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Zaydos
2016-01-25, 12:05 AM
So I have made a trio of non-warlock invocation using classes and with them a lot of invocations so here are some reposted for use by Dragonfire Adepts or, more commonly, warlocks.

Dragonfire Adept Invocations

Least:
Apocalyptic Sustenance: Go without food, water, or breath.
Caress of Frost: Cover an area in ice making it more difficult to move through.
Cradle of the Winds: Winds slow your falls, acting as a feather fall spell and increasing jump distances.
Eyes of the Eagle: Gain Low-Light Vision and a bonus to Search and Spot checks.
Howl Heard Round the World: Send message 1 mile/caster level.
Leathery Hide: Gain enhancement bonus to Natural Armor.
Mystic Claws: Grow magical claws to attack with.
Scales of the Dragon: Gain DR overcome by magic.
Scintillating Hide: Transform natural armor into deflective force.

Lesser:
Body of Frost and Flame: Gain cold and fire resistance.

Greater:
Control Weather: As the spell but 24 hour duration and no hurricanes or tornados.
Exhalation of Expanding Destruction: Acidic cloudkill
Soul of Ice or Fire: Gain immunity to cold or fire.
Voice of the Elements: Speak to stones, flames, and water.
Voidsight, Greater: Gain blindsight out to 60-ft.

Dark
Form of the Elements: Gain elemental subtype and powers to go with it.
Pyre of Fantasy: Greater Dispel Magic burns target based on amount of spells dispelled.
Shape of the Tyrant Wyrm: Become a dragon. Broken
Wyvern's Tail: Grow a poisoned stinger.

Warlock Invocations

Least:
Bear the Cloak of Death: Aura of Desecrate
Befoul Water: Spread disease through infecting water.
Dusk Blast: Your eldritch blast becomes shadow stuff, dealing nonlethal damage and weakening them.
Eldritch Lance: Use Eldritch Blast to make a melee touch attack.
Face of False Innocence: Disguise Self and alignment.
Flesh of Bone: Gain lich-like damage reduction.
Path of the Darkened Edge: Gain access to a single Apocalyptic Edge maneuver.
Reaper's Leash: Command Undead
See Death Written: Gain darkvision and see how close to death creatures are.
See the Soul's Allegiance: Detects alignment and patron deity.
Shroud of Eclipse: Protects you and nearby creatures against (sun)light.
Sickening Word: Infect target with the Red Ache.
Unruly Tentacles: Foe sprouts tentacles which grapple them.
Verminous Scout: Creates a giant roach to scout for you.
Voidborn: No need to breathe, eat, or sleep.
Voidpull: Pull all creatures and objects within 60-ft of you closer.
Whisper of the Wind: Send message long distance across the wind.

Lesser:
Anchoring Blast: Eldritch blast prevents planar travel.
Claws of Mist: Claws of solidified mist rend and grapple foes.
Cloak of Smoke: Smoke surrounds you duplicating the effects of a Blur spell.
Contagious Word: As Contagion but at a range.
Devour the Sun: Creates darkness which you can see through.
Earthbinding Blast: Eldritch blast forces flying creature to the ground.
Eldritch Spray: Eldritch blast fills a 15-ft by 15-ft triangle in front of you.
Hidden from the Eyes of Man: Wards you and those nearby with Non-detection.
Lifesense: You gain the ability to sense life nearby.
Madness Comes for All: Target takes damage and is confused.
Necromancer's Call: Speak with Dead
Path of the Blackened Edge: Gain access to a single Apocalyptic Edge maneuver.
Seduce the Righteous: Changes creature's alignment to evil temporarily and makes them like you.
Storm Sprint: Rush across the battlefield as a bolt of lightning.
Unspeakable Dread: Cause fear in target.
Word of Distant Sight: Create magical sensor to view distant location.

Greater:
Eldritch Burst: Eldritch blast fills a 10-ft radius burst within 100-ft.
Energized Magical Pulse: Area Greater Dispel Magic with bonuses against higher level spells.
Frigid Gaze: Gain a gaze attack that deals cold damage.
Gas Form: As Gas Shape but may continue to use your eldritch blast despite its somatic component.
Legion of Shadows: Summon horde of shadows.
Lightning Wisp: Summon a ball of lightning that floats around you striking your enemies.
Nauseating Odor: Release a horrible stench which nauseates nearby creatures momentarily.
Pall of Ashen Doom: Cloud of ash hangs over you causing depression in others underneath it.
Path of the Fatal Edge: Gain access to a single Apocalyptic Edge maneuver.
Peer into the Book of Lore: Legend Lore
Plague Viper: Create a snake made of disease which fights for you.
Planar Seal: Inhibit teleportation and planar travel effects nearby, including summoning.
Reach Where the Gods Cannot: Bind a low level vestige.
Shield of Winds: Winds deflect ranged attacks and rays.
Steal the Gods' Portion: Bind souls of the recently dead within your body gaining power from doing so.
Twisting Touch: Short term baleful polymorph with a touch.
Voidsight, Greater: Gain blindsight out to 60-ft.
Winds of Dust: Aura slowly disintegrates nearby creatures.
Word of Final Rest: Destroy target undead.

Dark:
Besiege the Gates: Create a portal to another plane, and be treated as a native of the plane.
Devouring Vortex: Vortex consumes magic in the area.
Eldritch Artillery: Eldritch blast has range of effect and sight.
Eldritch Burst, Greater: Eldritch blast is a 20-ft radius burst within 600-ft.
Extinguishing Word: Word kills target.
Force the Final Revelation: Insanity
Life-Stealing Gaze: Gain a gaze attack which inflicts negative levels.
None Shall Know Your Coming: Mind Blank and wards you against deific senses.
Overwhelming Blast: Causes target to cower for 1 round.
Path of the Apocalyptic Edge: Gain access to a single Apocalyptic Edge maneuver.
Planar Void: Banish target to a random plane.
Pyre of Fantasy: Greater Dispel Magic burns target based on amount of spells dispelled.
Reduce to Salt: Turn target into a pile of salt.
Subvert the Servant: Call and bind an outsider to your will.
Turn to Dust: Disintegration.
Virulence: Mass Contagion except that the infected can spread their diseases more easily.
Word of Ending: Power Word Kill.
Walker through Doorways: Ethereal Jaunt may attack between planes. Does Strength burn when used.

A Note on Modified Invocations:
Some Invocations have been lightly modified to function for dragonfire adepts and warlocks. Notably the Path and Truename function of Doomsayer invocations are not listed as neither dragonfire adepts nor warlocks can use them (of course they'd be relevant for a warlock/doomsayer), and references to the caster's Wisdom in formerly Jinnblood invocations have been changed to Charisma.

Zaydos
2016-01-25, 12:06 AM
Least Invocations

Apocalyptic Sustenance
Effective Level: 2nd.
School: Transmutation.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
With a word you invoke a power not meant for the living into your body, fueling it with the strength of the apocalyptic force.
While under the effects of this invocation you do not need to eat, drink, or even breathe, becoming immune to starvation, thirst, and suffocation.

Bear the Cloak of Death
Effective Level: 2nd.
School: Evocation [Evil].
Casting Time: Standard action.
Range: Personal.
Area: 20-ft radius emanation around yourself
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
You call upon the powers of death, welling them up within you, letting them spill forth from you to empower the unliving.
You radiate an aura which duplicates the effects of a desecrate spell within 20-ft of you. This aura remains centered on you regardless of how you move, and it is at double strength as if you were an altar dedicated to your deity or an aligned higher power.

Caress of Frost: 1st level
You coat the ground with a covering of ice, making movement across it difficult. You cover a 10-ft square within 30-ft with ice, any creature in this area when you activate this ability must make a Reflex save or fall prone. In addition moving through this area costs double the normal movement cost, any balance or tumble checks are made at -5, and any attempt to double move, withdraw, charge, or run through an area including this ice requires a DC 5 balance check (made at -5), on a failure the creature slips and falls.

The ice created by this ability lasts 1 +1/2 Charisma bonus (minimum +0) rounds.

Cradle of the Winds: 1st Level
You are continuously under effects similar to a Feather Fall spell, in addition you gain a +4 competence bonus to Tumble checks and your long jump distance is doubled. This effect lasts 24 hours or until dismissed.

Dusk Blast: 2nd Level, Eldritch Essence
Your eldritch blast carries with it the power of twilight, of time passing, and the gentle end to light. Your Eldritch Blast deals untyped subdual damage and any creature struck by it must make a Fortitude save or suffer 2 points of Strength damage.

Eldritch Lance: 1st Level, Blast Shape
You may use your eldritch blast as a melee touch attack, this is treated as a one-handed weapon for the purpose of Power Attack and you may apply your strength bonus (if any) to damage, and your melee reach is increased by 5-ft for the purpose of this attack. Until the start of your next turn you may make attacks of opportunity with your Eldritch blast although the reach increase does not apply for determining your threatened area and these attacks of opportunity do not benefit from any Elemental Essences.

Eyes of the Eagle
Least, 2nd
Your eyesight becomes phenomenally sharp. You gain Low-Light Vision, and a +6 bonus to Search and Spot checks. Eyes of the Eagle lasts 24 hours.

Face of False Innocence
Effective Level: 1st.
School: Illusion.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: Will partial (see below).
Spell Resistance: No.
This invocation crafts a mask of illusion to hide your face and your powers, disguising the effects of your invocations upon your body to prevent the forces of the gods from finding your nature.
This invocation has two effects. The first is to hide the auras of your invocations active upon yourself when you use this invocation, including this one. Any attempt to detect there auras (such as through Dispel Magic, Arcane Sight, or certain soulmelds) requires a Spellcraft check (DC 18 + your Caster Level) or they fail to detect any auras warded by this effect; each creature may only attempt one such check against a single instance of this invocation not gaining another until its effect (or duration) has ended. The second effect is to disguise yourself as the disguise self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell; a successful Will save can negate this illusion as usual but has no effect on the aura concealing effect.

Flesh of Bone
Effective Level: 2nd.
School: Necromancy/Transmutation
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You call upon the powers of death infusing it into yourself and hardening your body with it. Ossified growths cover your body to protect and preserve you from normal blows.
While under this effect, bony growths cover your body filled with necromantic energy. These growths grant you damage reduction equal to one-half your caster level (minimum 1) overcome by magical bludgeoning damage.

Howl Heard Round the World
Effective Level: 2nd
School: Transmutation [Language-Dependent].
Casting Time: 1 full round.
Range: 1 mile/caster level.
Target: 1 creature whose name is spoken.
Duration: Until discharged (when target is reached or maximum range is reached).
Saving Throw: No.
Spell Resistance: No.
Throwing back your head you release a powerful howl charged with magic. This howl carries only a normal distance to most ears and no words are spoken, but the magic carries it to your target sending words of message to them from miles afar.
When you use this invocation you speak your target's name and choose a message of up to 20 words + 1 word per caster level. This message travels at a rate of 1 mile per minute until it reaches the target or the maximum duration of the effect. Once it reaches the target it delivers the message to their ears only.

Leathery Hide
Least, 2nd
Your skin becomes thick and leathery like a rhino's or an elephant's. You gain a +2 enhancement bonus to natural +1 per 3 caster levels (max +6 at CL 15). Leathery Hide lasts 24 hours.

Mystic Claws
Least, 2nd
You grow a pair of claws on your hands or front legs. These claws may function as primary natural weapons and deal 1d4 damage per hit. They gain a +1 enhancement bonus to attack and damage per 4 caster levels. If you already possess claws they gain +1 damage and the enhancement bonus, but you do not gain an additional set of claws. The effects of this invocation last 1 round, and using it is a swift action.

Path of the Darkened Blade:
Effective Level: 2nd.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 2nd level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Reaper's Leash
Effective Level: 2nd.
School: Necromancy.
Casting Time: Standard action.
Range: Close.
Target: 1 undead creature
Duration: 1 day/level.
Saving Throw: Will negates.
Spell Resistance: Yes.
You speak the words to identify yourself as death's chosen, binding those under its power to your will. Your magic wraps a leash around the animating spirit of an undead creature, forcing it to obey your will.
This functions as Command Undead (http://www.d20srd.org/srd/spells/commandUndead.htm) except non-intelligent undead are still allowed a saving throw but at a -5 penalty and you may only command up to twice your caster level total in hit dice of undead with this spell and any intelligent undead controlled by this spell may not have greater hit dice than your caster level. If you a new undead commanded by this ability would push you over your hit dice limit you may choose to release undead of your choice from this effect to gain control of the new target.

See Death Written
Effective Level: 2nd.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You attune your eyes to the doom of mortals, turning your oracular whispers towards the task of seeing life and death. These changes improve your sight allowing you to see in total darkness.
You gain darkvision 60-ft, in addition you can determine how near death any creature you can see. This tells you their exact hit points if they are at your caster level or less, and whether they are dead (if dead), dying (if dying), near dead (10% of max hp or less), badly wounded (30% of max hp or less), wounded (80% of max hp or less), barely wounded (less than max hp), unwounded (max hp), overflowing with life (their hit points + temp hp is greater than their max hp), or neither alive nor dead (undead, constructs, deathless, etc).

See the Soul's Allegiance
Effective Level: 2nd.
School: Divination.
Casting Time: Standard action.
Range: 60-ft.
Area: Cone shaped emantion
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Your gaze turns to the souls of those before you, weighing good and evil, and seeing to whom it belongs.
When you use this invocation it functions as your choice of Detect Chaos, Detect Evil (http://www.d20srd.org/srd/spells/detectEvil.htm), Detect Good, or Detect Law. In addition if on round three or later the creature or object whose aura you are investigating has a patron deity which is True Neutral or the alignment detected you learn what their patron deity is.

Scales of the Dragon
Least, 2nd
You grow thin draconic scales across your body. These scales are too thin to stop a blow by sheer hardness, but like a dragon's hide are resistant to non-magical blows. You gain DR 2/magic +1/2 caster levels. Scales of the Dragon lasts 24 hours.

Scintillating Hide
Least, 2nd
You transform the outermost layer of your skin and scales into a field of deflective force that hangs to you like your skin. This invocation transforms your natural
armor bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. In addition the deflective force serves to protect you from harmful effects even those of purely mental or spiritual nature and you gain a resistance bonus to saving throws equal to +1 +1/4 points of deflection bonus to AC you possess. Scintillating Hide lasts 24 hours.

Shroud of Eclipse
Effective Level: 2nd.
School: Evocation [Darkness].
Casting Time: Standard action.
Range: Personal.
Area: 20-ft radius emanation around yourself
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
In the end of days the sun will be extinguished ushering in an eternal night of ice and cold. You call upon that power casting a shadow over the world in your presence making the sun's light a little less bright and its power less complete. This creates a pall of shadow which lies over the area around you.
You emanate a subdued darkness. While this has no substantial effect on the lighting of the region, things just seem a little less bright. All creatures within the area lose any light sensitivity, light blindness, or special vulnerabilities to sunlight they possess and gain a +4 on saves versus effects based around bright lights (such as Glitterdust’s blinding effect and Sunbeam). Unlike normal Darkness spells this effect is neither dispelled by nor dispels magical light effects.

Sickening Word
Effective Level: 1st.
School: Necromancy.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
With a word you invoke the red ache into the target, causing them to immediately break out with the disease.
The target immediately contracts the Red Ache if they fail their Fortitude save with an instantaneous incubation period immediately taking its 1d6 Strength damage for the day. If the target already has the red ache they immediately take Strength damage as if they had failed a saving throw against it (even if they are normally able to carry diseases without penalty).

Unruly Tentacles
Least, 2nd
You cause tentacles to burst from a creature within close (25 ft + 5 ft/2 caster levels) range. These tentacles then proceed to attempt to grapple the target for one round per caster level. They have a BAB equal to your Caster Level, Strength equal to your Charisma, and are considered to be the same size as the target which they sprouted from and are attacking. The tentacles deal 1d4 + Strength modifier damage with a successful grapple check. A successful Will save prevents the growth of these tentacles.

Verminous Scout
Effective Level: 2nd.
School: Conjuration (Summoning).
Casting Time: Standard action.
Range: Long (see below).
Effect: 1 giant roach.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.

You create a giant roach within 5-ft of you. This roach is tiny and has 15 AC, Str 1, Dex 16, Con 10, Int -, Wis 10, Cha 1, a land speed of 20-ft, a fly speed of 10-ft (poor) and a climb speed of 15-ft, base saves of +0, and uses your senses (including ranks in Listen, Search, and Spot) but has no ranks in skills of its own (giving it a +11 to hide and a +3 to move silently). This roach is unable to take any actions of its own except move actions which you may direct as a swift action each round. You may, as a standard action which provokes an attack of opportunity and requires concentration (treat as a level 0 spell), tap into its senses (making a spot and listen check from its location). The roach vanishes immediately if it is ever further from you than the spell's range. You may only have 1 verminous scout in existence at a time.

Voidborn: 2nd Level
You do not need to breathe, eat, or drink for 24 hours.

Voidpull: 2nd Level
All creatures and unattended objects, save those physically attached to the ground, within 60-ft of you are moved 5-ft towards you, assuming that there is an empty square they can move into. Activating this ability is a swift action.

Whisper of the Wind: 2nd Level
This functions as the spell Whispering Wind but you may target a creature. If they are further than 1 mile/caster level away the spell fails. If they are less then the wind will seek them out and deliver their message. A creature with a Nondetection spell or a Mindblank spell active cannot be targeted in this way.

Zaydos
2016-01-25, 12:07 AM
Lesser Invocations

Anchoring Blast: 4th Level, Eldritch Essence
Any creature struck by your Eldritch blast is affected as if by a Dimensional Anchor spell for 1 round, a successful Will save at -4 negates this effect.

Body of Frost and Flame
Effective Level: 3rd.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours
Saving Throw: None.
Spell Resistance: No.
You draw upon the power of winter inuring your body to its cold, and freezing the flames before they can touch you.
You gain Fire and Cold resistance 20, increasing to 30 at caster level 12 or higher.

Claws of Mist: 3rd Level
You conjure forth talons made of semi-solid mist. These talons attack 1 creature/3 caster levels making melee touch attacks with a base attack bonus equal to your caster level and using your Charisma as their Strength. On a hit they deal 1d12 + Caster Level damage and attempt to grapple the target. They have a racial +8 bonus to grapple and no size modifier. These claws have an AC of 14 + your Charisma modifier and 2 hp per caster level, and automatically fail all saves but are considered to be mindless and have no constitution modifier. At the beginning of your next turn all claws created by this channel vanish.

Cloak of Smoke: 3rd Level
A second skin of black smoke surrounds you obscuring your exact location. Attacks made against you suffer a 20% miss chance as if from the Blur spell.

Contagious Word
Effective Level: 4th
School: Necromancy.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.
Your word calls to one of the plagues and pestilences which will sweep the world, leaving death and suffering in their wake strong enough to impact time itself. Even though merely a shadow of the great plagues of the end days a disease takes root in the target.
This functions as contagion (http://www.d20srd.org/srd/spells/contagion.htm) except as noted here.


Devour the Sun:
Effective Level: 3rd
School: Evocation [Darkness].
Casting Time: Standard action.
Range: Touch or Close
Target or Area: Object touched or 30-ft radius centered in space.
Duration: 10 minutes/caster level (D).
Saving Throw: None.
Spell Resistance: No.
With a word you call upon the dark of the endless night when the sun is extinguished and the eternal winter extinguishing the light in an area.
This invocation has two modes.
In the first mode the targeted object radiates shadowy illumination out to a 30-foot radius. If this invocation is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

In the second mode it instead fills a 30-ft radius area centered in space with shadowy illumination.

In both modes this invocation can never brighten the area, but you can see in the region as if it were bright light. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by this invocation. This invocation counters and dispels light spells of level 3 or lower.

Earthbinding Blast: 4th Level
Any creature struck must make a Reflex save or be unable to fly for 1 round/4 caster levels and take 2 Dexterity damage. A creature knocked to the ground by this effect falls as if under the effect of a feather fall spell.

Eldritch Spray: 4th Level, Blast Shape
Your eldritch blast fans out from your hands. This creates a line 15-ft wide and 10-ft long, continuing an additional 5-ft at 5-ft width. Any creature in the area may make a Reflex save for half damage.

Hidden from the Eyes of Man
Effective Level: 3rd.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Area: 15-ft emanation centered on you.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
The gods could not predict their end, it was hidden from their senses. Emulating itou obscure the eyes of magic, hiding yourself and those near you from its sight.
This invocation functions as a non-detection (http://www.d20srd.org/srd/spells/nondetection.htm) spell except that it affects all creatures and objects within the emanation. Attempts to affect you or an object you carry require a caster level check with a DC 15 + your caster level and attempts to affect other creatures and objects within the area require a caster level check with a DC 12 + your caster level. In addition whenever this effect prevents a divination spell or effect from functioning you can sense the attempt although you do not learn its source and must make a Spellcraft check (DC 15 + spell level) to identify what spell or effect it was.

Lifesense
Effective Level: 4th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Death can sense those in need of its touch. Life burns like a brilliant torch to its dread sense, and you claim the senses of death for yourself, sensing life wherever it is around you.
You gain Lifesense as the dread wraith ability out to 30-ft, allowing you to sense living creatures as if you had blindsight out to that distance. This lifesense is somewhat improved over a dread wraith's allowing you to determine how near death a creature is as if using the See Death Written invocation instead of Deathwatch.

Madness Comes for All
Effective Level: 4th.
School: Enchantment (Compulsion) [Mind-affecting].
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Will partial.
Spell Resistance: Yes.
Your words invoke the inevitable, forcing upon your target revelations of what is to come. While it is only a flash, soon forgotten, it is enough to tear the psyche and drive the target mad for a time.
The target takes 1d4 damage per 2 caster levels and is confused as the spell confusion (http://www.d20srd.org/srd/spells/confusion.htm) for 1 round. A successful Will save halves the damage and negates the confusion effect.

Necromancer's Call
Effective Level: 3rd.
School: Necromancy [Language-Dependent].
Casting Time: 1 minute.
Range: Close.
Target: 1 dead creature.
Duration: 1 minute/level.
Saving Throw: Will negates; see Speak with Dead (http://www.d20srd.org/srd/spells/speakWithDead.htm).
Spell Resistance: No.
Your powers extend through the gates of death, drawing forth a shade of the target. Binding it with words of power you force the entity to speak with you, interrogating the spirit to gain information from the dead.
This functions as Speak with Dead (http://www.d20srd.org/srd/spells/speakWithDead.htm) except as noted here. It casting time is shorter, and range greater, and you may question a corpse that has no mouth (although as normal if damaged its answers may be partial or partially incorrect) and this effect may be used on a corpse that has been turned into an undead creature which has subsequently been destroyed or otherwise returned to a state of true death.

Path of the Blackened Blade:
Effective Level: 4th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 4th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Seduce the Righteous:
Effective Level: 4th.
School: Enchantment (Charm) [Evil, Mind-affecting].
Casting Time: Standard action.
Range: Close.
Targets: 1 non-evil living creature.
Duration: 10 minutes caster levels (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
Your word resonates with the worst part of people's souls calling to it, drawing it out and making the creature see you as a confident and ally.
The target alignment changes to evil; any lawful/chaotic alignment is unaffected. For more details on how this might work see Morality Undone (Fiendish Codex II).

In addition the target's disposition towards you improves two steps to a maximum of helpful (hostile becomes indifferent, unfriendly becomes friendly, indifferent becomes helpful) as long as the target was not currently engaged in combat or being threatened by you or your allies.

Storm Sprint: 4th Level
As part of this channel you move up to 5-ft per caster level (as if you had a fly speed with perfect maneuverability). Movement made as part of this channel does not provoke attacks of opportunity and you may freely pass through squares occupied by other creatures. Any creature whose square you enter takes 1d6 electricity damage per 2 caster levels you have (regardless of how many times you enter their square a target only receives damage once); a successful Reflex save halves this damage.

Unspeakable Dread
Effective Level: 4th.
School: Necromancy [Fear, Mind-affecting].
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round/caster level.
Saving Throw: Will partial (see below).
Spell Resistance: Yes.
With a word you bring forth images of what lurks beyond reality into the mind of one unprepared for them, showing them the inevitable fate of the world. This inevitable doom is too much for many minds causing fear and panic in their souls.
The target is frightened for 1 round per caster level, and shaken for 1 round per caster level thereafter. The target may make a Will save and on a success they are merely shaken for 1 round from these horrors, but if they fail by 5 or more they are panicked for 1 round per caster level before being shaken for 1 round per caster level.

Word of Distant Sight
Effective Level: 4th
School: Divination (Scrying)
Range: 1 mile
Effect: Magic sensor.
Duration: 1 minute/level (D).
Saving Throw: No.
Spell Resistance: No.
With a word you extend your senses along a line of the world’s fate, sending them to another location in your time, creating a physically tangible sensor with which to view the region.
This invocation creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but most either be familiar with the location, it must be obvious, or you must select it purely through three dimensional coordinates (100-ft above me, 200-ft in front, and 150-ft to the right). Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.The magical sensor created by this invocation is about the size of a human eye and invisible, but can be tangibly interacted with. The sensor is unable to move (AC 13 versus ranged attacks), but requires a DC 30 Spot check to notice even for creatures able to see invisible objects, and has 1 hit point per caster level you possess. If the sensor is destroyed you must make a DC 15 Will save or be dazed for 1 round. You may use any senses you normally have out of this sensor even tactile senses. When viewing through this sensor you are considered to have darkvision 10-ft even if you do not normally have it. You may not have more sensors created by this invocation than your 1 + your Charisma modifier (if positive).

Zaydos
2016-01-25, 12:09 AM
Greater Invocations

Control Weather: 7th level
This functions as the spell, Control Weather but it lasts only 24 hours, and you may not create Hurricane or Tornado force winds. You may only have a number of instances of this effect active at once equal to your Charisma bonus (minimum of 1).

Eldritch Burst: 5th Level, Blast Shape
Your eldritch blast becomes a 10-ft radius burst centered within 100-ft of you.

Energized Magical Pulse
Effective Level: 6th.
School: Abjuration.
Casting Time: Standard action.
Range: Medium.
Area: 20-ft radius burst.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
You release a disruptive blast of pure magic overwhelming magical effects in the area, disrupting the most carefully constructed spells.
This functions as an area use Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) except it gains a bonus to dispel an effect equal to that effects spell level and it has no maximum caster level bonus to the dispel check. In addition if you use this effect on two consecutive rounds or twice in one round and the same creature or spell effect is within it in both instances then it affects that creature or effect as if it was a targeted greater dispel magic upon it; it still affects other things within the area as well and still gains the bonus to dispel checks equal to the effects' levels.

Exhalation of Expanding Destruction
Effective Level: 6th.
School: Conjuration (Creation) [Acid].
Casting Time: Standard action.
Range: Medium.
Effect: Cloud spreads in a 20-ft radius, 20-ft high.
Duration: 1 minute/level.
Saving Throw: Fortitude partial (see text).
Spell Resistance: Yes.
You whisper words of magic, before whistling between your teeth exhaling a colored cloud which settles within range, melting away and killing creatures within it.
This invocation functions as cloudkill (http://www.d20srd.org/srd/spells/cloudkill.htm) except that it automatically slays creatures with 4 or less hit dice, creatures with 5 or 6 HD are slain on a failed Fortitude save (taking 1d4 Constitution damage on a successful save), and living creatures with 7 or more hit dice take 1d4 Constitution damage on a failed save and half that on a success. In addition any creature in the fog, living or not, takes 1d6 acid damage per two caster levels whether they succeed even if they are immune to poison; if they succeeded on the Fortitude save this damage is halved.

Frigid Gaze: 6th level
Your eyes become a conduit of pure frost granting you a gaze attack out to 30-ft. Any creature meeting your gaze must make a Will save or take 1d6 cold damage +1d6/6 caster levels. You may choose to exempt certain creatures within sight as a free action on your turn. The benefits of this invocation last 24 hours.

Gas Form: 5th level
You assume a gaseous form. This functions as the spell Gaseous Form except that you may use your Eldritch blast and any Elemental Essence and Blast Shape Channels (but not other Channels) in this form.

Legion of Shadows
Effective Level: 7th.
School: Conjuration (Summoning).
Casting Time: 1 full round.
Range: Close.
Effects: 1 shadow per 3 caster levels.
Duration: 1 round/caster level (D).
Saving Throw: No.
Spell Resistance: No.
Your word holds the power of Death and with it mastery over the shades of the once living. They come forth, eager to do your bidding.
This effect summons 1 shadow (http://www.d20srd.org/srd/monsters/shadow.htm) per 3 caster levels as if they were summoned by a Summon Monster or Summon Undead spell. These shadows obey your commands, but must remain within 50-ft + 5-ft per caster level of you or else they vanish to wherever they came from. This invocation summons the same set of shadows each time it is used, only changing which shadows are summoned at midnight, and as such any damage they accrue remains until midnight and if any shadows are destroyed during this period the number of shadows you summon is reduced by the same amount until the next midnight. Any active spells on the shadows end when they vanish, and any items they are carrying are dropped. If you use this invocation while you already have shadows summoned with it, you may instead teleport the shadows to any squares within close range.
Balance Note: Not every campaign is capable of dealing with incorporeal creatures, as such your DM is advised to consider whether to allow this invocation.

Lightning Wisp: 6th Level
You create a small ball of electricity which moves under its own volition. Once per round this ball of lightning strikes out at a creature within your melee reach moving slightly to touch the target. This is resolved by you making a melee touch attack (as a free action limited once per round) and on a successful attack the target takes half the damage of your eldritch blast but it is electricity damage. The lightning wisp is truly merely an extension of yourself but may be damaged separately either by area of effect or being specifically targeted; it is immune to mind-affecting effects, uses your AC and saves, has 3 hp per caster level, but does not benefit from any (improved) evasion or mettle you may possess.

Nauseating Stench
Greater, 6th
When you use this invocation you release a horrible odor from all across your body. Creatures within 20 ft must make a Fortitude save or be nauseated for 1d4 rounds, creatures with scent must make this save if within 60 ft of you. Creatures that succeed on this save are merely sickened for 1 round instead.

Pall of Ashen Doom
Effective Level: 6th.
School: Enchantment (Compulsion)/Conjuration (Creation) [Mind-affecting, Evil].
Casting Time: Standard action.
Range: 40-ft.
Effect: 20-ft radius cloud 10 to 40 feet above you.
Duration: 24 hours (D).
Saving Throw: No (see below).
Spell Resistance: Yes (see below).
You word echoes in the world, calling forth a cloud of suffering, sadness, and misery to block out the light and harrow the souls of those beneath its shadow.
The light under the area is reduced by one grade (bright to shadowy or shadowy to dark) this is not considered magical darkness although any light more powerful than a Daylight spell (including full natural sunlight) is only reduced to ordinary bright light losing any special effects that natural sunlight may have (such as harming vampires, or wraiths). Any creature, other than yourself, under the area suffers a -4 penalty to attack rolls and a -2 penalty to saving throws; this is the only portion of this effect which is mind-affecting and which Spell Resistance applies against. The cloud blocks line of sight through it and any creature passing through it must make a Fort save or be sickened for 1d4 rounds, no creature can be effected by it more than once per round.

Path of the Fatal Blade:
Effective Level: 6th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 6th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Peer Into the Book of Lore
Effective Level: 6th.
School: Divination.
Casting Time: See text.
Range: You.
Target: Personal.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
Your mind peers through the ages, reading the book of lore which is time and history, gathering legends and tales about the subject.
This functions as the spell Legend Lore (http://www.d20srd.org/srd/spells/legendLore.htm) except its casting time is reduced. It only takes 1d4 minutes if the thing/person/place is at hand, 2d8 hours if you only have detailed information on the subject, and 1d4 days if you only have rumors.

Plague Viper
Effective Level: 6th.
School: Conjuration (Creation).
Casting Time: 1 standard action.
Range: 10-ft.
Effect: 1 medium sized ooze snake.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Your word creates a writhing pile made of oozing pus, and pox-ridden bile. The words of magic give it shape forming it into a snake made of the sickening gunk.
You create a creature made of oozing disease in the approximate shape of a snake. The creature is a medium Ooze with 1d10 hp per caster level you possess and uses your base attack bonus, and base saves with a move speed of 20-ft, a climb speed of 20-ft, Str equal to 5 + ˝ your Charisma score, Dex equal to your Charisma score, and a Constitution score of 10, Int -, Wis 10, and Cha 1, a Deflection bonus to AC equal to your Charisma modifier, the plague viper has no skills but gains the Weapon Finesse feat as a bonus feat, and all ooze features and traits except as noted here; these numbers are all fixed when the Plague Viper is created and do not change if your Charisma score is changed afterwards. The ooze obeys your telepathic commands and is able to make a single bite attack each round which deals 1d6 + strength damage and inflicts a disease of your choice (chosen when the plague viper was created from the contagion (http://www.d20srd.org/srd/spells/contagion.htm) list) with an instantaneous incubation period, or deals damage as if they had failed a fortitude save against the disease if they are already afflicted by it, a successful Fort save (DC 16 + your Charisma mod) prevents this infection or damage. If the plague viper is destroyed you suffer 2 points of Charisma damage. You may only have one plague viper extant at a time.

Planar Seal: 6th Level
For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
You and up to ˝ your Charisma bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.

Reach where Gods Cannot
Effective Level: 6th.
School: Evocation.
Casting Time: Standard action.
Range: Personal.
Targets: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Your word echoes across, and out of, worlds. It reaches to that realm beyond even the gods where the souls of those cast out from the Great Wheel reside, pulling one such soul in towards you.
When you learn this invocation select one level 3 or lower vestige (see Tome of Magic). When you use this invocation you immediately bind this vestige as if you were a binder with an effective binder level 4 less than your caster level. You automatically make a good pact with this vestige, and may suppress its sign as if you had the Suppress Sign feature.

With a ritual, costing 3000 GP in rare reagents and requiring 24 hours, you may reselect which vestige this invocation is keyed to.

Shield of Winds: 6th Level
Ranged attacks made against you suffer a penalty equal to half your Charisma modifier, this penalty is increased by 4 for ranged touch attacks. This effect lasts for 24 hours.

Soul of Ice or Fire
Effective Level: 6th.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
You speak the word of Cold Unyielding or Cold Eternal. As you do so you infuse your soul with the essence of winter making you either resist the hottest day by freezing it within, or the coldest night by freezing yourself eternally.
When you activate this invocation you choose either Fire or Cold and gain immunity to that energy type. You may only have one instance of this invocation active at once.

Steal the Gods' Portion
Effective Level: 6th.
School: Necromancy [Evil].
Casting Time: Standard action.
Range: 30-ft.
Area: 30-ft emanation centered on self.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
With a word you call the souls of the recently departed into yourself, incorporating them into your own spirit. Once they are within you, your soul begins to tear at them, devouring them piece by piece and drawing energy from the act, even as you deprive the gods' of their essence.
When you use this invocation you trap the soul of any creature which died within the area within 1 round per caster level within yourself. A creature which died within the area and time limit, but has already been revived or had their soul trapped by other means does not have its soul trapped by this effect. As long as you are alive any creature whose soul was bound in this way cannot be resurrected or revived, nor can their soul be accessed in other ways that will not access similarly trapped souls or that requires them to be free and willing or able to return. In addition the immediate influx of energy grants you 2 temporary hit points per soul bound to you in this manner and a resistance bonus to saving throws equal to the number of souls bound as it fortifies you to a maximum of 1/2 your caster level. These temporary hit points last up to 1 day per hit die of the highest hit die soul consumed or until lost while the saving throw bonus is reduced by 1 each minute until it reaches +0 and fades entirely. Any soul bound in this way is utterly and irreparably destroyed after it has been sealed within you for 1 week per hit dice or character levels it possessed while it was alive. As long as you have any soul bound in you this way you do not need to eat.

If you die and remain dead for longer than 1 round, all souls stored within you in this manner are released. Souls already completely consumed are no longer stored within you and cannot be released.

Twisting Touch
Greater, 5th
When you use this invocation you transform a touched creature into an animal of your choosing. This may be a large or smaller animal of up to the target's Hit Dice or 6 whichever is lower. The target takes on stats for this new form as if they had obtained it through the Alternate Form special ability, and may make a Fortitude save to resist the effect at +4 if the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad). The target remains in this form for 1 round per caster level.

Voice of the Elements: 6th level
This functions as the spell Stone Tell but has a casting time of 1 round and allows you to speak with water and fire as well as stone.

Voidsight, Greater: 5th level
You gain Blindsight out to 60-ft for 24 hours.

Winds of Dust: 5th Level
You create a cloud of fine dust which swirls around you. While the cloud is not thick enough to impair vision any creature within 10-ft of you, other than yourself and up to ˝ your Charisma bonus (minimum 0) creatures designated when you activate this ability or re-designated as a standard action, take 1d6 damage/4 caster levels; a successful Fort save (made each time damage would be dealt) negates that instance of damage, despite allowing a Fort save this ability deals damage to creatures without Constitution scores. Any creature reduced to 0 hp by this effect has their body destroyed as per the Disintegrate spell. This effect lasts 24 hours.

Word of Final Rest
Effective Level: 6th.
School: Necromancy.
Casting Time: Standard action.
Range: Close.
Target: 1 undead creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
You word returns to death those who have escaped it, calming the restless spirit and returning them to the grave.
Target undead creature is destroyed unless it succeeds its Will save. If it succeeds its Will save then it merely takes 3d6 + caster level damage. This effect has its full effect on incorporeal creatures with no chance of failure due to their incorporeal nature. A creature destroyed by this effect cannot be turned into an undead creature again, and even resurrection is made difficult requiring a caster level check (DC 11 + your CL); a single creature can only attempt one such check during a single character level.

Zaydos
2016-01-25, 12:10 AM
Dark Invocations

Besiege the Gates
Effective Level: 9th.
School: Abjuration/Conjuration (Creation).
Casting Time: Standard action.
Range: Medium.
Effect: 1 portal to another plane
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
With a word you cry havoc and call for battle against the gods, ripping the worlds to create a beachhead to their domains from which to invade, to strike out, and conquer.
You create a portal to another plane as per the planar travel function of gate (http://www.d20srd.org/srd/spells/gate.htm) (you may not use this effect to call creatures). Any creature passing through the gate is immune to plane wide natural hazards of the plane (such as fire on the elemental plane of fire, or inability to breathe on the plane of earth) as if under the effects of an avoid planar effects spell (Spell Compendium), and is considered a native of the plane for all spells and effects for as long as they remain on the plane having entered through your portal. You may only maintain one such portal at a time, but may do so for as long as you are able to concentrate and maintain it.

Devouring Vortex
Effective Level: 9th.
School: Abjuration.
Casting Time: Standard action.
Range: Medium.
Area: 10-ft radius burst within range.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
In the final days even magic will fail, as the last of the forces which once sustained it fade into nothingness. With a word you invoke this final doom, creating a swirling vortex which consumes magic nearby.
When you use this invocation a swirling vortex of energy appears at the center of its area. This vortex sucks in nearby magic, acting as a targeted greater dispel magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) each round of its duration except it has no cap to its maximum caster level bonus on dispel checks. In addition the area acts as an antimagic field (http://www.d20srd.org/srd/spells/antimagicField.htm), although it may still dispel suppressed effects.

Eldritch Artillery: 8th level, Blast Shape
Your eldritch blast’s range increases to line of sight.

Eldritch Burst, Greater: 8th level, Blast Shape
Your eldritch blast becomes a 20-ft radius burst centered somewhere within 600-ft.

Extinguishing Word
Effective Level: 7th.
School: Necromancy [Death].
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
With a word you extinguish a creature's life force, killing it.
Target creature dies if it fails its Fortitude save. If it succeeds it takes 2d6 damage + your caster level.

Force the Final Revelation
Effective Level: 7th.
School: Enchantment (Compulsion) [Mind-affecting].
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Your word contains all the information constantly whispering into your mind, pouring it all into the target’s mind at once without the filters or controlled rate which serves to protect your own sanity. This flood of images and whispers of doom, and the final hours of madness which come with it, pushes the target into lasting madness.
The target is affected as if by the insanity (http://www.d20srd.org/srd/spells/insanity.htm) spell except that if a result of 1-10 is rolled the die is rerolled. In addition the target takes 1 point of Wisdom drain immediately and another every day as well as whenever they make an attack against you.

Form of the Elements
Dark, 8th
When you use this invocation you take on elemental energy gaining an elemental subtype of your choice from Air, Cold, Earth, Fire, and Water. If you select Air you gain a fly speed equal to twice your land speed with perfect maneuverability and airborne creatures suffer a -1 to attack and damage rolls against you. If you select Cold you gain cold immunity and fire vulnerability (as is standard of the Cold subtype) and a chill permeates your form causing your natural weapons to deal +1d6 cold damage and creatures which attack you with non-reach melee weapons take 1d6 cold damage. If you select Earth you gain the ability to glide through earth like an earth elemental at 1/2 your land speed, and a +1 to attack, damage, and opposed strength checks when both you and the opponent are touching the ground. If you select Fire you gain fire immunity and cire vulnerability (as is standard of the Fire subtype) and a heat emanates from your form causing your natural weapons to deal +1d6 fire damage and creatures which attack you with non-reach melee weapons take 1d6 fire damage. If you select Water you gain a swim speed equal to twice your land speed, the ability to breathe water as easily as air, and +1 to attack and damage if both you and the opponent are in contact with the same body of water.

Life-Stealing Gaze
Effective Level: 8th.
School: Necomancy.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No and Fortitude negates (see text).
Spell Resistance: No.
You become a conduit of death, your eyes pulling life from those that meet them, sucking it out from the target and into dissolution.
You gain a gaze attack with a range of 60-ft. Any creature which meets your gaze within this range gains 2 negative levels (Fortitude negates; use DC as for the spell). Any creature slain by this effect that can rise as a wight does so in 1d4 x 10 minutes.

None Shall Know Your Coming
Effective Level: 8th.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
With a word you obscure your mind and spirit, hiding them from almost all detection as well as protecting it from attempts to influence it.
You gain the benefits of a mind blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell but it is extra potent against the gods themselves. Any special senses of gods, including spells, spell-like abilities, and divine salient abilities of gods as well as any supernatural or magical sense they possess (even if not divine in origin) or blindsight or blindsense fails to detect you.


Overwhelming Blast: 8th level, Eldritch Essence
Your eldritch blast is infused with the essence of all the Inner Planes, a sweeping, burning power that overwhelms the very spirits of those struck by it. A creature hit by an eldritch blast improved with this invocation must make a Will save or cower for 1 round.

Path of the Apocalyptic Blade:
Effective Level: 8th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 8th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Planar Void: 7th level
You call upon planar energies to banish a creature from your sight. Target creature within close (25-ft +5-ft/2 caster levels) range must make a Will save. On a failed save the creature is immediately transported to a random plane. Summoned creatures suffer a -8 penalty on this saving throw, and called creatures suffer a -4 penalty.

Pyre of Fantasy: 8th level
This ability functions as a targeted Greater Dispel Magic on one creature within 60-ft, but after all effects are dispelled they burst into red-gold flames taking 2d6 fire damage per spell successfully dispelled and if at least 5 spells were dispelled must make a Fort save or be blinded for 1d4 rounds. This ability may not be used to counterspell.

Reduce to Salt
Effective Level: 7th.
School: Transmutation.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
With a word you release a horrible power on the target reducing them to nothing more than a mound of salt
A living target which fails their fortitude save is transformed instantaneously into salt. This has no effect on any gear they are carrying.

Shape of the Tyrant Wyrm
Dark, 8th
When you use this invocation you Wild Shape (without regaining hp) into a chromatic dragon of the color (black, blue, green, red, or white) of your choice. Regardless of the color chosen you become large sized with a 60 ft land speed and 300 ft (poor) fly speed. You gain Str 8 + CL, Dex 10, and Con 4 + CL, and natural armor +1/2 CL. While in this form you gain DR 10/magic, SR 6 + CL, frightful presence with a 30 ft range (DC 10 + 1/2 character level + Cha modifier), Keen Senses as a true dragon, 120 ft darkvision, and blindsense 60 ft. You gain a primary bite attack dealing 2d6 + Str damage, 2 secondary claw attacks dealing 1d8 + 1/2 Str, 2 secondary wing attacks dealing 1d6 + 1/2 Str, and a tail slap dealing 1d8 + 1-1/2 Str. Finally you gain a breath weapon dealing 1d8 damage per caster level, an 80-ft line of acid if black, line of electricity if blue, a 40 ft cone of acid if green, cone of fire if red, and cone of cold if white, after using your breath weapon you must wait 1d4 rounds before using it again, finally you gain immunity to the damage dealt by your breath weapon. Shape of the Tyrant Wyrm lasts 24 hours or until you dismiss it or take on a different form.

Subvert the Servant
Effective Level: 8th.
School: Conjuration (Calling)/Enchantment (Compulsion) [Mind-Affecting].
Casting Time: 1 hour.
Range: Close (see text).
Target: 1 outsider with an alignment which opposes yours
Duration: Instantaneous and Permanent (D) (see below).
Saving Throw: Will negates.
Spell Resistance: Yes.
Focusing your will you wear away at the spirit of one of the gods' servants, binding its soul to yours as you call it from its deific abode and into your service.
When you use this invocation you call forth a single outsider with a CR of up to 2/3rd your caster level or your character level (whichever is lower) and an alignment opposed to yours in at least one axis and bind it to your will. If you include the target's name you may specify which outsider, otherwise you call an outsider of the chosen kind from the service of a god, archfiend, or entity of similar standing. The target's Spell Resistance can prevent this effect, but does nothing to stop you from trying to call it forth again immediately, a successful Will save (rolled before the Spell Resistance in this case) prevents the effect and prevents you from calling that creature for 1 year. The called creature is compelled to serve you (as if dominated), and it is allowed saving throws against orders that go against its nature as normal for dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) but even if it succeeds on a save to resist a command it is not freed from domination but it can never be forced to perform that command.

The calling portion of this effect is instantaneous and once a creature is summoned by this effect it remains indefinitely. The enchantment portion, however, is permanent until either broken by your own dismissal of the effect, the death of the outsider, or dispel magic or a similar effect. You may only have one outsider summoned by this effect at a time and once the summoned outsider is slain, or the enchantment is broken, you must wait 24 hours to summon another, although if you dismiss it you may summon another again immediately (well it takes an hour).

Balance Note: This invocation is intended to be high powered; allowing you to get a VAST range of effects with properly chosen creatures (*cough* nightmares *cough*). As such it is advised that this invocation be only allowed with special DM discretion.

Turn to Dust
Dark, 6th
You release a ray from your finger at a target (or object) within 60 ft. Except for range this functions as Disintegrate.

Virulence:
Effective Level: 9th.
School: Necromancy.
Casting Time: Standard action.
Range: Long.
Targets: Any number of living creatures within range and within 45-ft of each other.
Duration: Instantaneous and 1 hour.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Your word is like a plague spreading throughout those who have drawn your ire.
This invocation functions like contagion (http://www.d20srd.org/srd/spells/contagion.htm) on each of your targets. Unlike contagion you may infect targets with any disease, including ghoul fever, mummy rot, and other magical diseases. In addition any target which fails its save against this effect radiates an aura of infection for 1 hour, any creature coming within 10-ft of an affected creature is affected by this effect except without the aura of infection (same DC and spell resistance). This aura of infection can be dispelled while it is active, and no creature needs save from the aura of infection from a single instance of this invocation more than once.

Walker through Doorways: 8th level
As Ethereal Jaunt except you may use your Eldritch blast to interact with conterminous planes, but doing so makes you semi-present on that plane for 1 round rendering you visible and able to be damaged as if incorporeal. Each time you use this invocation you suffer 2 points of Strength burn, and cannot use this invocation if your Strength is 2 or less.

Word of Ending
Effective Level: 7th.
School: Necromancy [Death].
Casting Time: Standard action.
Range: Close.
Target: 1 or more living creatures all of which must be within 15 feet of each other.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
With a word you inexorably extinguish a weakened creature's life force, killing it.
If you target a single creature it dies if it has less than 6 hit points per caster level. If you target multiple creatures each one with less than 3 hit points per caster level to a maximum of 8 hit points per caster level in total hit points between all targets dies (lowest hit point creatures are counted from this maximum first).

Wyvern's Tail
Dark, 7th
When you use this invocation you grow a reptilian tail ending in a scorpion-like stinger, or your existing tail twists to become such. You gain a sting attack with this tail (it cannot also be used to perform a tail slap attack in the same round as a sting) usable as a primary or secondary natural weapon dealing 1d6 damage if medium sized. This sting attack also inflicts a deadly poison. This poison's Fort save DC is 10 + 1/2 your character level + your Constitution modifier, and inflicts 2d6 Constitution damage as initial and secondary damage.