All-Seeing Eyes CM 123
Least; 2nd
You gain a supernaturally precise vision of the world around you. You gain the benefits of
comprehend languages, albeit for written words only. Additionally you gain a +6 bonus on Search and Spot checks. Finally, simply viewing an illusion grants you a save to disbelieve it.
All-seeing eyes lasts for 24 hours.
Aura of Flame DM 79
Greater; 6th
You become wreathed in an aura of orange fire, which gives off light equivalent to a torch and last a number of rounds equal to your caster level. Any creature that attacks you with a natural or nonreach melee weapon or starts it’s turn adjacent to you or grappling you takes 1d6 points of fire damage per two caster levels. These flames ignore spell resistance. Additionally, you take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Baneful Blast CM 123
Lesser; 3rd [Eldritch Essence]
You transform your
eldritch blast into a
baneful blast. When you gain this invocation, select a creature type from the
Ranger Favored Enemies table. A
baneful blast deals an additional 2d6 damage and ignores the spell resistance of creatures of the chosen type. You may not change the creature type chosen, but you may take this invocation more than once, choosing a new creature type each time.
Beshadowed Blast CAr 132
Lesser; 4th [Eldritch Essence]
You transform your
eldritch blast into a
beshadowed blast. Any creature struck by a
beshadowed blast must succeed on a Will save or be
blinded for 1 round.
Bewitching Blast CAr 132
Greater; 5th [Eldritch Essence]
You transform your
eldritch blast into a
bewitching blast. A creature struck by a
bewitching blast must succeed on a Will save or become confused for 2 rounds. This is a mind-affecting effect.
Binding Blast CM 123
Ancestral; 7th [Eldritch Essence]
You transform your
eldrtich blast into a
binding blast. Any creature struck by a
binding blast must succeed on a Will save or be rendered
helpless for 1 round.
Breath of the Night CAr 132
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell
fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. Any other living creature in the fog takes 1d4 points of cold damage each round. A moderate wind or any fire larger than a torch immediately disperses the fog, which otherwise disperses after 1 minute.
Brimstone Blast CAr 132
Lesser; 3rd [Eldritch Essence]
You transform your
eldritch blast into a
brimstone blast. A
brimstone blast deals fire damage. A creature struck by a
brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action that provokes attacks of opportunity to extinguish the flames.
Caustic Mire CM 123
Greater; 5th
You can use
caustic mire CM 98 as the spell, except that any creature that breaths in the fumes is automatically sickened as long as they are in the area of the spell and for 3 rounds afterwards. You may only have one caustic mire in effect at a time; if a new one is created, the old one vanishes.
Caster’s Lament CM 123
Greater; 7th
Otherwise unchanged from Complete Mage.
Cocoon of Refuse Ci 68
Least; 1st
You cause various bits of trash and detritus in the area - loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals - to fly about and latch onto a target. The target must succeed on a Reflex save or become
entangled and takes 1 point of bludgeoning damage each round. The target can escape with a successful DC 20 Strength or Escape Artist check, which can be repeated each round as a standard action. The invocation ends when the target successfully escapes or after 1 round per caster level. This invocation requires that at least 50% of the refuse be urban trash, so it does not function in the wilderness. Creatures of Huge or larger size are immune to this invocation.
Cold Comfort MC 123
Least; 2nd
This invocation renders you partially immune to the ravages of the environment. You emit an aura out to 30 feet and all within are considered under the effects of
endure elements. This invocation lasts for 24 hours. While active, you may end the effects of this invocation as an immediate action to grant everyone within the aura resistance 5 to fire and cold for 1 round.
Dark Discorporation CAr 132
Prerequisite: Demonic, Infernal, or Undead lineage
Ancestral; 8th
You learn to abandon your body, transforming into a swarm of Diminutive, bat-like shadows that fill two 10-foot squares (eight contiguous 5-foot squares). This transformation lasts for 24 hours. You gain the traits listed in Complete Arcane with the following exceptions. You may augment the damage of your Swarm Attack by applying a single Eldritch Essence you know to it, and you may end the effect of this invocation as a move action.
Darkness CAr 133
Least; 2nd
You can cause an object within 30 feet to radiate complete darkness out to a 20-foot radius. Other than these differences, this ability works as the
darkness spell.
The Dead Walk CAr 133
Prerequisite: Non-good
Otherwise unchanged from Complete Arcane.
Devour Magic CAr 133
Greater; 6th
This invocation allows you to deliver a targeted
greater dispel magic to a target within 30 feet. You gain 5 temporary hit points for each spell level dispelled by this invocation. These temporary hit points last for 1 minute.
Drain Incarnum MoI 107
Least; 2nd
An ephemeral claw reaches into a target within 30 feet. Unless the target succeeds on a Fortitude save, it takes 1 point of essentia damage plus an additional point per 5 caster levels. A creature without an essentia pool instead takes 2 points of Wisdom damage.
Dread Seizure DM 82
Lesser; 4th
You speak a word that sends wracking pain through the limbs of a single creature within 60 feet, dealing 1d6 non-lethal damage per round for a number of rounds equal to your caster level. Additionally, the target must succeed on a Fortitude save or the seizures reduce the creature’s movement speeds by half (round down to the nearest 5-foot increment), the target takes a -5 penalty on attacks made against creatures more than 5 feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet), and the target is unable to cast spells with a somatic component for one round. The target must make a new Fortitude save and the beginning of each turn for the duration of this invocation. You can never have more than one target affected by this ability at a time; if a second creature is affected, the first no longer suffers from this invocation.
Earthen Grasp CAr 133
Least; 2nd
You cause an arm of dense soil to rise from the ground with 5 feet of a creature that grabs them. The creature must succeed on a Reflex save or it is considered to be grappled by the arm. Other than these differences, this ability works as the
earthen grasp spell
SpC 76. You may only have one earthen grasp in effect at a time; if a new one is created, the old one vanishes.
Eldritch Beam Originally Eldritch Glaive; DM 82
Least; 2nd [Blast Shape]
This blast shape invocation gives your
eldritch blast physical substance, forming a long glowing beam similar to a glaive that you wield with both hands. As a free action that does not provoke an attack of opportunity, you can form an
eldritch beam until the start of your next turn. As a full-round action, you can make a number of melee touch attacks as your base attack bonus allows as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the
eldritch beam). While wielding your
eldritch beam, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your
eldritch beam (these are also melee touch attacks).
Eldritch beam cannot be applied to an Eldritch Volley
eldritch blast.
Eldritch Blow Originally Hideous Blow, CAr 134
Least; 1st [Blast Shape]
This blast shape invocation allows you to channel your
eldritch blast through your melee attacks as an
eldritch blow. As a free action that does not provoke an attack of opportunity, you can channel the energies of your
eldritch blast into a single melee weapon or natural weapon you are wielding until the start of your next turn. If you hit a target with that weapon while it is infused with your
eldritch blow, after sustaining the normal effects of the strike the target is affected as if struck by your
eldritch blast (including any eldritch essence applied to the
eldritch blow).
Eldritch blow bypasses spell resistance, and cannot be applied to an Eldritch Volley
eldritch blast. You cannot use your normal
eldritch blast while your weapon is infused with your
eldritch blow.
Eldritch Burst
Greater; 5th [Blast Shape]
You transform your
eldritch blast into an
eldritch burst. An
eldritch burst is a 15 foot radius burst with a range of 60 feet, and deals normal
eldritch blast damage to all targets within the area (including any eldritch essence applied). This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can succeed on a Reflex save for half damage.
Eldritch Claws Originally a feat, Dragon 358
Least; 2nd [Blast Shape]
This blast shape invocation allows you to condense your
eldritch blast into a pair of claws that extend nearly a foot from your hands. As a free action that does not provoke attacks of opportunity, you can create these
eldritch claws, gaining two claw natural weapons that deal damage equal to your unarmed strike damage plus your
eldritch blast damage (including any eldritch essence applied to the
eldritch claws). You are automatically proficient with your
eldritch claws. Once you form your
eldritch claws they remain until the beginning of your next turn.
Eldritch claws cannot be applied to an Eldritch Volley
eldritch blast. You cannot use your normal
eldritch blast while your
eldritch claws exist.
Eldritch Line DM 82
Lesser; 3rd [Blast Shape]
You transform your
eldritch blast into a
eldritch line. An
eldritch line is a 60 foot line and deals the normal
eldirtch blast damage to all targets within the area (including any eldritch essence applied). This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can succeed on a Reflex save for half damage.
Energy Resistance Originally Ignore the Pyre, DM 82
With a touch, you grant a creature (or yourself) resistance to any one energy type (acid, cold, electricity, fire, or sonic) equal to your caster level for 24 hours. A creature may only gain resistance to one energy type from this invocation at a time; if you use this invocation a second time before the duration of the first expires the new resistance and duration replaces the old one.
Enervating Shadow CAr 133
Greater; 5th
You are cloaked and shielded from harm while draining vitality from nearby creatures. This invocation grants your total concealment in any area that isn’t brightly lit, and concealment in any area that is. Additionally, any living creature within 10 feet must succeed at a Fortitude save at the beginning of it’s turn or take a -4 penalty to Strength for 5 rounds. If a creature already has the penalty it takes 2 Strength damage. This invocation lasts for 5 rounds and it can be countered or dispelled by any light spell or effect of equal or higher level.
Frightful Blast CAr 134
Least; 2nd [Eldritch Essence]
You transform your
eldritch blast into a
frightful blast. A creature struck by a
frightful blast must succeed on a Will save or become
shaken for 1 minute. A creature cannot be made panicked from this effect. Creatures immune to fear effects or mind-affecting effects cannot be shaken and take only half damage from a
frightful blast.
Glacial Blast Originally Hellrime Blast, CAr 134
Lesser; 4th [Eldritch Essence]
You transform your
eldritch blast into a
glacial blast. A
glacial blast deals cold damage. Any creature struck by a
glacial blast must succeed on a Fortitude save or take a -4 Dexterity penalty for 10 minutes. Even if they make the save, the freezing cold crystallizes the moisture in the air, forming a covering of ice which reduces their movement speeds by half for 1 round
Hammer Blast CM 124
Least; 2nd [Eldritch Essence]
You transform your
eldritch blast into a
hammer blast. When used against constructs, a
hammer blast does not allow spell resistance and deals an additional 2d6 damage. A
hammer blast deals full damage to objects.
Hellspawned Grace CM 124
Prerequisite: ??? and Infernal lineage
Greater; 6th
You transform into a
hellcat for 24 hours. You may end this invocation early as a full-round action. This is a polymorph effect.
Hindering Blast CM 124
Greater; 5th [Eldritch Essence]
You transform your
eldritch blast into a
hindering blast. A creature struck by a
hindering blast must succeed on a Fortitude save or be
slowed for 1 round.
Hungry Darkness CAr 134
Lesser; 3rd
You can create an area of complete darkness that is filled with bats (as the
bat swarm, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary, but you may move it up to 20 feet as a move action. You are immune to the attacks of your own hungry darkness, but you are still subject to the effects of the darkness. The hungry darkness last 1 round per caster level. If the bat swarm is destroyed, the darkness disappears as well. You may only have one hungry darkness in effect at a time; if a new one is created, the old one vanishes.
Impenetrable Barrier DM 82
Prerequisite: Angelic, Titan and ??? lineage
Ancestral; 7th
You can conjure up a
wall of force as the spell. This wall is completely opaque and blocks sight of all kinds. Alternatively, you may use this invocation to create a
forcecage, except that it only lasts one round per level and creatures in it’s area of effects may succeed on a Reflex save to jump to the nearest square outside the cage, avoiding it (this version is also opaque and blocks sight if solid walls are used). You can only have one
impenetrable barrier in effect at a time. If you use the invocation a second time befor the duration of the first expires, the previous wall disappears. If your
impenetrable barrier is destroyed (such as by a
rod of cancelation or
disintegrate spell, you take 1d10 points of damage.
Incarnum Shroud MoI 107
Ancestral; 8th
This invocations calls for the power of your soul, shrouding you with incarnum. All attacks against you have a 20% miss chance. You gain 1 point of essentia while this invocation is in effect. This invocation lasts for 24 hours.
You can invest essentia into this invocation once per day as if it were an incarnum feat. Every point of essentia invested in your
incarnum shroud increases the granted miss chance by 10% and grants you a cumulative +1 bonus on saves against death effects and energy drain. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If your
incarnum shroud is dispelled during this time, the essentia investment remains in place, taking effect once again when you activate the invocation.
Instill Vulnerability DM 81
Prerequisite: Aberrant, Angelic, or Fey lineage
Ancestral; 7th
You imbue a single creature within 30 feet with
vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). Creatures with resistance or immunity to the chosen energy type instead are stripped of that resistance or immunity. A successful Will save negates this effect. The effects of this invocation last for 24 hours or until you use this invocation on the creature a second time, in which case the first effect ends and the new effect and duration take effect.
Leaps and Bounds CAr 134
Least; 2nd
You can invoke this ability to gain amazing agility. You gain a +6 bonus to Balance, Jump, and Tumble checks for 24 hours. While active, you may consider to have rolled a natural 20 on a single Balance, Jump, or Tumble check instead of rolling. If you do, the effect of this invocation ends at the end of the round.
Miasmic Cloud CAr 134
Least; 1st
A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued and have any melee damage they deal reduced by half. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch disperses the fog in 1 round. The fog otherwise lasts for 1 minute.
Otherworldly Whispers CM 124
Least; 2nd
You hear whispers in your head, revealing secrets of the multiverse. You gain a +6 bonus on Knowledge and Spellcraft checks and are considered trained in those skills for 24 hours.
Painful Slumber of the Ages CM 124
Greater; 6th
You can use
endless slumber [sup]CM 103[/cup] as the spell. When a creature awakens from this effect it takes damage equal to your caster level plus the number of times it failed the save to wake up.
Path of Shadow CAr 135
Prerequisite: Aberrant, Fey, Infernal, or Undead lineage
Ancestral; 6th
Otherwise unchanged from Complete Arcane.
Perilous Veil DM 81
Prerequisite: Aberrant, Fey, or Infernal lineage
Ancestral; 8th
You instantly change the appearance of one or more subjects, as the
url=http://www.d20srd.org/srd/spells/veil.htm]veil[/url] spell. Any creature that succeeds on a Will save to disbelieve the glamer is struck blind, mute, and takes 5d6 points of damage. Spell resistance applies against this secondary effect. You are instantly aware if a creature successfully disbelieves the glamer and may chose not to have the secondary effect occur.
Unrivaled Master of the Skies
Prerequisite: Angelic, Draconic linegae
Ancestral; 9th
When you use this invocation you are born aloft, at home among the clouds. You gain a fly speed equal to your land speed + 30 feet with perfect maneuverability for 24 hours. While this invocation is active you are considered to have both the
Flyby Attack and
Improved Flyby Attack feats, even if you don’t meet the prerequisites.
Repelling Blast CAr 135
Greater; 6th [Eldritch Essence]
You transform your
eldritch blast into a
repelling blast. Any creature your size or smaller struck by your
repelling blast must succeed on a Reflex save or be hurled 1d6x5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 5 feet it did not travel, and it is still knocked prone. This movement does not provoke attacks of opportunity.
Retributive Invisibility CAr 135
Prerequisite: Demonic, Fey, Infernal lineage
Ancestral; 6th
You can use
greater invisibility, but you can only target yourself. If this invocation is dispelled a violent shock wave rleases from your body in a 20-foot radius burst. This shock wave deals 4d6 points of force damage to all other creatures in the area and dazes them for 1 round. A successful Fortitude save halves the damage and prevents the daze effect.
Scalding Gust DM 81
Least; 2nd
You create a strong blast of wind as the
gust of wind spell, except that the duration is instantaneous. Any creature within the effect takes 2 points of fire damage per caster level, regardless of whether it succeeds on
gust of wind’s Fortitude save.
Soulreaving Aura CM 124
Prerequisite: Non-good
Least; 2nd
You can use
reaving auraCM 114 as the spell, except that the damage deatl is equal to half your caster level. In addition to the normal effect, if any creature dies from this invocation you gain a profane bonus equal to the creature’s HD to the damage of your
eldritch blast for 1 round and temporary hit points equal to the creature’s HD that last for 1 minute.
Steal Summoning CM 124
Prerequisite: Draconic, Fey, or Infernal lineage
Ancestral; 7th
You can use
steal summoning as the spell, except that you can steal the effects of any spell in the summoning subschool changing any targets and having complete control over any creatures summoned. You do not need to concentrate to maintain this control unless the duration of the stolen spell includes concentration.
Stony Grasp CAr 135
Lesser; 4th
You cause an arm of stone the size of a man to rise from the ground within 5 feet of a creature that grabs at them. The creature must succeed on a Reflex save or it is considered to be grappled by the arm. The arm has a Strength of 18 +1 per caster level. Other than these differences, this ability works as the
stony grasp spell
SpC 209. You may only have one stony grasp in effect at a time; if a new one is created, the old one vanishes.
Sudden Swarm DrU 63
Add your caster level instead of your warlock level to the hit points and poison DC for the spider swarm, and add your Charisma modifier to the DC of its Distraction. Otherwise unchanged.
Swimming the Styx CM 124
Least; 2nd
By tapping into the power of the legendary river, you become an aquatic creature. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (you gain all other benefits derived from a swim speed), and you can breath water as well as air. As an interest side effect, you are also rendered immune to the effects of the Styx. This invocation lasts for 24 horus.
Syphon Incarnum Originally Steal Incarnum, MoI 107
Lesser; 4th
You can use this invocation to syphon essentia from a touched creature for your own use.Unless the target succeeds on a Fortitude save, it loses 1 point of essentia for every 4 caster levels, and you gain essentia equal to the amount lost. The gained essentia fades after 5 minutes, though the target must heal the essentia damage as normal. If the target does not have an essentia pool it gains 1 negative level that fades after 24 hours. If you do not have an essentia pool then instead your
eldritch blast deals an additional die of damage per point of essentia syphoned for 1 round.
Thieves’ Bane Ci 68
Lesser; 3rd
This invocation creates an
arcane lock effect as the spell. In addition, should anyone other than you open the item in question from the outside by any means (including
knock or
dispel magic) the portal or lid explodes outward, dealing 5d6 points of force damage in a 20 foot cone. Each creature but the one that triggered the effect (assuming it was standing in front of the item) can succeed on a Reflex save for half damage. Spell resistance does not apply to the damage cause by this invocation. You are instantly aware of when this invocation is triggered.
Wall of Gloom CAr 136
Lesser; 3rd
You create an insubstantial but foreboding wall that is disturbing to pass through. Creatures attempting to pass through must succeed on a Will save or be halted at its edge, end the move action (though a creature can move away from the wall or attempt to pass through again if it has another move action). If a creature successfully passes through the wall it suffers a -2 penalty to attack rolls and Will saves for 1 round as it shakes off a sense of despair. Other than these differences, this ability works as the
wall of gloom spell
SpC 233.
Warlock’s Call CAr 136
Greater; 5th
You can send a message as the
sending spell. The warlock may make the message appear to come from another creature with a successful Bluff check (opposed by the receiving creature’s Sense Motive). If the Bluff is unsuccessful the receiving creature remains unaware of any deception, the warlock is simply anonymous.
Warlock’s Luck Originally Dark One’s Own Luck, CAr 133
Least; 2nd
The arcane energies that swirl around you grant you luck. You gain a luck bonus equal to your Charisma modifier on Fortitude, Reflex, or Will saves (your choice each time you use this invocation) for 24 hours. This invocation can only apply to one save at a time, and the bonus it provides may not exceed your warlock level. While active, you may end the effect of this invocation as a free action to automatically confirm a critical hit with your
eldritch blast.
Weighty Utterance DM 82
Lesser; 4th
With a single word you can increase the weight of a single creature within 60 feet. The target must succeed on a Will save or it and all the equipment it is carrying has it’s weight quadrupled for 1 round. This might cause some individuals to suddenly take encumbrance penalties while others collapse under the weight of their own gear. If the target is flying and fails the Will save it falls 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round.
Witchwood Step CM 124
Lesser; 3rd
With a touch you an allies footsteps (or your own) become supernaturally sure and supportive. The target is unaffected by difficult terrain and is immune to being entangled. They can even walk on water, as the
water walk spell. This invocation last for 24 hours. The creature affected by this invocation may end it as a free action to be under a
freedom of movement effect for 1 round.
Word of Changing CAr 136
Prerequisite: Aberrant, Demonic, Fey, or Titan lineage
Ancestral; 7th
Otherwise unchanged from Complete Arcane.