. while the shield is active.

Eldritch Sphere
The Warlock summons a sphere of energy around him. Anyone attacking him with a melee attack, attempting to grapple, or otherwise attempting to enter the square he occupies, takes his Eldritch Blast damage, plus any Eldritch Essence he used on it. This sphere lasts one round.

Eldritch Wall
The warlock summons a wall of energy 5' thick and 20'/lvl long. Anyone who enters the wall takes Eldritch Blast damage, plus any eldritch essence used. This wall lasts one round.

Eldritch Bow, 4th
You shape eldritch energy into an arc roughly resembling a longbow. You may, as a full-round action make a single ranged touch attack to a target within 80ft. If you hit, you deal your eldritch blast damage.
You may, if your base attack bonus is +6 or higher, as part of your full-round action, make as many attacks as your base attack bonus allows.

Eldritch Needles, 6th
This blast shape invocation changes your eldritch blast into a multitude of smaller eldritch blasts which ignore the target's Dexterity bonus to AC. This invocation does not "deny" the target his Dexterity bonus to AC, and thus cannot be used in conjunction with a sneak attack.

Eldritch Sign, 6th
You may charge an object with destructive power following the basic guidelines of the spell "Glyph of Warding" with the following alterations:
-Eldritch signs are not normally permanent, they last for one hour before fading away harmlessly. A warlock may choose to make it permanent, but must use the material components specified in the "Glyph of Warding" spell description. (Powdered diamond worth at least 200 gp)
-The only effect the warlock is capable of storing within an eldritch sign is his own eldritch blast, doing normal damage modified by any essence invocation he knows.

Chain Viper, 6th
Your eldritch blast takes on physical substance, appearing similar to a spiked chain. As a swift action, you can summon the chain viper to your hands, enabling you to attack as if wielding a weapon. The chain viper has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe, and if you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow, you cannot combine your chain viper with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your chain viper. These are finessable melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of a full-round action) make as many attacks with your chain viper as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of +9, and again with a base attack bonus of +4.

Eldritch Shield, 5th
This blast shape invocation allows you to invoke your eldritch blast as a small barrier of raw arcane energy. You may use this eldritch shield as an immediate action in response to an enemy’s successful attack. Upon doing so, the energy barrier retorts back, causing three times the amount of eldritch blast damage dice in damage (but not actual dice; thus, if your eldritch blast deals 6 dice of damage, your eldritch shield deals 18 points of damage, not 18d6 points of damage). You may add the effect of an eldritch essence to eldritch shield.

Unlike other blast shape invocations, an eldritch blast modified by this ability does not benefit from the split blast ability or similar abilities (thus, you don’t benefit from three reduced-power shields, but only one).

Eldritch Bubble; 6th
As Eldrtich Shield, but takes shape as a bubble 5ft wide per d6 of Eldritch Blast damage.

Eldritch Tower; 5th
Eldritch Blast becomes a cylinder with a 10ft radius, 20ft height out to medium range. Reflex save for half.

Eldritch Orb; 5th
Eldritch Blast becomes a sphere with a 15ft radius spread out to medium range. Reflex save for half.

Eldritch Arrow; 6th
Extend the range of your Eldritch Blast to 1000ft (no range increments).

Eldritch Retribution; 5th
When you are the target of a successful attack, you may invoke an eldritch retribution as an immediate action. If the source of the attack is within 60ft, you may make a ranged touch attack against them. On a successful hit, the target is affected as if struck by your eldritch blast, (including any eldritch essence applied to the blast).

Eldritch Charge; 6th
By using a full-round action, you transform yourself into a bestial shape of eldritch power and may attack all enemies in a line, which can be any length from 10 feet to 60 feet. You make a melee touch attack against each enemy within the area, and affect each target you hit with your eldritch blast, including any eldritch essence applied to the blast. You reposition yourself in any empty square adjacent to the last square entered by the line and reform there. Anything you carry (up to a maximum of your heavy load) is transported with you.

Eldritch Bloat, 6th
This blast shape invocation allows you to invoke your eldritch blast as a 10ft radius burst that can be placed anywhere within 120ft. An eldritch bloat deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area may make a Reflex save for half damage. In addition, any corpse in the initial area, including any creatures slain by the damage of the eldritch blast, explodes as eldritch energies pour into them. Each corpse that explodes in this way extends the area of the eldritch bloat, adding another 10ft radius burst with the corpse as the center point. Corpses not in range of the initial 10ft radius burst do not explode or add to the area. Creatures in areas of overlap are only affected by your eldritch blast once.


Invocations:

Wraith Shroud; 6th
You reform your body from ghostly mist and shadow, becoming less substantial. You may choose to move through solid objects at half your normal speed, but must end your turn in an open space. Alternately, you can pass through small holes and openings, even cracks, at full speed for as long as the invocation lasts. This state also imposes a 20% miss chance on attacks against you due to your partially incorporeal state. Attacks that can affect incorporeal creatures do not suffer this miss chance.

Leaping Hare; 6th
This invocation grants you a +6 bonus to jump checks. In addition, for the purposes of jumping, you are always treated as having a running start. These effects last for 24 hours.
This invocation also grants you a number of charges equal to half your caster level. By spending a single charge, you may make a jump check and move that distance as a swift action. By spending four charges, you may make a jump check and move that distance as an immediate action. These charges refresh every time you have a full minute to rest.

Hands of the Healer; 5th
With a touch, you can remove negative effects from others. As a standard action, you can cure a person you touch of a disease or poison, or of blindness or deafness. In addition, you can also remove curses, as per the remove curse spell. Lastly, by using this invocation, you can substitute a caster level check for a Heal check.
Shield of the Depths; 6th
When you use this invocation, you create a thin field of water around yourself. This effect grants you a number of temporary hit points equal to your caster level. In addition, you regain a number of lost temporary hit points equal to 1/4th of your caster level every round (though you can never have a number of temporary hit points greater than your caster level). The duration of this invocation is 24 hours.
Familiar Shadows; 6th
Create 1 Shadow Familiar / 4 levels. These Shadows are exact copies of your target familiar but have 1/2 the hit points. Any slain Shadow cannot be conjured again for 1 hour. Duration: Concentration

Imbue Familiar with Invocation; 6th
You can imbue your familiar with 1 invocation / 6 levels who's level may not exceed 1/3rd your caster level (5th max). You lose use of that invocation (unless it was Eldritch Blast) until 10 minutes after this effect ends. Duration 24 hours.

Echoing Blast; 6th
Sonic damage. Creature struck must make a Fort save or take 1/2 the damage they received again next round.

Concussive Blast; 5th
A creature struck by a Concussive Blast must succeed a Will save or be affected as by a Feeblemind spell for 1 round

Hasty Retreat; 6th
As a swift, verbal action, you may use a dimension door effect out to short range(25ft =+5ft/2 levels) and leave a major image left behind that reacts appropriately to attacks.

Nature's Warrior
Greater 4th
You take the form of a Treant. Your size changes to huge, your AC changes to 20 (-2 size, -1 Dex, +13 natural), you stats change to Str 29, Dex 8, Con 21, you deal double damage against objects when making a full attack, you gain a trample attack (2d6+13, reflex DC 22 for half) and you gain two slam attacks (2d6+9). You cannot use invocations or Eldritch blasts while in this shape. this invocation lasts 1 round per 2 Warlock levels.

Devil's Cheat ; 6th
Gains a Charisma Modifier luck bonus to all saves. The bonus may not exceed your class level. Lasts 24 hours.

Occult Puppeteer; 6th
You may use Animate Objects as the spell

Virulent Barb; 6th
You gain a sting attack that deals 1d4 piercing damage and poisons the enemy for 1d6 con damage immediately and after 1 minute (Fort Save DC 16+CHA MOD)

Grasping Tentacles; 7th
You gain 2 tentacle attacks that deal no damage, but allow you to perform a free grapple check with a +4 bonus on your check.

Unearthly Tenacity; 4th
Double the effectiveness of your existing damage reduction. This effect cannot raise damage reduction beyond 20. Duration: 24 hours.

Hand of the Archmage; 5th
You can invoke this ability to better understand the nuances of deceiving magic items into activation. You gain a +6 bonus on Use Magic Device checks. Furthermore, your caster level for invocations is treated as if it were the caster level of an arcane spellcaster of equal level, allowing you to use spells on scrolls, staffs and wands without the need to make Use Magic Device checks. Only spells of the sorcerer/wizard spell list may be used in this way; spells of other arcane spellcasters that don’t appear in this list are not affected by this ability (but may be activated with Use Magic Device, as usual). It lasts for 24 hours and is dismissable.

Killing Joke, 6th
You make a joke to a single enemy, guided by the essence of comedy itself to make it irresistible. Treat as if affected by the hideous laughter spell, except the laughter is so intense the creature cannot stop to take a breath and risks suffocation. The creature must make a Constitution check each round (starting at DC 10, plus 1 point for every round it spends laughing); a failed check causes the creature to remain unconscious. If the duration of the effect has not expired after becoming unconscious, the creature is reduced to -1 hit point and dying on the next round, and suffocates on the subsequent round. Creatures with an Intelligence score of 2 or lower, mindless creatures and creatures immune to mind-affecting effects are not affected by this ability, while creatures that do not need to breathe are immune to the suffocation effect.

Mirage, 6th
Your image distorts, appearing at a different location and moving out of sync with your own movement. You are under the effect of a displacement spell, gaining a 50% miss chance but not preventing enemies from targeting you normally. If on a desert or similar place that might create a mirage (see Sandstorm, page 19 for more information), the effect instead is treated as if under a mislead spell, except your created image mimics your acts perfectly and is never destroyed (but creatures that are flying or otherwise on a higher altitude still pinpoint your location). It lasts for 24 hours and is dismissable. A warlock that uses this ability on a desert may elect to duplicate the effect of a displacement spell or a mislead spell.

Protective Aura, 5th
You generate a powerful protective aura that protects against evil and nullifies lower level spells. Treat as if under the effect of a magic circle against evil spell and a lesser globe of invulnerability spell. All allies within 10 ft. of this effect are also protected by both abilities. Invocations and spell-like abilities of an effective level of 3rd and lower (including eldritch blast) are likewise resisted. It lasts for 24 hours and is dismissable.

Scathing Insult, 5h
With your unnatural guile and wit, you unleash a taunt which attacks the enemy’s psyche in a very physical and emotional way. The target must succeed on a Will saving throw or take 5d6 points of sonic damage (from the amplified voice) and become compelled to attack you at the best of its ability. The target may attack you with a melee attack, ranged attack, a spell that targets you or that has you in the area (if the spell is a burst or spread, it must target you) for a number of rounds equal to your caster level. A successful save reduces the damage dealt by half and negates the compulsion. A deaf target cannot be affected by the spell. This invocation is a compulsion, mind-affecting ability.

Unnatural Resilience, 5th
When your hit points are below 50% of their maximum amount, you gain the benefit of this ability. For as long as your hit points are below 50%, you gain fast healing equal to 1 point plus 1 per every five caster levels (up to fast healing 5 at 20th level). Once you reach half of your maximum hit point amount, this ability deactivates. If you reach -10 hit points or lower, you still die.

Sunlight, 6th
You imbue any touched object with the ability to emanate very bright light, much like that of the sun itself. Upon casting the invocation, all enemy creatures within a 60 ft. radius of the object take 6d6 points of damage; if a creature is vulnerable to sunlight or bright light, the creature is affected as if under the presence of such light. Afterwards, the object is affected as if under a daylight spell, except it is treated as sunlight or bright light whenever a creature vulnerable to such light enters the radius. This invocation counters and dispels any darkness spell of 6th level or lower.

Transform Magic, 6th
This invocation allows you to deliver a targeted greater dispel magic effect on a creature you touch. For every spell level dispelled by the effect, you or any ally within 30 ft. are healed 5 points of damage. You may not divide the total amount of healing between allies; only one ally may benefit from the healing. You may not dispel your own invocations.

True Heroism, 5th
By touching a creature with this invocation, you temporarily grant a morale bonus to attack rolls, saving throws and skill checks, as if affected by a heroism spell. If the affected creature fails a saving throw versus a fear effect (such as the fear spell or the frightful presence of a dragon), the creature is instead affected by a greater heroism spell, nullifying the fear effect and granting temporary hit points for the remainder of the spell.

Possession; 5th
You may invoke this ability to possess a touched living creature that is asleep or otherwise unconscious. This functions as demonic possession except that you do not become incorporeal at any point; your spirit simply passes from your body to your victim's unless they succeed at a Will saving throw. If the subject succeeds, you cannot attempt to possess them again for 24 hours. You are treated as a fiend with Hit Dice equal to your caster level for all purposes, and can take the role of Ally, Controller, Enemy, or Rider (see Fiendish Codex I: Hordes of the Abyss, pg. 24, for rules on demonic possesion). There is no limit to the duration of your possession, though it ends if you are successfully exorcised or your true body takes any damage.

Pull the Strings; 5th
You may invoke this ability as an immediate action whenever another creature targets you with a spell, spell-like ability, or psionic power with either the Charm or Compulsion subschools and you make your initial saving throw (or the caster fails to penetrate your spell resistance or other immunity, if you possess such abilities). This invocation reflects the spell or power back on the caster as if you had cast it yourself, using your own caster level and saving throw DC.


Steed of the Damned; 7th
You summon a nightmare from the Lower Planes to serve as your mount. You may only have one nightmare summoned at a time, primarily because you always summon the same nightmare when you invoke this ability. The mount serves as it is instructed, but it is not magically compelled to obey your every command; it simply serves the same dark powers you do. If the nightmare is killed, you cannot summon it again for 24 hours while it reforms on its home plane. You may also dismiss it by invoking this power again. You gain a +6 profane bonus to your Ride skill checks when riding the nightmare.

Starting at 19th level, you summon either your regular nightmare or a cauchemar nightmare instead. You may still only have one steed summoned at a time, but if one is killed, you may summon the other immediately, without waiting until the slain mount reforms 24 hours later.

Nighttime Revelry, 6th
Unless the target passes will save, he target is affected as if by a Nightmare spell, with the following changes:
Instead of taking 1d10 damage, the target is additionally affected as if by a Crushing Despair spell, which lasts until it has a night of restful sleep.
If the target was already the target of a Nighttime Revelry by the same invoker the night before and failed it's save, it gains a -2 penalty to it's save.
A target of Nighttime Revelry , whether they make their save or not, can not be the target of the same invoker's Nighttime revellry again for 24 hours.
It takes 10 min to use this evocation.

Veil of Insignificance, 5th
All creatures seeing you or otherwise interacting with you must make a will save or assume that you are, despite your appearance or behaviour, a normal part of the scenery and insignificant. This does not mean that they will ignore you, they will just treat you like a normal citizen appropriate to the area. (A guardsman will not simple step aside to let you enter the king's treasury, but will assume that you are a servant on some errant, the customs officer will still demand your 2 coppers for using the bridge, as he would from a peasant). If you are engaging in any especially inappropriate behaviour (charging down the corridor swinging a battleaxe) or look particularly exotic (a half-dragon ogre in a convent), the target gains a +4 bonus on their saves. Engaging in any hostile actions while under the effect of the invocation automatically ends it. This effect last for one hour

Swarmcage, 6th
You can conjure a cage with this invocation made out of a creature of your choice, between spiders, bats, centipedes, and rats. The cage can be as big as a 20 ft. cube and as small as a 5 ft. cube. Any creature inside the cage is affected as though it was sharing a square with a swarm of the appropriate type. The cage has the same stats as a swarm of its type, but is immobile. It otherwise acts as the "windowless cell" option of a forcecage. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. You cannot be harmed by your own swarmcage, and can pass through its walls at will. If your swarmcage is destroyed, you take 1d10 points of damage.

Fountain of Youth, 5th
This invocation allows the warlock to take 2 Charisma from a single helpless or willing victim within 10 ft, also healing him 5 hit points and adding 1 year to his lifespan. The victim loses 2 points of Charisma and the warlock gains 2 points of Charisma for the duration of the invocation. These bonuses and penalties are all cumulative and last for 1 month, and neither can be dispelled or healed in any way (unless the warlock dies or fails to use this invocation for 1 month). The same target can be drained more than once, but not more than once per day. If a creature attains 0 Charisma through this invocation, it dies and permanently has 0 Charisma, even if it is ressurected. The Charisma that the warlock stole from it is still temporary.
After using this invocation a single time, the warlock may choose to appear as any age he desires. This cannot again be changed until he fails to use this invocation for 1 month (he reverts back to this normal appearance and Charisma and the invocation ends). The warlock reverts to his normal appearance and Charisma if he dies. Using this invocation additional times resets the duration to 1 month. The victim must have a base Charisma of 18+. The warlock may not use this invocation on himself.

Lifeleech, 5th
You gain the ability to leach off of healing spells for twenty four hours. Whenever a spell of the healing subschool is cast within 60 ft. of you, you recognize it is being cast, though you do not learn what spell it is. You may choose to attempt to leach that spell. If you do, you and the caster of the spell must make opposed caster level checks. If you succeed, you gain the benefits of the spell. If you fail, the spell functions normally.

Reanimate, 6th
You may use create undead as the spell, without requiring a material component.
Unless you include an onyx gem worth 50 gp per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Total Sensory Deprivation 6th
One touched creature loses all of its senses (sight, hearing, smell, touch, and taste) as well as any special senses it may have, such as blindsight, tremorsense, or scent. This effect persists for as long as you concentrate, as if concentrating on a spell, plus one round thereafter per two warlock levels.
If the creature does not willingly allow itself to be touched, you must succeed a melee touch attack.

Skeletal Improvement, 5th
Touched skeleton gains one of the following templates: skeletal champion, bloody skeleton, acidic skeleton, burning skeleton, exploding skeleton, host corpse, mudra skeleton, multiplying skeleton, skeletal archer, or black-boned skeleton.

Painful Reversal, 6th
Target must succeed on a will saving throw, or any elemental damage immunities he possessed become elemental damage vulnerabilities for 24 hours.
Any immunities granted by spells or effects are made vulnerabilities until the duration expires. Any immunities granted by spells or effects which are cast after this invocation is active are unaffected, but must be of a higher effective spell level or the spell/effect fails.

Spellstitch, 6th
You modify one undead by stitching on pieces of other undead using eldritch energy. Choose one of the following: Claw, Bite, Gore, or Tail Slap. The modified undead gains the selected natural attack as a secondary natural weapon with damage appropriate for its size. This addition remains attached to the undead for 24 hours after which time it rots and falls off, useless. Undead may not have a natural weapon added which they already possess.

Call of the Blood, 6th
You use planar ally as the spell of the same name. The outsider called must be associated with your blood pact. The summoned outsider has an initial attitude of indifferent towards you. If your request is in line with the goals of the outsider it will agree to help you at half the normal cost. If your goals are fundamentally opposed to its own, it will refuse to help you and do everything it can to undermine your efforts.

Image of Doom, 6th
Target creature makes a Will saving throw or is frightened for 1 + Charisma modifier rounds (minimum 1).

Tongue of the Void, 5th
Target creature makes a Will saving throw. If failed, the next time the target attempts to cast a spell with a verbal component he instead screams and gibbers like a madman, causing the spell to fail forcing all of the target’s allies within 60ft. of him to make a separate Will saving throw. Any who fail the second saving throw are shaken for 1 round. This effect must be triggered within 24 hours of invocation. This effect can only be removed by a remove curse spell.

Gravitic Fist, 6th
You alter gravity in a 20ft. cube within 100ft. of yourself. Creatures in the cube must succeed Fortitude saving throws or fall prone and take fall damage as if they had fallen 40ft. in heavy gravity. Flying creatures which are affected take additional fall damage equal to the distance they fall before striking the ground.

Grave Anticipation; 6th
When activated, this invocation functions as a greater anticipate teleportation spell targeting yourself for 24 hours (see Spell Compendium, pg 13). Further, if you detect creatures teleporting within range, you can choose to make their re-entry particularly difficult, forcing them to make a Fortitude saving throw or be nauseated for 1d4 rounds after they appear. You may also sense creatures using teleportation powers to leave your area, as if you had manifested the detect teleportation psionic power.


If Looks Could Kill, 6th
Target makes a Will saving throw or takes a -8 penalty to her Charisma score for 24 hours. This has no effect on spellcasting ability. A creature which saves agasint this invocation cannot be affected again for 24 hours.

Infernal Skin, 5th
This functions as a self-only version of Stoneskin.

Putrefaction, 6th
You cause a corpse within 10 ft. per 2 caster levels from you to rapidly decompose, and subsequently release a cloud of putrid stink. The cloud covers a circular area with a radius of 10 ft. centered on the corpse. Anyone caught within this cloud must make a Fortitude save DC 16 + your charisma modifier or be nauseated for 1d4 rounds.

Lashing Tail of the Horned Devil, 5th
You grow a 5 ft long tail with a large, jagged spike at the end. You gain a natural tail attack that deals 1d6 damage for a medium creature, 1d4 for a small creature and 1d8 for a large creature (Scaling appropriately for smaller than small or larger than large). Also, every attack with the tail leaves an open bleeding wound, dealing 1 damage per round, which stacks with itself. The maximum amount of stacked bleeding damage equals 1 per every 5 caster levels, rounded down. This wound does not heal naturally, and can only be stopped with a successful Heal attempt DC 15 + your Cha modifier, a cure spell or a heal spell.

Elliz
2014-06-14, 11:29 AM
Dark Invocations:

Essences:

Storm Blast; 8th
This eldritch essence invocation allows you to change your eldritch blast into a storm blast. A storm blast deals electric damage. Any creature struck by a storm blast must make a reflex save, or be paralyzed for one round. On the next round, any creature struck by a storm blast is dealt sonic damage equal to half the damage rolled for the storm blast, and must make a fortitude save or be deafened for 1 minute.

Annihilating Blast, 9th
This eldritch essence invocation allows you to change your eldritch blast into a annihilating blast. A creature or object struck by an annihilating blast must make a Fortitude save or take double damage. In addition, a creature or object reduced to 0 hp or less by an annihilating blast dies. Its body is totally disintegrated, leaving behind only a trace of fine dust.

Siphoning Blast; 7th
This eldritch essence evocation allows you to change your eldritch blast into a siphoning blast. Any creature struck by a siphoning blast is affected as though by a targeted greater dispel magic.

You gain 5 hit points for each spell level dispelled by this invocation. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you drain a new spell, you can replace the old temporary hit points with the ones gained from the most recent spell, thus resetting the duration.

If he decides to, the warlock may forgo gaining temporary hit points and instead heal 1 point of ability damage per spell dispelled (regardless of the spell's level).

If the creature targeted has no spells currently affecting him (or if he does and the warlock decides not to dispel them), the warlock gains a +2 to bonus to a chosen ability score, while the creature hit takes a -2 penalty to the same ability score for 1 minute. This does not increase with successive hits, but the ability score may be changed. Striking additional creatures can increase your scores furthur. You cannot use siphoning blast on yourself.

Shadow Blast; 8th
This eldritch essence allows you to change your eldritch blast into a shadow blast. Any time you use a shadow blast, you may choose to deal any type of energy damage you wish (other than positive). Regardless of which type you choose, the blast appears to be made of shadow and deals an extra 2d6 cold damage.

Petrifying Blast, 8th
This eldritch essence allows you to transform your eldritch blast into a petrifying blast. Any creature struck by a petrifying blast must succeed on a Fortitude save or be turned into a statue of stone, as per the flesh to stone spell (except it affects creatures not made of flesh). If a creature is made of stone or metal, the effect reverts and the creature is treated as if under the effect of a stone to flesh spell on a failed save. Creatures immune to petrifaction or polymorphing are also immune to the petrifying blast; in the case of creatures made of stone or metal, only immunity to polymorphing applies.

Gorgon Blast, 6th
A creature struck by a Gorgon Blast must succeed a Fort save or be partially petrified, suffering a -5ft penalty to all speeds and -4 to Dex. A creature who's speed is 0 cannot move and one who's Dex is zero has become permanently petrified. Otherwise the effects end after 1 hour.



Greater Repelling Blast, 8th
A creature of any size struck by a Greater Repelling Blast must succeed a Reflex Save of be knocked bad 1d4X10 feet and land prone


Shape:

Eldritch Encore, 9th
An Eldritch Encore allows you to make 2 Eldrtich Blast attacks against one enemy at once. The 2nd blast has a -5 penalty to hit.
Eldritch Aura, 8th
This blast shape invocation allows you to invoke your eldritch blast as a 20-ft. radius emanation, centered on yourself. This ability lasts for as long as you concentrate and for 1 round afterwards. All enemies that enter the area of the emanation take an amount of damage equal to twice the amount of eldritch blast damage dice (thus, a 17th level warlock using eldritch aura deals 18 points of damage per round, not 18d6). If the eldritch aura is also altered by an essence invocation, its effect activates on every turn (thus, a fellshock eldritch aura deals 18 points of electricity damage and forces a saving throw against daze every turn). Unlike other blast shape invocations, an eldritch blast modified by this ability does not benefit from the split blast ability or similar abilities (thus, you don’t benefit from three reduced-power auras, but only one).

Eldritch Explosion, 8th
This blast shape invocation allows you to turn your eldritch blast into a small explosion of arcane energy. The target of the eldritch blast, and all creatures within 10 ft. of the target take damage from the attack. You need not make an attack roll when using eldritch explosion, but all creatures within the area of effect may make a Reflex saving throw to take half damage. If the eldritch blast uses an essence invocation, all creatures are likewise affected by the effect.
Lord of the Deep 9th
You may use this blast shape invocation as a free action reshape your eldritch blast into eight long tentacles until your next turn. By using a full-round action, you may make a 60ft ranged touch attack with each tentacle, though you may not attack a single target more than three tentacles. You cannot use your normal eldritch blast while this invocation is active.

Eldritch Wrath, 9th
This blast shape invocation allows you to invoke your eldritch blast as the divine eldritch wrath. Nine pillars of magic fall from the sky, each pillar a 5ft radius, 60ft high cylinder placed anywhere within 60ft of you. Anyone within one of these areas is affected as if struck by your eldritch blast. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area can attempt a Reflex save for half damage. No matter how the areas are positioned, no creature is affected by the eldritch wrath more than once.

Eldritch Guillotine, 6th
An Eldrtich Guillotine is an extremely compressed plane of eldritch energy. An Eldritch Guillotine has a critical threat range of 16-20/X3 which is unaffected by effects such as Improved Critical.


Invocations:

Exorcism; 8th
This invocation allows you to banish unwanted creatures and mental influences. You may use either effect as a standard action, targeting one creature within 60ft plus an additional creature for each five caster levels you possess. If you choose to use the banishing effect, you may target extraplanar creatures. Each such target must make a will save, and on a failed save, they are immediately sent back to their native plane. If you choose to rid the targets of mental influences, you make a caster level check for each enchantment or mind affecting effect you wish to remove, against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. This invocation can reverse even an instantaneous effect.

Master of Earth and Stone; 8th
When you use this invocation, you gain mastery over earth and stone. For the duration of the invocation, you may use the following spells as spell-like abilities: excavate, fabricate, (creating stone, clay, and earthen items only) move earth, soften earth and stone, spike stones, stone shape, transmute mud to rock, transmute rock to mud, and wall of stone, except that they have an instantaneous duration if they do not already. In addition, while this invocation is active, you benefit from the earthen grace spell. This invocation lasts 24 hours.

Sing the Winds; 8th
You call to the winds, and they answer. You may use control weather as the spell, except the weather you call need not be appropriate to the current season. Like the spell it mimics, Sing the Winds has a 10 minute casting time. The duration of this invocation is 24 hours.

Facets of Nature; 8th
After using this invocation, you gain the ability to take on the traits and qualities of animals, mixing and matching them as you desire for the next 24 hours. As a swift action, you may change your form in up to three of the following ways:
Increase or decrease your relative your size by up to two categories, gaining the appropriate size modifiers to attack, armor class, grapple, and hide, as well as the appropriate space and reach. In addition, for every increase in size, you gain a +2 size bonus to strength, and a -2 size penalty to dexterity, while for every decrease in size, you gain a +2 size bonus to dexterity, and a -2 size penalty to strength. Size penalties cannot reduce your ability score below 1.
Add up to four points to your physical ability scores, divided among them as desired. These bonuses stack with all other bonuses.
Add a +4 bonus to your natural armor.
Gain one new mode of movement at a speed of 30ft. You may gain a burrow speed, a fly speed with good maneuverability, or a swim speed as well as the aquatic subtype and the amphibious special quality. Alternately, you may increase the speed of one of your current modes of movement by 30ft, or increase the maneuverability of a fly speed by up to two steps.
Gain natural weapons that you do not already possess. You may gain one primary natural attack (either a bite, slam, tail, or gore attack) that deals 1d8 damage plus your strength bonus, and two secondary natural attacks (two claws, tentacles, slap attacks, or wing attacks) that deals 1d6 damage plus half your strength bonus. If you already have a primary natural attack, you may not gain a second one, but may instead gain a third secondary natural attack. The specified damage assumes medium size, and should be adjusted to reflect current size.
Gain one new sense type. You may gain 60ft darkvision and low light vision (if you possess darkvision, add 60ft to it, if you possess low-light vision, you can now see three times as far as normal in dim light), Scent and Track as a bonus feat (if you already have Scent, double its range), or 20ft Blindsense (if you already possess Blindsense, add 20ft to its range.)

You may only gain one benefit at a time from each of these options, though you may alter previously made choices while changing your form. You may never benefit from more than three of these options at once.

Black Cat Parade, 5th
Unless target creature within close range makes a successful will save, they must make all rolls twice and accept the lower result for 1 round / 2 levels.

Wraith's Escape, 8th
Activating this invocation is an immediate mental action. You assume a visible, incorporeal form until the end of your next turn.

Spell Singularity, 9th
Spell Singularity creates a pulsing, purple sphere that always remains 20 feet above you. Any magical effects (Spells, Spell-Like Abilities, and Supernatural Abilities) with a range greater than touch passing within 60 ft of you are absorbed into the sphere. Once it has absorbed (Warlock LevelX2) levels of magic, its duration ends, or it is dispelled the sphere explodes. Creatures within 30ft suffer 2d6 damage per level absorbed (reflex half). Spell Singularity lasts 1 round/2 levels.
Dread Spike, 7th
A large spike tears up through the ground under the target. Reflex save DC 10 + 1/2 Warlock level + Cha bonus or be impaled (immobilized) and die in 1d4 rounds

Death Sentence; 8th
By touching a creature and speaking its name aloud, you curse an enemy to die whenever you command it. Upon successfully casting the invocation, the caster is immediately aware of the condition of the afflicted target as if under the effect of a status spell, except the effect is permanent (until discharged) and crosses planar boundaries.

At any moment, as a standard action, the user merely wills its target to die. The target must succeed on a Fortitude save or die instantly; the saving throw is determined at the moment of casting the spell, and isn’t modified by later increases in the user’s Charisma or bonuses to the saving throw DC of spell-like abilities (but is likewise not reduced by a loss of Charisma or a penalty to saving throw DCs). The invocation and the status effect are discharged after using this ability, and the user knows if the effect was successful or not. If the target is immune to death effects, it is likewise immune to this ability; if the target is protected against instant death effects (such as with a death ward spell), it retains the status effect and the user is aware of such immunity.

The death curse and the status effect may be removed if the target gains the benefit of a break enchantment or remove curse spell cast by a spellcaster of caster level 15th or higher).

Of two Worlds; 9th
You shift between the Material Plane and the Ethereal Plane effortlessly, able to shift from one plane to another with a mere thought. You gain the benefit of a greater blink spell (see Spell Compendium, page 32), but you may determine on which plane you will spend most of your time as a full-round action:

If on the Material Plane, you gain the normal benefit of a greater blink spell, and you remain on the plane when dismissing the effect.

If on the Ethereal Plane, you are treated as if under the effect of an ethereal jaunt spell, except you may affect creatures on the Material Plane with your attacks or invocations as usual. You can ready an action to avoid any physical or magical attack (as per greater blink), but otherwise you are affected by magic weapons and magic spells while you spend your time on the Material Plane. You never risk materializing into solid objects when you phase through them, nor any of the possessions you hold on your hand (though they materialize and shun into the closest open space available once they leave your hand).

Regardless of which plane you “inhabit” at the moment, you are always treated as if existing on both planes at the same time, and thus you are treated as a native to both the Material and the Ethereal Plane. Spells such as banishment and dismissal only work if you are not in the Material Plane or the Ethereal Plane, but you are shunted to the plane you have chosen to “inhabit” at the moment. This ability does not work in places that have no connection to the Ethereal Plane (see Manual of the Planes and Planar Handbook for more information); if using a plane shift or similar ability to a place without a connection to the Ethereal Plane, the benefit of this pact boon automatically ends.

Note: if using this as an invocation, the effect lasts for 24 hours and is dismissable. If you dismiss the effect while “inhabiting” the Ethereal Plane, you may be dismissed or banished back to the Material Plane (or the plane you are a native of); if you are not a native of the Material Plane, you are likewise dismissed if not under the benefit of this ability.

Puppeteer's Strings; 8th
You control the actions of a creature as if controlling them through invisible strings, allowing a deeper connection between both. To use this ability, you must succeed on a ranged touch attack; if successful, the enemy must make a Will saving throw or become dominated, as if under the effect of a dominate monster spell. A dominated monster perfectly understands your commands (as if under the effect of a comprehend languages spell); if the caster and the target speak a different language, the creature gains a +4 bonus on its Will save unless the caster somehow learns to speak the language (or is under the effect of a tongues spell). Unlike dominate monster, if you spend a full-round action and then concentrate every level afterwards, you gain full control of the creature as if you possessed it (gaining full control of its senses and actions). Likewise, as a full-round action you may use any of your invocations (including eldritch blast, but not spells or spell-like abilities) through the dominated monster, except for spells that have a personal range. The caster and the dominated monster are connected to each other, and both are treated as if under the effect of a shield other and a status spell, always knowing the condition of each other and splitting the damage equally.

Manipulating the target with this invocation is a double-edged sword. If the creature is slain and the warlock still has hit points (or if it was slain by means such as with a finger of death or slay living spell), the warlock must make a Will save equal to the damage dealt or the save DC of the effect (whichever is higher) or die from the mental aftershock as well. Any effects that strike the mind of the dominated monster also affect the mind of the caster. Finally, if the caster or the dominated monster gains the benefit of a protection from evil spell or similar spell, the effect breaks.

This invocation does not work on creatures with an Intelligence score of 2 or lower, mindless creatures, or creatures immune to mind-affecting spells and effects. Treat as an enchantment spell for purposes of spells and abilities that grant protection against these kinds of spells, but not for purposes of Spell Focus and similar abilities.

Rainbow Sphere; 7th
By channeling the power of the eladrin, you learn to transform your body into a shimmering globe of multicolored light. The light created by this form automatically blinds any creature of 8 HD or lower for 2d4 rounds each time it looks at you.

While in globe form, you gain a flight speed of 90 ft. with perfect maneuverability, but cannot attack, use spells, spell-like abilities or invocations (except for eldritch blast, blast shape and essence invocations); the inability to cast spells may be ignored if you are capable of casting spells or use spell-like abilities without verbal, somatic or material components. You lose any armor or natural armor bonus to AC while in globe form (as well as any item-based bonus to AC) but gain a deflection bonus to AC equal to your Charisma modifier. As well, you are treated as a creature one size smaller for purposes of size modifiers. You are treated as having no Strength score while in globe form (thus, you are immune to Strength damage, Strength drain or penalties to Strength).

The globe form is incorporeal, and may only be harmed by other incorporeal creatures, magic weapons (and creatures whose attacks bypass damage reduction as if wielding magic weapons), spells, spell-like abilities and supernatural abilities. Even when hit by spells or magic weapon, you have a 50% chance of ignoring any damage from a corporeal source (except for specific spells and effects; see below).

If a creature manages to bypass your incorporealness and damages you, the multicolored light retorts back, generating one of seven effects. Treat this as if the creature had been struck by a prismatic spray effect; roll 1d8 on the prismatic spray table to determine the color which affects him. If the creature is immune to the damage or effect of the color, the creature is not affected. Spell resistance applies to this effect as usual, but caster level checks must be done each time the effect is invoked.

Unlike other invocations, a rainbow sphere works differently against dispel magic and similar spells. Dispel magic and greater dispel magic are ineffective in dispelling rainbow sphere, but mage’s disjunction does. The effect of the invocation is automatically canceled if touched by a rod of cancellation. To dispel a rainbow sphere, the caster must cast a string of spells in succession, much as if were trying to dispel a prismatic wall. Each spell deals maximum damage (if it causes damage) and nulls one of the colors of the globe (thus, if the d8 roll ends in such a color, the attacker is not affected by that color or other colors until the next successful attack). Once all seven colors have been dispelled, the effect ends. You may not enter an antimagic field while under the effect of rainbow sphere, but the effect is not canceled in the case that happens.

While in globe form, you counter or dispel all darkness spells of 7th level or lower that are in effect when you use the invocation. However, if a spell with the darkness descriptor that causes damage targets you, you take 1.5 times the amount of damage it would otherwise deal.

You remain in globe form for a number of rounds equal to half your caster level. Once you resume normal form, you take a -2 penalty to Constitution; this penalty does not stack with other Constitution penalties, but it stacks with itself. This penalty to Constitution lasts for 24 hours and may not be removed by any means. If all colors are dispelled from your globe form or your hit points reach -1, the effect ends and you still take the Constitution penalty.

Spell Invulnerability; 7th
The arcane energies suffusing your body make you resilient to the effect of spells and spell-like abilities. You gain the benefit of both a spell resistance spell cast by a cleric of your caster level and protection from spells (except the bonus to saving throws is untyped).

Special: If using this as an invocation, it lasts for 24 hours and is dismissible.

Gaze of revelation; 9th
Your eyes and other senses magnify, revealing hidden things. You are always under the effect of a detect evil spell and a detect snares and pits spell; you may concentrate to gain more information, as per the spell, but the effect is not dismissed. As well, you are under a constant discern lies, see invisibility and true seeing effects. You may deactivate and reactivate each ability as a swift action.
Note: if using as invocation, the effect lasts for 24 hours and is dismissable. You may decide to dismiss one of the five effects at any moment, but you may not reactivate the ability afterwards; a dispel nulls all effects, however.

Heaven's Trumpet; 7th
You duplicate the effects of a heaven’s trumpet spell (see Book of Exalted Deeds, page 101 for more details). If not available, use as follows: all foes within 120 feet of you must succeed on a Fortitude save or be paralyzed for 1d4 rounds.

Leonal's Roark; 8th
By unleashing a mighty roar, you duplicate the effects of a leonal’s roar, as the spell (see Book of Exalted Deeds, page 102 for more details). If not available, use as follows: this invocation has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to any nongood creatures in the area. A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.

The Bell Tolls For Thee; 8th
When you learn this invocation, you enter into a dark pact with your patrons. Should you die at any point, this invocation activates and your body explodes with eldritch energy, dealing damage equal to twice your eldritch blast damage to all creatures within 60 feet (Reflex save for half) and destroying your body. The following round, you are immediately brought back to life as if a true resurrection spell had been cast on you. You gain a profane bonus equal to your Charisma bonus to your attack rolls, eldritch blast damage rolls, saving throws, and caster level checks for 1 minute. Each time this invocation is used, you lose 2 points of Constitution permanently, plus an additional 2 points for every time it was activated within the last 24 hours (i.e. 2 points for the first time, 4 points for the second time in the same day, 6 points for the third time). A wish or miracle spell can restore 2 lost points of Constitution. This invocation fails to activate if you do not have a Constitution score.

Nevermore; 9th
Through this invocation, you draw the soul from a newly dead body and imprison it within yourself permanently. The subject must have been dead no more than 1 round per caster level and can make a Will saving throw to negate the effect (with a +2 circumstance bonus for every soul you already hold trapped in this manner). If a creature saves against this invocation, you may not target that creature again with it unless they have been raised from the dead and then subsequently died again. If successful, this invocation deals 1 point of damage for every Hit Die that the subject possesses; this damage cannot be reduced or prevented in any way. The soul, once trapped within your body, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. All souls so trapped are released should you die. At any time, you can voluntarily release one of the souls that you are holding as a full-round action, though doing so deals you another 1 point of damage for every Hit Die that the subject possesses that cannot be avoided or prevented.

When you trap a soul in this manner, you may pick one skill in which the subject had trained. You gain a profane bonus to that skill equal to 1/3 the creature's Hit Dice for as long as you hold that soul within yourself.

Word of Power; 6
The warlock speaks a mighty word, and suddenly, all who hear him cower before his presence.
This invocation allows you to cause any number of creatures within 30ft of you to become cowering for 1d4 rounds, if they fail the will save against this invocation.

Whirlwind Reaper, 8
For one hourThe invoker is affected as if by a Wind Walk spell, with the following changes:
Changing to and from vapour form only takes a standard action, and while in vapour form, the invoker can fly with average maneuverability when moving with a speed faster than 10 rounds.
Additionally, as a move action, the invoker can surround himself with a howling, screaming whirlwind. A Windstorm surrounds him at a radius of five feet, though it does not affect the invoker himself, and he can fire ranged weapons through the wind as if it was not there at all. However, he still takes the penalty to listen checks from the howling storm, and can not move silently while surrounded by it.

Impenetrable Cage; 9th
You can conjure a forcecage with this invocation. Only the "windowless cell" option may be chosen. The cage is black and blocks sight of all kind. It may be as large as a 35 ft. cube and as small as a 1 ft. cube. You may give individual creatures their own cells as long as they are all within a 35 ft. area. Creatures on the inside of the cage are mentally tortured to a minor degree, but not enough for this to have any mechanical effects. Any creature that comes within 10 ft. of an impenetrable cage from the outside can sense that the cage is evil, but feels no side-effects.

You can only have one impenetrable cage in effect at a time. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. If your cage is destroyed, you take 1d10 points of damage and are stunned for 1 round.

Vile Homestead; 6th
You can create an extramensional dwelling similar to the spell Mage's Magnificent Mansion with this invocation which lasts until you create a new one. Any creature except you who enter it are sickened until they leave. The unseen servants which populate your homestead take the form of hideous aberrations. The entire homestead is dark and sombre. Vile Homestead is permanent until a new one is created, in which case the old one is destroyed. Whether or not they can see the entry portal, creatures can sense a strong aura of evil where the portal lies. Any personal belongings of the warlock that were stored in an old vile homestead are transfered to the new one when it is created.

Eldritch Sight; 8th
This invocation causes the warlock to be affected by the spells true seeing and greater arcane sight for 24 hours. The whites of the warlock's eyes become jet black and his pupils and irises glow with eldritch power. If the warlock focuses his vision as a standard action with this invocation active, he can cause a creature within 120 ft. to become sickened with no saving throw for 1 minute. A creature with half the warlock's HD or less becomes nauseated instead. Once per encounter when the warlock has eldritch sight active, he may cause a creature with 100 hit points or less to die instantly by focusing his vision with a standard action.

Infernal Projection; 9th
With this invocation, you draw upon the power of the Nine Hells to plane shift or greater teleport, but take 2 points of Constitution damage. Warlocks immune to Constitution damage or without a Constitution score may not use this invocation. Any creature within a 10 ft. radius of where you arrive takes 2d6 damage; hellfire is brought into being by this invocation, but quickly winked out.


Visage of the Damned, 8th
The warlock taps into a level of infernal power undreamt of by any sane man. Unholy power floods his body. The warlock sprouts thick, dark scales. His muscles bulge obscenely and his eyes blaze with hellish flames brimstone wafts from his footsteps and crimson lightning crackles in a bloody haze around him.
Warlocks using the Visage of the Damned gain the following benefits
-a +2 enhancement bonus to Strength, Dexterity, and Charisma.
-Damage reduction warlock class ability is increased by 2
-elemental resistance granted by warlock class abilities are increased by +5
-Thick hide and scales grant the warlock a +1 increase to natural armor.
-the warlock gains a natural bite and claw attack based on his size (medium creature 1d6 bite, 1d4 claw)
-the warlock's natural weapons are treated as magic for the purposes of overcoming damage reduction.
-The warlock temporarily gains access to one essence or shape invocation of choice from the least or lesser category

Drawbacks:
-When all of that dark energy flooding into the warlock begins to ebb away, it also tries to suck away the warlocks own power in recompense. The warlock must succeed in a will save vs his own invocation or take 1d4 negative levels after the invocation ends(either when the duration expires or when ended prematurely . these levels heal at a rate of one per day and aren't subject to causing permanent level drain. Any creature with more negative levels than hit dice dies.
-DC's to track the warlock by smell are halved due to the ever-present odor of brimstone. This penalty persists for 24 hours after the invocation ends.
-Warlock receives a -10 penalty to hide and move silently when in this form. The swirling lights and crackling thunder make stealth nearly impossible.

Visage of the Damned lasts for 24 hours.

Bound Beyond Death, 9th
You speak a command in Dark Speech to a single creature within 30 ft. of you. If that creature fails a Will save, it must carry out the command, bound to your will as the geas/quest spell. In addition, if the subject of this invocation dies before completing his task, he is immediately raised as a ghost. If destroyed, the ghost is restored by its rejuvenation ability unless it has completed its task. You have no control over the ghost, except for the geas laid on it.

Dire Hex of Ill Fates, 8th
You cast a great and terrible curse upon your foe. This invocation works as the curse of despair invocation, but the curse you may lay is even worse. In addition to the normal options, you may choose to reduce on of the target’s ability scores to 1; give the target a -6 penalty to two ability scores; give the target a -8 penalty on all attack rolls, saving throws, and ability or skill checks; or cause the target to have a 75% chance of being unable to take any action each round. The penalty on attack rolls the subject takes increases to -3, and its duration becomes one minute/level, rather than one minute. The dire hex of ill fates cannot be dispelled, and the break enchantment, limited wish, and remove curse spells are powerless against it unless cast by a caster with a caster level that exceeds yours by at least four. A miracle or wish can remove the hex with no difficulty.

Ethereal Abduction, 8th

When you use this invocation, you, any creatures touching you, and any objects carried by you or the other creatures are teleported to any location you are familiar with, as the greater teleportation spell. In addition, when you use this location, you may make a melee touch attack against any creature. If the attack is successful, the creature is teleported along with you, regardless of whether or not it is willing.

Glorious Obsession, 7th
All enemies within 20 ft. of you must make a Will save or become madly obsessed with you. They become charmed, and take 1d6 points of Charisma damage. In addition, they take a -4 penalty on all Will saves against any invocation you use. These effects last for ten minutes/level.

Phantasmal Stalker, 7th

You summon an incorporeal sphere of eldritch energy, known as a phantasmal stalker, which appears in your space. The phantasmal stalker is of Tiny size and has an AC of 12 plus your Cha modifier at the time you used this invocation. It has all traits of the incorporeal subtype, even though it is not a creature. If the phantasmal stalker is destroyed, you may not use this invocation again for 10d6 minutes. If you move, the phantasmal stalker moves with you, remaining in your space unless you mentally order it not to. In addition, as a standard action, you may direct the stalker to move up to 10 ft./level.

At the beginning of each round, you may designate a single creature within 10 ft. of the stalker. That creature must make a Will save or take one point of Wis damage and become panicked for 2d4 rounds. Even if it successfully saves, it is shaken for 1 round. A creature that successfully saves against the effects of the phantasmal stalker is immune to its effects for twenty four hours.


Greater Reanimate, 8th
You may use create greater undead as the spell, without requiring a material component.
Unless you include an onyx gem worth 50 gp per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Galvanism, 9th
Select an area 40ft. by 10 ft. within 100ft. of yourself. Creatures in the area must make a reflex saving throw or be immobilized for 1 round.
The area becomes difficult terrain. Every creature in the area takes 3d6 shock damage each round they remain in the area. The shock damage effect lasts as long as it is concentrated on plus one additional round thereafter. Creatures that pass through the area, but do not end their movement in the area, make a reflex saving throw to avoid the damage.

Image of Hell, 7th
Target creature makes a Will saving throw or is panicked for 1 + Charisma modifier rounds (minimum 1) and takes a -1 penalty on all attacks, checks, and saves against you or any evil outsiders. This penalty persists until removed by a remove curse spell.
If the saving throw succeeds, the -1 penalty applies for 1 + Charisma modifier rounds (minimum 1).

Singularity, 9th
You select a square within 150ft. You make a combat maneuver Drag attempt against all creatures within 10ft. of the chosen square, moving them directly towards said square. You are treated as a huge creature with the Improved Drag feat and a base attack bonus equal to your Warlock level for this combat maneuver attempt.
Any creatures which reaches the chosen square is moved no further, regardless of the results of the combat maneuver check and must make a Fortitude saving throw or be crushed for 40 damage / Warlock level.
You are affected by this pull if you are within its 10ft. range.

Eldritch Eyes, 8th
Self only True Seeing. 24 hr duration

Mindless Mind, 8th
Self only Mind Blank. 24 hr duration

Dispel Barrier, 8th
The first dispelling or disjoining effect which targets invocations that you have used on yourself automatically fails. It does not protect your gear or any spells present upon you from sources other than your invocations, nor does it protect any effects caused by your invocations which are not targeting yourself.

Rending Claws of the Bebelith, 7th
Your arms elongate into the deadly Spiked claws of a Bebelith. You gain two natural claw attacks as a part of your full attack action, dealing 1d6 damage each for a medium creature, 1d4 for a small and 1d8 for a large creature (Scaling appropriately for smaller than small or larger than large). Furthermore, if you hit with both claw attacks, then you deal damage to the foes armor equal to 1d8 + 1 per 4 caster levels. Enemies without armor are immune to this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. Manifesting or dismissing these claws is a standard action that provokes an attack of opportunity. While these claws are manifested, you may not hold items or articulate with your hands properly, rendering you unable to perform spells or invocations requiring a somatic component



And that's all of it. If you know any more, leave the link in the comments, and I'll add it. Or if you see your work here, and would like me to remove, I'll take it away, no problem. I hope someone will find this useful.