Become Death
Effective Level: 8th.
School: Necromancy/Transmutation (Polymorph).
Path: Necrosis.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
You fill yourself with death's essence allowing it to transform you body and soul, making you into its vessel.
You become a
dread wraith for the duration of the effect. You lose all your own abilities and stats except for hit points, any worn equipment merging uselessly into your form, taking on all those of a dread wraith with a few exceptions (note spell effects active on you remain active). You do not gain daylight powerlessness, and you retain your Malison class feature and the benefits of any feat or class feature which improves your Malisons for the purposes of your Malisons granted by the Malison class feature. You use your new Charisma to calculate any save DCs relevant to these malisons.
If you would be destroyed while in this form you immediately revert to your natural form and are dazed for 1 round. You retain any damage received while in your dread wraith form but it is halved (so if you took 80 damage as a dread wraith you would now have only taken 40).
Truename Effect: If you include a truename of an incorporeal undead into this invocation you can instead gain their abilities and stats with the exception of any daylight powerlessness, equipment, or class features they possess.
Besiege the Gates
Effective Level: 9th.
School: Abjuration/Conjuration (Creation).
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Medium.
Effect: 1 portal to another plane
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
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 (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.
Truename Effect: If you speak the personal truename of a deity's highest ranking priest or any priest of theirs with at least 20 character levels, or of the deity themselves, that god is unable to prevent you from opening a portal into their personal demesne or presence.
Betrayal of the Flesh
Effective Level: 8th.
School: Transmutation.
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: 30-ft.
Targets: Any number of living creatures within range.
Duration: 3 rounds.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
You speak the word of mutation, granting those nearby the blessing of the dread lords. You cause life to flourish within them, growth surging uncontrollably across their bodies. Vessels unworthy of such a blessing they cannot withstand its surging prowess, and the new growths turn against them. As it was written.
Each target takes 1d6 damage/caster level as their bodies grow uncontrollably sprouting tentacles, tumescent growths, strange mouths, vestigial limbs and the like and is sickened for 1 round due to the experience. These growths persist for 3 rounds in which time the target is entangled, and takes 1d6 damage per 5 caster levels as the growths batter and beat at their bodies, tangling their movements. A successful Fortitude save reduces the damage by half and negates both the entangling effect and damage per round, but does not prevent the 1 round of sickening.
If taint rules are used any creature which fails its fortitude save also takes 1 point of corruption per 6 caster levels you possess.
Break the Earth
Effective Level: 8th.
School: Evocation [Earth].
Path: Destruction.
Casting Time: Standard action.
Range: Long.
Area: 60-ft radius spread
Duration: 1 round.
Saving Throw: See text.
Spell Resistance: No.
Truename: No.
Your word invokes the power of the final destruction, the shaking of the world as it crumbles into dust. The earth breaks as you command it, shattering stone, and the foundations of man's greatest buildings.
This invocation functions as the spell
Earthquake except as noted here. Any area affected by this invocation cannot be affected by this invocation (your own or another's) for 1 round after its effect ends. Any creature buried by a cave in or avalanche or collapsing structure caused by this invocation take an additional 4d6 damage (total 12d6) as the rubble is charged with destructive energy, any building in its area takes 150 damage instead of 100.
Cast Down the Righteous:
Effective Level: 8th.
School: Evocation.
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: 20-ft.
Targets: Any number of creatures within range.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
With a word you ravage the followers of the gods, rending their very spirits with your rage and blasphemous hatred.
Each target takes 1d6 damage per 2 caster levels, increasing to 1d8 per caster level against servants of the gods, and to 1d10 against outsiders who qualify as servants of the gods for another reason such as divine spellcasting (solar), ability to perform Devoted Spirit maneuvers (a reth dekala), many abominations (any with outsider type and Divine Rank 0), or a god with outsider hit dice (most of them).
Truename: If the target is not a Servant of the Gods they are treated as such. If they are they lose the ability to cast divine spells, use martial maneuvers, use spell-like abilities, and all benefits from soulmelds for one round on a failed Will save.
Dark Foresight:
Path: Apocalyptic Whispers.
See Complete Arcane.
Destroyer of Worlds:
Effective Level: 9th.
School: Evocation/Transmutation
Path: Waste.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/4 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the name of the monster, the destroyer that roams the land finishing off what man has not already decimated. You assume its form, the shape of rage, and hatred undying, of mindless, reckless destruction and devastation.
When you use this invocation your body transforms. Your size increases by 2 size categories, your reach increasing as normal for this size increase and you gain a profane bonus to Strength and Constitution equal to your Charisma modifier. You gain a thick carapace which is exceptionally tough and highly reflective deflecting rays, cones, lines, and even
magic missiles 70% of the time, and reflecting them back on the caster 30% of the time that they are deflected (otherwise they are merely negated), this deflective carapace also grants you a natural armor bonus equal to half your Charisma modifier (this is not an enhancement bonus and if you have natural armor which is also not an enhancement bonus use only the better). You grow two powerful claws, a pair of horns, terrible teeth, and a powerful tail; the teeth are a primary natural weapon dealing 2d8 + strength damage with an 19-20/x3 crit, the horns are secondary natural weapons and deal 1d6 +1/2 strength damage each, the claws are also secondary natural weapons dealing 1d8 +1/2 strength and the tail is a secondary natural weapon dealing 2d6 + ½ strength damage; all damage is listed for huge size and if you have a superior natural weapon you use its damage instead. You also gain Improved Grab with your bite attack (applying to large or smaller opponents) and the Multiattack, Improved Multiattack, and Power Attack feats as bonus feats. Radiation fills your form causing you to radiate bright green light out to 120-ft and shadowy light out to twice that range, and adding radiation damage equal to 1/2 your caster level to all natural weapon attacks you make. This form is the shape of destruction in the end of days and as such is resistant to a variety of harm: you gain Damage Reduction equal to half your Caster Level penetrated by Epic weapons (and your natural weapons count as epic for the purposes of overcoming DR), Spell Resistance equal to 6 + your Caster Level, immunity to fire, radiation, poison, disease, energy drain, and ability damage not inflicted by yourself. In addition it maintains your life force while in this form, allowing you to remain conscious and continue fighting while at negative hit points up to negative 1/2 your maximum hit points, or while suffering nonlethal damage up to ½ your maximum hit points more than your current hit points; you still die at negative ½ your maximum hit points or if at -10 or less hit points when this effect ends. When this effect ends you immediately suffer 2 points of Constitution and Charisma burn as the powerful magic leaves your body ravaged afterwards; you must have a Constitution score to activate this invocation and you may not activate it while it is already active. While this invocation is active you must make a concentration check to perform any action which could not be done during a barbarian rage with a DC of 25 + any spell level it possesses.
Devouring Vortex
Effective Level: 9th.
School: Abjuration.
Path: Destruction.
Casting Time: Standard action.
Range: Medium.
Area: 10-ft radius burst within range.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: 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 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, although it may still dispel suppressed effects.
Epidemic Command
Effective Level: 8th.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Targets: Up to 1 creature/caster level all of which must be within 30-ft of each other.
Duration: 1 round/5 caster levels.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
Your word is plague, causing a sudden, if momentary, outbreak of sickness within those who defy it.
Each target receives 3d4+1 Constitution damage and is sickened for the duration. On a successful save they take only 3 points of Constitution damage and are sickened for 1 round.
Ether Warp
Effective Level: 8th
School: Conjuration (Teleportation).
Path: Time (Modal).
Casting Time: Special or Move action.
Range: Close or Long.
Target or Area: 1 creature or 30-ft radius centered on self.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
Your word warps spacetime, either wrapping around a single creature to shunt it within range, or warping the whole region to move everything within.
This invocation has two modes.
In the first it can be cast as any of a swift, move, or standard action. When you use this invocation select one creature within close range and you may move it to any unoccupied square within close range (Will save negates) which can support its weight.
In the second you transport all creatures within the area (30-ft radius centered on yourself) to another area within long range. This place must be able to support all creatures transported this way and must not have any solid objects which would prevent a creature from appearing. Each target, including yourself, is allowed a Will save against this effect; you do not automatically pass this save.
Extinguishing Word
Effective Level: 7th.
School: Necromancy [Death].
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: 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.
Truename Effect: If the target fails their save they cannot be resurrected or otherwise brought back to life unless a
Wish or
Miracle is used to stir their soul from the after life first.
Force the Final Revelation
Effective Level: 7th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: 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 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.
Truename Effect: Heal and
Limited Wish no longer work to fix this effect, only
Wish and
Miracle will work.
Form of Pestilence
Effective Level: 8th.
School: Transmutation.
Path: Plague.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word diffuses your body, into millions of crawling worms and insects. The magic binds your mind and soul across the swarm, letting it move forth into a discorporate mass of vermin and reform into an almost humanoid shape.
Your body becomes a writhing mass of worms and insects held loosely into a human shape, and may, as a standard action, spread your form out into a 10-ft square (or 4 contiguous 5-ft squares) as a mass of writhing vermin. As a consolidated entity you gain a 25% immunity to critical hits and precision damage, and appear to be a human shape loosely held together by millions of crawling vermin (this may have effects to some social situations). When you spread yourself out as a swarm your gear merges into you (becoming inactive) and you become treated as a fine swarm, with a swarm attack dealing 4d6 damage (you do not gain a Distraction ability; although attempts to cast spells or perform other abilities that require concentration within your area must make a DC 18 + your Charisma modifier + the spell level check or be lost), a Strength score of 1, +6 to Dexterity, and a profane bonus to AC equal to your Charisma modifier, but you lose your natural armor and armor and cannot access any magic items you may possess. Any creature damaged by your swarm attack must make a Fortitude save (DC determined by this invocation’s save DC) or contract Demon Fever or Mummy Rot (chosen when this invocation is used) with their normal incubation period. You may still talk while in this swarm form your voice coming from hundreds of insects and worms, allowing you to use your Doomsayer invocations; you may not however perform any other actions which require a humanoid form (such as perform somatic components). You may reconsolidate your form again as a standard action.
Freeze the World
Effective Level: 8th.
School: Transmutation.
Path: Fimbulwinter (Modal).
Casting Time: 1 minute or standard.
Range: 1 mile or special.
Area: 1 mile radius centered on you or special.
Duration: 1 day/caster level or special.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the word of winter calling it onto the area. The area chills, as you invoke the icy weather upon it, a cold that blasts away even the heat of summer, leaving a fell chill to kill the unprotected.
This invocation has two modes.
In the first mode you bring frigid cold to the area. The area is cloaked in winter conditions, the weather becoming the norm for the area in such conditions. This invocation drops the temperature to a harsh winter for the region or your choice between 0 and -30 degrees, whichever is colder. If you use the 1st mode of this invocation in an area already covered by an iteration of this effect created by you it resets the duration of any iterations of this effect which overlaps your current location. You may create overlapping copies of this effect by using it from 1 square outside of the other effect.
Control Weather and other similar effects cannot restore normal weather in the area but can manipulate the weather as if it were winter. This effect may only be dispelled at its center.
In the second mode you alter the weather of an area created by the first mode of this effect. This lets you call down or quell any winter weather possible within the area, such as calling forth or quelling a blizzard, gale or hurricane force winds, or rolling cloud of thick fog. You select a single weather condition when you use this invocation and it lasts 1 hour or however long it normally would (whichever is longer) beginning one round after you use the invocation. If other magical effects to control the weather (such as
Control Weather or
Control Winds) would oppose or change this effect during the first hour the casters of the two effects must make opposed caster level checks, whichever one winning gaining control of the weather in the area and a failure indicates that use of that weather altering spell or effect is wasted.
Greater Command of Inevitable Death
Effective Level: 8th
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Up to 1 round/caster level.
Saving Throw: Fortitude ends.
Spell Resistance: Yes.
Truename: Yes.
You instill a powerful wasting force into the target which seems to emanate from it causing death in all those nearby it.
The target takes 1d8 radiation damage per two caster levels each round at the start of their turn. After taking the damage for a round they are allowed to make a Fortitude save to end this effect, if they fail they take 1d6 Constitution damage as well and are sickened for 1 round.
Any creature that begins its turn adjacent to a creature affected by this effect or enters a squares adjacent to it, must make a Fortitude save or take 1d6 radiation damage per 2 caster levels (spell resistance applies) and are sickened for 1 round. No creature may suffer or damage or be forced to make multiple saves against it in a single round no matter how many times they enter the area affected.
Truename Effect: It requires 2 successful Fortitude saves (non-consecutive) to end the effect (although a successful save prevents the Constitution damage and sickening effects).
Greater Temporal Bleed
Effective Level: 9th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Area: 15-ft radius burst
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word rends time itself, causing it to leak from the area, causing spells to fade away, ending powers both magic and mundane prematurely.
Everything within the area, both creatures and objects, ages 1 day. The duration of all effects within the area are reduced by 1 day. If this is an effect with a limited number of rounds per day it immediately expends 14400 rounds (or all of them whichever is less), otherwise they are simply reduced. This includes spells and other magical effects, as well as mundane effects such as rage or the amount of time a torch can burn. No other effects from the spells and effects are triggered (if a creature is suffering from a spell dealing damage each round they do not take damage during the interval).
Howl of Winter
Effective Level: 8th
School: Evocation [cold].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 40-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Fort halves and Will partial (see below).
Spell Resistance: Yes.
Truename: No.
You let forth a howl filled with power, the final winds which sweep across the world as it freezes. Your voice carries the ice that freezes the world, and the madness of the eternal night infecting them with rage and fury.
Each creature within the area takes 1d6 cold damage per caster level (Fort halves). Any creature damaged by this effect must make a Will save or be filled with madness (this is a mind-affecting effect), any creature which fails this saving throw must attack the nearest creature to them with no compunction over friend or foe or health of the target in the most lethal way they can for 1 round, and suffer a -4 penalty to AC during this round.
Leave only Shadows
Effective Level: 8th.
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Long.
Area: 15-ft, 20-ft, or 30-ft radius burst within range.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: No.
Your word evokes a truly apocalyptic force able to sear even the souls of targets, leaving nothing but black shadows upon the walls.
When you use this invocation choose an area either 15-ft, 20-ft, or 30-ft in radius. All creatures within the area take 1d8 radiation damage/caster level (reflex halves). Any creature reduced to 0 or lower hit points by this effect is destroyed utterly, their body and soul both reduced to nothing but a black smear upon the wall or ground. Any creature destroyed by this effect cannot be resurrected without a
Wish or
Miracle spell to reconstitute its soul and then the normal means to resurrect a creature whose body is completely destroyed.
Life-Stealing Gaze
Effective Level: 8th.
School: Necomancy.
Path: Necrosis.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No and Fortitude negates (see text).
Spell Resistance: No.
Truename: 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.
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
Truename: 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 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.
Path of a Thousand Futures
Effective Level: 8th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
The world constantly moves, possible futures flickering past your mind, danger glowing out within them. This power allows you to choose between those futures pushing towards one path over the other.
Once per round when you would make a d20 roll you may, as a free action usable whenever you could use an immediate action, choose to roll that roll twice taking the better result and adding a +2 insight bonus to it.
Path of the Apocalyptic Blade:
Effective Level: 8th.
School: Divination.
Path: Apocalyptic Whispers, Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
Truename: 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.
Pinpoint on the Map of the World
Effective Level: 9th.
School: Divination.
Path: Apocalyptic Whispers.
Casting Time: 1 minute.
Range: Unlimited.
Target: 1 creature or object.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
Speaking the name of the one you seek you focus your prophetic whispers, letting them guide you to its location even across worlds.
This invocation functions like the spell
Discern Location except that the caster gains a knowledge of the exact distance and direction towards the target which persists for 1 round per caster level. You must speak the target’s name as part of using this invocation if you are targeted a creature.
Truename Effect: You do not need to have ever seen/touched the target or have any item that once belonged to it and you learn information about it as the
metafaculty power except you may not view its surroundings as if through
remote viewing; like
metafaculty this penetrates
mind blank.
Read the Book of the Past
Effective Level: 9th.
School: Divination.
Path: Apocalyptic Whispers, Time.
Casting Time: 1 minute.
Range: 60-ft.
Area: 60-ft radius emanation centered on you.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You turn your oracular whispers backwards through time, scanning the past to inform you of all you need know about the area.
This invocation functions as the spell
Hindsight (Spell Compendium), except as noted here. You may not use this invocation on the same area, or an overlapping area, more than once per day.
Reduce to Salt
Effective Level: 7th.
School: Transmutation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: 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.
Truename Effect: If the target fails their fortitude save they release a wave of radiation following their demise dealing 1d6 radiation damage/caster level in a 20-ft radius (Fort halves).
Rewind the Clock
Effective Level: 9th.
School: Transmutation.
Path: Time.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You turn back time, planting your memories of the last six seconds into yourself from six seconds before.
You undo the last round returning to the start of your last turn. You suffer 2 points of Constitution burn which cannot be reduced or prevented in any way and lose your Swift action for the previous round (if you had already lost it due to an immediate action this is simply redundant and has no additional effect); this Constitution burn is not undone by its own time rewinding even if you use it another time afterwards. You must have a Constitution score to use this invocation.
Shape of Rolling Snow
Effective Level: 8th.
School: Transmutation [Cold].
Path: Fimbulwinter.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You become the the long winter at the end of time, a living embodiment of its nature. Your form loosening as you become a creature of ice and windblown snow. Chill surrounds you, the icy cold of eternal winter, as you fly upon the wind like mist.
Your body and any objects you carry becomes a semi-translucent and disperse form composed of windswept snow and ice held in your shape (this makes most mundane disguise impossible). While in this form you gain the Cold subtype, a fly speed equal to twice your land speed with perfect maneuverability, you add half your Charisma modifier as a Deflection bonus to AC, are immune to critical hits and poison, and you radiate an aura of cold dealing 3d6+Charisma modifier cold damage to any creature which comes within 20-ft of you or ends their turn within the area (this damage is only dealt to a single creature once per turn no matter how often a creature passes in or out of this aura).
Shield of Moments Lost
Effective Level: 8th.
School: Transmutation.
Path: Time.
Casting Time: Immediate action.
Range: Personal.
Target: You
Duration: 1 attack.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Gathering moments that could once have been but have since been rendered impossible you create a warding shield shunting an attack into this maelstrom of lost timelines.
You may only use this invocation when you are being attacked in some way (including a spell or other effect; anything which would break invisibility). You gain Mettle and Improved Evasion against the effect, gaining a +20 bonus to AC and a +10 bonus to all saves against the effect. This invocation is strenuous, as the lost moments wear heavily on the mind and if you use it two rounds in a row you suffer 2 points of Wisdom burn; you cannot use this invocation in 3 consecutive rounds.
Shut the Gates of Heaven:
Effective Level: 7th.
School: Abjuration.
Path: Gotterdamerung (Malison, Modal).
Casting Time: Standard action.
Range: Close.
Targets: Up to 1 creature/caster level all of which must be within 45-ft of each other or 1 portal.
Duration: Instantaneous or see below.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
Your word banishes the power of other worlds from your presence, shunting their natives to their natural worlds, and closing the gates between planes.
This invocation has 2 modes.
In the first it deals 1d6 damage/2 caster levels to each target, increasing to 1d6 damage/caster level if the target is a Servant of the Gods, and any extraplanar creature targeted is instantly returned to a random location on its native plane. A successful Will save halves this damage and negates the planar transportation.
In the second mode it is not considered a Malison and it instantly destroys one portal between planes. This automatically destroys any portal created by a spell such as
Gate or similar ability, destroying it completely. A permanent portal created by the means of the Create Portal feat or equivalent is allowed a Will save to resist destruction and if it succeeds is only closed for 1 week; you may not target such a portal with this ability more than 1/day. A portal which is the equivalent of an artifact is never destroyed by this power instead merely being closed for 1 hour to 1 day on a failed save (DM's discretion) and being unaffected on a successful save. Natural portals and vortices can be affected by this ability; temporary ones are treated as magic items, while more stable ones are treated as artifacts; it is up to the DM's discretion to set their Will save modifiers.
Sound the Trumpet
Effective Level: 9th.
School: Evocation [Sonic].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: 300-ft or 1000-ft.
Area: Cone or Line
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.
You cry out the call of the final trumpet that heralds the end of days, calling the archons for the final stand of Law and Good against all that is evil. This trumpets blast tear the world asunder before you, rending it with its might.
When you use this invocation choose cone or line. If you choose cone it takes the form of a 300-ft cone. If you choose line it takes the form of a 1000-ft line. Regardless of what you choose any creature or object within the area takes 1d8 sonic damage per caster level, and are shaken for 1 round or 1d4+1 rounds if evil (this portion of the effect is a fear effect). A successful Fortitude save halves the damage and negates the fear effect, but if they fail by 8 or more they are frightened instead.
Truename Effect: If the named creature is within the area and fails its Fortitude save it is paralyzed for 1 round.
Subvert the Servant
Effective Level: 8th.
School: Conjuration (Calling)/Enchantment (Compulsion) [Mind-Affecting].
Path: Gotterdamerung.
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.
Truename: 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 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).
Truename Effect: You are considered to have 3 more caster and character levels for this effect and a successful Will save only grants immunity for 1 week.
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.
Temporal Maelstrom
Effective Level: 8th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: 60-ft.
Targets: Any number of creatures within range
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: No.
Your word calls the winds of time howling, the tumultuous uproar as they blow out of their proper directions tearing through the lives of creatures as they do so. These creatures are left momentarily disoriented, unable to react at full speed for a few seconds.
Each target within the area takes 1d6 damage per caster level, and is rendered flat-footed, unable to ready actions or take readied action, take immediate actions, gain extra actions from a
Belt of Battle,
Celerity (or related) spell, gain apparent time from
Time Stop,
Temporal Acceleration, or related effect, or gain the benefits of a
Haste spell or speed weapon or similar effect for 1 round. A successful Will save halves the damage and negates the secondary effect which prevents certain actions.
Unspeakable Word
Effective Level: 8th.
School: Evocation [Force].
Path: Cosmic (Malsion).
Casting Time: Standard action.
Range: 30-ft.
Area: 30-ft radius emanation centered on yourself
Duration: Instantaneous.
Saving Throw: Will half.
Spell Resistance: Yes.
Truename: No.
You utter the unutterable, a fractured form of the name of one of the dread lords from outside space and time. This word rends the world itself, tearing it into turmoil and driving madness into those that hear it.
All creatures (and objects) within the area other than yourself take 1d6 force damage per caster level. In addition any creatures with a mind which hear the word spoken take 1d8 Wisdom damage (this is a mind-affecting effect). A successful Will save halves the damage and the Wisdom damage.
Virulence:
Effective Level: 9th.
School: Necromancy.
Path: Plague.
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.
Truename: No.
Your word is like a plague spreading throughout those who have drawn your ire.
This invocation functions like
contagion 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.
Virulent Phylactery
Effective Level: 9th.
School: Necromancy.
Path: Plague.
Casting Time: 10 minutes.
Range: Touch.
Targets: Touched willing or helpless creature.
Duration: Permanent (see below)
Saving Throw: No.
Spell Resistance: Yes.
Truename: No.
You place a disease into the heart of the target, letting it spread throughout their body, and within it a piece of your soul.
You infect the target with a disease (as the spell
contagion), but the disease has its normal incubation period. However you place a part of your soul into the disease; this counts as having a part of the target's body for the purposes of
scrying or other similar effects. As long as the target is infected with the disease if you would die your soul moves fully into the disease and you reform from it 24 hours later. While your soul is fully within the disease it can only be cured by a Wish or Miracle spell (which would kill you for real); killing the recipient can prevent this resurrection if they are dead when you would be resurrected, but if they are killed and revived while your soul is fully in the disease they are still infected with the disease upon revival until your soul would reform. While part of your soul is in the disease you suffer a -2 penalty to Constitution and Wisdom which cannot be removed by any means.
Visage of the Final Kings:
Effective Level: 8th.
School: Transmutation
Path: Cosmic.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the name of a dread lord, inviting its power into your body. Your body twist as it becomes tainted by these energies, taking on an inhuman shape as it courses through your body reshaping it into something that does not fully fit into traditional geometry. Your form loses its humanoid shape being amorphous, made of exotic matter from beyond the planes writhing in a grotesque mockery of your previous shape.
Your form becomes amorphous as you become a writhing mass of flesh, organs, and tentacles held vaguely into a human shape. You become immune to flanking and critical hits and any creature viewing you suffers a -2 morale penalty on attack rolls against you and to the save DCs of any spell or ability which specifically targets you. While in this form you gain Blindsense out to 60-ft, immunity to poison, resistance 10 to acid and electricity, DR equal to half your caster level overcome by magic weapons, spell resistance equal to your caster level, a +5 enhancement bonus to natural armor, you also gain a +4 profane bonus to Strength, a +2 profane bonus to Dexterity, a +4 profane bonus to Constitution, and a +4 profane bonus to Wisdom. You also gain 2 tentacle attacks which can be used as a primary or secondary natural weapon dealing 1d6+1/4 caster levels + Str (if primary) or ½ Str (if secondary) damage if you are medium and deal 1 point of Wisdom damage per strike (this Wisdom damage is unaffected by your size) and 5-ft longer reach than is normal for your natural weapons. You may attack with both of these tentacles as a swift action in any round in which you use a malison.
Word of Avalanche
Effective Level: 8th.
School: Conjuration (Creation) [Ice].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 30-ft.
Area: Cone
Duration: 1 round/caster level
Saving Throw: Reflex partial.
Spell Resistance: No.
Truename: No.
With a word you call the glaciers of the last winter rolling forth, spilling out from you across your foes.
Each creature within the area takes 1d6 damage per caster level; half of this damage is cold, the other is pure crushing (bludgeoning) force of the mass of snow. A successful Reflex save halves this damage. Any creature which fails their reflex save is buried under the ice and snow, taking 1d6 cold damage per round until freed which requires a Strength check (same DC as this invocation), a burrow speed, or being dug out from the outside. Attempts to cast spells or spell-like abilities while trapped are treated as if the caster were grappled. This snow remains for the duration and renders the area covered in deep snow (movement costs 4 squares per square).
Word of Devastation
Effective Level: 8th.
School: Evocation [see below].
Path: Destruction (Malison).
Casting Time: Standard action.
Range: Long.
Area: 20-ft radius burst within area.
Duration: Instantaneous
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
Your word brings destruction, shattering the air with its force as it rends through the creatures within.
When you use this invocation select one energy type (acid, cold, electricity, fire, or sonic), all creatures and objects within the area take 1d6 damage per caster level and loses their move action for the next round. A successful Fortitude save halves this damage and negates the loss of their move action for the next round.
Word of Ending
Effective Level: 7th.
School: Necromancy [Death].
Path: Necrosis (Malison).
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.
Truename: 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).
Truename Effect: Target creature dies if it has less than 7 hit points per caster level. You may only target the named creature.