CHANNELER INVOCATIONS
Channelers choose the invocations they learn as they gain levels, much like favored souls choose which spells to learn. However, a channeler’s divine repertoire is even more limited than that of a favored soul, and his invocations are spell-like abilities, not spells.
In addition to its grade (least, lesser, greater, or holy), every divine invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and holy are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the channeler must wait before drawing upon that particular magic again, with a cool down period of 1d4 rounds before that invocation can be called upon again.
A channeler can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.
Invocations and Celestial Light: Celestial light is not an invocation, but some invocations provide a channeler with the ability to modify this. Additionally, celestial light is not a spell-like ability, unlike an invocation, so by using an invocation to augment celestial light's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding halo essence and halo shape invocations to the channeler’s celestial power, the ability’s level is modified by the total spell levels added to the celestial light attempt. For example, if Hand of Raziel wanted to combine frozen halo with the solar arrow invocation, his celestial light would become an frozen solar arrow, a 4th level effect, inflicting cold damage at range that dazzles an opponent. An effect can never go above 9th level.
Halo Essence Invocations – Halo essence invocations are invocations that modify the damage of the channeler's celestial light ability and offer additional abilities to augment their holy touch. Halo essence invocations can be added to a use of celestial lighting as a free action, and only one halo essence invocation can be applied per round. Any use of a halo essence invocation affects all uses of celestial light until the channeler's next turn. Many halo essence invocations have side effects that have saving throws; the DC is based on the halo essence invocation alone. If the character uses a halo essence invocation with a halo shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9). The saving throw DC formula for is as follows: 10 + Invocation Level + Wisdom modifier.
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Focused Halo (2nd) – Celestial light attack gains additional force, and adds the channeler’s caster level to damage.
Beam of Fatigue (1st) – Celestial light attack tires the opponent as the spell touch of fatigue (Will DC 11 + Wis mod negates fatigue effect).
Flaming Halo (2nd) – Celestial light attack bears the fires of heaven within it, inflicting half of its damage as fire damage and causing the target to burn for 1d6 points of damage for a number of rounds equal to the character’s Wisdom modifier (Reflex save DC 12 + Wisdom modifier negates burning).
Frozen Halo (2nd) – Celestial light attack damage bears the chill of heavenly winds, inflicting half-cold damage, and dazzles the opponent with shards of ice for a number rounds equal to the channeler's Wisdom modifier (Reflex save DC 12 + Wis mod negates dazzling)
Sinwrought Judgment (1st) – Celestial light attack sickens opponent with the knowledge of their sins for 1d4 rounds on a failed save (Fort DC 11 + Wis mod negates sickened condition). This is a mind-affecting ability.
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Heavenly Crush (3rd) – Celestial light attack that inflicts intense, crushing pressure on the heart and mind of the target, dazing the opponent for 1d4 rounds (Fortitude save DC 13 + Wis modifier reduces dazed condition to being shaken 1 round).
Incinerating Halo (4th) – Celestial light attack damage bears the intense, blinding light of the fiery sun (inflicting straight fire damage instead of divine damage) and daze the target for 2 rounds (Fortitude save DC 14 + Wis modifier negates daze). (3 round cool down)
Luminous Brilliance (4th) – Celestial light attack which is accompanied by surging holy energies which inflict more damage to profane creatures, increasing celestial light’s damage die to d8 when used against evil outsiders, creatures with the Evil subtype, or undead, but reducing the damage die to d4 when used against other creatures.
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Beam of Ruin (5th) – Celestial light attack wastes and ages a target away, causing the attack to inflict half of its damage as acid, and potentially blinds the target for 1d4 rounds (Reflex save DC 15 + Wis modifier to negate blindness).
Heavenly Lightning (6th) – Celestial light attack is infused with the very energy of storms, and inflicts half of its damage as electrical damage and stuns the opponent for 1d4 rounds (Will save DC 16 + Wis modifier negates stun).
Vengeful Thunder Halo (6th) – Celestial light attack of divinely charged thunder from the storms of the heavens which causes the damage to become half-sonic, with a chance to deafen opponent for 1d4 rounds (Fort save DC 16th + Wis mod to deafen for one round).
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Salt Curse Halo (7th) – Celestial light attack is filled with calcifying power, which transmutes the opponent’s form into salt, petrifying him (Fortitude save DC 17 + Wis negates petrification).
Conflagration Halo (8th) – Celestial light attack is filled with the burning wrath of Heaven, inflicting half irresistible fire damage. Due to deep tissue damage from the attack, this essence inflicts an additional 1d6 Strength damage and 1d6 Charisma damage (Fortitude save DC 18 + Wis modifier halves ability damage) (3 round cool down)
Essence Smiting Halo (9th) – Celestial light attack banishes the very life force of evil creatures, devouring portions of their soul, inflicting 1d4 negative levels (Fortitude save DC 19 + Wis modifier halves negative level loss) (3 round cool down)
Halo Shape Invocations – Halo shape invocations change the delivery method of the celestial light ability of the channeler. These invocations change the range on the channeler's celestial light from a touch or channeled weapon strike into a ranged weapon of some variety. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a halo shaped celestial light is 10 + level of the invocation + the channeler's Wisdom modifier.If the character uses a halo essence invocation with a halo shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9). The saving throw DC formula for is as follows: 10 + Invocation Level + Wisdom modifier.
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Heavenly Arc (2nd) – Allows the character to create a 15ft cone shaped burst of divine energy as a standard action which hits every target within its range, but allows for a Reflex save for half damage.
Luminous Blade (2nd) – Allows the character to infuse a melee weapon with his celestial light as a free action, allowing him to add it to any melee or unarmed attack he makes. This damage does not multiply on a critical hit, and he may add a halo essence invocation to the attack as part of an attack or full attack action, which will last until his next turn (for purposes of attacks of opportunity. When used with halo essence invocations, luminous blade only subjects the target once for additional effects no matter how many times the channeler strikes them with it that round (for example, frozen halo only causes the target to save once against the dazzling effect).
Solar Arrow (2nd) – Allows for a long range (400ft + 40ft per CL) spike of divine energy as a ranged touch attack, used as a standard action.
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Grasp the Sinful (3rd) – As a standard action, the character may fire a close range ray attack that entangles with a flurry of spectral chains on a failed Reflex save.
Sphere of Judgement (3rd) – As standard action, the channeler may craft his celestial light into a small orb and fire it at medium range (100ft + 10ft per CL), where it explodes into a 20-ft radius spread of divine energy, allowing a Reflex save for half damage.
Halo Bolt (4th) – As a standard action, the character may will sacred energies into his hand and fire it in a 90-ft line of divine energy.
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Heavenly Burst (6th) – As a standard action, an channeler may recite a holy invocation to unleash a 30-ft radius burst of divine energy to blister and burn his foes away. A successful Fortitude save halves this damage.
Holy Wind (5th) – As a standard action, the channeler can invoke a 60-ft cone of divine energy to decimate his foes. A successful Reflex save halves the damage from this attack.
Smiting Halo (6th) – As a standard action, the channeler can call down his celestial light in a 10ft radius, 40ft tall column of heavenly wrath at a point anywhere within medium range (100ft + 10ft/CL). A successful Reflex save halves the damage to any caught within its area of effect.
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Divine Chain (5th) – As a standard action, the channeler may fire a snaking chain of evil-seeking divine energy that connects to multiple different targets at medium range (100ft + 10ft per CL). The bolt deals damage as normal to the primary target. After it strikes, divine chain can arc to a number of secondary targets equal to your caster level (maximum 20) and cannot jump farther than 20ft between targets. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). A successful Reflex save halves this damage.
Heavenly Lance (6th) – As a standard action, the character may create a medium range (100ft + 10ft per CL) lance of deadly divine energy that automatically hits its target unerringly. (3 round cool down)
Divine Invocations – Divine invocations are the more utilitarian abilities of the channeler, allowing him to call upon light, fire, life, storm, and wing to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s channeler level. Saving throw DC’s are 10 + the invocation’s level + the character’s Wisdom modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook; PHB2 = Player’s Handbook 2, CDiv = Complete Divine, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Summoned items, such as the Horn of Heaven, may not be sold or in any way given away as they vanish after leaving the channeler's hand for more than three rounds. Invocations marked with a (Hymnal) tag are invocations that may not be hastened in anyway, and only one may be in effect at time as the channeler is singing, which also prevents him from using any other divine invocations while he is singing (he may still use halo essence or halo shaping invocations as normal with his celestial light). When the channeler ceases to sing his hymnal, the effect immediately ends and any hit points gained from an increase in Constitution score (if any) are immediately lost (which may cause an ally to go below 0 hit points). Any new summons after that point replaces the earliest summons and releases those creatures back to whence they came.
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Angelic Acumen (1st) – By invoking the grace of the Heavenly Host, the channeler takes on some of the social grace and charm of celestials. While in use, the character gains a +10 divine bonus to Diplomacy and Sense Motive checks, and this bonus persists for 24 hours.
Aura of Wrath (2nd) – (Aura) By filling himself with the fury of the heavens against the forces of corruption, the channeler bearing this aura displays a glowing aura of celestial sigla that surrounds him in burning letters. This power grants the channeler the ability to add his caster level to melee damage or ranged attack damage when using weapons. Material Component: A red ribbon to tie around the handle or hilt of his weapon, inscribed with prayers.
Benediction of the Celestial Host (1st) – As an immediate action, grant an ally at close range (25ft + 5ft/2 CL) a reroll on a saving throw with a +4 bonus. Alternately, the character may instead allow an additional save for a target ally with a +4 bonus to negate the effect that the ally failed his save for as a standard action. (3 round cool down)
Blessed Raiments (2nd) – By calling upon the heavens to protect him, the channeler gains a defensive boon from above. He gains a +1 deflection bonus to his AC per 4 caster levels (max +5). This invocation lasts for 24 hours. Material Component: A garment or piece of armor to enchant.
Captivating Voice (2nd) – The channeler fills his voice with the righteousness of heaven, swaying the hearts of those who hear him. This invocation duplicates the effects of an enthrall spell.
Cassian Helm (1st) – By invoking this prayer, the glowing golden and winged helm form of a cassian angel forms around the channeler’s head. While this invocation is used, the character gains darkvision 60ft and lowlight vision for 24 hours.
Dancing Blade (2nd) – (Summon) The channeler may conjure forth a greatsword-shaped spiritual weapon (as the spell).
Golden Goblet of Rise-Mokér (2nd) – Use of this invocation allows the channeler to bless a bottle, flask, or skin of liquid with holy essence, turning its contents into thick, sweet, golden nectar. This nectar removes the fatigued condition from a character (or brings an exhausted character to fatigued) and counts as all the food and drink that creature would need for the day. The channeler may make as many enchanted flasks he wishes, and they last for 24 hours. A creature may only benefit from one of these flasks once per day. Material Component: A flask or skin of non-poisonous liquid.
Hands of the Healer (1st) – By flooding his hands with golden glowing energy, the channeler may heal the injured even when he does not have the time to do so properly, though it taxes his powers some. The channeler is capable using his Healing Light class feature as a standard action. (3 round cool down)
Horn of Heaven (2nd) – (Summon) The channeler calls to his hand a large, gilded ivory horn that when blown, inflicts 1d8 points of sonic damage per two caster levels (5d8 maximum) in a 20ft cone, Fortitude save for half damage. Using the horn is a full round action, requires the use of both hands, and the horn requires one round of cool down time between uses.
Hymn of Celestial Aid (2nd) – (Hymnal) While singing this hymnal, the channeler and his allies within the sound of his voice gains fast healing 2 and gain a +2 morale bonus to saving throws.
Martyrdom (2nd) – By placing his hands upon an ally, he may willingly take upon himself any and all negative status effects the character is currently suffering and suffer them himself in their place (effects such as paralysis, stunning, dazing, sleep, fear, poison, disease, etc). The channeler must suffer the effect, even if he is immune to the effect as he voluntarily lowers his defenses to suffer for his ally.
Prayer of Calling (2nd) – (Summon) The channeler draws a glowing sigil in the air and speaks words in celestial, calling forth the allies of the heavens to aid him. This invocation duplicates the effects of summon monster II spell, but only calls celestial creatures.
Prayer of Hope (2nd) – By lowering his head in piety and praying to his angelic patron for aid, his patron hears him and blesses him. This invocation duplicates the effects of the bless or prayer spell.
Prayer of Sanctuary (2nd) – (Aura) While this aura is in effect, the channeler is under the effects of a sanctuary spell. If something overcomes this effect, or if the character voluntarily breaks the effect, the aura immediately ceases.
Shielding Prayer (2nd) – The channeler may link his health to the health of another, and suffer his wounds in heroic martyrdom. To use this invocation, you must target a willing ally, and this invocation mimics the effects of a shield other spell. Every six caster levels the character possesses in channeler, he may select an additional ally to shield with this spell. Material Component: A pair (or more) of objects that can be worn by both parties, such as a ring or tied ribbons, to serve as a conduit for the invocation.
Truth Seeker (2nd) – Concentrating on the advising words of heaven, the channeler may hear untruths spoken in his presence. This invocation duplicates the effects of a zone of truth spell.
Voice of Command (2nd) – By using this invocation, the character may duplicates the effects of a command spell as his voice deepens and grows strong with the authority of Heaven.
War Chant of the Battered Shield (2nd) – (Hymnal) While singing this hymnal, the channeler and all of his allies gain a +1 morale bonus to AC per 4 CL of the channeler. This is a mind-affecting, language dependent ability.
War Chant of the Red Blade (2nd) – (Hymnal) While singing this hymnal, the channeler and all of his allies gain a +1d6 bonus per 6 caster levels as a morale bonus to damage. This is a mind-affecting, language dependent ability.
Word of Reconstruction (2nd) – With but a word and a touch, the channeler may restore the condition of an item as if he were using the mending or make whole spell.
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Battle Angel’s Hymn (4th) – (Hymnal) While singing this hymnal, the channeler and his allies within the sound of his voice receive a +4 morale bonus to Strength and a +2 bonus to Fortitude saves as holy power suffuses them. This is a mind-affecting, language dependent ability.
Breath of the Sea (4th) – By invoking this power, the channeler may breathe underwater as per the water breathing spell.
Celestial Chains (4th) – By placing his hand upon a target, he may lock his foe onto the plane that the channeler resides on with phantom chains of celestial energy. This invocation duplicates the effects of the dimensional anchor spell.
Dispelling Word (3rd) – By speaking a word in celestial and pointing his hand, the channeler's halo pulses and destroys the magic aiding his enemy. This invocation duplicates the effects of the dispel magic spell.
Earth Shaper (3rd) – By speaking the command words of the heavens, the channeler may shape the very earth around him to his will. This invocation duplicates the effects of the stone shape spell. (3 round cool down)
Globe of Golden Wrath (4th) – While this invocation is in use, a golden globe of divine energy radiates around the character, granting him a +4 divine bonus to his AC. If struck in melee combat, the globe reacts and inflicts 4d6 points of damage upon the attack (Reflex save negates). The defensive bonus is ablative; once one attack has successfully landed, the armor bonus drops to +3 and the damage reduces to 3d6, and so on, until the shield has dissipated.
Hammer of the Deva (4th) – (Summon) With this invocation, the channeler may call for the loan of an astral deva’s powerful weapon. This powerful bronze warhammer is inscribed with prayers in celestial that spell the undoing for the profane, and it is treated as a +3 disrupting warhammer.
Heavenly Edge (4th) – (Aura) While this aura is active, a pearly luminescence glimmers around the character and his weapons, causing all of his attacks with them to gain the holy weapon property.
Light of Heaven (4rd) – (Aura) Generate an aura of daylight (as the spell, centered on the caster) which also inflicts 2d4 points of damage to undead or evil outsiders who are specifically affected by daylight that are within its radius per round.
Modanic Plate (3rd) – (Summon) The channeler calls to the angels for aid, and in kind they respond by loaning him the use of a modanic deva’s battle armor. This bronze armor is battle-worn and scarred through many trials, though it still retains heavenly splendor and power with its inlays of platinum and inscriptions of celestial prayer. This armor is treated as +3 resistance breastplate and grants the character resistance to an elemental damage type of his choosing equal to his caster level.
Prayer of Summoning (4th) – (Summon) Speaking words in celestial and drawing a large sigil in the air with light, the channeler calls to the heavens above for assistance. This invocation mimics the effects of a summon monster IV spell, except that it only calls celestial creatures.
Step of the Deva (4th) – The channeler may move with some of the otherworldly power of angels and make short range leaps through the aether to reappear in a different location. This invocation functions as the spell dimension door.
Swift Mercybringer (3rd) – The channeler learns how to hasten his healing prayers, learning to use his Healing Light and still perform other miracles. The character is capable of using his Healing Light class feature as a move action. (3 round cool down)
Touch of Restoration (3rd) – With this invocation the channeler may cure a target of a single negative status ailment, such as stunning or petrification, and restore 1d8 + the channeler's caster level in hit points.
Tongue of the Celestial (4th) – By invoking this power, the channeler may understand and speak any language he comes across. This invocation duplicates the effects of a tongues spell, and lasts for 24 hours.
Walk on Water (3rd) – With use of this invocation, the character may trod upon water as if it were solid as per the water walk spell.
Ward the Reaper (4th) – (Aura) While this invocation is active, the character is surrounded by spidery black words in celestial that ward off the effects of murderous necromantic powers. The channeler is protected by a death ward spell.
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Battle Hymn of the Heavenly Army (6th) – (Hymnal) While singing this song, the channeler may grant to himself and all of his allies within the sound of his voice a +6 morale bonus to Strength and Constitution and a +1d6 damage bonus on attacks. This is a mind-affecting, language dependant-ability.
Benediction of Belphor (5th) – By invoking the holy power above, the channeler may cleanse a target of any negative status effect or restore 1d6 points of ability damage or drain, or remove a single negative level. (3 round cool down)
Castigating Gaze (6th) – The channeler may bring his angelic patron’s wrath and mercy into his soul and attempt to purge the sins of the unrighteous. By staring directly into the eyes of a foe as a gaze attack with a 30ft range, the channeler may forcibly attempt to atone them and force them to confess their sins. The target makes a Will save, and if unsuccessful, the target takes 1d6/2 caster levels in subdual damage (maximum of 10d6) and is subject to the atonement spell. Good creatures receive a +4 bonus on their Will save, and targets may voluntarily fail this save. This ability may be used on a single creature no more than once per month.
Dancing Solar Sword (6th) – (Summon) The channeler calls forth to the heavens and conjures a solar’s mighty blade to his service. This ancient platinum and steel sword is a +3 dancing greatsword which the character may use in hand or let fly to dance and fight on its own. Unlike normal summons, this potent blade adds the character’s caster level instead of Strength to damage of the weapon when dancing, and may only remain incarnate for 1 round per caster level.
Deafening Chorus of the Penitent (5th) – (Hymnal) While the channeler is singing this hymnal, he and all of his allies within the sound of his voice gain a measure of protection from enemy spellcasters. The sound of this song is terrible to the ears of evil spellcasting creatures, and they are treated as being deafened while the channeler is singing.
Healing Surge (5th) – The channeler holds his hands aloft and his halo burns brightly, spreading out rays of healing light. As a full round action, the channeler may use his Healing Light on all allies within 30ft. (3 round cool down)
Heavenly Negation (6th) – By leveling his hand towards his foes, the channeler denies them the magical aid they possess. This invocation mimics the greater dispel magic spell.
Hymn of Restrazan (5th) – (Hymnal) While singing this hymnal, the channeler and his allies within the sound of his voice gain fast healing equal to half the channeler’s caster level +5.
Planetar’s Sword (5th) – (Summon) With use of this invocation, the channeler may summon forth a powerful blade with the shape of writhing fire made of steel inlaid with gold. This weapon functions as a +4 flaming burst greatsword to do battle against his foes.
Prayer of the Gate (6th) – (Summon) By drawing a complex sigil in the air with his hand, the channeler may call upon aid from above. This invocation duplicates the effects of a summon monster VI spell, except that it only calls celestial creatures.
Stride on the Winds (6th) – By calling forth angelic winds to bear himself and his allies, the channeler may duplicate the effects of a wind walk spell.
Word of the Shangolea (5th) – The channeler level his hand at a target and speaks words in a celestial tongue, freezing the target in place. The character picks a target within close range (25ft + 5ft per 2/CL) and that target must make a Will save; failure means that the target is stunned for 1d4 rounds. This is a mind-affecting ability.
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Angelic Protection (9th) – (Aura) With this power aura, the channeler takes on the mantle of angelic power and presence. He gains a +4 deflection bonus to his AC, resistance to cold/electricity/fire/acid of 15, and spell resistance of 25.
Divine Warrior's Aura (7th) – (Aura) The aura of the divine warrior infuses the channeler with the might of a planetar, tinging his skin green and his eyes glow silver or gold. While using this aura, the channeler's base attack bonus equals his caster level (to a maximum of +20), and he gains a +6 divine bonus to his Strength score and +2 temporary hit points per caster level.
Grace of the Healer (7th) – By flooding his form with the healing powers of angels, the channeler may use his Healing Light class feature as a swift action. (3 round cool down)
Hand of Hope (9th) – The channeler may bring back an ally who has fallen in battle with this invocation. If the target has died for one round or less, then use of this invocation will restore him to life at half of his maximum hit points. If the target has been dead for longer, up to one day per caster level, then this invocation can be used to return him to life as a resurrection spell, except the target suffers no level loss. Material Component: 10,000gp diamond. (1 minute cool down)
Hand of Negation (7th) – As an immediate action, the channeler may defend himself from enemy magic, allowing him to make an opposed caster level check to counter a spell that targets him. (3 round cool down)
Prayer of the Holy Army (9th) – (Summon) This invocation duplicates the effects of a summon monster IX spell, except that it only calls celestial creatures. Alternately, he may attempt to use the spell gate to call forth a single ally or open a portal to another realm. Doing so fatigues the channeler, and costs him 1,000xp to use,
Regenerative Prayer (8th) – Through his mighty divine patron, the channeler may restore the body of an ally. This invocation duplicates the effects of a regenerate spell.
Solar Bow (8th) – (Summon) Through this invocation, the channeler calls down from his angelic patronage the use of a solar’s bow. The gold-filigreed weapon made of rarest wood appears in a flash of light in his hands. If the channeler has ammunition of his own, he may draw it across this +5 ghost touch seeking composite longbow (with Strength modifier according to the character’s current Strength modifier) and use it normally, or he may will his very life essence across it to generate an arrow of slaying for the type of creature he chooses at the cost of 5 hit points per arrow.
Speak the Holy Word (7th) – The channeler learns a word of the true tongue of angels, and when spoken, evil cannot stand against its power. This invocation duplicates the effects of a holy word spell. (3 round cool down)
Wrath of Earth (8th) – The channeler fills his body with the wrath of heaven and stomps his foot down, causing the earth to shake and break open from his power. This invocation duplicates the effects of an earthquake spell. (3 round cool down)
Wrath of Fire (8th) – By holding his hands aloft and exercising the divine will of his angelic patron, the channeler rains down fire and brimstone from the sky. This invocation duplicates the effects of a firestorm spell. (3 round cool down)