EBON INITIATE INVOCATIONS
Ebon initiates choose the invocations they learn as they gain levels, much like sorcerers choose which spells to learn. However, an ebon initiate’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.
In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and dark are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the ebon initiate must wait before drawing upon that particular magic again, with a cool down period of 1d4 rounds before that invocation can be called upon again.
An ebon initiate can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.
Invocations and Netherchannel: Netherchannel is not an invocation, but some invocations provide an ebon initiate with the ability to modify this. Additionally, netherchannel is not a spell-like ability, unlike an invocation, so by using an invocation to augment netherchannel's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding nether essence and nether shape invocations to the ebon initiate’s nether-wielding ability, the ability’s level is modified by the total spell levels added to the netherchannel attempt. For example, if Andraes ir’Kennon wanted to combine icy channel with the nether spear invocation, his netherchannel would become an icy nether spear, a 4th level effect, inflicting cold damage at range that dazzles an opponent. An effect can never go above 9th level.
Nether Essence Invocations – Nether essence invocations are invocations that modify the damage of the ebon initiate's netherchannel ability and offer additional abilities to augment the killing power of their necrotic touch. Nether essence invocations can be added to a use of netherchanneling as a free action, and only one nether essence invocation can be applied per round. Any use of a nether essence invocation affects all uses of netherchannel until the ebon initiate's next turn. Many nether essence invocations have side effects that have saving throws; the DC is based on the nether essence invocation alone. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Focused Channel (2nd) – Netherchanneling attack gains additional force, and adds the ebon initiate’s caster level to damage.
Frightening Channel (1st) – Netherchanneling attack frightens the opponent with the fear of the grave as the spell cause fear (Will DC 11 + Int mod negates frightening effect).
Icy Channel (2nd) – Netherchanneling attack damage bears the chill of the grave, inflicting half-cold damage, and dazzles the opponent with shards of ice (Reflex save DC 12 + Int mod negates dazzling)
Osseous Channel (2nd) – Netherchanneling attack becomes filled with spines and spikes of bone, causing its damage to become half-piercing damage, and causes bleeding wounds inflicting an addition 1d4 points of damage the following 2 rounds.
Sickening Channel (1st) – Netherchanneling attack sickens opponent with the stench of rot and decay for 1d4 rounds on a failed save (Fort DC 11 + Int mod negates sickened condition).
Crushing Channel (3rd) – Netherchanneling attack that inflicts intense, crushing pressure on the heart and mind of the target, dazing the opponent for 1d4 rounds (Fortitude save DC 13 + Int modifier reduces dazed condition to being shaken 1 round).
Deathfreeze Channel (4th) – Netherchanneling attack damage bears the intense, soul ripping cold of the grave (inflicting straight cold damage instead of negative energy damage) and inflicts 1d6 Dexterity damage to the target (Fortitude save DC 14 + Int modifier halves Dex damage). (3 round cool down)
Doomwind Channel (4th) – Netherchanneling attack which is accompanied by the screaming howl of Stygian wind, which knocks the character’s opponent back on to the ground. The character makes a bull rush attempt as part of this channel attempt and uses his caster level plus Intelligence mod in lieu of his base attack bonus and Strength. At the end of the bull rush, the victim must make a Reflex save DC 14 + Int modifier to resist being knocked prone.
Enervating Channel (4th) – Netherchanneling attack which saps the vitality of the target away, fatiguing the opponent (Fort save DC 14 + Int modifier to negate fatigue effect).
Felfire Channel (3rd) – Netherchanneling attack damage which ignites the very life-force of the foe, causing half of the damage to become fire damage, inflicts additional 2d4 fire damage in subsequent 2 rounds (Fortitude save DC 13 + Int mod negates burning).
Desiccating Channel (5th) – Netherchanneling attack rots and boils the flesh of the target away, causing the attack to inflict half of its damage as acid, and also potentially blinds the target for 1d4 rounds (Reflex save DC 15 + Int modifier to negate blindness).
Ghastly Channel (6th) – Netherchanneling attack brings with it the horrible stench of the rotting dead and unliving tissues, nauseating the opponent for 1d4 rounds (Fortitude save DC 16 + Int modifier negates nauseous condition).
Maddening Channel (6th) – Netherchanneling attack degrades the mind, damaging portions of the mind and confusing the character’s opponent for 1d4 rounds (Will save DC 16 + Int modifier negates confusion).
Netherlightning Channel (6th) – Netherchanneling attack of negatively charged lightning from the storms of the underworld which causes the damage to become half-electrical, with a chance to stun opponent for 1d4 rounds (Fort save DC 16th + Int mod to stun for one round).
Calcifying Channel (7th) – Netherchanneling attack is filled with calcifying necrotic power, which calcifies the opponent’s form into solid bone, petrifying him (Fortitude save DC 17 + Int negates petrification).
Ghoulish Channel (7th) – Netherchanneling attack bares with it the sting of a ghoul’s claws, causing paralysis in the victim of this attack for 1d2 rounds (Fortitude save DC 17 + Int modifier negates paralysis, elves are immune to this essence’s effect).
Hoarfrost Channel (8th) – Netherchanneling attack is filled with the cold dark of oblivion’s edge, inflicting half negative energy damage and half irresistible cold damage. Due to deep tissue damage from the attack, this essence inflicts an additional 1d6 Dexterity damage and 1d6 Strength damage (Fortitude save DC 18 + Int modifier halves ability damage) (3 round cool down)
Void Channel (9th) – Netherchanneling attack eats away the very life force of the victim, devouring portions of his soul, inflicting 1d4 negative levels (Fortitude save DC 19 + Int modifier halves negative level loss) (3 round cool down)
Nether Shape Invocations – Nether shape invocations change the delivery method of the netherchanneling ability of the ebon initiate. These invocations change the range on the ebon initiate's netherchanneling from a touch or channeled weapon strike into a ranged weapon of some variety. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a nether shaped netherchannel is 10 + level of the invocation + the ebon initiate's Intelligence modifier. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the ebon initiate's Intelligence modifier.
Necrotic Blast (1st) – A repeatable blast of netherchanneling with a range of 30-ft, allowing the ebon initiate to make iterative ranged touch attacks with his netherchannel. Each attack, if used with a nether essence invocation gains the benefit of the nether essence invocation.
Nether Spear (2nd) – Allows for a long range (400ft + 40ft per CL) spike of necrotic energy as a ranged touch attack, used as a standard action.
Void Arc (2nd) – Allows the character to create a 15ft cone shaped burst of death energy as a standard action which hits every target within its range, but allows for a Reflex save for half damage.
Death Grip (3rd) – As a standard action, the character may fire a close range ray attack that entangles with a flurry of spectral hands on a failed Reflex save.
Mortisphere (3rd) – As standard action, the ebon initiate may craft his netherchanneling into a small orb and fire it at medium range (100ft + 10ft per CL), where it explodes into a 20-ft radius spread of death energy, allowing a Reflex save for half damage.
Necrotic Bolt (4th) – As a standard action, the character may well necrotic energies into his hand and fire it in a terrible, life-ending 90-ft line of death energy.
Necrotic Burst (6th) – As a standard action, an ebon initiate may recite a black invocation to unleash a 30-ft radius burst of negative energy to wither and rot his foes away into oblivion. A successful Fortitude save halves this damage.
Nether Cone (5th) – As a standard action, the ebon initiate can invoke a 60-ft cone of death energy to decimate his foes. A successful Reflex save halves the damage from this attack.
Death Chain (5th) – As a standard action, the ebon initiate may fire a snaking chain of life-seeking negative energy that connects to multiple different targets at medium range (100ft + 10ft per CL). The bolt deals damage as normal to the primary target. After it strikes, death chain can arc to a number of secondary targets equal to your caster level (maximum 20) and cannot jump farther than 20ft between targets. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). A successful Reflex save halves this damage.
Doom Lance (6th) – As a standard action, the character may create a medium range (100ft + 10ft per CL) lance of deadly negative energy that automatically hits its target unerringly. (3 round cool down)
Necromantic Invocations – Necromantic invocations are the more utilitarian abilities of the ebon initiate, allowing him to call upon blood, bone, death, ice, and disease to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s ebon initiate level. Saving throw DC’s are 10 + the invocation’s level + the character’s Intelligence modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook. LM = Libris Mortis, CArc = Complete Arcane, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Any new summons after that point replace the earliest summon and release those creatures back to whence they came.
Allure of the Dead (1st) – By invoking the allure of the dead, the ebon initiate takes on some of the social grace and artificial charm of the vampire. While in use, the character gains a +10 profane bonus to Bluff and Diplomacy checks, and this bonus persists for 24 hours.
Blood Lash (1st) – This invocation allows the ebon initiate to create a wicked lash of blood that can deliver netherchanneling or other magical effects. To create this, the ebon initiate either needs to have taken 4 points of damage or more to use his blood, or draw blood from a body containing blood that has suffered 4 points of damage or more. The blood then forms into a medium sized whip (which the character is proficient with), with a magical enhancement bonus equal to +1 for every 4 caster levels the character possesses (min +1, max +5). The weapon can always be used to deliver netherchanneling, or any necromancy touch spell that the character possesses from any other spellcasting class. The blood lash may be maintained for 1 minute per caster level. Material component: A pint of fresh blood.
Bone Armor (2nd) – By gathered a handful of bone shards, the ebon initiate may cast them into the air and invoke his powers to cause them to multiply and float as a semi-ethereal shield to protect him from harm. While this invocation is in effect, the character gains a +4 shield bonus to his armor class and a 20% miss chance on non-magical missile weapons that may strike him. This invocation lasts for 1 minute per caster level. Material Component: A handful of bones.
Breath of the Freezing Night (2nd) – Taking a deep breath, the ebon initiate infuses it with the chill of death and exhales it slowly into the air. The effect of this invocation (area, range and duration) duplicates that of the spell obscuring mist and within that area, the invocation leaves a patch of incredibly slippery ice as if grease had been cast in that area.
Call the Walking Dead (1st) – (Summon) With a black litany, the ebon initiate may summon forth an undead creature to serve his will. This invocation duplicates the effect of a summon undead I(LM) spell in all regards. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Darkness of Death (2nd) – By summoning forth the essence of the great dark beyond, the ebon initiate may cast this null light into his surrounding. This invocation duplicates the effects of a darkness spell.
Death’s Messenger (2nd) – As harbingers of death, ebon initiates take it upon themselves to bear dying mortals into the next world with a touch. This invocation duplicates the effects of a death knell spell on a target creature.
Death’s Swiftness (1st) – By dematerializing portions of his form, the ebon initiate is able to mimic the grace of incorporeal undead, becoming partially ghostly to gain a +10 to Jump and Tumble checks. This bonus persists for 24 hours.
Deathsight (1st) – While this invocation is in use, the ebon initiate can see the ebb and flow of life and death in those around him. This invocation duplicates the effects of a deathwatch spell with a duration of 24 hours.
Desecration Aura (2nd) – (Aura) Calling upon the powers of the Underworld, the ebon initiate may radiate energies in a 30-ft radius aura that is friendly to undead creatures. While this aura invocation is in effect, the character radiates a 30-ft radius aura of the spell desecrate, with a duration of 24 hours.
Fearsome Glare (1st) – Calling upon the eyes of the creature he made a pact with, the ebon initiate may put the fear of the grave into a being. This invocation duplicates the effects of a cause fear spell on a target creature.
Grave’s Grasp (2nd) – By holding aloft the hand of a corpse and speaking this invocation, the ebon initiate may call forth spectral bony hands from the ground to grasp at a creature. This invocation duplicates the effects of the spell earthen grasp(Spc) save that it uses bony hands instead of earth. Invocation Focus: A complete skeletal hand, strung together with corpse hair.
Miasmic Cloud (1st) – The ebon initiate may poison the very air with the breath of death, filling an area with a sickening fog of miasma. This invocation duplicates the effects of a fog cloud spell, and any caught with this cloud must also make a Fortitude save to resist being sickened due to the stench.
Mortify (1st) – By touching a corpse and whispering this invocation, the ebon initiate may instantly strip away all flesh on an inanimate body leave only a skeleton behind.
Preservation (2nd) – The ebon initiate may stay the ravages of time from a corpse, if only for a short time, with a few words and the power of this invocation. This invocation duplicates the effects of the spell gentle repose on a single corpse.
Speed of the Dead (1st) – With a single word, the ebon initiate may invoke an unnatural speed to hasten him for a short period of time. This invocation functions as the spell expeditious retreat.
Spiderwalk (2nd) – Just as the vampire, the ebon initiate may borrow their affinity for climbing by use of this invocation. While under the power of this invocation, the character benefits from the effects of the spell spiderclimb for 24 hours.
Spiritual Sight (1st) – With this invocation, the ebon initiate is capable of adjusting his eyes to see beyond that of which his mortal eyes alone can grasp, seeing with the immortal eyes of his soul. While under the effects of this invocation, the character benefits from the effects of a see invisibility spell for a 24 hour duration.
Touch of the Dead (2nd) – By placing this temporary curse upon a target creature, the ebon initiate reverses the ebb and flow of positive and negative energy around the victim and how these abilities effect them. For 1 round per 2 caster levels, if the victim was harmed by negative energy he is now healed by it, and vice versa in regards to positive energy. The reverse is true if the victim was healed by negative energy natively. A successful Will save negates this effect. If the target is struck by a netherchannel used for attack while this ability is in effect, he takes half damage from the attack. Inflict spells and netherchannel used for healing purposes restores hit points while this ability is in effect.
Wraithtouch Weapon (2nd) – The ebon initiate charges his weapon with necromantic energies, causing the weapon to phase out of tune with this reality and into the realm of the spiritual for a short moment. This invocation is usable as a swift action and it duplicates the effects of the spell wraithstrike(SpC) upon the character’s wielded melee weapon, with a cool down duration of 3 rounds.
Aura of Decay (3rd) – (Aura) With this invocation, the ebon initiate saturates his body with a flood of negative energy that leaks into his surroundings, rotting everything around him with tongues of death and decay. This aura invocation causes a 10-ft aura of corrupt power that extends from the character in a radius which inflicts 1d6 negative energy damage on all targets per round (a successful Fortitude save halves this damage).
Bloodmote’s Feast (3rd) – (Summon) The character calls forth into the aether to bring forth a hideous swarm of undead insects to feast upon the lives of all who bear the ill luck to be caught in their midst. This invocation duplicates the effects of a summon swarm spell but always summons a bloodmote swarm (see Libris Mortis). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Call the Restless Dead (3rd) – (Summon) With this black calling, the ebon initiate summons forth a more potent undead, or multiple lesser undead creatures. This invocation duplicates the effects of a summon undead III(LM) spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Curse of Damned (4th) – By calling on the forces of the underworld, the ebon initiate twists negative fates around his target to blight his immediate destiny. This invocation duplicates the effects of a bestow curse spell upon a target creature.
Deadly Contagion (4th) – Undeath as a state is a breeding ground for disease and pestilence and by using this as a weapon, the ebon initiate may plague his foe. This invocation duplicates the effects of a contagion spell on target creature.
Ghost Step (4th) – By moving around the field of combat as a ghost, the ebon initiate may better position himself to kill his foes. This invocation duplicates the effects of a dimension door spell with a range of close (25ft +5 ft per CL), and it does not end the character’s turn. While moving with this invocation, a ghostly image of the character blurs quickly towards the destination of his ghost step.
Osseous Armory (4th) – This invocation allows the ebon initiate to create temporary weaponry from the bodies of slain foes. By placing a hand upon an inanimate corpse (no older than 24 hours dead) and reciting black words, the bones of the body rip free while they shape into a weapon that the character is proficient with. Assuming that the ebon initiate is a medium-sized creature, light weapons may be created from the corpse of any Small or larger creature, one-handed or two-handed weapons can be created from Medium sized creatures or larger. Ammunition for ranged weapons formed from a corpse is created at the rate of 20 per size category starting at Small size bodies. These weapons are infused with necromantic might to be as strong as steel (hardness and hit points equivalent to steel) and their magic functions for a number of hours equal to their caster level. Weapons crafted through this invocation are to be considered anointed for the purposes of using them with the netherchannel class feature. Additionally, weapons (not ammunition) created using this invocation function as if they had a greater magic weapon spell cast upon them.
Phantasmal Steed (3rd) – (Summon) Summons a skeletal, spectral horse to serve as a mount for the character. This invocation duplicates the effects of a phantom steed spell. The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Poisonous Touch (3rd) – By blighting his very touch, the ebon initiate may pass on a debilitating poison with his touch. This spell duplicates the poison spell on a touched target creature or object.
Reach of the Damned (4th) – This invocation draws a target closer to the ebon initiate by dragging him through the ether to be within paces of certain death. This invocation duplicates the spell baleful transposition(SpC) on a target creature, but instead of transposing the target with an ally, it places the target in a space 10-ft away from the caster. Due to the potency of this invocation, it possesses a 3 round cool down. Material Component: A finger bone from a humanoid.
Stygian Snow (4th) – Calling upon the storms of the underworld, the ebon initiate lashes an area of with freezing rains and ice, infused with necrotic essence. This invocation duplicates the effects of an ice storm spell in the targeted area, except that half of the invocation’s damage is negative energy, and possesses a 3 round cool down.
The Dead Shall Rise (4th) – By reciting a few words and touch a corpse, the ebon initiate may flood it with negative energy to animate it. This invocation duplicates the spell animate dead on a target corpse. This invocation lasts for 1 hour per caster level, or can be made permanent if the character uses a 50gp black opal as a material component.
Unhallowed Consumption (4th) – The ebon initiate is capable of consuming the energies that animate an undead creature under his control and use those essences to restore his own health. By touching an undead under his control, he may instantly destroy it and heal a number of hit points equal to the creature’s maximum hit points. The ebon initiate may not consume undead he has temporarily summoned into his service.
Vampire’s Call (3rd) – With a glance of power and will, the ebon initiate sublimates the words to give him power over another’s will. This invocation duplicates the effects of the spell charm monster on a target creature.
Void Sense (3rd) – The ebon initiate learns to use the sight and senses of his own soul to notice his surroundings. This invocation grants the character blindsense in a 60-ft radius for 24 hours.
Vicious Dispelling (3rd) – Using the black power at his disposal, the ebon initiate is capable of voiding the magic of his enemies and causing the energy released from the ending magics to damage the enemy caster. This invocation duplicates the effects of a dispel magic spell, which additionally inflicts 1d6 points of damage to a creature per spell dispelled on a targeted dispel attempt, or 1d6 points of damage per level of the spell countered using this invocation as a counterspell attempt.
Walk Unseen (4th) – Drawing the ethereal world around him, the ebon initiate becomes an invisibile spectre, hunting unseen. This invocation duplicates the effects of a greater invisibility spell on the caster.
Wall of Bones (4th) – By scattering a handful of bones at the ground and speaking the words of this invocation, the ebon initiate may create a barrier of skeletal remains to defend him with. This invocation duplicates the effects of the spell wall of bones(CArc) in the target area. Material Components: A handful of bones.
Wraith Form (3rd) – This invocation grants the ebon initiate the form and flight of a wraith. By using this invocation, it grants the character a 20% miss chance due to his insubstantial form and casts fly on the caster, and expires when the character touches down or the duration of the fly spell expires.
Blighting Plague (5th) – By reciting these black words, the ebon initiate causes a sickly black miasma to strike down his foes. This invocation duplicates the effects of an unholy blight spell upon target, with a 3 round cool down.
Call the Hungry Dead (5th) – (Summon) The ebon initiate calls into the void, and from that call respond the hungry dead to do his bidding in the world of the living. This spell duplicates the effects of the spell summon undead V(SpC). The character may have one active summon per four caster levels, new instances of summonings replace the earliest summon.
Cannibalize Magic (6th) – Fortifying his body with dark power, this invocation allows the character rip the arcane power of another’s magic to pieces and breathe in the death of that power to restore his own form. This invocation duplicates the effects of a greater dispel magic spell, and additionally restores 1d4 hit points to the character per level of spell(s) dispelled.
Corpse Explosion (6th) – As a full round action, the ebon initiate fills his hand with dark power and points a finger at a corpse within medium range (100ft + 10ft per CL). A quick beam of darkness flies from his finger and causes the corpse to swell and burst with necrotized flame and acids. All creatures within a 30-ft radius burst of the targeted corpse take 1d6 points of damage per caster level (Maximum of 20d6 with a Medium-size corpse), half of which is fire and the other half of which is acid. Small size corpses max at 12d6, Tiny at 6d6, and smaller corpses than that do not work. Large size and bigger corpses add an additional 2d6 points of damage due to the larger mass with which to combust. A successful Reflex save halves this damage.
Curse of Deathly Despair (6th) – With a few words, the ebon initiate may invoke the death of good fates upon a target. This invocation duplicates the spell greater bestow curse upon a target creature.
Frozen Wall (5th) – The ebon initiate splashes blood on the ground and speaks the words of this invocation to raise a wall of frozen blood. This invocation duplicates the effects of the spell wall of ice in target area. Material Component: An ounce of blood (about 2 hit points worth, either from the character or from another source, must be fresh blood).
Moilian Tentacles (6th) – The ebon initiate throws down a handful of finger bones and splashes his own blood down upon them to invoke this power, which causes tentacles of bones clothed in flesh of shadows to grapple foes and draw their life forces away. This invocation duplicates the effects of the spell Evard’s black tentacles in an area, which additionally inflicts 2d6 points of negative energy damage each round they are grappling with a target. This invocation possesses a 3 round cool down. Material Component: Ten full fingers worth of bones from a humanoid creature, as well as 5 hit points worth of damage in blood to the invoker for the necessary blood component.
Raise the Vengeful Dead (5th) – By performing an hour long, blasphemous ritual, the eon initiate may raise up a powerful form of undead to serve him. This invocation duplicates the spell create undead on a target corpse, with the only exception being that the newly fledged undead creature is automatically under the character’s control (up to his maximum control HD). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.
Shadow Calling (5th) – (Summon) The ebon initiate calls into the darkness and from that darkness, hungry shadows come to feast upon the warmth of the living. This invocation summons 2d4 shadows or 1d4 greater shadows to the character’s call. These summoned shadows will obey the character’s commands for 1 round per caster level and then return to their shadowy realm. Only one use of this invocation may be in effect at a time, and these shadows cannot manifest in anything brighter than shadowy light. Material Component: A lit torch in which the shadows devour the flame of.
Vampiric Aura (5th) – (Aura) This aura invocation causes the ebon initiate to radiate a malign, life-sucking aura that attempts to kill any living creature in its path while sustaining the character and any undead allies nearby to him. Plants and animals are not exempt from this, as the very earth that the ebon initiate walks upon becomes tainted and littered with the burnt out husks and ashy remains of plants and animals destroyed by his passing. This 20-ft aura of siphoning hunger inflicts 1d6 points of negative energy damage on all living creatures, plants, and objects within it. The ebon initiate heals a like number of hit points if he inflicts damage to any living entity within the range of this aura. Undead within this aura are healed for 1d6 points of damage per round. A successful Fortitude save made by creatures within this aura halves the damage.
Avasculate (7th) – By use of this black invocation, the ebon initiate takes command of the very blood in the form of the living victim whom he targets and causes it to violently purge from the body of the unfortunate. This invocation duplicates the effects of the spell avasculate(SpC) upon a target creature and possesses a 3 round cool down.
Boneweird (8th) – (Summon) This black rite requires one hour of the character’s time to accomplish, but the end result creates a powerful ally for the character: a boneyard (see Libris Mortis). The character must have a caster level and an equivalent number of Medium sized corpses (which possess skeletons) equal to the hit die of the boneyard to be summoned. The bones rip from the corpses to form the body of the boneyard, which serves for one hour per caster level before it falls into a messy pile of bones and gore. The ebon initiate may only have one boneyard summoned to his side at a time. Material Components:A number of corpses equal to the hit dice of the boneyard to be summoned.
Call to the Void (8th) – (Summon) This dark invocation calls into the great dark void for a terrible being of death and darkness: a night walker. This ritual takes one hour to perform, and requires the sacrifice of a living, intelligent being to be the gateway to summon this terror. The night walker arrives and serves the call of the ebon initiate for a number of hours equal to his caster level. The character may only ever summon one night walker at a time. Material Component: A living, intelligent sacrifice.
Howl of the Damned (9th) – The ebon initiate opens a gap in his voice to allow for the hellish wails of the netherworld to escape with his cry, flooding his vocalization with deathly power. This invocation duplicates the spell wail of the banshee, and possesses 3 round cool down.
Killing Touch (9th) – All things succumb to the ravages of time and decay, and the ebon initiate wields the power of death with conviction to that knowledge. His hand begins to swallow light, and his touch causes all beings great and small to turn to dust and ash. This invocation duplicates the effects of the spell destruction on a target, and possesses 3 round cool down.
Presence of Death (7th) – (Aura) This aura invocation permeates the area with hungry, searching energy that returns with the fading life energies to the form of the ebon initiate to strengthen him as a true avatar of death. This aura causes any dying creature within 30ft of the character to suffer the effects of a death knell spell. As with all other aura invocations, only one aura invocation may be maintained at any given time.
Shun the Mortal Coil (7th) – This invocation allows the ebon initiate to shed his body and float freely as a ghost. After a ten minute period of meditation, the invocation activates to sever the ebon initiate’s soul from his body. He gains the ghost template (with all of its abilities and restrictions, gaining two special abilities and the malevolence special ability) while this invocation is in use. This invocation has no set duration; if the character is away from his body for too long it will eventually starve and dehydrate, or fall prey to other entities that would wish to do harm to an empty body, mundane or otherwise. Additionally, while this in effect the character may not use any dark invocations due to the magic powering this ability being too much to use additional potent magics. All other invocation levels are available for use, and while in ghost form the character has ghostly copies of his real equipment. These items disappear when the invocation ends. If the character’s body dies while he in ghost form, the character will forever remain ghost until his body can be restored. When the character wishes for this invocation to end, he must return to his body and use the malevolence ability to repossess it.
Stygian Rain (7th) – This invocation calls down rains over an area that is infused with death essence and necrotic power. The rain causes all living beings and organic objects to break down and rot under its torrential assault. This invocation duplicates the effects of the spell acid storm(SpC) over the target area, but half the damage is negative energy damage, and this possesses a 3 round cool down.
The Dead Shall Rule (7th) – With greater potency then before, the ebon initiate with knowledge of this invocation learns how to craft some of the most powerful forms of undead and enslaves them to his will. This invocation duplicates the effects of the spell create greater undead upon target corpse, except that the newly fledged undead creature is under the control of the ebon initiate (cannot exceed his normal control limits, just as with Raise the Vengeful dead). Material Component: A corpse, a clay pot filled with grave dirt and another filled with brackish water. The character must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The power of the invocation turns these gems into worthless shells.